COMMANDER · DECK
2. Kaalia
Bracket 4 · Optimized@Vwrules · 2025-10-15
DECK $
$7,344.21
MYTHIC
37
RARE
66
UNCOMMON
5
COMMON
12
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Creature
24 cardsEnchantment
6 cardsArtifact
18 cardsSorcery
7 cardsInstant
12 cardsLand
29 cardsSIDEBOARD18 CARDS
Creature
13 cardsEnchantment
1 cardsArtifact
1 cardsSorcery
2 cardsLand
1 cardsMAYBE2 CARDS
Sorcery
1 cardsInstant
1 cardsMONEY CARDS·93 CARDS·$5,872.80
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Creature
35 cardsEnchantment
5 cardsArtifact
14 cardsSorcery
8 cardsInstant
11 cardsLand
20 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 13 game changers — Bracket 3 allows 3
- Kaalia of the Vast + Master of Cruelties: early two-card combo, with no mana to spend
- Aurelia, the Warleader + Helm of the Host: early arguably two-card combo, with no mana to spend
- Dragon Tempest + Ancient Gold Dragon: early arguably two-card combo, with no mana to spend
GAME CHANGERS · 13 (BRACKET 3 ALLOWS 3)
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 3
- Kaalia of the Vast + Master of Cruelties — Bracket 4, early two-card combo, with no mana to spend
- Aurelia, the Warleader + Helm of the Host — Bracket 3, early arguably two-card combo, with no mana to spend
- Dragon Tempest + Ancient Gold Dragon — Bracket 3, early arguably two-card combo, with no mana to spend
CURVE
COLOR
TYPES
Land32
Nonbasic26
Basic6
Plains8
Swamp6
Mountain4
Creature25
Dragon8
Human6
Demon5
Angel4
Cleric4
Elder3
Archer1
God1
Knight1
Orc1
Rogue1
Soldier1
Outlaws1
Party5
Artifact19
Equipment4
Human1
Infinity1
Soldier1
Stone1
Instant12
Enchantment7
God1
Sorcery7
Legends20
Historic35
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
COMBOS6 COMBOS
Bracket 3 · early arguably two-card combo, with no mana to spendNear-infinite damage
Infinite self-millNear-infinite storm count
Infinite draw triggers for all playersInfinite looting for all playersNear-infinite magecraft triggersNear-infinite storm count
Infinite draw triggersInfinite lootingInfinite looting for opponentsNear-infinite storm count
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite combat phasesInfinite creature tokens with hasteInfinite creature ETBInfinite mana creatures you control can produceInfinite untap of creatures you control
Bracket 4 · early two-card combo, with no mana to spendTarget opponent loses the game