COMMANDER · DECK
Blue Wizard Draw
Bracket 4 · Optimized@M1STERNOBODY · 2025-05-21
DECK $
$1,010.03
MYTHIC
6
RARE
36
UNCOMMON
19
COMMON
38
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Planeswalker
1 cardsCreature
28 cardsEnchantment
7 cardsArtifact
7 cardsSorcery
1 cardsInstant
21 cardsLand
8 cardsMONEY CARDS·54 CARDS·$789.17
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Planeswalker
1 cardsCreature
18 cardsEnchantment
6 cardsArtifact
5 cardsInstant
17 cardsLand
7 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 6 game changers — Bracket 3 allows 3
- Venser, Shaper Savant + Intruder Alarm: early arguably two-card combo, with no mana to spend
- Mind Over Matter + Azami, Lady of Scrolls: early two-card combo, with no mana to spend
- Dramatic Reversal + Isochron Scepter: early arguably two-card combo, with no mana to spend
- and 1 more combo that bear on the bracket, listed below
GAME CHANGERS · 6 (BRACKET 3 ALLOWS 3)
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 4
- Venser, Shaper Savant + Intruder Alarm — Bracket 3, early arguably two-card combo, with no mana to spend
- Mind Over Matter + Azami, Lady of Scrolls — Bracket 3, early two-card combo, with no mana to spend
- Dramatic Reversal + Isochron Scepter — Bracket 3, early arguably two-card combo, with no mana to spend
- Sigil Tracer + Dramatic Reversal — Bracket 3, early arguably two-card combo, for four mana or less
CURVE
COLOR
TYPES
Land34
Nonbasic7
Basic27
Island28
Creature29
Wizard29
Human15
Merfolk8
Faerie3
Frog1
Pirate1
Siren1
Spirit1
Vedalken1
Outlaws1
Party29
Instant22
Artifact7
Enchantment7
Class1
Planeswalker1
Jace1
Sorcery1
Legends7
Historic14
LAND PROBABILITY
34 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 418.7%
TURN 545.0%
TURN 667.7%
TURN 783.0%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS4 COMBOS
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite ETBInfinite LTBInfinite mana creatures you control can produceInfinite storm countInfinite untap of creaturesInfinite untap of creatures you control
Bracket 3 · early two-card combo, with no mana to spendInfinite draw triggersInfinite lootingInfinite self-discard triggers
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite mana nonland permanents you control can produceInfinite untap of nonland permanents you control
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