COMMANDER · DECK
Conniving Goblin
Bracket 4 · Optimized@JTempest · 2025-08-30
DECK $
$2,014.70
MYTHIC
28
RARE
107
UNCOMMON
46
COMMON
33
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Creature
27 cardsEnchantment
5 cardsArtifact
12 cardsSorcery
8 cardsInstant
10 cardsLand
36 cardsMAYBE114 CARDS
Creature
45 cardsEnchantment
14 cardsArtifact
7 cardsSorcery
17 cardsInstant
19 cardsLand
7 cardsMONEY CARDS·126 CARDS·$1,576.98
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Creature
35 cardsEnchantment
12 cardsArtifact
12 cardsSorcery
13 cardsInstant
20 cardsLand
34 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- Malcolm, Keen-Eyed Navigator + Glint-Horn Buccaneer: early two-card combo, for four mana or less
- 1 game changer — Brackets 1 and 2 allow none
- Kefka, Court Mage // Kefka, Ruler of Ruin + Glint-Horn Buccaneer: early arguably two-card combo, with no mana to spend
- Kefka, Court Mage // Kefka, Ruler of Ruin + Feast of Sanity: early arguably two-card combo, with no mana to spend
- and 2 more combos that bear on the bracket, listed below
GAME CHANGERS · 1 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 5
- Malcolm, Keen-Eyed Navigator + Glint-Horn Buccaneer — Bracket 4, early two-card combo, for four mana or less
- Kefka, Court Mage // Kefka, Ruler of Ruin + Glint-Horn Buccaneer — Bracket 3, early arguably two-card combo, with no mana to spend
- Kefka, Court Mage // Kefka, Ruler of Ruin + Feast of Sanity — Bracket 3, early arguably two-card combo, with no mana to spend
- Magmakin Artillerist + Kefka, Court Mage // Kefka, Ruler of Ruin — Bracket 3, early arguably two-card combo, with no mana to spend
- Bloodchief Ascension + Mindcrank — Bracket 3, early arguably two-card combo, with no mana to spend
CURVE
COLOR
TYPES
Land37
Nonbasic33
Basic4
Mountain8
Island7
Swamp6
Creature28
Villain11
Human9
Goblin6
Pirate3
Imp2
Incarnation2
Rogue2
Shapeshifter2
Wizard2
Zombie2
Advisor1
Avatar1
Badger1
Berserker1
Bird1
Demon1
Dinosaur1
Elemental1
Faerie1
Frog1
Gamma1
Halfling1
Minion1
Minotaur1
Noble1
Phyrexian1
Robot1
Scientist1
Shark1
Spirit1
Outlaws5
Party4
Artifact15
Equipment2
Villain2
Robot1
Vehicle1
Instant12
Lesson1
Sorcery8
Enchantment5
Class1
Legends19
Historic30
LAND PROBABILITY
37 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 415.2%
TURN 538.7%
TURN 660.9%
TURN 777.5%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS9 COMBOS
Infinite draw triggers for all playersInfinite self-millNear-infinite millNear-infinite self-discard triggersNear-infinite storm count
Bracket 3 · early arguably two-card combo, with no mana to spendNear-infinite damageInfinite self-discard triggersInfinite draw triggersInfinite rummaging
Bracket 3 · early arguably two-card combo, with no mana to spendNear-infinite damageInfinite self-discard triggersNear-infinite lifegainNear-infinite lifegain triggersInfinite draw triggersInfinite rummaging
Infinite self-millNear-infinite storm count
Infinite damageInfinite self-discard triggersNear-infinite colored manaNear-infinite Treasure tokens
Infinite self-millNear-infinite magecraft triggersNear-infinite mill
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite millNear-infinite lifegainNear-infinite lifegain triggersNear-infinite lifeloss
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 spendNear-infinite damageInfinite self-discard triggersInfinite draw triggersInfinite rummaging