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5.1±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence352 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Commander Synergy+4ⓘ
Fast mana1
Land ramp1
Other acceleration3
Commander Draw Engine+15ⓘ
Commander Synergy+9ⓘ
Tutors1
Draw engines7
Cantrips & burst draw6
Value engines5
Counterspells5
Spot removal6
Board wipes1
Stax & hate1
Protection2
Two-Color Powerhouse Lands (2)+4ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands3
Utility lands13
Taplands5
Basic lands2
Combat Damage Synergy: token swarm strategy, 1 token doubler, 7 tribal lords, 1 haste enabler, 5 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy+6ⓘ
Win conditions3
Combat threats6
Token generators5
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.1 → Bracket 3
0.1 above Bracket 2 ceiling (5)
1.9 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 1
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.
Merfolk Tribal39 cards
39 merfolk creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies24 cards
24 low-cost creatures. Swarm the board and pump for lethal attacks.
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+1/+1 Counters17 cards
17 counter synergies. Grow your creatures over time for massive threats.
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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.