COMMANDER · DECK
Zur the Enchanter - Esper Second Chance
COMMAND1 CARD
Creature
1 cardMAIN98 CARDS
Creature
9 cardsEnchantment
21 cardsArtifact
12 cardsSorcery
7 cardsInstant
14 cardsLand
35 cardsMAYBE23 CARDS
Creature
1 cardEnchantment
7 cardsArtifact
4 cardsSorcery
4 cardsInstant
3 cardsLand
4 cardsMONEY CARDS·61 CARDS·$333.38
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Creature
5 cardsEnchantment
18 cardsArtifact
9 cardsSorcery
6 cardsInstant
10 cardsLand
18 cardsSAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
CURVE
COLOR
TYPES
Land35
Nonbasic23
Basic12
Island9
Plains6
Swamp6
Enchantment22
Aura7
Spirit1
Instant14
Artifact12
Equipment2
Creature10
Human7
Wizard4
Advisor2
Spirit2
Angel1
Soldier1
Party4
Sorcery7
Legends5
Historic17
LAND PROBABILITY
35 LANDS · 98 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 417.0%
TURN 542.1%
TURN 664.7%
TURN 780.6%
COMMANDER BRACKET
Bracket 3 · Upgraded
GAME CHANGERS · 0 OF 3
None
MASS LAND DENIAL · 0
None
EXTRA TURNS · 1
COMBOS2 COMBOS
IN THE LIST — COMMAND, COMPANION, MAIN2 COMBOS
Bracket 3
locks the table
- Prevent all damage that would be dealt to you by sources you don't control
- Lock
Bracket 3
locks the table
- You can't lose the game due to having 0 or less life
- Lock
LEGALITYCOMMANDER-FAMILY FORMATS
COMMANDER
Legal
DUEL COMMANDER
Not legal
1 banned card
BANNED · 1
CEDH
Not cEDH
- No game changers, and nothing names it cEDH
BRAWL (HISTORIC)
Not legal
32 cards not in the pool
NOT IN THE POOL · 32
Comments · 0
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