6.8±0.4
Tuned casual
Well-tuned synergy shell with consistent lines and solid fundamentals.
High confidence492 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana4
Mana rocks1
Land ramp6
Other acceleration3
Commander Draw Engine+15ⓘ
Commander Synergy+11ⓘ
Draw engines9
Scry & Surveil1
Value engines6
Synergy support1
Other1
Control Strategy+30ⓘ
Counterspells6
Spot removal9
Board wipes1
Stax & hate5
Protection6
Two-Color Powerhouse Lands+20ⓘ
Mana Acceleration+3ⓘ
Fetchlands2
Dual & shock lands6
Premium utility lands2
Utility lands7
Taplands1
Basic lands2
Combat Damage Synergy+25ⓘ
Commander Synergy+2ⓘ
Synergy pieces2
Win conditions1
Combat threats7
Token generators1
Alternate win strategies1
Other1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 6.8 (Bracket 3)+Game Changers 5→ Bracket 4
Markers
Learn more →✓
Game changers 5
Minimum Bracket 4
✓
Mass land denial 2
Minimum Bracket 4
✕2-card combo — none
✕Extra turns — none
Themes4 total
Merfolk Tribal19 cards
19 merfolk creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
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Hatebears8 cards
8 hatebear creatures. Small creatures that restrict opponents.
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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.