MetaMox
COMMANDER · DECK

muldrotha

Bracket 4 · Optimized
2020-11-18
Muldrotha, the Gravetide
DECK $
$1,910.26
MYTHIC
15
RARE
54
UNCOMMON
23
COMMON
7
COMMAND1 CARD

Creature

1 card
MAIN99 CARDS

Planeswalker

3 cards

Creature

24 cards

Enchantment

11 cards

Artifact

10 cards

Sorcery

5 cards

Instant

12 cards

Land

34 cards
NAMECOSTPRICE
MONEY CARDS·82 CARDS·$1,524.00
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Planeswalker

3 cards

Creature

19 cards

Enchantment

10 cards

Artifact

8 cards

Sorcery

5 cards

Instant

10 cards

Land

27 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 8 game changers — Bracket 3 allows 3
  • Glacial Chasm + Crucible of Worlds + Exploration: locks the table
  • Glacial Chasm + Ramunap Excavator + Exploration: locks the table
  • Demonic Consultation + Laboratory Maniac: early arguably two-card combo, for four mana or less, pieces included
  • and 13 more combos that bear on the bracket, listed below
  • one extra-turn card — fine from Bracket 2 up
MASS LAND DENIAL · 0
None
EXTRA TURNS · 1
NAMECOSTTYPEPRICE
COMBOS · 16
LEGALITYCOMMANDER-FAMILY FORMATS
COMMANDER
Legal
CEDH
Not cEDH
  • 8 game changers — cEDH lists run 10 or more, and nothing names it cEDH
CURVE
10111192203746516+
COLOR
U: 22 pipsB: 20 pipsG: 34 pipsC: 100 pips
TYPES
Land34
Nonbasic34
Island5
Swamp5
Forest3
Creature25
Human8
Shaman5
Wizard4
Elemental3
Elf2
Frog2
Snake2
Avatar1
Bird1
Cleric1
Crab1
Druid1
Dryad1
Elder1
Faerie1
Giant1
Horror1
Knight1
Merfolk1
Monk1
Nymph1
Satyr1
Zombie1
Party5
Enchantment12
Aura2
Dryad1
Nymph1
Instant12
Artifact11
Bird1
Sorcery5
Planeswalker3
Ashiok1
Jace1
Wrenn1
Legends14
Historic24
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
COMBOS20 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 · two-card combo, for six mana or less, pieces includedInfinite self-mill
Infinite blinkingInfinite colored manaInfinite death triggersInfinite creature ETBInfinite creature LTBInfinite creature sacrifice triggers
Infinite self-millInfinite creature ETBInfinite creature LTBInfinite death triggersInfinite millInfinite creature sacrifice triggers
ADDITIONAL REQUIREMENTS
Persist Creature
Infinite creature ETBInfinite creature LTBInfinite colored manaInfinite death triggersInfinite creature sacrifice triggers
ADDITIONAL REQUIREMENTS
Persist Creature
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
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 · early arguably two-card combo, for four mana or less, pieces includedExile your libraryWin the game
Bracket 3 · two-card combo, for six mana or less, pieces includedExile your libraryWin the game
Bracket 2 · arguably two-card combo, for six mana or less, pieces includedWin the game
Group
Color
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