COMMANDER · DECK
incantesimi
Bracket 4 · Optimized@Apokolok · 2025-05-23
DECK $
$4,400.41
MYTHIC
12
RARE
57
UNCOMMON
13
COMMON
18
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Creature
9 cardsEnchantment
22 cardsArtifact
10 cardsSorcery
4 cardsInstant
16 cardsLand
29 cardsMONEY CARDS·70 CARDS·$3,511.91
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Creature
10 cardsEnchantment
14 cardsArtifact
5 cardsSorcery
4 cardsInstant
13 cardsLand
24 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 14 game changers — Bracket 3 allows 3
- Stasis + Smothering Tithe: mass land denial
- Helm of Obedience + Dauthi Voidwalker: early two-card combo, for four mana or less
- Helm of Obedience + Rest in Peace: early two-card combo, for four mana or less
- and 8 more combos that bear on the bracket, listed below
GAME CHANGERS · 14 (BRACKET 3 ALLOWS 3)
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 11
- Stasis + Smothering Tithe — Bracket 4, mass land denial
- Helm of Obedience + Dauthi Voidwalker — Bracket 4, early two-card combo, for four mana or less
- Helm of Obedience + Rest in Peace — Bracket 4, early two-card combo, for four mana or less
- Stasis + Unstoppable Plan — Bracket 3, locks the table
- Solemnity + Decree of Silence — Bracket 3, locks the table
- Energy Field + Rest in Peace — Bracket 3, locks the table
- Web of Inertia + Rest in Peace — Bracket 3, locks the table
- Solemnity + Nine Lives — Bracket 3, locks the table
- Solemnity + Phyrexian Unlife — Bracket 3, early two-card combo, with no mana to spend
- Heliod, Sun-Crowned + Walking Ballista — Bracket 3, early arguably two-card combo, for four mana or less
- Approach of the Second Sun + Necropotence — Bracket 2, late two-card combo, for eight mana or less
CURVE
COLOR
TYPES
Land38
Nonbasic26
Basic12
Island11
Plains11
Swamp11
Saga1
Urza's1
Enchantment24
Aura4
God1
Saga1
Urza's1
Instant16
Artifact13
Construct1
Golem1
Human1
Soldier1
Creature10
Human6
Rogue2
Wizard2
Bard1
Cleric1
Construct1
Dauthi1
God1
Golem1
Soldier1
Outlaws2
Party5
Sorcery4
Legends5
Historic19
LAND PROBABILITY
38 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 414.1%
TURN 536.6%
TURN 658.6%
TURN 775.5%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS15 COMBOS
Win the game
Bracket 3 · locks the tableCounter all spells opponents castLock
Bracket 4 · early two-card combo, for four mana or lessExile target opponent's library
Bracket 3 · locks the tablePrevent all damage that would be dealt to you by sources you don't controlLock
Bracket 4 · early two-card combo, for four mana or lessExile target opponent's library
Bracket 2 · late two-card combo, for eight mana or lessWin the game at the beginning of your next upkeep
Bracket 3 · locks the tablePlayers skip their untap stepsLock
Bracket 3 · locks the tableYou can't be attackedLock
Win the game
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite damageInfinite lifegainInfinite lifegain triggers
Win the game
Bracket 3 · early two-card combo, with no mana to spendYou can't lose the game due to having 0 or less lifeLock
Win the game
Bracket 4 · mass land denialMass Land DenialPlayers skip their untap stepsLock