COMMANDER · DECK
Inner Reflection
Bracket 4 · Optimized2020-06-08
DECK $
$991.25
MYTHIC
22
RARE
89
UNCOMMON
26
COMMON
29
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Planeswalker
1 cardsCreature
21 cardsEnchantment
15 cardsArtifact
9 cardsSorcery
12 cardsInstant
8 cardsLand
20 cardsMAYBE68 CARDS
Creature
14 cardsEnchantment
5 cardsArtifact
15 cardsSorcery
12 cardsInstant
16 cardsLand
6 cardsMONEY CARDS·79 CARDS·$774.81
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Creature
12 cardsEnchantment
14 cardsArtifact
15 cardsSorcery
14 cardsInstant
11 cardsLand
13 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 3 extra-turn cards — chaining turns is Bracket 4
- 2 game changers — Brackets 1 and 2 allow none
- Kiki-Jiki, Mirror Breaker + Helm of the Host: early arguably two-card combo, with no mana to spend
- Biovisionary + Absorb Identity: early arguably two-card combo, for four mana or less
- Kiki-Jiki, Mirror Breaker + Double Major: late two-card combo, for eight mana or less
GAME CHANGERS · 2 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 3
COMBOS · 3
- Kiki-Jiki, Mirror Breaker + Helm of the Host — Bracket 3, early arguably two-card combo, with no mana to spend
- Biovisionary + Absorb Identity — Bracket 3, early arguably two-card combo, for four mana or less
- Kiki-Jiki, Mirror Breaker + Double Major — Bracket 2, late two-card combo, for eight mana or less
CURVE
COLOR
TYPES
Land33
Nonbasic17
Basic16
Island9
Mountain9
Forest8
Gate1
Creature22
Shapeshifter8
Human5
Wizard4
Dryad2
Illusion2
Shaman2
Dinosaur1
Elf1
Goblin1
Spirit1
Treefolk1
Party4
Enchantment15
Aura2
Sorcery12
Artifact9
Equipment1
Instant8
Planeswalker1
Jace1
Legends8
Historic15
LAND PROBABILITY
33 LANDS · 99 CARDS
OPENING HAND
MISS A LAND DROP
Assumes one card drawn per turn, one land played per turn, no additional draw or recursion, no discard, and only counting cards in Main. Select a different number of lands in opening hand to see the adjusted missed land drop distribution.
TURN 10.0%
TURN 20.0%
TURN 30.0%
TURN 420.0%
TURN 547.2%
TURN 669.9%
TURN 784.6%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS22 COMBOS
Win the game
Infinite magecraft triggers
Win the game
Win the game
Infinite death triggersInfinite ETBInfinite LTBInfinite sacrifice triggersInfinite tapped creature tokens until end of turn
Infinite ETBInfinite LTBInfinite death triggersInfinite sacrifice triggersInfinite tapped creature tokens until end of turn
ADDITIONAL REQUIREMENTS
Effects that Alter a Creature's Power/Toughness (Anthem Effects)
Win the game
Infinite ETBInfinite LTBInfinite death triggers
ADDITIONAL REQUIREMENTS
Effects that Alter a Creature's Power/Toughness (Anthem Effects)
Win the game
Infinite ETBInfinite LTBInfinite death triggers
ADDITIONAL REQUIREMENTS
Effects that Alter a Creature's Power/Toughness (Anthem Effects)
Infinite ETBInfinite LTBInfinite death triggers
ADDITIONAL REQUIREMENTS
Effects that Alter a Creature's Power/Toughness (Anthem Effects)
Bracket 2 · late two-card combo, for eight mana or lessInfinite death triggersInfinite ETBInfinite LTBInfinite sacrifice triggersInfinite tapped creature tokensInfinite tapped creature tokens until end of turn
Infinite ETBInfinite LTBInfinite death triggers
ADDITIONAL REQUIREMENTS
Effects that Alter a Creature's Power/Toughness (Anthem Effects)
Bracket 3 · early arguably two-card combo, for four mana or lessWin the game
Win the game
Win the game
Infinite ETBInfinite LTBInfinite death triggers
ADDITIONAL REQUIREMENTS
Effects that Alter a Creature's Power/Toughness (Anthem Effects)
Infinite ETBInfinite LTBInfinite death triggers
ADDITIONAL REQUIREMENTS
Effects that Alter a Creature's Power/Toughness (Anthem Effects)
Infinite ETBInfinite LTBInfinite death triggers
ADDITIONAL REQUIREMENTS
Effects that Alter a Creature's Power/Toughness (Anthem Effects)
Win the game
Win the game
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite death triggersInfinite creature ETBInfinite creature LTBInfinite creature sacrifice triggersInfinite tapped creature tokensInfinite tapped creature tokens until end of turn