COMMANDER · DECK
I Draw, We Draw, Comrades Draw: A Satirical Example of Practical Applied Communism in Action
Bracket 4 · Optimized@PsychoticGoose · 2025-06-24
DECK $
$3,495.20
MYTHIC
35
RARE
106
UNCOMMON
11
COMMON
6
COMMAND2 CARDS
Creature
2 cardsMAIN98 CARDS
Planeswalker
1 cardsCreature
19 cardsEnchantment
13 cardsArtifact
12 cardsSorcery
14 cardsInstant
6 cardsLand
33 cardsMAYBE59 CARDS
Planeswalker
5 cardsCreature
19 cardsEnchantment
7 cardsArtifact
4 cardsSorcery
8 cardsInstant
10 cardsLand
6 cardsMONEY CARDS·140 CARDS·$2,793.30
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Planeswalker
5 cardsCreature
34 cardsEnchantment
17 cardsArtifact
13 cardsSorcery
19 cardsInstant
15 cardsLand
37 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 12 game changers — Bracket 3 allows 3
- Mind Over Matter + The One Ring: early two-card combo, with no mana to spend
- Mind Over Matter + Temple Bell: early two-card combo, with no mana to spend
- Mind Over Matter + Kwain, Itinerant Meddler: early two-card combo, with no mana to spend
- and 6 more combos that bear on the bracket, listed below
GAME CHANGERS · 12 (BRACKET 3 ALLOWS 3)
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 9
- Mind Over Matter + The One Ring — Bracket 4, early two-card combo, with no mana to spend
- Mind Over Matter + Temple Bell — Bracket 4, early two-card combo, with no mana to spend
- Mind Over Matter + Kwain, Itinerant Meddler — Bracket 4, early two-card combo, with no mana to spend
- Staff of Domination + Kydele, Chosen of Kruphix — Bracket 4, early two-card combo, with no mana to spend
- Narset, Parter of Veils + Teferi's Puzzle Box — Bracket 3, locks the table
- Notion Thief + Teferi's Puzzle Box — Bracket 3, locks the table
- Staff of Domination + Bloom Tender — Bracket 3, early arguably two-card combo, with no mana to spend
- Mind Over Matter + Chromatic Orrery — Bracket 2, arguably two-card combo, for six mana or less
- Psychosis Crawler + Peer into the Abyss — Bracket 2, late two-card combo, for eight mana or less
CURVE
COLOR
TYPES
Land33
Nonbasic30
Basic3
Forest7
Island7
Swamp7
Plains6
Creature21
Human4
Phyrexian4
Wizard3
God2
Homunculus2
Rabbit2
Rogue2
Advisor1
Archer1
Citizen1
Cleric1
Construct1
Dinosaur1
Dwarf1
Elder1
Faerie1
Horror1
Merfolk1
Noble1
Orc1
Praetor1
Robot1
Sphinx1
Spirit1
Utrom1
Outlaws2
Party6
Artifact15
Book2
Phyrexian2
Construct1
Horror1
Robot1
Utrom1
Enchantment15
God2
Phyrexian1
Sorcery15
Instant6
Planeswalker1
Narset1
Legends21
Historic33
LAND PROBABILITY
33 LANDS · 98 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 419.5%
TURN 546.5%
TURN 669.2%
TURN 784.1%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS27 COMBOS
Infinite card drawInfinite draw triggers
Win the game
Near-infinite lifeloss
Target opponent loses the game
Bracket 4 · early two-card combo, with no mana to spendInfinite lootingInfinite self-discard triggersInfinite draw triggersNear-infinite card draw for each opponentNear-infinite draw triggers for each opponent
Near-infinite lifeloss
Bracket 2 · arguably two-card combo, for six mana or lessInfinite draw triggersInfinite lootingNear-infinite colorless manaNear-infinite colored manaNear-infinite card drawNear-infinite untap of permanents you controlNear-infinite mana permanents you control can produceInfinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite colorless manaInfinite lifegain triggersInfinite lifegainInfinite card drawInfinite untap of creatures you controlInfinite draw triggersInfinite mana creatures you control can produce
Bracket 4 · early two-card combo, with no mana to spendInfinite lootingInfinite self-discard triggersInfinite draw triggersNear-infinite card draw for each opponentNear-infinite draw triggers for each opponentNear-infinite lifegainNear-infinite lifegain triggersNear-infinite draw triggers for target opponentNear-infinite lifegain triggers for opponentsNear-infinite lifegain for opponents
Infinite card drawInfinite draw triggers
Near-infinite card drawNear-infinite draw triggersWin the game
Win the gameInfinite card drawInfinite draw triggers
Infinite card drawNear-infinite millNear-infinite colored manaNear-infinite Treasure tokens
Win the gameInfinite card drawInfinite draw triggers
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegain triggersInfinite lifegainInfinite card drawInfinite untap of creatures you controlInfinite draw triggersInfinite mana creatures you control can produceInfinite colored mana
Target opponent loses the game
Near-infinite card draw for target opponentNear-infinite draw triggers for target opponentNear-infinite lifeloss for target opponentTarget opponent loses the game
Infinite +1/+1 counters on a creatureNear-infinite card draw for target opponentNear-infinite damageNear-infinite draw triggers for target opponentTarget opponent loses the game
Bracket 2 · late two-card combo, for eight mana or lessNear-infinite lifelossNear-infinite card drawNear-infinite draw triggers
Win the game
Win the game
Near-infinite lifeloss
Infinite card drawInfinite draw triggers
Win the game
Bracket 3 · locks the tableEach opponent shuffles their hand into their library during their draw stepOpponents can't draw cards during their turnLock
Bracket 4 · early two-card combo, with no mana to spendNear-infinite card drawInfinite self-discard triggersInfinite draw triggersInfinite lootingNear-infinite untap of permanents you controlNear-infinite mana permanents you control can produce
Bracket 3 · locks the tableOpponents put all cards in hand on the bottom of their library on each of their draw stepsLock