Miirym, Sentinel Wyrm

Miirym, Sentinel Wyrm

Commander

Miirym, Sentinel Wyrm

7/10
Bracket 2Salty level: MediumSpeed: Explosive

Base

+1.00

Premium fast mana

+0.00

Common fast mana

+0.60

Tutors

+1.50

Interaction

+1.12

Combo pressure

+0.80

Mana efficiency

+0.10

Ramp quality

+0.60

Draw quality

+0.50

Curve health

+0.30

Land base

+0.39

Commander synergy

+0.41

Game changers

+0.00

Avg MV

4.43

Lands

37

Ramp

14

Draw

7

Removal

14

Tutors

5

Fast mana

4

Premium fast mana

0

Game Changers

0

Strong Cards

10

Mana curve

0
1
2
3
4
5
6
7+

Radar

LandsRampDrawRemovalTutorsAvg MVFast mana

Benchmarks

Brackets 1–4
Lands
373438
Ramp
141014
Draw
71014
Removal
14812
Tutors
538
Avg MV
4.4333.8
Fast mana
402

Detected cards

Audit how each metric was counted.

Miirym, Sentinel Wyrm Deck Analysis

This Miirym, Sentinel Wyrm (3-Color) deck has been analyzed by Rate My Decks and scored 7/10 in power, placing it in Bracket 2. The deck contains 100 cards with 37 lands and an average mana value of 4.4.

Key strengths include: Miirym, Sentinel Wyrm sits in a explosive shell — 4 fast mana pieces and an average MV of 4.43 mean it can deploy threats and answers ahead of curve.. With 5 tutors such as Primal Command, Tooth and Nail and Fervent Mastery, the deck finds its key cards reliably. It does not rely on blind draws alone to close games.. Hellkite Charger, Moritte of the Frost and Old Gnawbone give the deck 2 paths to close games. Commander Spellbook confirms these cards form real combos — the deck can win explosively when it lines up..

Main areas for improvement: With only 7 draw sources, the deck can run out of gas after a wipe or counter war. Consider adding 2-3 more draw sources.. The deck has a clear profile, but protection for Miirym, Sentinel Wyrm is limited. If the commander is removed repeatedly, the game plan may fall apart.. The analysis groups cards by generic roles and may miss fine-grained synergy between specific cards. Review the deck's key interactions in actual games..

Key recommendations: If the pod expects lower-power games, trim the sharpest consistency cards first — especially Primal Command, Tooth and Nail and Fervent Mastery.. The current bracket is a good starting point for table fit. Observe how the deck performs in your pod before making major changes.. Add resilient draw sources before adding more narrow combo pieces. The deck needs to keep functioning after its first attempt gets stopped..

The deck includes 14 ramp sources, 7 draw cards, 14 removal cards, 5 tutors, and 4 fast mana cards. 2 complete combos and 56 almost-combos were detected.

At Bracket 2, this deck is casual. Ideal for playing with friends without worrying about extreme optimization.

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