MetaMox
COMMANDER · DECK

Gitrog EDH

Bracket 4 · Optimized
2020-07-12
The Gitrog Monster
DECK $
$1,149.41
MYTHIC
6
RARE
40
UNCOMMON
18
COMMON
36
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Creature

26 cards

Enchantment

3 cards

Artifact

10 cards

Sorcery

12 cards

Instant

12 cards

Land

29 cards
MONEY CARDS·49 CARDS·$904.43
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Creature

14 cards

Enchantment

1 cards
NAMECOSTPRICE

Artifact

8 cards

Sorcery

4 cards

Instant

6 cards

Land

16 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 5 game changers — Bracket 3 allows 3
  • 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 + Noose Constrictor: early two-card combo, with no mana to spend
  • and 8 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 11
CURVE
20151162163544556+
COLOR
B: 14.5 pipsG: 54.5 pipsC: 101 pips
TYPES
Land36
Nonbasic25
Basic11
Forest8
Swamp5
Creature27
Elf8
Druid5
Human4
Shaman4
Elemental3
Snake3
Beast2
Scout2
Avatar1
Cleric1
Dog1
Eldrazi1
Frog1
Golem1
Horror1
Merfolk1
Monk1
Satyr1
Skeleton1
Sloth1
Troll1
Warrior1
Wizard1
Party3
Instant12
Sorcery12
Arcane1
Artifact11
Equipment2
Golem1
Enchantment3
Saga1
Legends6
Historic18
LAND PROBABILITY
36 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 416.3%
TURN 540.7%
TURN 663.2%
TURN 779.4%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS11 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 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 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-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 self-discard triggers
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 3 · locks the tablePrevent all damage that would be dealt to youLock
Group
Color
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