COMMANDER · DECK
Lifegain Tribal
Bracket 4 · Optimized2016-08-11
ONLY 99 CARDSNO COMMANDER
DECK $
$826.69
MYTHIC
12
RARE
33
UNCOMMON
21
COMMON
33
MAIN99 CARDS
Planeswalker
2 cardsCreature
18 cardsEnchantment
12 cardsArtifact
7 cardsSorcery
8 cardsInstant
17 cardsLand
11 cardsSIDEBOARD1 CARD
Creature
1 cardsMONEY CARDS·47 CARDS·$646.54
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Planeswalker
1 cardsCreature
12 cardsEnchantment
9 cardsArtifact
5 cardsSorcery
3 cardsInstant
11 cardsLand
6 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 4 game changers — Bracket 3 allows 3
- Near-Death Experience + Wall of Blood: early two-card combo, with no mana to spend
- Triskaidekaphobia + Tree of Perdition: early two-card combo, with no mana to spend
- Defiant Bloodlord + Exquisite Blood: early arguably two-card combo, with no mana to spend
- and 5 more combos that bear on the bracket, listed below
GAME CHANGERS · 4 (BRACKET 3 ALLOWS 3)
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 8
- Near-Death Experience + Wall of Blood — Bracket 4, early two-card combo, with no mana to spend
- Triskaidekaphobia + Tree of Perdition — Bracket 4, early two-card combo, with no mana to spend
- Defiant Bloodlord + Exquisite Blood — Bracket 3, early arguably two-card combo, with no mana to spend
- Exquisite Blood + Cliffhaven Vampire — Bracket 3, early arguably two-card combo, with no mana to spend
- Sanguine Bond + Exquisite Blood — Bracket 3, early arguably two-card combo, with no mana to spend
- Vizkopa Guildmage + Exquisite Blood — Bracket 3, early arguably two-card combo, for four mana or less
- Ad Nauseam + Phyrexian Unlife — Bracket 3, two-card combo, for six mana or less
- Beacon of Immortality + Sanguine Bond — Bracket 2, arguably two-card combo, for six mana or less
CURVE
COLOR
TYPES
Land35
Nonbasic9
Basic26
Plains14
Swamp14
Creature18
Human7
Cleric4
Spirit3
Avatar2
Monk2
Vampire2
Advisor1
Ally1
Beast1
Cat1
Minion1
Plant1
Rebel1
Rhino1
Shaman1
Wall1
Warrior1
Wizard1
Party6
Instant17
Enchantment12
Faerie1
Sorcery8
Artifact7
Planeswalker2
Elspeth1
Sorin1
Legends5
Historic12
LAND PROBABILITY
35 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 417.5%
TURN 542.8%
TURN 665.4%
TURN 781.2%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS15 COMBOS
Near-infinite lifeloss
Each opponent loses the gameNear-infinite lifeloss for all playersNear-infinitely large creature until end of turn
ADDITIONAL REQUIREMENTS
Permanent with "You don't lose the game due to having 0 or less life"
Bracket 4 · early two-card combo, with no mana to spendTarget player loses the game
Near-infinite lifegainNear-infinite lifeloss for target opponentTarget opponent loses the game
Bracket 3 · two-card combo, for six mana or lessInfinite card draw
Near-infinite lifeloss
Infinite lifelossNear-infinite lifegain
Bracket 4 · early two-card combo, with no mana to spendWin the game at the beginning of your next upkeep
Each opponent loses the gameNear-infinite lifegainNear-infinite lifeloss
Target player loses the game on each of your turns
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegain triggersInfinite lifelossInfinite lifegain
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegain triggersInfinite lifelossInfinite lifegain
Bracket 2 · arguably two-card combo, for six mana or lessTarget opponent loses the game
Bracket 3 · early arguably two-card combo, for four mana or lessInfinite lifegain triggersInfinite lifelossInfinite lifegain
Bracket 3 · early arguably two-card combo, with no mana to spendInfinite lifegain triggersInfinite lifelossInfinite lifegain