Miirym, Sentinel Wyrm

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Commander
6.6±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
High confidence476 pts
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Commander Synergy+3
Heavy Curve−10
Fast mana5
Mana rocks4
Mana dorks2
Land ramp6
Other acceleration6
Treasure generators2
Tutors3
Draw engines10
Cantrips & burst draw3
Recursion2
Value engines6
Counterspells1
Spot removal2
Stax & hate1
Protection3
Mana Acceleration+13
Fetchlands4
Dual & shock lands8
Premium utility lands5
Utility lands4
Taplands3
Basic lands3
Combat Damage Synergy: token package, 2 token doublers, 3 haste enablers, 2 evasion enablers, aristocrats engine, 2 damage multipliers+25
Commander Synergy+18
Synergy pieces7
Win conditions4
Combat threats4
Reanimation1
Clone effects1
Other1

Bracket

4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 6.6 → Bracket 4
Game changers 3
Minimum Bracket 3
Mass land denial — none
2-card combo — none
Extra turns — none

Themes10 total

No dominant themes detected. This deck may include draw, ramp, removal, and other value elements, but no single strategy is prominent enough to define it.
Stompy / Big Mana21 cards

21 high-impact creatures. Ramp into massive threats that dominate the board.

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Dragon Tribal20 cards

20 dragon creatures detected. Tribal synergies can create powerful board states.

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Blink/Flicker12 cards

12 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.

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Combos0 total

No combos detected

This deck wins through combat, value engines, or synergies rather than infinite combos. Checked against Commander Spellbook's database of 80,000+ documented combo variants.