Miirym, Sentinel Wyrm

5.5±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(380 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Combat Damage Synergy: token package, 1 extra combat, 2 haste enablers, 2 evasion enablers+20
Commander Synergy (1 groups)+8
Reanimation1

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.5 → Bracket 3
Mana base94Consistency85Threats81

1.0 above Bracket 2 ceiling (4.5)

1.0 below Bracket 4 threshold (6.5)

Game Changers are present, but your power level already places this deck in Bracket 3.

Game changers 1
Mass land denial — none
2-card combo — none
Extra turns — none

Themes7 total

Stompy / Big Mana20 cards

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

Dragon Tribal16 cards

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

Tokens (Commander)1 cards

Commander generates or synergizes with creature tokens.

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.