COMMANDER · DECK
V24B Azusa Big Green - Evil High Power
Bracket 3 · Upgraded@Ishime
DECK $
$670.17
MYTHIC
10
RARE
58
UNCOMMON
26
COMMON
26
COMMAND1 CARD
Creature
1 cardsMAIN99 CARDS
Planeswalker
1 cardsCreature
21 cardsEnchantment
4 cardsArtifact
6 cardsSorcery
11 cardsInstant
5 cardsLand
40 cardsSIDEBOARD17 CARDS
Creature
1 cardsEnchantment
2 cardsArtifact
1 cardsLand
13 cardsMAYBE3 CARDS
Sorcery
1 cardsLand
2 cardsMONEY CARDS·62 CARDS·$513.90
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Planeswalker
1 cardsCreature
15 cardsEnchantment
6 cardsArtifact
6 cardsSorcery
4 cardsInstant
5 cardsLand
25 cardsBRACKETCOMMANDER BRACKETS
Bracket 3 · Upgraded
- 3 game changers — Brackets 1 and 2 allow none
- Argothian Elder + Maze of Ith: early arguably two-card combo, with no mana to spend
- Glacial Chasm + Azusa, Lost but Seeking + Perennial Behemoth: locks the table
- Glacial Chasm + Case of the Locked Hothouse + Perennial Behemoth: locks the table
- and 18 more combos that bear on the bracket, listed below
GAME CHANGERS · 3 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 21
- Argothian Elder + Maze of Ith — Bracket 3, early arguably two-card combo, with no mana to spend
- Glacial Chasm + Azusa, Lost but Seeking + Perennial Behemoth — Bracket 3, locks the table
- Glacial Chasm + Case of the Locked Hothouse + Perennial Behemoth — Bracket 3, locks the table
- Glacial Chasm + Druid Class + Perennial Behemoth — Bracket 3, locks the table
- Glacial Chasm + Oracle of Mul Daya + Perennial Behemoth — Bracket 3, locks the table
- Glacial Chasm + Crucible of Worlds + Azusa, Lost but Seeking — Bracket 3, locks the table
- Glacial Chasm + Case of the Locked Hothouse + Crucible of Worlds — Bracket 3, locks the table
- Glacial Chasm + Druid Class + Crucible of Worlds — Bracket 3, locks the table
- Glacial Chasm + Crucible of Worlds + Oracle of Mul Daya — Bracket 3, locks the table
- Glacial Chasm + Azusa, Lost but Seeking + Ramunap Excavator — Bracket 3, locks the table
- Glacial Chasm + Azusa, Lost but Seeking + Conduit of Worlds — Bracket 3, locks the table
- Glacial Chasm + Azusa, Lost but Seeking + Walk-In Closet // Forgotten Cellar — Bracket 3, locks the table
- Glacial Chasm + Case of the Locked Hothouse + Ramunap Excavator — Bracket 3, locks the table
- Glacial Chasm + Druid Class + Ramunap Excavator — Bracket 3, locks the table
- Glacial Chasm + Ramunap Excavator + Oracle of Mul Daya — Bracket 3, locks the table
- Glacial Chasm + Case of the Locked Hothouse + Conduit of Worlds — Bracket 3, locks the table
- Glacial Chasm + Druid Class + Conduit of Worlds — Bracket 3, locks the table
- Glacial Chasm + Conduit of Worlds + Oracle of Mul Daya — Bracket 3, locks the table
- Glacial Chasm + Case of the Locked Hothouse + Walk-In Closet // Forgotten Cellar — Bracket 3, locks the table
- Glacial Chasm + Druid Class + Walk-In Closet // Forgotten Cellar — Bracket 3, locks the table
- Glacial Chasm + Oracle of Mul Daya + Walk-In Closet // Forgotten Cellar — Bracket 3, locks the table
CURVE
COLOR
TYPES
Land52
Nonbasic39
Basic13
Forest14
Cave4
Desert2
Dryad1
Urza's1
Creature22
Elf4
Human4
Beast3
Elemental3
Shaman3
Druid2
Insect2
Monk2
Avatar1
Centaur1
Cleric1
Construct1
Dinosaur1
Dryad1
Forest1
Hydra1
Noble1
Snake1
Treefolk1
Warrior1
Wizard1
Party3
Sorcery12
Artifact8
Beast1
Construct1
Equipment1
Enchantment7
Case1
Cave1
Centaur1
Class1
Insect1
Monk1
Room1
Instant5
Planeswalker1
Nissa1
Legends7
Historic15
LAND PROBABILITY
51 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 44.9%
TURN 515.5%
TURN 629.8%
TURN 745.1%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS21 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 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 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 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 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 · early arguably two-card combo, with no mana to spendInfinite mana lands you control can produceInfinite untap of lands you control
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 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