Commander
3.6±0.2
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
High confidence(211 pts)
Estimated win turn
T7best
T8typical
T9+contested
Vector breakdown
Fast mana1
Other acceleration4
Commander Draw Engine (Sygg, Wanderwine Wisdom provides card draw)+18ⓘ
Tutors1
Draw engines8
Cantrips & burst draw7
Recursion2
Value engines2
Other2
Counterspells4
Spot removal8
Stax & hate3
Two-Color Mana Base (no fixing needed)+13ⓘ
Dual & shock lands3
Premium utility lands1
Utility lands4
Taplands5
Combat Damage Synergy: token swarm strategy, 7 tribal lords, 4 evasion enablers, 1 damage multiplier+25ⓘ
2 Combo Families (2 lines, Consistency: 55%)+23ⓘ
1 extra turn effect+5ⓘ
Combo pieces3
Synergy pieces5
Combat threats12
Token generators4
Reanimation1
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 3.6 → Bracket 2
Threats92Mana base75Consistency67
0.6 above Bracket 1 ceiling (3)
0.9 below Bracket 3 threshold (4.5)
✓
Extra turns (1)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes10 total
Merfolk Tribal34 cards
34 merfolk creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro14 cards
14 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.