Commander
5.6±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence(378 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Land ramp1
Other acceleration1
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+9ⓘ
Draw engines8
Cantrips & burst draw4
Recursion2
Value engines9
Other1
Counterspells11
Spot removal4
Board wipes1
Stax & hate1
Two-Color Mana Base (no fixing needed)+6ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands2
Premium utility lands2
Utility lands12
Taplands2
Combat Damage Synergy: token swarm strategy, 2 token doublers, 6 tribal lords, 7 evasion enablers, aristocrats engine+25ⓘ
1 Combo Family (1 lines, Consistency: 85%)+23ⓘ
Tempo Control (lockout lethality)+14.4ⓘ
Commander Synergy (1 groups)+6ⓘ
1 extra turn effect+5ⓘ
Combo pieces2
Synergy pieces1
Win conditions4
Combat threats12
Token generators3
Other3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.6 → Bracket 3
Threats95Interaction88Consistency85
1.1 above Bracket 2 ceiling (4.5)
0.9 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✓
Extra turns (1)
✕Mass land denial — none
✕2-card combo — none
Themes10 total
Merfolk Tribal32 cards
32 merfolk creatures detected. Tribal synergies can create powerful board states.
Aggro17 cards
17 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.