COMMANDER · DECK
Ideal-Aggro Derevi
Bracket 4 · Optimized2020-04-27
DECK $
$1,103.18
MYTHIC
10
RARE
58
UNCOMMON
15
COMMON
17
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Planeswalker
2 cardsCreature
23 cardsEnchantment
20 cardsArtifact
4 cardsSorcery
8 cardsInstant
11 cardsLand
22 cardsMONEY CARDS·66 CARDS·$876.53
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Planeswalker
2 cardsCreature
14 cardsEnchantment
15 cardsArtifact
4 cardsSorcery
6 cardsInstant
10 cardsLand
15 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 8 game changers — Bracket 3 allows 3
- Knowledge Pool + Rule of Law: locks the table
- Derevi, Empyrial Tactician + Deadeye Navigator + Lotus Field: early arguably two-card combo, with no mana to spend
- Deadeye Navigator + Derevi, Empyrial Tactician + Bloom Tender: early arguably two-card combo, with no mana to spend
- and 6 more combos that bear on the bracket, listed below
GAME CHANGERS · 8 (BRACKET 3 ALLOWS 3)
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 9
- Knowledge Pool + Rule of Law — Bracket 3, locks the table
- Derevi, Empyrial Tactician + Deadeye Navigator + Lotus Field — Bracket 3, early arguably two-card combo, with no mana to spend
- Deadeye Navigator + Derevi, Empyrial Tactician + Bloom Tender — Bracket 3, early arguably two-card combo, with no mana to spend
- Drannith Magistrate + Knowledge Pool — Bracket 3, locks the table
- Uba Mask + Drannith Magistrate — Bracket 3, locks the table
- Lavinia, Azorius Renegade + Knowledge Pool — Bracket 3, locks the table
- Teferi, Time Raveler + Knowledge Pool — Bracket 3, locks the table
- Derevi, Empyrial Tactician + Deadeye Navigator + Faeburrow Elder — Bracket 3, early arguably two-card combo, with no mana to spend
- Knowledge Pool + Eidolon of Rhetoric — Bracket 3, locks the table
CURVE
COLOR
TYPES
Land32
Nonbasic20
Basic12
Forest8
Island7
Plains5
Equipment1
Creature24
Human9
Druid6
Wizard5
Elf4
Bird3
Elemental2
Spirit2
Angel1
Bard1
Cleric1
Knight1
Monk1
Nomad1
Ouphe1
Rogue1
Snake1
Soldier1
Treefolk1
Outlaws1
Party7
Enchantment23
Aura4
Curse1
Elemental1
Human1
Spirit1
Instant11
Sorcery8
Artifact4
Equipment1
Planeswalker2
Oko1
Teferi1
Legends8
Historic12
LAND PROBABILITY
31 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 422.7%
TURN 551.7%
TURN 674.1%
TURN 787.7%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS9 COMBOS
Bracket 3 · locks the tableCounter all spells opponents cast that are created by Knowledge PoolExile all spells players cast from their handsLock
Bracket 3 · locks the tableExile all spells opponents cast from their handsLock
Bracket 3 · locks the tableExile all spells players cast from their handPlayers can only cast one spell per turnLock
Bracket 3 · locks the tablePlayers can't draw cardsLockOpponents can only cast the remaining spells in their hand
Bracket 3 · locks the tableExile all spells players cast from their handPlayers can only cast one spell per turnLock
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite ETBInfinite green manaInfinite LTBInfinite non-blue mana of colors among permanents you controlInfinite white mana
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite ETBInfinite LTBInfinite non-blue mana of colors among permanents you control
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite blinkingInfinite colored manaInfinite ETBInfinite LTBInfinite mana permanents you control can produce
Bracket 3 · locks the tableOpponents can't cast spellsLock