Commander
5.3±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(370 pts)
Estimated win turn
T6best
T7typical
T8+contested
Vector breakdown
Efficient Curve (51% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+4ⓘ
Fast mana1
Mana rocks1
Land ramp8
Other acceleration1
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+6ⓘ
Draw engines7
Cantrips & burst draw6
Recursion1
Value engines6
Counterspells5
Spot removal6
Board wipes1
Stax & hate2
Protection2
Two-Color Powerhouse Lands (2)+5ⓘ
Mana Acceleration (11 sources)+1ⓘ
Two-Color Mana Base (no fixing needed)+1ⓘ
Dual & shock lands1
Premium utility lands3
Utility lands8
Taplands6
Combat Damage Synergy: token swarm strategy, 5 tribal lords, 4 evasion enablers, aristocrats engine+25ⓘ
1 Combo(s) Detected (Consistency: 40%)+17ⓘ
Commander Synergy (1 groups)+6ⓘ
Combo pieces3
Win conditions1
Combat threats5
Token generators3
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.3 → Bracket 3
Threats85Consistency82Interaction75
0.8 above Bracket 2 ceiling (4.5)
1.2 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
Themes10 total
Merfolk Tribal32 cards
32 merfolk creatures detected. Tribal synergies can create powerful board states.
+1/+1 Counters14 cards
14 counter synergies. Grow your creatures over time for massive threats.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.