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COMMANDER · DECK

Wheelin And Dealin

Bracket 4 · Optimized
2016-09-02
109 CARDS (LIMIT 100)NO COMMANDER
DECK $
$647.45
MYTHIC
14
RARE
44
UNCOMMON
27
COMMON
25
POTENTIAL COMMANDERS1 OPTION

Creature

1 cards
MAIN109 CARDS

Planeswalker

3 cards

Creature

20 cards

Enchantment

17 cards

Artifact

11 cards

Sorcery

17 cards

Instant

8 cards

Land

25 cards
SIDEBOARD1 CARD

Creature

1 cards
MONEY CARDS·62 CARDS·$504.62
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Planeswalker

3 cards

Creature

11 cards

Enchantment

13 cards

Artifact

9 cards

Sorcery

14 cards

Instant

5 cards

Land

7 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 3 extra-turn cards — chaining turns is Bracket 4
  • Mind Over Matter + Otherworld Atlas: early two-card combo, with no mana to spend
  • Mind Over Matter + Temple Bell: early two-card combo, with no mana to spend
  • Mind Over Matter + Niv-Mizzet, the Firemind: early two-card combo, with no mana to spend
  • 2 game changers — Brackets 1 and 2 allow none
  • and 4 more combos that bear on the bracket, listed below
GAME CHANGERS · 2 OF 3
MASS LAND DENIAL · 0
None
COMBOS · 7
CURVE
109115222310475126+
COLOR
U: 53 pipsB: 29 pipsR: 20 pipsC: 166 pips
TYPES
Land33
Nonbasic22
Basic11
Island6
Gate3
Swamp3
Mountain2
Creature20
Wizard5
Human4
Horror3
Phyrexian2
Angel1
Avatar1
Dragon1
Eldrazi1
Hag1
Illusion1
Imp1
Merfolk1
Plant1
Reflection1
Rogue1
Spellshaper1
Spirit1
Squid1
Vedalken1
Wall1
Zombie1
Outlaws1
Party6
Enchantment18
Aura4
Hag1
Sorcery17
Artifact14
Angel1
Book1
Eldrazi1
Horror1
Phyrexian1
Reflection1
Instant8
Planeswalker3
Ashiok1
Bolas1
Dack1
Legends6
Historic20
LAND PROBABILITY
33 LANDS · 109 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 424.2%
TURN 553.9%
TURN 676.0%
TURN 788.9%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS8 COMBOS
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite card drawInfinite draw triggersNear-infinite damage
Bracket 3 · early arguably two-card combo, for four mana or lessEach opponent loses the gameInfinite millNear-infinite lifeloss
Bracket 4 · early two-card combo, with no mana to spendInfinite lootingInfinite self-discard triggersInfinite draw triggersNear-infinite card draw for each opponentNear-infinite draw triggers for each opponent
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite draw triggers for all playersInfinite rummaging for all playersInfinite self-discard triggers for all playersNear-infinite mana permanents you control can produce
Bracket 4 · early two-card combo, with no mana to spendInfinite draw triggersInfinite lootingInfinite self-discard triggersNear-infinite damage
Bracket 4 · early two-card combo, with no mana to spendInfinite lootingInfinite self-discard triggersInfinite draw triggersNear-infinite card drawNear-infinite untap of permanents you controlNear-infinite mana permanents you control can produce
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite millNear-infinite lifegainNear-infinite lifegain triggersNear-infinite lifeloss
Infinite card drawNear-infinite lifelossInfinite draw triggers
Group
Color
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