MetaMox
COMMANDER · DECK

3. Kenrith Combo

Bracket 4 · Optimized
2020-06-26
103 CARDS (LIMIT 100)ILLEGAL: 3 CARDS
DECK $
$1,578.53
MYTHIC
8
RARE
77
UNCOMMON
12
COMMON
15
COMMAND1 CARD

Creature

1 cards
MAIN102 CARDS

Creature

23 cards

Enchantment

6 cards

Artifact

5 cards

Sorcery

11 cards

Instant

22 cards

Land

35 cards
NAMECOSTPRICE
MONEY CARDS·97 CARDS·$1,258.19
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Creature

21 cards

Enchantment

6 cards

Artifact

3 cards

Sorcery

11 cards

Instant

24 cards

Land

32 cards
NAMECOSTPRICE
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 10 game changers — Bracket 3 allows 3
  • Narset's Reversal + Isochron Scepter: infinite extra turns
  • Tainted Pact + Thassa's Oracle: early two-card combo, for four mana or less
  • Demonic Consultation + Thassa's Oracle: early two-card combo, for four mana or less
  • and 12 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 15
CURVE
40171292153140516+
COLOR
W: 14 pipsU: 31 pipsB: 10 pipsR: 4 pipsG: 16 pipsC: 58 pips
TYPES
Land35
Nonbasic31
Basic4
Swamp9
Mountain8
Forest7
Island7
Plains7
Creature24
Human10
Wizard6
Druid3
Shaman3
Cleric2
Elf2
Goblin2
Mutant2
Advisor1
Bird1
Dauthi1
Dryad1
Frog1
Horror1
Lizard1
Merfolk1
Noble1
Nymph1
Phyrexian1
Rogue1
Soldier1
Spirit1
Treefolk1
Vedalken1
Outlaws1
Party9
Instant22
Sorcery11
Artifact7
Horror1
Human1
Phyrexian1
Soldier1
Treasure1
Enchantment7
Aura2
Dryad1
Nymph1
Legends1
Historic8
LAND PROBABILITY
35 LANDS · 102 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 418.7%
TURN 545.0%
TURN 667.7%
TURN 783.0%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS15 COMBOS
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite non-blue mana of colors among permanents you controlInfinite mana of colors among permanents you control
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite non-blue mana of colors among permanents you controlInfinite mana of colors among permanents you control
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite mana lands you control can produce
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite non-blue mana of colors among permanents you control
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite non-blue mana of colors among permanents you control
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite mana lands you control can produce
Bracket 4 · early two-card combo, for four mana or lessExile your libraryWin the game
Bracket 4 · early two-card combo, for four mana or lessWin the game
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite magecraft triggersInfinite mana nonland permanents you control can produceInfinite storm countInfinite untap of nonland permanents you control
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite non-blue mana of colors among permanents you controlInfinite mana of colors among permanents you control
Bracket 4 · infinite extra turnsInfinite turnsLock
ADDITIONAL REQUIREMENTS
Extra Turn Spell
Bracket 3 · early arguably two-card combo, for four mana or lessExile your libraryWin the game
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite non-blue mana of colors among permanents you controlInfinite mana of colors among permanents you control
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite mana lands you control can produce
Bracket 3 · early arguably two-card combo, for four mana or lessWin the game
Group
Color
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