COMMANDER · DECK
Miller of Janktown
Bracket 4 · Optimized@Name redacted · 2026-09-22
DECK $
$641.31
MYTHIC
6
RARE
39
UNCOMMON
20
COMMON
35
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Creature
15 cardsEnchantment
12 cardsArtifact
6 cardsSorcery
23 cardsInstant
6 cardsLand
8 cardsMONEY CARDS·47 CARDS·$499.03
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Creature
8 cardsEnchantment
10 cardsArtifact
4 cardsSorcery
14 cardsInstant
4 cardsLand
7 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- Tree of Perdition + Wound Reflection: early two-card combo, with no mana to spend
- 1 game changer — Brackets 1 and 2 allow none
- Tree of Perdition + Archfiend of Despair: early arguably two-card combo, with no mana to spend
- Unstoppable Slasher + Archfiend of Despair: early arguably two-card combo, with no mana to spend
- and 4 more combos that bear on the bracket, listed below
- one extra-turn card — fine from Bracket 2 up
GAME CHANGERS · 1 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 1
COMBOS · 7
- Tree of Perdition + Wound Reflection — Bracket 4, early two-card combo, with no mana to spend
- Tree of Perdition + Archfiend of Despair — Bracket 3, early arguably two-card combo, with no mana to spend
- Unstoppable Slasher + Archfiend of Despair — Bracket 3, early arguably two-card combo, with no mana to spend
- Grievous Wound + Archfiend of Despair — Bracket 3, early arguably two-card combo, with no mana to spend
- Unstoppable Slasher + Wound Reflection — Bracket 3, early arguably two-card combo, with no mana to spend
- Grievous Wound + Wound Reflection — Bracket 3, early arguably two-card combo, with no mana to spend
- Bloodchief Ascension + Mindcrank — Bracket 3, early arguably two-card combo, with no mana to spend
CURVE
COLOR
TYPES
Land37
Nonbasic7
Basic30
Swamp30
Cave1
Urza's1
Sorcery23
Arcane1
Creature16
Human4
Spirit4
Demon3
Zombie2
Advisor1
Assassin1
Construct1
Dauthi1
Dog1
Dragon1
Knight1
Minion1
Plant1
Rogue1
Vampire1
Warlock1
Outlaws3
Party1
Enchantment12
Aura4
Artifact7
Construct1
Instant7
Legends7
Historic14
LAND PROBABILITY
37 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 415.2%
TURN 538.7%
TURN 660.9%
TURN 777.5%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS12 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 3 · early arguably two-card combo, with no mana to spendTarget opponent loses the gameInfinite lifeloss for target opponent
Bracket 3 · early arguably two-card combo, with no mana to spendTarget opponent loses the gameInfinite lifeloss for target opponent
Bracket 3 · early arguably two-card combo, with no mana to spendNear-infinite lifeloss for target opponent
Near-infinite lifeloss for all players
Near-infinite lifeloss for all players
Near-infinite lifeloss
Near-infinite lifeloss
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite millNear-infinite lifegainNear-infinite lifegain triggersNear-infinite lifeloss
Bracket 3 · early arguably two-card combo, with no mana to spendTarget opponent loses the gameInfinite lifeloss for target opponent
Bracket 3 · early arguably two-card combo, with no mana to spendTarget opponent loses the gameInfinite lifeloss for target opponent
Bracket 4 · early two-card combo, with no mana to spendNear-infinite lifeloss for target opponent