COMMANDER · DECK
2020-04-30
112 CARDS (LIMIT 100)BANNED: 1 CARD
DECK $
$10,397.84
MYTHIC
17
RARE
57
UNCOMMON
25
COMMON
37
COMMAND1 CARD
Creature
1 cardsMAIN111 CARDS
Planeswalker
8 cardsCreature
6 cardsEnchantment
7 cardsArtifact
10 cardsSorcery
14 cardsInstant
36 cardsLand
20 cardsMAYBE24 CARDS
Creature
1 cardsEnchantment
2 cardsArtifact
10 cardsSorcery
3 cardsInstant
8 cardsMONEY CARDS·90 CARDS·$8,304.77
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Planeswalker
7 cardsCreature
5 cardsEnchantment
8 cardsArtifact
15 cardsSorcery
14 cardsInstant
26 cardsLand
15 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 5 game changers — Bracket 3 allows 3
- Karn, the Great Creator + Mycosynth Lattice: mass land denial
- Narset's Reversal + Isochron Scepter: infinite extra turns
- Rings of Brighthearth + Basalt Monolith: early two-card combo, for four mana or less
- and 6 more combos that bear on the bracket, listed below
- one extra-turn card — fine from Bracket 2 up
GAME CHANGERS · 5 (BRACKET 3 ALLOWS 3)
MASS LAND DENIAL · 0
None
EXTRA TURNS · 1
COMBOS · 9
- Karn, the Great Creator + Mycosynth Lattice — Bracket 4, mass land denial
- Narset's Reversal + Isochron Scepter — Bracket 4, infinite extra turns
- Rings of Brighthearth + Basalt Monolith — Bracket 4, early two-card combo, for four mana or less
- Nexus of Fate + Isochron Scepter + Mystical Tutor — Bracket 4, infinite extra turns
- Power Artifact + Grim Monolith — Bracket 3, early arguably two-card combo, with no mana to spend
- Power Artifact + Basalt Monolith — Bracket 3, early arguably two-card combo, with no mana to spend
- Dramatic Reversal + Isochron Scepter — Bracket 3, early arguably two-card combo, with no mana to spend
- Tidespout Tyrant + Grim Monolith — Bracket 3, early arguably two-card combo, for four mana or less
- Tidespout Tyrant + Sol Ring — Bracket 3, early arguably two-card combo, for four mana or less
CURVE
COLOR
TYPES
Instant36
Land30
Nonbasic18
Basic12
Island12
Plains6
Sorcery14
Artifact10
Planeswalker8
Narset2
Teferi2
Dovin1
Karn1
Tezzeret1
Venser1
Creature7
Human4
Wizard4
Advisor1
Bird1
Sphinx1
Spirit1
Party4
Enchantment7
Legends12
Historic22
LAND PROBABILITY
30 LANDS · 111 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 429.4%
TURN 561.2%
TURN 682.1%
TURN 792.7%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS14 COMBOS
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite colorless mana
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite colorless mana
Bracket 4 · mass land denialActivated abilities of permanents your opponents control can't be activatedActivated abilities can't be activatedLockMass Land Denial
Infinite storm count
ADDITIONAL REQUIREMENTS
Permanent with Affinity and a Generic Mana Cost
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite colorless manaInfinite storm count
Bracket 4 · infinite extra turnsInfinite turnsSkip your draw stepsLock
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite 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 lessInfinite colorless manaInfinite storm count
Bracket 4 · infinite extra turnsInfinite turnsLock
ADDITIONAL REQUIREMENTS
Extra Turn Spell
Bracket 4 · early two-card combo, for four mana or lessInfinite colorless mana
Win the game
Win the game
Infinite storm count
Infinite untap of artifacts you controlInfinite colorless manaInfinite mana artifacts you control can produce