MetaMox
COMMANDER · DECK

The Gitrog Monster

Bracket 4 · Optimized
2020-04-19
The Gitrog Monster
DECK $
$1,652.07
MYTHIC
15
RARE
42
UNCOMMON
17
COMMON
26
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Planeswalker

2 cards

Creature

20 cards

Enchantment

5 cards

Artifact

7 cards

Sorcery

14 cards

Instant

11 cards

Land

34 cards
NAMECOSTPRICE
MONEY CARDS·58 CARDS·$1,316.04
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Planeswalker

1 cards

Creature

15 cards

Enchantment

4 cards

Artifact

4 cards

Sorcery

7 cards

Instant

8 cards

Land

19 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 5 game changers — Bracket 3 allows 3
  • The Gitrog Monster + Dakmor Salvage: early two-card combo, with no mana to spend
  • The Gitrog Monster + Dakmor Salvage + Skirge Familiar: early two-card combo, with no mana to spend
  • The Gitrog Monster + Dakmor Salvage + Noose Constrictor: early two-card combo, with no mana to spend
  • and 16 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 19
CURVE
20151182103743546+
COLOR
B: 24.5 pipsG: 41.5 pipsC: 94 pips
TYPES
Land40
Nonbasic32
Basic8
Forest7
Swamp5
Desert2
Creature21
Elf4
Shaman4
Human3
Snake3
Druid2
Eldrazi2
Imp2
Bird1
Cleric1
Demon1
Dinosaur1
Dryad1
Elemental1
Frog1
Horror1
Monk1
Nymph1
Phyrexian1
Vampire1
Wizard1
Zombie1
Party2
Sorcery14
Instant11
Artifact7
Enchantment6
Aura1
Dryad1
Nymph1
Planeswalker2
Nissa2
Legends11
Historic18
LAND PROBABILITY
40 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 412.2%
TURN 532.7%
TURN 654.0%
TURN 771.3%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS19 COMBOS
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinitely large creature until end of turnNear-infinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinite black manaNear-infinite self-discard triggers
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinite self-discard triggers
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Group
Color
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