COMMANDER · DECK
Braids Conjurer Adept 5
Bracket 4 · OptimizedNO COMMANDER
DECK $
$787.40
MYTHIC
9
RARE
49
UNCOMMON
16
COMMON
27
POTENTIAL COMMANDERS13 OPTIONS
Braids, Conjurer Adept·Braids, Conjurer Adept·Arcanis the Omnipotent·Azami, Lady of Scrolls·Empress Galina·Jin-Gitaxias, Core Augur·Keiga, the Tide Star·Kira, Great Glass-Spinner·Lorthos, the Tidemaker·Memnarch·Myojin of Seeing Winds·Teferi, Mage of Zhalfir·Venser, Shaper Savant
Creature
12 cardsMAIN100 CARDS
Creature
32 cardsEnchantment
6 cardsArtifact
11 cardsSorcery
6 cardsInstant
12 cardsLand
11 cardsSIDEBOARD1 CARD
Creature
1 cardsMONEY CARDS·46 CARDS·$617.69
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Creature
16 cardsEnchantment
6 cardsArtifact
6 cardsSorcery
4 cardsInstant
8 cardsLand
6 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 3 extra-turn cards — chaining turns is Bracket 4
- Mind Over Matter + Arcanis the Omnipotent: early two-card combo, with no mana to spend
- Archmage Ascension + Beacon of Tomorrows: infinite extra turns
- 3 game changers — Brackets 1 and 2 allow none
- Mind Over Matter + Azami, Lady of Scrolls: early two-card combo, with no mana to spend
- and 2 more combos that bear on the bracket, listed below
GAME CHANGERS · 3 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 3
COMBOS · 5
- Mind Over Matter + Arcanis the Omnipotent — Bracket 4, early two-card combo, with no mana to spend
- Archmage Ascension + Beacon of Tomorrows — Bracket 4, infinite extra turns
- Mind Over Matter + Azami, Lady of Scrolls — Bracket 3, early two-card combo, with no mana to spend
- Tidespout Tyrant + Sol Ring — Bracket 3, early arguably two-card combo, for four mana or less
- Mindslaver + Academy Ruins — Bracket 3, locks the table
CURVE
COLOR
TYPES
Land33
Nonbasic10
Basic23
Island23
Creature32
Wizard10
Human6
Shapeshifter3
Spirit3
Dragon2
Eldrazi2
Faerie2
Golem2
Leviathan2
Merfolk2
Phyrexian2
Djinn1
Elemental1
Illusion1
Incarnation1
Kraken1
Noble1
Octopus1
Praetor1
Rogue1
Sphinx1
Outlaws1
Party11
Artifact18
Golem2
Dragon1
Phyrexian1
Shapeshifter1
Wizard1
Instant12
Enchantment6
Aura1
Sorcery6
Legends17
Historic33
LAND PROBABILITY
33 LANDS · 100 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 420.4%
TURN 547.9%
TURN 670.6%
TURN 785.2%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS7 COMBOS
Bracket 3 · early two-card combo, with no mana to spendInfinite draw triggersInfinite lootingInfinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite draw triggersInfinite self-discard triggersInfinite lootingNear-infinite card drawNear-infinite untap of permanents you controlNear-infinite mana permanents you control can produce
Infinite ETBInfinite LTBInfinite mana lands you control can produceInfinite storm count
Bracket 4 · infinite extra turnsInfinite turnsLock
Infinite storm count
ADDITIONAL REQUIREMENTS
Permanent with Affinity and a Generic Mana Cost
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite colorless manaInfinite storm count
Bracket 3 · locks the tableYou control one opponent on each of their turnsLock