MetaMox
COMMANDER · DECK

why are you hitting your self wip

Bracket 4 · Optimized
@knallhart101 · 2026-07-19
Smaug the Impenetrable
DECK $
$1,754.73
MYTHIC
23
RARE
90
UNCOMMON
29
COMMON
24
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Creature

21 cards

Enchantment

11 cards

Artifact

12 cards

Sorcery

12 cards

Instant

11 cards

Land

25 cards
SIDEBOARD2 CARDS

Enchantment

2 cards
MAYBE64 CARDS

Creature

19 cards

Enchantment

13 cards

Artifact

7 cards

Sorcery

8 cards

Instant

10 cards

Land

6 cards
MONEY CARDS·106 CARDS·$1,400.83
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Creature

27 cards

Enchantment

18 cards

Artifact

13 cards

Sorcery

13 cards

Instant

12 cards

Land

23 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • Smaug the Impenetrable + Mayhem Devil: early two-card combo, with no mana to spend
  • Mycosynth Lattice + Vandalblast: mass land denial
  • 3 game changers — Brackets 1 and 2 allow none
  • Magda, Brazen Outlaw + Aggravated Assault: early arguably two-card combo, with no mana to spend
  • and 5 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 8
CURVE
006116217314411536+
COLOR
B: 18 pipsR: 63 pipsC: 140 pips
TYPES
Land32
Nonbasic23
Basic9
Mountain7
Swamp3
Cave1
Planet1
Saga1
Urza's1
Creature22
Dragon6
Human4
Artificer2
Berserker2
Dwarf2
Robot2
Warrior2
Assembly-worker1
Avatar1
Bat1
Citizen1
Devil1
Drix1
Elemental1
Elf1
Halfling1
Hero1
Toy1
Villain1
Wizard1
Party3
Artifact16
Equipment5
Robot2
Assembly-worker1
Hero1
Spacecraft1
Toy1
Villain1
Enchantment13
Saga2
Aura1
Cave1
Class1
Urza's1
Sorcery12
Instant11
Legends16
Historic29
LAND PROBABILITY
32 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 421.3%
TURN 549.4%
TURN 672.0%
TURN 786.2%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS14 COMBOS
Infinite combat phasesInfinite red manaInfinite untap of creatures you controlInfinite mana creatures you control can produceInfinitely powerful red creatures you control until end of turn
Bracket 2 · late two-card combo, for eight mana or lessNear-infinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Infinite +1/+1 counters on a creatureNear-infinite damage to creatures
Near-infinite damage to one opponent
Bracket 3 · early arguably two-card combo, with no mana to spendNear-infinite damage
Bracket 4 · mass land denialDestroy all permanents opponents controlMass Land Denial
Bracket 3 · early arguably two-card combo, with no mana to spendTarget opponent loses the gameInfinite combat damage to one opponent
Infinite +1/+1 counters on a creatureNear-infinite damage to creatures
Bracket 3 · early arguably two-card combo, with no mana to spendGain control of all permanents an opponent controls during each of your turnsLockWin the game at the beginning of your next upkeep
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite combat phases
Bracket 4 · early two-card combo, with no mana to spendInfinite colored manaInfinite artifact ETBInfinite artifact LTBInfinite artifact sacrifice triggers
Group
Color
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