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COMMANDER · DECK

K'rikk Badass Game Ended

Bracket 4 · Optimized
@FallenAngel959 · 2025-04-29
K'rrik, Son of Yawgmoth
DECK $
$2,742.53
MYTHIC
18
RARE
47
UNCOMMON
20
COMMON
15
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Creature

22 cards

Enchantment

8 cards

Artifact

17 cards

Sorcery

23 cards

Instant

7 cards

Land

13 cards
MONEY CARDS·75 CARDS·$2,186.46
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Creature

17 cards

Enchantment

7 cards

Artifact

16 cards

Sorcery

20 cards

Instant

5 cards

Land

10 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 9 game changers — Bracket 3 allows 3
  • Sheoldred, the Apocalypse + Vilis, Broker of Blood + K'rrik, Son of Yawgmoth: early arguably two-card combo, with no mana to spend
  • Vito, Thorn of the Dusk Rose + Exquisite Blood: early arguably two-card combo, with no mana to spend
  • Vito, Thorn of the Dusk Rose + Bloodthirsty Conqueror: early arguably two-card combo, with no mana to spend
  • and 6 more combos that bear on the bracket, listed below
  • one extra-turn card — fine from Bracket 2 up
MASS LAND DENIAL · 0
None
EXTRA TURNS · 1
COMBOS · 9
CURVE
3016110212314495136+
COLOR
B: 115 pipsC: 152 pips
TYPES
Creature23
Demon5
Zombie4
Phyrexian3
Vampire3
Human2
Minion2
Praetor2
Cleric1
Dauthi1
Devil1
Dragon1
Dwarf1
Elder1
Elf1
God1
Horror1
Knight1
Nightmare1
Noble1
Rogue1
Skeleton1
Spirit1
Warlock1
Warrior1
Wizard1
Outlaws2
Party4
Sorcery23
Land22
Nonbasic12
Basic10
Swamp11
Artifact17
Equipment1
Enchantment8
Instant7
Legends18
Historic32
LAND PROBABILITY
22 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 439.0%
TURN 572.6%
TURN 690.0%
TURN 796.9%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS14 COMBOS
Each opponent loses the gameNear-infinite lifeloss for all playersNear-infinite self-discard triggersNear-infinite looting
ADDITIONAL REQUIREMENTS
Permanent with "You don't lose the game due to having 0 or less life"
Bracket 2 · arguably two-card combo, for six mana or lessInfinite millInfinite self-mill
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegain triggersInfinite lifelossInfinite lifegain
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegain triggersInfinite lifelossInfinite lifegain
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegain triggersInfinite lifelossInfinite lifegain
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damageInfinite lifegain triggers
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegain triggersInfinite lifelossInfinite lifegain
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damageInfinite lifegain triggers
Infinite card drawInfinite draw triggersNear-infinite damageNear-infinite lifegainNear-infinite lifegain triggersNear-infinite storm count
Near-infinite card draw for target opponentNear-infinite draw triggers for target opponentNear-infinite lifeloss for target opponentTarget opponent loses the game
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite card drawInfinite draw triggersNear-infinite lifegainNear-infinite lifegain triggers
Infinite card drawInfinite draw triggersNear-infinite lifegainNear-infinite lifegain triggersNear-infinite storm count
Bracket 2 · late two-card combo, for eight mana or lessInfinite lifeloss for target opponentTarget opponent loses the game
Infinite card drawInfinite draw triggersNear-infinite lifegainNear-infinite lifegain triggersNear-infinite self-discard triggersNear-infinite looting
Group
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