MetaMox
COMMANDER · DECK

don cangrejo

Bracket 3 · Upgraded
@DarkThorn · 2026-10-13
Homer, the Hermit
ILLEGAL: 1 CARD
DECK $
$408.96
MYTHIC
9
RARE
49
UNCOMMON
23
COMMON
21
COMMAND1 CARD

Creature

1 card
MAIN99 CARDS

Planeswalker

1 card

Creature

32 cards
NAMECOSTPRICE

Enchantment

6 cards

Artifact

9 cards

Sorcery

7 cards

Instant

2 cards

Land

36 cards
NAMECOSTPRICE
MAYBE2 CARDS

Creature

2 cards
BRACKETCOMMANDER BRACKETS
Bracket 3 · Upgraded
  • 2 game changers — Brackets 1 and 2 allow none
  • Glacial Chasm + Icetill Explorer: locks the table
  • Glacial Chasm + Azusa, Lost but Seeking + Ramunap Excavator: locks the table
  • Glacial Chasm + Ramunap Excavator + Dryad of the Ilysian Grove: locks the table
  • and 9 more combos that bear on the bracket, listed below
GAME CHANGERS · 2 OF 3
MASS LAND DENIAL · 0
None
EXTRA TURNS · 0
None
COMBOS · 12
LEGALITYCOMMANDER-FAMILY FORMATS
CURVE
10511121831047556+
COLOR
U: 37 pipsB: 9 pipsG: 30 pipsC: 111 pips
TYPES
Land42
Nonbasic33
Basic9
Island7
Swamp7
Forest6
Creature33
Crab8
Shapeshifter5
Starfish4
Elemental3
Horror3
Avatar2
Druid2
Scout2
Snake2
Beast1
Cleric1
Dragon1
Dryad1
Elf1
Frog1
Human1
Insect1
Leviathan1
Merfolk1
Monk1
Mutant1
Nautilus1
Nymph1
Octopus1
Ooze1
Phyrexian1
Serpent1
Spirit1
Trilobite1
Wall1
Wizard1
Changeling3
Party2
Artifact10
Book1
Crab1
Vehicle1
Enchantment7
Dryad1
Nymph1
Sorcery7
Arcane1
Instant2
Planeswalker1
Jace1
Legends13
Historic22
LAND PROBABILITY
42 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 410.5%
TURN 529.1%
TURN 649.3%
TURN 766.8%
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
COMBOS12 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 2 · arguably two-card combo, for six mana or less, pieces includedInfinite self-millNear-infinite self-discard triggers
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
Group
Color
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