MetaMox
COMMANDER · DECK

The Gitrog Monster

Bracket 4 · Optimized
2017-06-30
The Gitrog Monster
DECK $
$2,004.87
MYTHIC
11
RARE
42
UNCOMMON
26
COMMON
21
COMMAND1 CARD

Creature

1 cards
MAIN99 CARDS

Planeswalker

2 cards

Creature

19 cards

Enchantment

7 cards

Artifact

5 cards

Sorcery

11 cards

Instant

9 cards

Land

41 cards
NAMECOSTPRICE
MONEY CARDS·50 CARDS·$1,591.67
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Planeswalker

1 cards

Creature

8 cards

Enchantment

4 cards

Artifact

4 cards

Sorcery

3 cards

Instant

5 cards

Land

25 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • The Gitrog Monster + Dakmor Salvage + Wild Mongrel: early two-card combo, with no mana to spend
  • The Gitrog Monster + Dakmor Salvage: early two-card combo, with no mana to spend
  • The Gitrog Monster + Dakmor Salvage + Noose Constrictor: early two-card combo, with no mana to spend
  • 3 game changers — Brackets 1 and 2 allow none
  • and 10 more combos that bear on the bracket, listed below
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 13
CURVE
2071122153548546+
COLOR
B: 23.5 pipsG: 40.5 pipsC: 96 pips
TYPES
Land46
Nonbasic39
Basic7
Forest6
Swamp3
Desert2
Creature20
Snake4
Shaman3
Centaur2
Elemental2
Elf2
Scout2
Avatar1
Cleric1
Demon1
Dog1
Druid1
Dryad1
Eldrazi1
Frog1
Horror1
Human1
Nissa1
Plant1
Rat1
Treefolk1
Vampire1
Wizard1
Party2
Sorcery11
Instant9
Enchantment8
Centaur1
Artifact5
Planeswalker3
Nissa2
Elf1
Nixilis1
Scout1
Legends9
Historic14
LAND PROBABILITY
46 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 47.6%
TURN 522.4%
TURN 640.3%
TURN 757.3%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS13 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 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinitely large creature until end of turnNear-infinite self-discard triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinitely large creature until end of turnNear-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 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
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