MetaMox
COMMANDER · DECK

How To Chain Your Dragon

Bracket 4 · Optimized
@Kuwanger12 · 2025-04-21
Miirym, Sentinel Wyrm
DECK $
$1,614.45
MYTHIC
22
RARE
54
UNCOMMON
15
COMMON
9
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Planeswalker

1 cards

Creature

30 cards
NAMECOSTPRICE

Enchantment

11 cards

Artifact

6 cards

Sorcery

9 cards

Instant

8 cards

Battle

1 cards

Land

32 cards
NAMECOSTPRICE
MONEY CARDS·71 CARDS·$1,283.09
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Creature

23 cards

Enchantment

10 cards

Artifact

3 cards

Sorcery

7 cards

Instant

8 cards

Battle

1 cards

Land

19 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 8 game changers — Bracket 3 allows 3
  • Machine God's Effigy + Devoted Druid: early two-card combo, with no mana to spend
  • Niv-Mizzet, the Firemind + Curiosity: early arguably two-card combo, with no mana to spend
  • Pemmin's Aura + Gyre Engineer: early arguably two-card combo, with no mana to spend
  • and 9 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 12
CURVE
0091182153847576+
COLOR
U: 33.5 pipsR: 29 pipsG: 28.5 pipsC: 113 pips
TYPES
Land35
Nonbasic31
Basic4
Forest4
Mountain4
Island3
Dryad1
Rogue1
Shapeshifter1
Creature32
Dragon18
Elf4
Spirit3
Wizard3
Bird2
Druid2
Dryad2
Bard1
Dinosaur1
Elder1
Forest1
Golem1
Merfolk1
Noble1
Ooze1
Plant1
Rogue1
Scout1
Shaman1
Shapeshifter1
Siege1
Spider1
Toy1
Vedalken1
Outlaws1
Party4
Enchantment12
Aura3
Dryad1
Instant9
Sorcery9
Artifact8
Golem1
Spider1
Toy1
Battle1
Dinosaur1
Siege1
Planeswalker1
Kiora1
Legends14
Historic22
LAND PROBABILITY
33 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 420.0%
TURN 547.2%
TURN 669.9%
TURN 784.6%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS13 COMBOS
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite card drawInfinite draw triggersNear-infinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite colored mana
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 green mana
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite creature tokens
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite creature tokens
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite non-blue mana of colors among permanents you controlInfinite mana of colors among permanents you control
Bracket 4 · early two-card combo, with no mana to spendInfinite blue manaInfinite green mana
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite non-blue mana of colors among permanents you controlInfinite mana of colors among permanents you control
Infinite copies of noncreature permanents you controlInfinite creature tokens with hasteInfinite creature ETB
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite colored mana
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite colored mana
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite colored mana
Group
Color
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