MetaMox
COMMANDER · DECK

Lands Are Permanents Too! Lord Windgrace Combo

Bracket 4 · Optimized
2018-08-09
107 CARDS (LIMIT 100)NO COMMANDER
DECK $
$5,923.48
MYTHIC
16
RARE
58
UNCOMMON
20
COMMON
13
MAIN107 CARDS

Creature

24 cards

Enchantment

7 cards

Artifact

5 cards

Sorcery

13 cards

Instant

5 cards

Land

47 cards
NAMECOSTPRICE
MONEY CARDS·62 CARDS·$4,726.46
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Creature

12 cards

Enchantment

6 cards

Artifact

5 cards

Sorcery

8 cards

Instant

5 cards

Land

26 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 6 game changers — Bracket 3 allows 3
  • Glacial Chasm + Zuran Orb + Crucible of Worlds: locks the table
  • Glacial Chasm + Zuran Orb + Ramunap Excavator: locks the table
  • Glacial Chasm + Crucible of Worlds + Exploration: 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
ELIGIBILITYCOMMANDER-FAMILY FORMATS
COMMANDER
Legal
CEDH
Not cEDH
  • 6 game changers — cEDH lists run 10 or more, and nothing names it cEDH
BRAWL (HISTORIC)
Not legal
2 banned cards, 41 cards not in the pool
NOT IN THE POOL · 41
NAMECOSTTYPEPRICE
CURVE
109192143747576+
COLOR
B: 15.5 pipsR: 10 pipsG: 54.5 pipsC: 103 pips
TYPES
Land53
Nonbasic44
Basic9
Forest11
Mountain11
Swamp7
Creature24
Human6
Elemental5
Druid3
Shaman3
Snake3
Elf2
Centaur1
Cleric1
Cyclops1
Demon1
Frog1
Horror1
Hydra1
Incarnation1
Merfolk1
Monk1
Scout1
Skeleton1
Wizard1
Wurm1
Party2
Sorcery13
Enchantment8
Centaur1
Artifact5
Instant5
Legends14
Historic19
LAND PROBABILITY
53 LANDS · 107 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 45.9%
TURN 518.1%
TURN 633.9%
TURN 750.0%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS16 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
Infinite self-millNear-infinite damageNear-infinite self-discard triggers
Infinite self-millNear-infinite damageNear-infinite self-discard triggers
Infinite self-millNear-infinite damageNear-infinite self-discard triggers
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
Group
Color
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