COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Planeswalker
1 cardsCreature
19 cardsEnchantment
5 cardsArtifact
10 cardsSorcery
13 cardsInstant
9 cardsLand
25 cardsMONEY CARDS·49 CARDS·$496.42
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Planeswalker
1 cardsCreature
14 cardsEnchantment
4 cardsArtifact
7 cardsSorcery
6 cardsInstant
6 cardsLand
11 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- The Gitrog Monster + Dakmor Salvage + Wild Mongrel: early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage: early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Skirge Familiar: early two-card combo, with no mana to spend
- and 4 more combos that bear on the bracket, listed below
- 3 game changers — Brackets 1 and 2 allow none
- one extra-turn card — fine from Bracket 2 up
GAME CHANGERS · 3 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 1
COMBOS · 7
- The Gitrog Monster + Dakmor Salvage + Wild Mongrel — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Skirge Familiar — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Oblivion Crown — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Putrid Imp — Bracket 4, early two-card combo, with no mana to spend
- Glacial Chasm + Zuran Orb + Ramunap Excavator — Bracket 3, locks the table
- Glacial Chasm + The Gitrog Monster + Ramunap Excavator — Bracket 3, locks the table
CURVE
COLOR
TYPES
Land42
Nonbasic23
Basic19
Forest13
Swamp8
Creature20
Elemental3
Human3
Cleric2
Eldrazi2
Imp2
Phyrexian2
Shaman2
Avatar1
Dog1
Dragon1
Elf1
Frog1
Giant1
Horror1
Praetor1
Satyr1
Scout1
Skeleton1
Snake1
Spirit1
Troll1
Vampire1
Wizard1
Zombie1
Party3
Sorcery13
Arcane1
Artifact10
Equipment3
Shaman1
Instant9
Enchantment5
Aura3
Treefolk1
Planeswalker1
Nissa1
Legends10
Historic19
LAND PROBABILITY
42 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 410.5%
TURN 529.1%
TURN 649.3%
TURN 766.8%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS7 COMBOS
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinitely large creature until end of turnNear-infinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinitely large creature until end of turnNear-infinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinite black manaNear-infinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinite self-discard triggers