COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Planeswalker
1 cardsCreature
26 cardsEnchantment
1 cardsArtifact
6 cardsSorcery
16 cardsInstant
13 cardsLand
18 cardsMONEY CARDS·25 CARDS·$66.41
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Creature
14 cardsArtifact
1 cardsSorcery
3 cardsInstant
6 cardsLand
1 cardsBRACKETCOMMANDER 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 + Skirge Familiar: early two-card combo, with no mana to spend
- and 6 more combos that bear on the bracket, listed below
- 1 game changer — Brackets 1 and 2 allow none
GAME CHANGERS · 1 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 9
- The Gitrog Monster + Dakmor Salvage + Wild Mongrel — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Skirge Familiar — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Oblivion Crown — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Noose Constrictor — Bracket 4, early two-card combo, with no mana to spend
- The Gitrog Monster + Dakmor Salvage + Putrid Imp — Bracket 4, early two-card combo, with no mana to spend
- Chain of Smog + Witherbloom Apprentice — Bracket 4, early two-card combo, for four mana or less
- Sedgemoor Witch + Chain of Smog — Bracket 4, early two-card combo, for four mana or less
- Chain of Smog + Dragonsguard Elite — Bracket 3, early two-card combo, for four mana or less
CURVE
COLOR
TYPES
Land36
Nonbasic16
Basic20
Forest11
Swamp11
Gate1
Creature27
Druid8
Elf7
Human7
Imp3
Warlock3
Dog2
Zombie2
Demon1
Elemental1
Frog1
Horror1
Insect1
Nightmare1
Phyrexian1
Rogue1
Shaman1
Skeleton1
Snake1
Troll1
Warrior1
Wizard1
Wurm1
Outlaws4
Party3
Sorcery16
Instant13
Artifact6
Enchantment2
Aura1
Human1
Planeswalker1
Grist1
Legends3
Historic9
LAND PROBABILITY
36 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 416.3%
TURN 540.7%
TURN 663.2%
TURN 779.4%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS9 COMBOS
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-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 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-infinite black manaNear-infinite self-discard triggers
Bracket 3 · early two-card combo, for four mana or lessInfinite +1/+1 counters on a creatureInfinite magecraft triggers
Bracket 4 · early two-card combo, for four mana or lessInfinite creature tokensInfinite creature ETBInfinite magecraft triggers
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millNear-infinite self-discard triggers
Bracket 4 · early two-card combo, for four mana or lessInfinite lifegainInfinite lifegain triggersInfinite lifelossInfinite magecraft triggers