MetaMox
COMMANDER · DECK

Free Fallin

Bracket 4 · Optimized
2020-07-02
Selenia, Dark Angel
DECK $
$872.60
MYTHIC
10
RARE
52
UNCOMMON
15
COMMON
27
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Creature

16 cards

Enchantment

12 cards

Artifact

15 cards

Sorcery

9 cards

Instant

10 cards

Land

20 cards
MAYBE4 CARDS

Creature

1 cards
NAMECOSTPRICE

Enchantment

1 cards
NAMECOSTPRICE

Artifact

2 cards
MONEY CARDS·65 CARDS·$681.48
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Creature

16 cards

Enchantment

11 cards

Artifact

12 cards

Sorcery

5 cards

Instant

8 cards

Land

13 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 5 game changers — Bracket 3 allows 3
  • Selenia, Dark Angel + Near-Death Experience: early two-card combo, with no mana to spend
  • Near-Death Experience + Wall of Blood: early two-card combo, with no mana to spend
  • Delaying Shield + Solemnity: locks the table
  • and 8 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 11
CURVE
0011110214311465106+
COLOR
W: 32 pipsB: 43 pipsC: 139 pips
TYPES
Land37
Nonbasic18
Basic19
Swamp13
Plains11
Creature17
Cleric5
Human3
Phyrexian3
Angel2
Spirit2
Vampire2
Advisor1
Demon1
Giant1
God1
Horror1
Insect1
Minion1
Nomad1
Plant1
Rebel1
Wall1
Zombie1
Party5
Artifact16
Equipment1
Insect1
Phyrexian1
Enchantment14
Aura1
God1
Instant10
Sorcery9
Legends11
Historic25
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
COMBOS17 COMBOS
Each opponent loses the gameNear-infinite lifeloss for all playersNear-infinitely large creature until end of turn
ADDITIONAL REQUIREMENTS
Permanent with "You don't lose the game due to having 0 or less life"
Bracket 3 · early arguably two-card combo, with no mana to spendNear-infinite damage
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 · early two-card combo, with no mana to spendYou are unable to lose the game due to damage or lifelossLock
Bracket 4 · early two-card combo, with no mana to spendWin the game at the beginning of your next upkeep
Target player loses the game on each of your turns
Target player loses the game on each of your turns
Each opponent loses the gameNear-infinite lifeloss for all players
ADDITIONAL REQUIREMENTS
Permanent with "You don't lose the game due to having 0 or less life"
Bracket 4 · early two-card combo, with no mana to spendWin the game at the beginning of your next upkeep
Each opponent loses the gameNear-infinite lifeloss for all players
ADDITIONAL REQUIREMENTS
Permanent with "You don't lose the game due to having 0 or less life"
Bracket 3 · two-card combo, for six mana or lessNear-infinite lifeloss for target opponent
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegain triggersInfinite lifelossInfinite lifegain
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegain triggersInfinite lifelossInfinite lifegain
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damageInfinite lifegain triggers
Infinite card drawInfinite draw triggersNear-infinite damageNear-infinite lifegainNear-infinite lifegain triggersNear-infinite storm count
Bracket 3 · early two-card combo, with no mana to spendYou can't lose the game due to having 0 or less lifeLock
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