MetaMox
COMMANDER · DECK
2016-08-07
ONLY 99 CARDSNO COMMANDER
DECK $
$4,828.55
MYTHIC
11
RARE
56
UNCOMMON
17
COMMON
16
POTENTIAL COMMANDERS1 OPTION

Creature

1 cards
NAMECOSTPRICE
MAIN99 CARDS

Creature

25 cards

Enchantment

16 cards

Artifact

6 cards

Sorcery

10 cards

Instant

1 cards
NAMECOSTPRICE

Land

41 cards
NAMECOSTPRICE
SIDEBOARD1 CARD

Creature

1 cards
NAMECOSTPRICE
MONEY CARDS·65 CARDS·$3,853.95
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Creature

12 cards

Enchantment

10 cards

Artifact

5 cards

Sorcery

8 cards

Instant

1 cards
NAMECOSTPRICE

Land

29 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 1 mass land denial card — only Bracket 4 allows it
  • Frenetic Efreet + Chance Encounter: early two-card combo, with no mana to spend
  • Sliver Queen + Mana Echoes: early two-card combo, for four mana or less
  • 2 game changers — Brackets 1 and 2 allow none
  • Vampire Hexmage + Celestial Convergence: early arguably two-card combo, with no mana to spend
  • and 4 more combos that bear on the bracket, listed below
GAME CHANGERS · 2 OF 3
MASS LAND DENIAL · 1
EXTRA TURNS · 0
None
COMBOS · 7
CURVE
1081921439465116+
COLOR
W: 25 pipsU: 14 pipsB: 15.5 pipsR: 16 pipsG: 22 pipsC: 116 pips
TYPES
Land41
Nonbasic41
Gate10
Forest8
Plains8
Island4
Mountain4
Swamp4
Creature25
Human9
Cleric4
Elf4
Shaman3
Wizard3
Cat2
Advisor1
Beast1
Berserker1
Bringer1
Druid1
Efreet1
Elemental1
Frog1
Horror1
Incarnation1
Knight1
Minotaur1
Nomad1
Ouphe1
Rogue1
Scout1
Sorcerer1
Sphinx1
Vampire1
Wurm1
Outlaws1
Party8
Enchantment16
Aura1
Sorcery10
Artifact9
Equipment1
Human1
Minotaur1
Rogue1
Sorcerer1
Sphinx1
Wizard1
Instant1
Legends5
Historic14
LAND PROBABILITY
41 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 411.3%
TURN 530.9%
TURN 651.7%
TURN 769.1%
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
Win the game at the beginning of your next upkeep
Bracket 2 · arguably two-card combo, for six mana or lessWin the game
Bracket 3 · early arguably two-card combo, with no mana to spendWin the game at the beginning of your next upkeep
Win the game at the beginning of your next upkeep
Bracket 4 · early two-card combo, for four mana or lessInfinite colorless manaInfinite creature tokensInfinite creature ETB
Bracket 3 · early arguably two-card combo, for four mana or lessWin the game
Bracket 4 · early two-card combo, with no mana to spendWin the game at the beginning of your next upkeep
Group
Color
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