COMMAND1 CARD
Creature
1 cardMAIN99 CARDS
Planeswalker
1 cardCreature
20 cardsEnchantment
7 cardsArtifact
18 cardsSorcery
8 cardsInstant
8 cardsLand
14 cardsMAYBE34 CARDS
Creature
14 cardsEnchantment
3 cardsArtifact
4 cardsSorcery
11 cardsInstant
2 cardsMONEY CARDS·67 CARDS·$532.01
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Planeswalker
1 cardCreature
16 cardsEnchantment
8 cardsArtifact
14 cardsSorcery
15 cardsInstant
7 cardsLand
6 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- Narset's Reversal + Isochron Scepter: infinite extra turns
- 2 game changers — Brackets 1 and 2 allow none
- Dramatic Reversal + Isochron Scepter: early arguably two-card combo, for four mana or less, pieces included
- Bloodchief Ascension + Mindcrank: early arguably two-card combo, for four mana or less, pieces included
- and 1 more combo that bear on the bracket, listed below
GAME CHANGERS · 2 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 4
- Narset's Reversal + Isochron Scepter — Bracket 4, infinite extra turns
- Dramatic Reversal + Isochron Scepter — Bracket 3, early arguably two-card combo, for four mana or less, pieces included
- Bloodchief Ascension + Mindcrank — Bracket 3, early arguably two-card combo, for four mana or less, pieces included
- Bruvac the Grandiloquent + Traumatize — Bracket 2, late two-card combo, for eight mana or less, pieces included
ELIGIBILITYCOMMANDER-FAMILY FORMATS
COMMANDER
Legal
DUEL COMMANDER
Not legal
2 banned cards
BANNED · 2
CEDH
Not cEDH
- 2 game changers — cEDH lists run 10 or more, and nothing names it cEDH
BRAWL (HISTORIC)
Not legal
28 cards not in the pool
NOT IN THE POOL · 28
CURVE
COLOR
TYPES
Land37
Nonbasic12
Basic25
Island17
Swamp13
Desert1
Artifact21
Equipment4
Construct1
Golem1
Wall1
Creature21
Human3
God2
Horror2
Spirit2
Wall2
Zombie2
Advisor1
Construct1
Crab1
Demon1
Dog1
Eldrazi1
Golem1
Homunculus1
Knight1
Leviathan1
Lhurgoyf1
Noble1
Plant1
Vedalken1
Wizard1
Party1
Enchantment9
Aura2
Curse1
God1
Horror1
Instant8
Sorcery8
Planeswalker1
Jace1
Legends9
Historic28
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
COMBOS23 COMBOS
Each opponent loses the gameNear-infinite lifelossNear-infinite mill
Each opponent loses the gameInfinite millNear-infinite lifeloss
Near-infinite mill
Infinite mill for target opponentNear-infinite self-mill
Infinite mill for target opponent
Infinite mill for target opponent
Infinite mill for target opponent
Near-infinite millNear-infinite self-mill
Infinite self-millInfinite mill for target opponent
Exile all creatures opponents controlNear-infinite millNear-infinite self-mill
Near-infinite millNear-infinite self-mill
Near-infinite millNear-infinite self-mill
Bracket 3 · early arguably two-card combo, for four mana or less, pieces includedInfinite magecraft triggersInfinite mana nonland permanents you control can produceInfinite storm countInfinite untap of nonland permanents you control
Bracket 3 · early arguably two-card combo, for four mana or less, pieces includedInfinite millNear-infinite lifegainNear-infinite lifegain triggersNear-infinite lifeloss
Bracket 4 · infinite extra turnsInfinite turnsLock
ADDITIONAL REQUIREMENTS
Extra Turn Spell
Infinite mill
Infinite mill for target opponentNear-infinite mill
Infinite mill for target opponent
Bracket 2 · late two-card combo, for eight mana or less, pieces includedInfinite mill for target opponentNear-infinite self-mill
Infinite mill for target opponentNear-infinite mill
Infinite millNear-infinite self-mill
Infinite mill for target opponent
Infinite mill for target opponentNear-infinite mill
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