COMMANDER · DECK
actual gitrog
Bracket 4 · Optimized@ToeGunk75 · 2025-03-09
DECK $
$8,043.52
MYTHIC
19
RARE
47
UNCOMMON
21
COMMON
13
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Creature
21 cardsEnchantment
6 cardsArtifact
11 cardsSorcery
14 cardsInstant
20 cardsLand
27 cardsMONEY CARDS·79 CARDS·$6,428.54
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Creature
15 cardsEnchantment
3 cardsArtifact
11 cardsSorcery
11 cardsInstant
17 cardsLand
22 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 16 game changers — Bracket 3 allows 3
- The Gitrog Monster + Dakmor Salvage + Wild Mongrel: early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage: early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Oblivion Crown: early two-card combo, with no mana to spend
- and 4 more combos that bear on the bracket, listed below
GAME CHANGERS · 16 (BRACKET 3 ALLOWS 3)
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 7
- The Gitrog Monster + Dakmor Salvage + Wild Mongrel — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Oblivion Crown — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Noose Constrictor — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Putrid Imp — Bracket 4, early two-card combo, with no mana to spend
- Chain of Smog + Witherbloom Apprentice — Bracket 4, early two-card combo, for four mana or less
- The Gitrog Monster + Dakmor Salvage + Chains of Mephistopheles — Bracket 3, early arguably two-card combo, with no mana to spend
CURVE
COLOR
TYPES
Land27
Nonbasic27
Forest3
Swamp3
Saga1
Urza's1
Creature22
Human5
Elf4
Snake3
Druid2
Rogue2
Shaman2
Vampire2
Wizard2
Zombie2
Archer1
Berserker1
Citizen1
Cleric1
Dog1
Eldrazi1
Frog1
Goblin1
Halfling1
Horror1
Imp1
Monk1
Orc1
Skeleton1
Spirit1
Warlock1
Outlaws3
Party5
Instant20
Sorcery14
Artifact11
Enchantment7
Aura2
Room1
Saga1
Urza's1
Legends8
Historic18
LAND PROBABILITY
27 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 429.1%
TURN 560.9%
TURN 682.0%
TURN 792.7%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS8 COMBOS
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinitely large creature until end of turnNear-infinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinitely large creature until end of turnNear-infinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinitely large creature until end of turnNear-infinite self-discard triggers
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite self-millNear-infinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinite self-discard triggers
Infinite death triggersInfinite creature ETBInfinite creature LTBInfinite lifegain triggersInfinite lifelossInfinite creature sacrifice triggers
Bracket 4 · early two-card combo, for four mana or lessInfinite lifegainInfinite lifegain triggersInfinite lifelossInfinite magecraft triggers