COMMANDER · DECK
MILL MILL MILL MILL
Bracket 4 · Optimized2020-07-07
101 CARDS (LIMIT 100)
DECK $
$146.66
MYTHIC
4
RARE
29
UNCOMMON
21
COMMON
47
COMMAND1 CARD
Creature
1 cardsMAIN100 CARDS
Planeswalker
1 cardsCreature
26 cardsEnchantment
5 cardsArtifact
16 cardsSorcery
9 cardsInstant
6 cardsLand
15 cardsMONEY CARDS·28 CARDS·$98.86
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Planeswalker
1 cardsCreature
9 cardsEnchantment
2 cardsArtifact
7 cardsSorcery
4 cardsInstant
1 cardsLand
4 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- Phenax, God of Deception + Eater of the Dead: early two-card combo, with no mana to spend
- Phenax, God of Deception + Sewer Nemesis + Fleet Swallower: early two-card combo, with no mana to spend
- Phenax, God of Deception + Consuming Aberration + Fleet Swallower: early two-card combo, with no mana to spend
- and 6 more combos that bear on the bracket, listed below
- one extra-turn card — fine from Bracket 2 up
GAME CHANGERS · 0 OF 3
None
MASS LAND DENIAL · 0
None
EXTRA TURNS · 1
COMBOS · 9
- Phenax, God of Deception + Eater of the Dead — Bracket 4, early two-card combo, with no mana to spend
- Phenax, God of Deception + Sewer Nemesis + Fleet Swallower — Bracket 4, early two-card combo, with no mana to spend
- Phenax, God of Deception + Consuming Aberration + Fleet Swallower — Bracket 4, early two-card combo, with no mana to spend
- Fleet Swallower + Fraying Sanity — Bracket 3, early arguably two-card combo, with no mana to spend
- Duskmantle Guildmage + Mindcrank — Bracket 3, early arguably two-card combo, for four mana or less
- Fleet Swallower + Keening Stone — Bracket 3, two-card combo, for six mana or less
- Phenax, God of Deception + Sewer Nemesis + Traumatize — Bracket 3, two-card combo, for six mana or less
- Phenax, God of Deception + Consuming Aberration + Traumatize — Bracket 3, two-card combo, for six mana or less
- Traumatize + Fraying Sanity — Bracket 2, arguably two-card combo, for six mana or less
CURVE
COLOR
TYPES
Land37
Nonbasic13
Basic24
Island17
Swamp7
Desert1
Creature27
Wall7
Wizard5
Horror4
Human3
Eldrazi2
Spirit2
Drone1
Faerie1
Fish1
God1
Illusion1
Lhurgoyf1
Plant1
Snake1
Vampire1
Zombie1
Party5
Artifact18
Equipment2
Wall2
Sorcery9
Enchantment7
Aura1
Curse1
God1
Horror1
Instant6
Planeswalker1
Jace1
Legends5
Historic23
LAND PROBABILITY
37 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 415.6%
TURN 539.4%
TURN 661.7%
TURN 778.2%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS10 COMBOS
Bracket 3 · early arguably two-card combo, for four mana or lessEach opponent loses the gameInfinite millNear-infinite lifeloss
Bracket 3 · two-card combo, for six mana or lessInfinite mill for target opponent
Infinite mill for target opponent
Bracket 4 · early two-card combo, with no mana to spendInfinite mill for target opponent
Bracket 4 · early two-card combo, with no mana to spendNear-infinite millNear-infinite self-mill
Bracket 3 · two-card combo, for six mana or lessInfinite self-millInfinite mill for target opponent
Bracket 3 · two-card combo, for six mana or lessInfinite self-millInfinite mill for target opponent
Bracket 4 · early two-card combo, with no mana to spendInfinite self-millInfinite mill for target opponent
Bracket 2 · arguably two-card combo, for six mana or lessInfinite mill for target opponent
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite mill for target opponent