COMMANDER · DECK
One deck to rule them all
Bracket 4 · Optimized@player_ · 2025-04-16
SINGLETON: 1 CARD
DECK $
$1,846.92
MYTHIC
26
RARE
77
UNCOMMON
40
COMMON
17
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Creature
19 cardsEnchantment
10 cardsArtifact
16 cardsSorcery
6 cardsInstant
12 cardsLand
28 cardsSIDEBOARD11 CARDS
Creature
4 cardsEnchantment
1 cardsArtifact
1 cardsSorcery
1 cardsInstant
4 cardsMAYBE49 CARDS
Creature
19 cardsEnchantment
11 cardsArtifact
5 cardsSorcery
7 cardsInstant
3 cardsLand
4 cardsMONEY CARDS·115 CARDS·$1,467.32
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Creature
34 cardsEnchantment
20 cardsArtifact
18 cardsSorcery
10 cardsInstant
14 cardsLand
19 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 4 game changers — Bracket 3 allows 3
- Malcolm, Keen-Eyed Navigator + Glint-Horn Buccaneer: early two-card combo, for four mana or less
- Rakdos Joins Up + Clever Impersonator: early two-card combo, for four mana or less
- Curiosity + Niv-Mizzet, Parun: early arguably two-card combo, with no mana to spend
- and 2 more combos that bear on the bracket, listed below
GAME CHANGERS · 4 (BRACKET 3 ALLOWS 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
- Rakdos Joins Up + Clever Impersonator — Bracket 4, early two-card combo, for four mana or less
- Curiosity + Niv-Mizzet, Parun — Bracket 3, early arguably two-card combo, with no mana to spend
- Glint-Horn Buccaneer + Curiosity — Bracket 3, early arguably two-card combo, with no mana to spend
- Magmakin Artillerist + Curiosity — Bracket 3, early arguably two-card combo, with no mana to spend
CURVE
COLOR
TYPES
Land33
Nonbasic27
Basic6
Swamp5
Island4
Mountain3
Djinn1
Gate1
Monk1
Rogue1
Shapeshifter1
Creature25
Wraith7
Knight6
Wizard4
Rogue3
Shapeshifter3
Zombie3
Horror2
Human2
Vampire2
Archer1
Avatar1
Dauthi1
Djinn1
Dragon1
Elemental1
Goblin1
Monk1
Noble1
Orc1
Phyrexian1
Pirate1
Praetor1
Changeling1
Outlaws4
Party7
Artifact16
Equipment2
Instant15
Enchantment10
Aura1
Room1
Sorcery6
Legends12
Historic25
LAND PROBABILITY
31 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 422.7%
TURN 551.7%
TURN 674.1%
TURN 787.7%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS8 COMBOS
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 spendNear-infinite damageInfinite self-discard triggersInfinite draw triggersInfinite rummaging
Infinite black manaInfinite blue mana that can only be spent to cast instant and sorcery spellsInfinite death triggersInfinite ETBInfinite LTBInfinite magecraft triggersInfinite red mana that can only be spent to cast instant and sorcery spellsInfinite storm count
Bracket 4 · early two-card combo, for four mana or lessInfinite LTBInfinite ETBInfinite death triggersInfinite damage
Near-infinite damage to all players
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
Infinite +1/+1 counters on a creatureNear-infinite damage to creatures