MetaMox
COMMANDER · DECK

Dirty Kermit

Bracket 3 · Upgraded
2016-03-28
103 CARDS (LIMIT 100)NO COMMANDER
DECK $
$1,713.31
MYTHIC
8
RARE
38
UNCOMMON
32
COMMON
26
POTENTIAL COMMANDERS1 OPTION

Creature

1 card
MAIN103 CARDS

Creature

14 cards

Enchantment

7 cards

Artifact

7 cards

Sorcery

18 cards

Instant

7 cards

Land

44 cards
NAMECOSTPRICE
SIDEBOARD1 CARD

Creature

1 card
MONEY CARDS·53 CARDS·$1,357.66
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Creature

7 cards

Enchantment

6 cards

Artifact

7 cards

Sorcery

9 cards

Instant

4 cards

Land

20 cards
BRACKETCOMMANDER BRACKETS
Bracket 3 · Upgraded
  • 3 game changers — Brackets 1 and 2 allow none
  • Glacial Chasm + Zuran Orb + Crucible of Worlds: locks the table
  • Glacial Chasm + Crucible of Worlds + Exploration: locks the table
  • Glacial Chasm + The Gitrog Monster + Crucible of Worlds: locks the table
  • and 2 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 5
ELIGIBILITYCOMMANDER-FAMILY FORMATS
COMMANDER
Legal
CEDH
Not cEDH
  • 3 game changers — cEDH lists run 10 or more, and nothing names it cEDH
BRAWL (HISTORIC)
Not legal
2 banned cards, 53 cards not in the pool
NOT IN THE POOL · 53
NAMECOSTTYPEPRICE
CURVE
10711121731044536+
COLOR
B: 13.5 pipsG: 49.5 pipsC: 98 pips
TYPES
Land50
Nonbasic42
Basic8
Forest6
Swamp6
Sorcery18
Arcane1
Creature14
Human5
Druid3
Elemental2
Shaman2
Avatar1
Centaur1
Elf1
Imp1
Satyr1
Skeleton1
Treefolk1
Troll1
Wizard1
Party1
Enchantment8
Aura1
Centaur1
Artifact7
Instant7
Legends3
Historic10
LAND PROBABILITY
50 LANDS · 103 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 46.4%
TURN 519.4%
TURN 635.9%
TURN 752.4%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS5 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 2 · arguably two-card combo, for six mana or less, pieces includedInfinite self-millNear-infinite self-discard triggers
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock
Group
Color
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