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COMMANDER · DECK

Gitrog dual Titan

Bracket 4 · Optimized
@Viktor_D · 2025-04-02
The Gitrog Monster
DECK $
$718.39
MYTHIC
7
RARE
27
UNCOMMON
22
COMMON
44
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Creature

25 cards

Enchantment

1 cards
NAMECOSTPRICE

Artifact

7 cards

Sorcery

10 cards

Instant

19 cards

Land

24 cards
MONEY CARDS·52 CARDS·$561.86
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Creature

17 cards

Artifact

7 cards

Sorcery

4 cards

Instant

14 cards

Land

10 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 4 game changers — Bracket 3 allows 3
  • The Gitrog Monster + Dakmor Salvage + Wild Mongrel: early two-card combo, with no mana to spend
  • 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
  • and 12 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 15
CURVE
2028116263542526+
COLOR
B: 20.5 pipsG: 44.5 pipsC: 64 pips
TYPES
Land38
Nonbasic23
Basic15
Forest13
Swamp7
Dryad1
Creature26
Elf11
Druid7
Imp3
Eldrazi2
Insect2
Shaman2
Snake2
Bird1
Cleric1
Dog1
Dryad1
Forest1
Frog1
Horror1
Human1
Phyrexian1
Scout1
Skeleton1
Spirit1
Troll1
Warrior1
Wizard1
Zombie1
Party3
Instant19
Sorcery10
Artifact7
Enchantment1
Aura1
Legends3
Historic10
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
COMBOS15 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 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-infinitely large creature until end of turnNear-infinite self-discard triggers
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 black manaNear-infinite self-discard triggers
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
Group
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