MetaMox
COMMANDER · DECK

Copy of - Gitrog - Landfall [purple] [P7-8]

Bracket 4 · Optimized
2020-04-19
The Gitrog Monster
DECK $
$1,109.91
MYTHIC
11
RARE
54
UNCOMMON
24
COMMON
27
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Planeswalker

1 cards

Creature

19 cards

Enchantment

8 cards

Artifact

6 cards

Sorcery

17 cards

Instant

9 cards

Land

30 cards
SIDEBOARD9 CARDS

Creature

2 cards

Enchantment

2 cards

Artifact

1 cards
NAMECOSTPRICE

Sorcery

2 cards

Land

2 cards
MAYBE7 CARDS

Creature

2 cards

Enchantment

2 cards

Sorcery

2 cards

Land

1 cards
MONEY CARDS·67 CARDS·$874.24
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Planeswalker

1 cards

Creature

18 cards

Enchantment

9 cards

Artifact

5 cards

Sorcery

10 cards

Instant

5 cards

Land

19 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 4 game changers — Bracket 3 allows 3
  • The Gitrog Monster + Dakmor Salvage: early two-card combo, with no mana to spend
  • Glacial Chasm + The Gitrog Monster + Crucible of Worlds: locks the table
  • Glacial Chasm + The Gitrog Monster + Ramunap Excavator: locks the table
  • and 9 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 12
CURVE
0051152183949536+
COLOR
B: 19.5 pipsG: 57.5 pipsC: 115 pips
TYPES
Land40
Nonbasic27
Basic13
Forest10
Swamp5
Aura1
Creature20
Human4
Shaman4
Elf3
Druid2
Elemental2
Snake2
Avatar1
Beast1
Centaur1
Cleric1
Demon1
Dinosaur1
Frog1
Horror1
Imp1
Incarnation1
Insect1
Warrior1
Wizard1
Zombie1
Party3
Sorcery17
Arcane1
Enchantment9
Aura1
Centaur1
Instant9
Artifact6
Equipment2
Planeswalker1
Nissa1
Legends8
Historic14
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
COMBOS12 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-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
Group
Color
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