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COMMANDER · DECK

Blaze's Furry

Bracket 4 · Optimized
@Famine86
Firesong and Sunspeaker
DECK $
$505.63
MYTHIC
12
RARE
43
UNCOMMON
13
COMMON
32
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Creature

24 cards

Enchantment

5 cards

Artifact

12 cards

Sorcery

15 cards

Instant

7 cards

Land

13 cards
MONEY CARDS·47 CARDS·$391.55
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Creature

13 cards

Enchantment

5 cards

Artifact

5 cards

Sorcery

12 cards

Instant

6 cards

Land

6 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • Blazing Sunsteel + Brash Taunter: early two-card combo, with no mana to spend
  • Blazing Sunsteel + Spiteful Sliver: early two-card combo, with no mana to spend
  • Blazing Sunsteel + Wrathful Raptors: early two-card combo, with no mana to spend
  • 2 game changers — Brackets 1 and 2 allow none
  • and 19 more combos that bear on the bracket, listed below
GAME CHANGERS · 2 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 22
CURVE
007116210312410566+
COLOR
W: 19.5 pipsR: 59.5 pipsC: 123 pips
TYPES
Land38
Nonbasic13
Basic25
Mountain18
Plains9
Djinn1
Human1
Monk1
Warlock1
Creature25
Human5
Dragon3
Dinosaur2
Elemental2
Goblin2
Horror2
Knight2
Minotaur2
Phyrexian2
Adventure1
Bird1
Cleric1
Construct1
Devil1
Djinn1
Equipment1
Goat1
God1
Monk1
Sliver1
Spirit1
Warlock1
Werewolf1
Wizard1
Outlaws1
Party2
Sorcery15
Artifact14
Equipment2
Construct1
God1
Instant8
Adventure1
Human1
Knight1
Enchantment5
Legends5
Historic17
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
COMBOS23 COMBOS
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite lifegainInfinite lifegain triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage to one opponent
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damageOpponents can't gain life for the rest of the game
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damageInfinite lifegain triggers
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 4 · early two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 2 · late two-card combo, for eight mana or lessNear-infinite damage
Bracket 2 · late two-card combo, for eight mana or lessNear-infinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 4 · early two-card combo, with no mana to spendInfinite damage
Near-infinite damage to all players
Bracket 2 · late two-card combo, for eight mana or lessNear-infinite damage
Group
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