COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Planeswalker
2 cardsCreature
26 cardsEnchantment
9 cardsArtifact
11 cardsSorcery
11 cardsInstant
4 cardsLand
16 cardsMONEY CARDS·34 CARDS·$131.66
Sign in to save your threshold.
Planeswalker
2 cardsCreature
11 cardsEnchantment
5 cardsArtifact
6 cardsSorcery
6 cardsInstant
2 cardsLand
2 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- Phenax, God of Deception + Consuming Aberration + Fleet Swallower: early two-card combo, with no mana to spend
- Fleet Swallower + Fraying Sanity: early arguably two-card combo, with no mana to spend
- Phenax, God of Deception + Freed from the Real + King Macar, the Gold-Cursed: early arguably two-card combo, for four mana or less
- and 6 more combos that bear on the bracket, listed below
GAME CHANGERS · 0 OF 3
None
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 9
- Phenax, God of Deception + Consuming Aberration + Fleet Swallower — Bracket 4, early two-card combo, with no mana to spend
- Fleet Swallower + Fraying Sanity — Bracket 3, early arguably two-card combo, with no mana to spend
- Phenax, God of Deception + Freed from the Real + King Macar, the Gold-Cursed — Bracket 3, early arguably two-card combo, for four mana or less
- Duskmantle Guildmage + Mindcrank — Bracket 3, early arguably two-card combo, for four mana or less
- Phenax, God of Deception + Consuming Aberration + Maddening Cacophony — Bracket 3, two-card combo, for six mana or less
- Fleet Swallower + Keening Stone — Bracket 3, two-card combo, for six mana or less
- Maddening Cacophony + Fraying Sanity — Bracket 3, two-card combo, for six mana or less
- Phenax, God of Deception + Consuming Aberration + Traumatize — Bracket 3, two-card combo, for six mana or less
- Traumatize + Fraying Sanity — Bracket 2, arguably two-card combo, for six mana or less
CURVE
COLOR
TYPES
Land36
Nonbasic14
Basic22
Island11
Swamp11
Gate1
Creature27
Crab3
Human3
Vampire3
Avatar2
Horror2
Shapeshifter2
Wizard2
Bird1
Demigod1
Eldrazi1
Fish1
God1
Homunculus1
Knight1
Leviathan1
Lhurgoyf1
Merfolk1
Nightmare1
Noble1
Scarecrow1
Spirit1
Wall1
Zombie1
Party2
Artifact12
Equipment2
Scarecrow1
Enchantment12
Aura2
Curse1
Demigod1
God1
Horror1
Sorcery12
Nightmare1
Instant4
Planeswalker2
Ashiok1
Jace1
Legends12
Historic24
LAND PROBABILITY
36 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 416.3%
TURN 540.7%
TURN 663.2%
TURN 779.4%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS12 COMBOS
Each opponent loses the gameNear-infinite lifelossNear-infinite mill
Bracket 3 · early arguably two-card combo, for four mana or lessEach opponent loses the gameInfinite millNear-infinite lifeloss
Bracket 3 · two-card combo, for six mana or lessInfinite mill for target opponent
Infinite mill for target opponent
Bracket 4 · early two-card combo, with no mana to spendInfinite mill for target opponent
Bracket 3 · two-card combo, for six mana or lessInfinite self-millInfinite mill for target opponent
Bracket 3 · early arguably two-card combo, for four mana or lessExile all creatures opponents controlNear-infinite millNear-infinite self-mill
Bracket 3 · two-card combo, for six mana or lessInfinite mill for target opponentNear-infinite mill
Bracket 2 · arguably two-card combo, for six mana or lessInfinite mill for target opponent
Bracket 3 · two-card combo, for six mana or lessInfinite mill for target opponentNear-infinite mill
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite mill for target opponent
Infinite mill for target opponentNear-infinite mill