COMMANDER · DECK
Heliod, Sun-Crowned (Retired March 2021)
Bracket 4 · Optimized2020-05-28
DECK $
$700.76
MYTHIC
6
RARE
44
UNCOMMON
19
COMMON
31
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Planeswalker
1 cardsCreature
31 cardsEnchantment
9 cardsArtifact
10 cardsSorcery
1 cardsInstant
12 cardsLand
11 cardsMONEY CARDS·49 CARDS·$551.78
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Planeswalker
1 cardsCreature
16 cardsEnchantment
8 cardsArtifact
7 cardsInstant
8 cardsLand
9 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 4 game changers — Bracket 3 allows 3
- Heliod, Sun-Crowned + Triskelion: early two-card combo, for four mana or less
- Heliod, Sun-Crowned + Walking Ballista: early two-card combo, for four mana or less
- Uba Mask + Drannith Magistrate: locks the table
GAME CHANGERS · 4 (BRACKET 3 ALLOWS 3)
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 3
- Heliod, Sun-Crowned + Triskelion — Bracket 4, early two-card combo, for four mana or less
- Heliod, Sun-Crowned + Walking Ballista — Bracket 4, early two-card combo, for four mana or less
- Uba Mask + Drannith Magistrate — Bracket 3, locks the table
CURVE
COLOR
TYPES
Land35
Nonbasic10
Basic25
Plains25
Creature32
Human15
Cleric9
Soldier5
Construct3
God2
Phyrexian2
Ranger2
Spirit2
Wizard2
Angel1
Bird1
Cat1
Faerie1
Fox1
Hippogriff1
Horror1
Knight1
Kor1
Monk1
Nomad1
Nymph1
Samurai1
Scout1
Party11
Artifact15
Construct3
Cleric1
Equipment1
Horror1
Human1
Phyrexian1
Vehicle1
Enchantment14
God2
Spirit2
Nymph1
Instant12
Planeswalker1
Karn1
Sorcery1
Legends7
Historic22
LAND PROBABILITY
35 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 417.5%
TURN 542.8%
TURN 665.4%
TURN 781.2%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS3 COMBOS
Bracket 4 · early two-card combo, for four mana or lessInfinite damageInfinite lifegainInfinite lifegain triggers
Bracket 3 · locks the tablePlayers can't draw cardsLockOpponents can only cast the remaining spells in their hand
Bracket 4 · early two-card combo, for four mana or lessInfinite damageInfinite lifegainInfinite lifegain triggers