COMMANDER · DECK
High Priest of Pestilance
Bracket 4 · Optimized2020-04-10
DECK $
$74.79
MYTHIC
2
RARE
31
UNCOMMON
26
COMMON
41
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Creature
19 cardsEnchantment
9 cardsArtifact
13 cardsSorcery
16 cardsInstant
5 cardsLand
18 cardsMONEY CARDS·17 CARDS·$37.29
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Creature
5 cardsEnchantment
5 cardsArtifact
4 cardsSorcery
2 cardsInstant
1 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- Guilty Conscience + Stuffy Doll: early two-card combo, with no mana to spend
- Guilty Conscience + Sun-Crowned Hunters: early arguably two-card combo, with no mana to spend
- Guilty Conscience + Truefire Captain: early arguably two-card combo, with no mana to spend
- and 7 more combos that bear on the bracket, listed below
GAME CHANGERS · 0 OF 3
None
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 10
- Guilty Conscience + Stuffy Doll — Bracket 4, early two-card combo, with no mana to spend
- Guilty Conscience + Sun-Crowned Hunters — Bracket 3, early arguably two-card combo, with no mana to spend
- Guilty Conscience + Truefire Captain — Bracket 3, early arguably two-card combo, with no mana to spend
- Boros Reckoner + Gift of Doom — Bracket 3, early arguably two-card combo, with no mana to spend
- Boros Reckoner + Indestructibility — Bracket 3, early arguably two-card combo, with no mana to spend
- Coalhauler Swine + Pariah — Bracket 3, early arguably two-card combo, with no mana to spend
- Guilty Conscience + Boros Reckoner — Bracket 3, early arguably two-card combo, with no mana to spend
- Stuffy Doll + Pariah — Bracket 3, early arguably two-card combo, with no mana to spend
- Guilty Conscience + Frilled Deathspitter — Bracket 3, early arguably two-card combo, with no mana to spend
- Arcbond + Pariah — Bracket 3, early arguably two-card combo, for four mana or less
CURVE
COLOR
TYPES
Land37
Nonbasic15
Basic22
Mountain12
Swamp7
Plains3
Gate1
Creature20
Dinosaur6
Human5
Wizard3
Demon2
Knight2
Beast1
Boar1
Cleric1
Construct1
Dragon1
Incarnation1
Insect1
Kor1
Minotaur1
Nomad1
Soldier1
Party4
Sorcery16
Artifact14
Equipment2
Construct1
Enchantment10
Aura5
Instant5
Legends3
Historic17
LAND PROBABILITY
37 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 415.2%
TURN 538.7%
TURN 660.9%
TURN 777.5%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS11 COMBOS
Bracket 3 · early arguably two-card combo, with no mana to spendDraw the game
Bracket 4 · early two-card combo, with no mana to spendInfinite damage to one opponent
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage to one opponent
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damageDraw the game
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegainInfinite lifegain triggers
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage to one opponent
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage to one opponent
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegainInfinite lifegain triggers
Infinite damage to one opponent
ADDITIONAL REQUIREMENTS
Card That Gives Indestructible