COMMANDER · DECK
Wizard Money Gang
Bracket 4 · Optimized@Maggoroni · 2026-07-24
DECK $
$980.68
MYTHIC
29
RARE
116
UNCOMMON
29
COMMON
25
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Creature
25 cardsArtifact
1 cardsSorcery
21 cardsInstant
13 cardsLand
31 cardsMAYBE99 CARDS
Creature
37 cardsSorcery
36 cardsInstant
20 cardsLand
6 cardsMONEY CARDS·103 CARDS·$755.62
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Creature
25 cardsSorcery
36 cardsInstant
20 cardsLand
22 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 1 mass land denial card — only Bracket 4 allows it
- Kitsa, Otterball Elite + Dramatic Reversal: early arguably two-card combo, for four mana or less
- Kitsa, Otterball Elite + Great Train Heist: early arguably two-card combo, for four mana or less
- Surge to Victory + Savage Beating: arguably two-card combo, for six mana or less
GAME CHANGERS · 0 OF 3
None
MASS LAND DENIAL · 1
EXTRA TURNS · 0
None
COMBOS · 3
- Kitsa, Otterball Elite + Dramatic Reversal — Bracket 3, early arguably two-card combo, for four mana or less
- Kitsa, Otterball Elite + Great Train Heist — Bracket 3, early arguably two-card combo, for four mana or less
- Surge to Victory + Savage Beating — Bracket 2, arguably two-card combo, for six mana or less
CURVE
COLOR
TYPES
Land39
Nonbasic28
Basic11
Island7
Mountain5
Plains5
Creature26
Wizard26
Human10
Avatar2
Elf2
Noble2
Otter2
Adventure1
Bird1
Demon1
Dwarf1
Efreet1
Elder1
Elemental1
God1
Merfolk1
Phoenix1
Rabbit1
Saga1
Sorcerer1
Starfish1
Party26
Sorcery24
Adventure1
Avatar1
Wizard1
Instant16
Artifact1
Enchantment1
Human1
Noble1
Phoenix1
Saga1
Wizard1
Legends28
Historic29
LAND PROBABILITY
39 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 413.1%
TURN 534.7%
TURN 656.3%
TURN 773.4%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS11 COMBOS
Infinite magecraft triggers
Infinite magecraft triggers
Bracket 2 · arguably two-card combo, for six mana or lessInfinite combat damageInfinite combat phasesInfinite magecraft triggersInfinite mana creatures you control can produceInfinite storm countInfinite untap of creatures you control
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite untap of creatures you controlInfinite mana creatures you control can produceInfinite magecraft triggersInfinite combat phasesInfinitely powerful creatures you control until end of turn
Infinite magecraft triggers
Infinite magecraft triggers
Infinite magecraft triggers
Infinite untap of creatures you controlInfinite mana creatures you control can produceInfinite magecraft triggers
Win the game
Win the game
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite magecraft triggersInfinite untap of creatures you controlInfinite mana creatures you control can produce