COMMANDER · DECK
Kendrith
Bracket 4 · Optimized2020-05-09
DECK $
$667.74
MYTHIC
10
RARE
39
UNCOMMON
34
COMMON
17
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Creature
12 cardsEnchantment
12 cardsArtifact
19 cardsSorcery
8 cardsInstant
13 cardsLand
35 cardsMONEY CARDS·64 CARDS·$521.52
Sign in to save your threshold.
Creature
11 cardsEnchantment
11 cardsArtifact
10 cardsSorcery
6 cardsInstant
10 cardsLand
16 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 5 game changers — Bracket 3 allows 3
- Bloom Tender + Pemmin's Aura: early arguably two-card combo, with no mana to spend
- Bloom Tender + Freed from the Real: early arguably two-card combo, with no mana to spend
- Dramatic Reversal + Isochron Scepter: early arguably two-card combo, with no mana to spend
- and 1 more combo that bear on the bracket, listed below
GAME CHANGERS · 5 (BRACKET 3 ALLOWS 3)
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 4
- Bloom Tender + Pemmin's Aura — Bracket 3, early arguably two-card combo, with no mana to spend
- Bloom Tender + Freed from the Real — Bracket 3, early arguably two-card combo, with no mana to spend
- Dramatic Reversal + Isochron Scepter — Bracket 3, early arguably two-card combo, with no mana to spend
- Devoted Druid + Vizier of Remedies — Bracket 3, early arguably two-card combo, with no mana to spend
CURVE
COLOR
TYPES
Land35
Nonbasic35
Forest7
Island7
Mountain7
Plains7
Swamp7
Artifact19
Equipment2
Creature13
Phyrexian6
Praetor5
Human3
Druid2
Elf2
Bird1
Cleric1
Noble1
Rogue1
Sphinx1
Zombie1
Outlaws1
Party2
Instant13
Enchantment12
Aura2
Sorcery8
Arcane1
Legends6
Historic25
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
COMBOS4 COMBOS
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 magecraft triggersInfinite mana nonland permanents you control can produceInfinite storm countInfinite untap of nonland permanents you control
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 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