COMMANDER · DECK
Zur the Enchanter
2017-11-02
ONLY 99 CARDSNO COMMANDER
DECK $
$426.84
MYTHIC
7
RARE
44
UNCOMMON
21
COMMON
28
MAIN99 CARDS
Creature
12 cardsEnchantment
17 cardsArtifact
10 cardsSorcery
9 cardsInstant
16 cardsLand
23 cardsSIDEBOARD1 CARD
Creature
1 cardsMONEY CARDS·46 CARDS·$327.34
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Creature
6 cardsEnchantment
10 cardsArtifact
6 cardsSorcery
6 cardsInstant
14 cardsLand
4 cardsCURVE
COLOR
TYPES
Land35
Nonbasic20
Basic15
Island9
Plains7
Swamp7
Enchantment20
Aura5
Spirit2
Curse1
God1
Instant16
Artifact12
Angel1
Equipment1
Golem1
Creature12
Human5
Angel2
Cleric2
Spirit2
Wizard2
Druid1
Giant1
God1
Golem1
Phyrexian1
Rebel1
Party4
Sorcery9
Legends2
Historic14
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
COMBOS16 COMBOS
Win the game
Each opponent loses the gameNear-infinite lifeloss for all playersNear-infinite self-discard triggersNear-infinite looting
ADDITIONAL REQUIREMENTS
Permanent with "You don't lose the game due to having 0 or less life"
Win the game
Win the game at the beginning of your next upkeep
Infinite card draw
Infinite card draw
Win the game at the beginning of your next upkeep
Each opponent loses the gameNear-infinite lifeloss for all players
ADDITIONAL REQUIREMENTS
Permanent with "You don't lose the game due to having 0 or less life"
Target player loses the game on each of your turns
Win the game at the beginning of your next upkeep
Target player loses the game on each of your turns
Target player loses the game on each of your turns
Target player loses the game
Target player loses the game on each of your turns
Target player loses the game
You can't lose the game due to having 0 or less lifeLock