COMMANDER · DECK
Zuko Average
Bracket 4 · Optimized2026-10-09
ONLY 99 CARDS
DECK $
$411.89
MYTHIC
13
RARE
53
UNCOMMON
13
COMMON
20
COMMAND1 CARD
Creature
1 cardsMAIN98 CARDS
Creature
25 cardsEnchantment
7 cardsArtifact
9 cardsSorcery
7 cardsInstant
15 cardsLand
23 cardsMONEY CARDS·46 CARDS·$317.57
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Creature
17 cardsEnchantment
5 cardsArtifact
6 cardsSorcery
5 cardsInstant
6 cardsLand
7 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- Fire Lord Zuko + Hellkite Charger: early two-card combo, with no mana to spend
- 1 game changer — Brackets 1 and 2 allow none
- Hellkite Charger + Firebending Student: early arguably two-card combo, with no mana to spend
- Hellkite Charger + Sozin's Comet: arguably two-card combo, for six mana or less
GAME CHANGERS · 1 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 3
- Fire Lord Zuko + Hellkite Charger — Bracket 4, early two-card combo, with no mana to spend
- Hellkite Charger + Firebending Student — Bracket 3, early arguably two-card combo, with no mana to spend
- Hellkite Charger + Sozin's Comet — Bracket 2, arguably two-card combo, for six mana or less
CURVE
COLOR
TYPES
Land35
Nonbasic20
Basic15
Mountain11
Swamp8
Plains7
Creature27
Human13
Noble5
Dragon4
Ally3
Warrior3
Dinosaur2
Shaman2
Soldier2
Avatar1
Bird1
Bison1
Cat1
Cleric1
Demon1
Elder1
Elemental1
Knight1
Lizard1
Monk1
Moogle1
Orc1
Saga1
Samurai1
Sorcerer1
Spirit1
Tiefling1
Villain1
Warlock1
Wizard1
Outlaws1
Party5
Instant15
Lesson2
Artifact10
Equipment2
Cat1
Moogle1
Enchantment7
Avatar1
Background1
Room1
Saga1
Sorcery7
Lesson1
Legends19
Historic28
LAND PROBABILITY
35 LANDS · 98 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 417.0%
TURN 542.1%
TURN 664.7%
TURN 780.6%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS4 COMBOS
Bracket 4 · early two-card combo, with no mana to spendInfinite combat phases
Infinite combat phasesInfinite red mana
Bracket 2 · arguably two-card combo, for six mana or lessInfinite combat phasesInfinite red manaInfinite combat damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite combat phasesInfinite red manaInfinite combat damage