Since last time
Suggestions appear when the games finish.
At a glance
Opening hands
Lands in the kept hand
Think you know a keep? with this deck.
Keep or Mully?
Seven cards from this deck. Would you keep them?
How it's judged: FreeMully plays this exact hand 2,000 times, then plays 5,000 games that take the mulligan instead, and compares how often the commander comes down on curve. When those are within 5 points, the average commander turn decides (a commander that never lands counts as turn 11), and if that's close too, either answer counts as right. Decks without a commander are judged on mana spent by turn 6.
A typical game
Commander cast by turn
Land drops
Share of games that make a land drop each turn.
Turn-by-turn table
How often your mana can pay each spell's full cost, colors included, on the turn that matches its cost. “Lost to colors” is what the colors cost you on top of raw mana.
Not counted
These cards make mana or find lands in ways the simulator doesn't play out, so they're treated as ordinary spells. With them in the deck, your real games run a little ahead of these numbers.
Mana curve RampOther
Pips vs. sources
Share of colored pips (light) against share of mana sources (solid).
Deck profile
How these are worked out
Card types
Cards in the 99 and command zone by type. Artifact creatures and similar count under both.
One card per line. Both versions play the same shuffles, so the difference is the change, not luck.
Keep rules side by side
This deck under each mulligan rule.
Land-count sweep
This deck at 33 to 39 lands (or the counts around yours). Extra lands are basics in your weakest colors, cut in for spells near your average cost.
Your decks side by side
Every saved deck under the same rules. Click a column to sort.