Commander
5.3±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(364 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Commander Synergy (1 groups)+4ⓘ
Fast mana1
Mana rocks1
Mana dorks1
Land ramp8
Other acceleration1
Commander Draw Engine (Hakbal of the Surging Soul provides card draw)+15ⓘ
Commander Synergy (1 groups)+9ⓘ
Draw engines9
Cantrips & burst draw7
Value engines7
Counterspells5
Spot removal6
Stax & hate2
Protection3
Two-Color Mana Base (no fixing needed)+12ⓘ
Mana Acceleration (12 sources)+2ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands2
Premium utility lands2
Utility lands10
Taplands3
Combat Damage Synergy: token swarm strategy, 1 extra combat, 4 tribal lords, 4 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+6ⓘ
Synergy pieces1
Win conditions4
Combat threats5
Token generators5
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
Consistency86Interaction77Mana base75
0.8 above Bracket 2 ceiling (4.5)
1.2 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Merfolk Tribal28 cards
28 merfolk creatures detected. Tribal synergies can create powerful board states.
+1/+1 Counters18 cards
18 counter synergies. Grow your creatures over time for massive threats.
Wizard Tribal10 cards
10 wizard creatures detected. Tribal synergies can create powerful board states.
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.