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COMMANDER · DECK

Turg burgler

Bracket 4 · Optimized
@BAP007 · 2025-03-16
Uurg, Spawn of Turg
DECK $
$789.31
MYTHIC
13
RARE
37
UNCOMMON
31
COMMON
19
COMMAND1 CARD

Creature

1 card
MAIN99 CARDS

Creature

30 cards
NAMECOSTPRICE

Enchantment

7 cards

Artifact

8 cards

Sorcery

9 cards

Instant

10 cards

Land

28 cards
MONEY CARDS·50 CARDS·$616.73
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Creature

14 cards

Enchantment

4 cards

Artifact

7 cards

Sorcery

5 cards

Instant

6 cards

Land

14 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 5 game changers — Bracket 3 allows 3
  • Glacial Chasm + Zuran Orb + Crucible of Worlds: locks the table
  • Glacial Chasm + Zuran Orb + Ramunap Excavator: locks the table
  • Glacial Chasm + Crucible of Worlds + Exploration: locks the table
  • and 6 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 9
CURVE
10101222203345526+
COLOR
B: 33.5 pipsG: 42.5 pipsC: 88 pips
TYPES
Land36
Nonbasic27
Basic9
Forest6
Swamp5
Demon1
Creature31
Human4
Beast3
Druid3
Skeleton3
Elemental2
Elf2
Frog2
Imp2
Nightmare2
Snake2
Spirit2
Vampire2
Warrior2
Zombie2
Angel1
Berserker1
Centaur1
Cleric1
Demon1
Dog1
Dryad1
Gnome1
Horror1
Insect1
Knight1
Noble1
Nymph1
Plant1
Scout1
Shaman1
Troll1
Party3
Instant10
Sorcery9
Artifact8
Equipment2
Enchantment8
Aura1
Dryad1
Nymph1
Legends11
Historic19
LAND PROBABILITY
35 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 417.5%
TURN 542.8%
TURN 665.4%
TURN 781.2%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS12 COMBOS
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Infinite self-millNear-infinitely large creature until end of turnNear-infinite self-discard triggers
Infinite self-millNear-infinite self-discard triggers
Infinite self-millNear-infinitely large creature until end of turnNear-infinite self-discard triggers
Bracket 2 · arguably two-card combo, for six mana or less, pieces includedInfinite self-millNear-infinite self-discard triggers
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Group
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