MetaMox
COMMANDER · DECK
@BEEPBEEPBOOPBEEP
101 CARDS (LIMIT 100)NO COMMANDER
DECK $
$591.67
MYTHIC
9
RARE
52
UNCOMMON
17
COMMON
23
POTENTIAL COMMANDERS1 OPTION

Creature

1 cards
MAIN101 CARDS

Creature

25 cards

Enchantment

11 cards

Artifact

12 cards

Sorcery

10 cards

Instant

9 cards

Land

24 cards
MONEY CARDS·55 CARDS·$460.36
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Creature

14 cards

Enchantment

8 cards

Artifact

8 cards

Sorcery

6 cards

Instant

6 cards

Land

13 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • Fiendlash + Ill-Tempered Loner // Howlpack Avenger: early two-card combo, with no mana to spend
  • Fiendlash + Boros Reckoner: early two-card combo, with no mana to spend
  • Fiendlash + Spitemare: early two-card combo, with no mana to spend
  • and 18 more combos that bear on the bracket, listed below
GAME CHANGERS · 0 OF 3
None
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 21
CURVE
00812021231247586+
COLOR
W: 21.5 pipsB: 8 pipsR: 43.5 pipsG: 26 pipsC: 125 pips
TYPES
Land34
Nonbasic20
Basic14
Mountain9
Plains7
Forest6
Swamp6
Creature25
Human7
Goblin3
Cleric2
Construct2
Hydra2
Shaman2
Soldier2
Warrior2
Angel1
Beast1
Boar1
Demon1
Dragon1
Elemental1
Horror1
Mercenary1
Minotaur1
Phyrexian1
Plant1
Rabbit1
Spirit1
Wall1
Werewolf1
Wizard1
Wurm1
Zombie1
Outlaws1
Party5
Artifact14
Equipment7
Construct2
Enchantment11
Aura5
Curse1
Sorcery10
Instant9
Legends10
Historic22
LAND PROBABILITY
34 LANDS · 101 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 419.5%
TURN 546.4%
TURN 669.1%
TURN 784.1%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS28 COMBOS
Bracket 4 · early two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendDraw the game
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage to one opponent
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 4 · early two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damageOpponents can't gain life for the rest of the game
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Each player may exile a portion of their library with the ability to play the exiled cards until the end of their next turnExile your library with the ability to play the exiled cards until the end of your next turn
Infinite damage to one opponent
Bracket 4 · early two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 4 · early two-card combo, with no mana to spendInfinite damage
Draw the gameInfinite damage to one opponent
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damage
Bracket 4 · early two-card combo, with no mana to spendInfinite lifeloss
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite damageDraw the game
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegainInfinite lifegain triggers
Infinite damage to one opponent
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