COMMANDER · DECK
What really Counters
Bracket 4 · Optimized2020-06-13
DECK $
$287.15
MYTHIC
4
RARE
36
UNCOMMON
25
COMMON
36
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Planeswalker
3 cardsCreature
36 cardsEnchantment
9 cardsArtifact
3 cardsSorcery
5 cardsInstant
7 cardsLand
11 cardsMAYBE1 CARD
Creature
1 cardsMONEY CARDS·33 CARDS·$207.82
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Planeswalker
2 cardsCreature
14 cardsEnchantment
6 cardsArtifact
3 cardsInstant
4 cardsLand
4 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- Experiment Kraj + Gilder Bairn + Gyre Sage: early two-card combo, with no mana to spend
- Experiment Kraj + Sage of Hours + Pili-Pala: infinite extra turns
- 1 game changer — Brackets 1 and 2 allow none
- Freed from the Real + Gyre Engineer: early arguably two-card combo, with no mana to spend
- and 7 more combos that bear on the bracket, listed below
- one extra-turn card — fine from Bracket 2 up
GAME CHANGERS · 1 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 1
COMBOS · 10
- Experiment Kraj + Gilder Bairn + Gyre Sage — Bracket 4, early two-card combo, with no mana to spend
- Experiment Kraj + Sage of Hours + Pili-Pala — Bracket 4, infinite extra turns
- Freed from the Real + Gyre Engineer — Bracket 3, early arguably two-card combo, with no mana to spend
- Experiment Kraj + Devoted Druid + Hardened Scales — Bracket 3, early arguably two-card combo, with no mana to spend
- Experiment Kraj + Gilder Bairn + Incubation Druid — Bracket 3, early two-card combo, with no mana to spend
- Vigean Graftmage + Incubation Druid — Bracket 3, early arguably two-card combo, with no mana to spend
- Incubation Druid + Freed from the Real — Bracket 3, early arguably two-card combo, with no mana to spend
- Experiment Kraj + Incubation Druid + Simic Ragworm — Bracket 3, early arguably two-card combo, for four mana or less
- Experiment Kraj + Incubation Druid + Horseshoe Crab — Bracket 3, early arguably two-card combo, for four mana or less
- Experiment Kraj + Incubation Druid + Morphling — Bracket 3, early arguably two-card combo, for four mana or less
CURVE
COLOR
TYPES
Creature37
Wizard10
Mutant7
Human6
Druid5
Elf5
Merfolk5
Shapeshifter3
Elemental2
Ooze2
Vedalken2
Bird1
Construct1
Crab1
Faerie1
Frog1
Horror1
Illusion1
Ouphe1
Phyrexian1
Rogue1
Scarecrow1
Soldier1
Spirit1
Troll1
Warrior1
Worm1
Outlaws1
Party12
Land36
Nonbasic9
Basic27
Forest14
Island13
Enchantment10
Aura1
Instant7
Artifact5
Construct1
Equipment1
Scarecrow1
Sorcery5
Planeswalker3
Kiora1
Nissa1
Yanggu1
Legends11
Historic15
LAND PROBABILITY
36 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 416.3%
TURN 540.7%
TURN 663.2%
TURN 779.4%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS10 COMBOS
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite green mana
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite mana lands you control can produce
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite mana lands you control can produceInfinite +1/+1 counters on creatures you control
Bracket 3 · early two-card combo, with no mana to spendInfinite proliferate
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite mana lands you control can produceInfinite +1/+1 counters on creatures you control
Bracket 4 · early two-card combo, with no mana to spendInfinite green manaInfinite proliferate
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite green manaInfinite +1/+1 counters on creatures you control
Bracket 4 · infinite extra turnsInfinite turnsLock
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite mana lands you control can produceInfinite +1/+1 counters on creatures you control
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite mana lands you control can produce