COMMANDER · DECK
Kermit Druid 4
Bracket 4 · Optimized2016-12-02
114 CARDS (LIMIT 100)SINGLETON: 12 CARDS
DECK $
$1,033.94
MYTHIC
13
RARE
47
UNCOMMON
24
COMMON
30
COMMAND1 CARD
Creature
1 cardsMAIN113 CARDS
Creature
23 cardsEnchantment
6 cardsArtifact
4 cardsSorcery
13 cardsInstant
16 cardsLand
33 cardsMONEY CARDS·54 CARDS·$811.48
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Creature
12 cardsEnchantment
5 cardsArtifact
4 cardsSorcery
6 cardsInstant
8 cardsLand
19 cardsBRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
- 8 game changers — Bracket 3 allows 3
- 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 8 more combos that bear on the bracket, listed below
GAME CHANGERS · 8 (BRACKET 3 ALLOWS 3)
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 11
- 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 + Oona's Prowler — 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
- Glacial Chasm + Zuran Orb + Crucible of Worlds — Bracket 3, locks the table
- Glacial Chasm + The Gitrog Monster + Crucible of Worlds — Bracket 3, locks the table
- Glacial Chasm + Crucible of Worlds + Exploration — Bracket 3, locks the table
- Glacial Chasm + Crucible of Worlds + Oracle of Mul Daya — Bracket 3, locks the table
CURVE
COLOR
TYPES
Land42
Nonbasic36
Basic6
Forest6
Demon3
Swamp3
Dryad1
Creature35
Elf5
Imp5
Elemental4
Shaman4
Centaur3
Demon3
Druid3
Human3
Eldrazi2
Faerie2
Plant2
Rogue2
Skeleton2
Snake2
Troll2
Wizard2
Zombie2
Bird1
Dog1
Dryad1
Forest1
Frog1
Horror1
Phyrexian1
Outlaws2
Party4
Instant16
Sorcery14
Enchantment8
Aura2
Centaur1
Artifact4
Legends8
Historic12
LAND PROBABILITY
38 LANDS · 113 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 419.6%
TURN 546.4%
TURN 669.0%
TURN 783.9%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS11 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 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 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-infinite self-discard triggers
Bracket 3 · locks the tablePrevent all damage that would be dealt to youLock