MetaMox
COMMANDER · DECK
2015-07-08
138 CARDS (LIMIT 100)NO COMMANDER
DECK $
$3,741.61
MYTHIC
20
RARE
64
UNCOMMON
33
COMMON
22
POTENTIAL COMMANDERS1 OPTION

Creature

1 cards
MAIN138 CARDS

Planeswalker

4 cards

Creature

32 cards
NAMECOSTPRICE

Enchantment

24 cards

Artifact

22 cards

Sorcery

9 cards

Instant

11 cards

Land

26 cards
SIDEBOARD1 CARD

Creature

1 cards
MONEY CARDS·74 CARDS·$2,974.06
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Planeswalker

2 cards

Creature

18 cards

Enchantment

18 cards

Artifact

7 cards

Sorcery

6 cards

Instant

8 cards

Land

15 cards
BRACKETCOMMANDER BRACKETS
Bracket 4 · Optimized
  • 9 game changers — Bracket 3 allows 3
  • Guilty Conscience + Stuffy Doll: early two-card combo, with no mana to spend
  • Thopter Foundry + Time Sieve + Sword of the Meek: infinite extra turns
  • Mind Over Matter + Azami, Lady of Scrolls: 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
MASS LAND DENIAL · 0
None
EXTRA TURNS · 1
NAMECOSTTYPEPRICE
COMBOS · 9
CURVE
00111262173174215106+
COLOR
W: 45 pipsU: 37 pipsB: 60 pipsC: 209 pips
TYPES
Land36
Nonbasic23
Basic13
Swamp11
Plains10
Island8
Creature32
Human11
Wizard5
Cleric4
Spirit4
Vampire3
Advisor2
Ally2
Cat2
Monk2
Phyrexian2
Rogue2
Shapeshifter2
Zombie2
Avatar1
Bat1
Beast1
Construct1
Drake1
God1
Horror1
Rhino1
Sheep1
Soldier1
Sphinx1
Wall1
Outlaws2
Party11
Artifact26
Phyrexian2
Book1
Construct1
Equipment1
Horror1
Shapeshifter1
Sphinx1
Enchantment26
Aura3
God1
Sheep1
Instant11
Sorcery9
Planeswalker4
Jace1
Liliana1
Nixilis1
Sorin1
Legends10
Historic35
LAND PROBABILITY
36 LANDS · 138 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 430.8%
TURN 562.9%
TURN 683.2%
TURN 793.3%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS15 COMBOS
Bracket 4 · infinite extra turnsInfinite turnsLock
Bracket 4 · early two-card combo, with no mana to spendInfinite damage to one opponent
Near-infinite lifeloss
Bracket 3 · early two-card combo, with no mana to spendInfinite draw triggersInfinite lootingInfinite self-discard triggers
Bracket 3 · two-card combo, for six mana or lessTarget opponent loses the game
Infinite card drawInfinite draw triggersNear-infinite lifegainNear-infinite lifegain triggersNear-infinite lifelossNear-infinitely large creature
Bracket 2 · late two-card combo, for eight mana or lessTarget opponent loses the game
Near-infinite lifeloss for target opponentTarget opponent loses the game
Infinite card drawInfinite draw triggersInfinite self-discard triggersNear-infinite lifegainNear-infinite lifegain triggersNear-infinite lifeloss
Infinite self-discard triggersNear-infinite colorless manaNear-infinite lifegainNear-infinite lifegain triggersInfinite draw triggersInfinite looting
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
Infinite damage to one opponent
ADDITIONAL REQUIREMENTS
Card That Gives Indestructible
Group
Color
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