MetaMox
COMMANDER · DECK

blue red

Bracket 4 · Optimized
@mr_smexypants · 2024-02-20
DECK $
$866.46
MYTHIC
3
RARE
44
UNCOMMON
15
COMMON
43
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Planeswalker

1 cards
NAMECOSTPRICE

Creature

17 cards

Enchantment

8 cards

Artifact

8 cards

Sorcery

15 cards

Instant

18 cards

Land

19 cards
MAYBE5 CARDS

Creature

2 cards

Enchantment

1 cards
NAMECOSTPRICE

Artifact

1 cards

Instant

1 cards
NAMECOSTPRICE
MONEY CARDS·59 CARDS·$678.78
Sign in to save your threshold.

Planeswalker

1 cards
NAMECOSTPRICE

Creature

13 cards

Enchantment

7 cards

Artifact

7 cards

Sorcery

9 cards

Instant

10 cards

Land

12 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 4 game changers — Bracket 3 allows 3
  • Intruder Alarm + Krenko, Mob Boss: early two-card combo, with no mana to spend
  • Malcolm, Keen-Eyed Navigator + Glint-Horn Buccaneer: early two-card combo, for four mana or less
  • Curiosity + Niv-Mizzet, Parun: early arguably two-card combo, with no mana to spend
  • and 12 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 15
CURVE
00171182203544536+
COLOR
U: 49 pipsR: 36 pipsC: 90 pips
TYPES
Land32
Nonbasic17
Basic15
Island10
Mountain10
Desert1
Instant19
Creature18
Human5
Wizard4
Goblin3
Dragon2
Pirate2
Shaman2
Warrior2
Artificer1
Avatar1
Construct1
Demon1
Dwarf1
Kavu1
Merfolk1
Minotaur1
Phyrexian1
Scout1
Siren1
Tyranid1
Outlaws2
Party6
Sorcery15
Artifact9
Equipment3
Construct1
Enchantment8
Aura3
Planeswalker1
Saheeli1
Legends6
Historic15
LAND PROBABILITY
32 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 421.3%
TURN 549.4%
TURN 672.0%
TURN 786.2%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS15 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 draw triggersInfinite rummagingInfinite self-discard triggersNear-infinite damage
Bracket 3 · locks the tableLockDestroy all creatures opponents controlFrom now on, destroy any creatures opponents control at instant speed
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 card drawInfinite draw triggersNear-infinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite card draw
Bracket 3 · locks the tableDestroy all creatures opponents controlFrom now on, destroy any creatures opponents control at instant speedLock
Bracket 4 · early two-card combo, with no mana to spendInfinite ETBInfinite creature tokensInfinite mana creatures you control can produceInfinite untap of creatures you control
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 card drawInfinite draw triggersNear-infinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite draw triggersInfinite card drawNear-infinite damage
Bracket 4 · early two-card combo, for four mana or lessNear-infinite damageNear-infinite self-discard triggersNear-infinite draw triggers
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite draw triggersInfinite rummagingInfinite self-discard triggersNear-infinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite draw triggersInfinite rummagingInfinite self-discard triggersNear-infinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite draw triggersInfinite card draw
Group
Color
View