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HomeExplore decksCommanders
UG

Mermaids

viaArchidektArchidekt·1 view·1h ago

Power level

4.6±0.4
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
High confidence310 pts
Estimated win turn
T6best
T8typical
T10+contested
Vector breakdown
Commander Synergy+4ⓘ
Fast mana1
Mana rocks2
Land ramp4
Other acceleration2
Commander Draw Engine+15ⓘ
Commander Synergy+11ⓘ
Draw engines8
Cantrips & burst draw5
Scry & Surveil1
Recursion2
Value engines11
Synergy support3
Artifact/enchantment removal1
Spot removal6
Board wipes2
Stax & hate2
Protection4
Two-Color Mana Base+5ⓘ
Two-Color Powerhouse Lands+1ⓘ
Dual & shock lands1
Premium utility lands2
Utility lands10
Taplands4
Basic lands2
Combat Damage Synergy+25ⓘ
Tempo Control+5.8ⓘ
Extra Turn Package+5ⓘ
Commander Synergy+5ⓘ
Synergy pieces10
Win conditions5
Combat threats4
Sacrifice outlets1
Token generators5
Other2

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 4.6 → Bracket 2

1.6 above Bracket 1 ceiling (3)

0.4 below Bracket 3 threshold (5)

Markers
Learn more →
✓
Extra turns 1
✕Game Changers — none
✕Mass land denial — none
✕2-card combo — none

Themes7 total

Merfolk TribalCore (33 cards)

33 merfolk creatures detected. Tribal synergies can create powerful board states.

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+1/+1 CountersCore (19 cards)

19 counter synergies. Grow creatures over time for massive threats.

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Go-Wide / WeeniesCore (14 cards)

14 low-cost creatures. Swarm the board and pump for lethal attacks.

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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.