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5.4±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence362 pts
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Efficient Curve+8ⓘ
Commander Synergy+4ⓘ
Fast mana1
Mana rocks3
Land ramp5
Other acceleration2
Commander Draw Engine+15ⓘ
Commander Synergy+9ⓘ
Tutors2
Draw engines7
Cantrips & burst draw5
Value engines7
Other1
Counterspells4
Artifact/enchantment removal1
Spot removal4
Stax & hate2
Protection5
Mana Acceleration+1ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands2
Utility lands10
Taplands3
Basic lands2
Combat Damage Synergy: token swarm strategy, 1 token doubler, 7 tribal lords, 5 evasion enablers, aristocrats engine+25ⓘ
1 Combo Family+21ⓘ
Commander Synergy+6ⓘ
Extra Turn Package+5ⓘ
Tempo Control+2.8ⓘ
Combo pieces2
Synergy pieces10
Win conditions2
Combat threats5
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.4 → Bracket 3
0.4 above Bracket 2 ceiling (5)
1.6 below Bracket 4 threshold (7)
This deck's power level pushes it into Bracket 3, though under a marker-only reading of WotC's bracket guidance it may fit Bracket 2.
Markers
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Extra turns 1
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes6 total
Merfolk Tribal31 cards
31 merfolk creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
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+1/+1 Counters16 cards
16 counter synergies. Grow your creatures over time for massive threats.
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