MetaMox
COMMANDER · DECK

solphim, mayhem dominus

Bracket 4 · Optimized
@Driftwood_x · 2026-09-03
Solphim, Mayhem Dominus
DECK $
$716.05
MYTHIC
12
RARE
49
UNCOMMON
9
COMMON
30
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Creature

17 cards

Enchantment

10 cards

Artifact

10 cards

Sorcery

13 cards

Instant

13 cards

Land

13 cards
MONEY CARDS·58 CARDS·$562.22
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Creature

16 cards

Enchantment

10 cards

Artifact

6 cards

Sorcery

9 cards

Instant

9 cards

Land

8 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • Solphim, Mayhem Dominus + Heartless Hidetsugu: early two-card combo, with no mana to spend
  • 2 game changers — Brackets 1 and 2 allow none
  • Heartless Hidetsugu + Twinflame Tyrant: early arguably two-card combo, with no mana to spend
  • Isengard Unleashed + Heartless Hidetsugu: two-card combo, for six mana or less
  • and 1 more combo that bear on the bracket, listed below
GAME CHANGERS · 2 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 4
CURVE
00611521631345566+
COLOR
R: 80 pipsC: 112 pips
TYPES
Land38
Nonbasic14
Basic24
Mountain24
Desert2
Djinn1
God1
Monk1
Creature18
Dragon3
God3
Elemental2
Human2
Phyrexian2
Assassin1
Cat1
Construct1
Dinosaur1
Djinn1
Dwarf1
Elder1
Equipment1
Goblin1
Horror1
Monk1
Noble1
Ogre1
Praetor1
Saga1
Shaman1
Warrior1
Wizard1
Outlaws1
Party2
Artifact14
Equipment3
God2
Construct1
Instant14
Sorcery14
Enchantment11
Class1
Phyrexian1
Praetor1
Saga1
Legends11
Historic22
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
COMBOS5 COMBOS
Bracket 3 · two-card combo, for six mana or lessEach opponent loses the gameNear-infinite damage to all players
Near-infinite damage to all players
Bracket 2 · late two-card combo, for eight mana or lessNear-infinite damage
Bracket 4 · early two-card combo, with no mana to spendEach opponent loses the gameNear-infinite damage to all players
Bracket 3 · early arguably two-card combo, with no mana to spendNear-infinite damageEach opponent with an even life total loses the game
Group
Color
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