$0.22 |
Creature (17) | |||
---|---|---|---|
$0.20 | |||
$0.15€0.060.03 | |||
$0.20€0.070.03 | |||
$0.25 | |||
$0.59€0.750.02 | |||
$0.15€0.060.03 | |||
$0.50€0.650.02 | |||
$0.15€0.050.03 | |||
$18.99€14.010.02 | |||
$0.20€0.090.03 | |||
$0.15€0.080.03 | |||
$1.00€1.380.02 | |||
$0.400.02 | |||
$0.40€0.260.03 | |||
$2.87 | |||
$0.50 | |||
$0.35€0.270.02 | |||
Instant, Sorcery, Enchantment, Artifact (16) | |||
$0.18€0.080.03 | |||
$0.20€0.080.03 | |||
$0.19€0.060.03 | |||
$0.18€0.080.03 | |||
$0.15€0.060.03 | |||
1
Fly
|
$0.20€0.090.03 | ||
$0.710.44 | |||
$0.75 | |||
$0.90€0.590.03 | |||
$0.62€0.270.03 | |||
$7.63 | |||
$2.501.51 | |||
1
Unsummon
|
$0.25€0.130.04 | ||
$0.74€0.660.02 | |||
$0.20€0.110.03 | |||
$0.25€0.160.03 | |||
Planeswalker (2) | |||
$5.18 | |||
$0.95€0.620.02 | |||
Land (24) | |||
$0.610.01 | |||
$0.25€0.180.03 | |||
9
Plains
|
$0.34€0.160.04 | ||
8
Island
|
$0.40€0.400.03 | ||
$7.97 | |||
$0.20€0.090.03 | |||
$0.20€0.130.03 | |||
$5.07 | |||
$0.34€0.200.02 |
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Learn more Download For WindowsEdit 1 - Removed 1x Mirror Shield. Added 1x Yuan-Ti Malison
Edit 2 - Removed 1x Ugin, the Spirit Dragon. Added 1x Niko Arlis
Howdy, y'all. It's been awhile. After spending most of Kaldheim and all of Strixhaven out of MTGA to work on my mental health (I won't bore you with the details), AFR came out and there were a lot of things that got me interested. I really like the idea of the Roll 20 and Dungeon mechanics. I played around with Dungeon in Brawl and found it to be really fun. While I realize that the mechanic is only here for AFR, I do hope WotC considers expanding upon it in the future.
Anyway, without further ado, here's my Azorius Midrange Dungeon Brawl.
So the idea for this deck came from Azorius Dungeons by lordheavyc. Their deck runs a few more rares that I did not have nor the ability to obtain. So I adjusted it a bit to suit some things I did have and some things I felt were just better suited to a Midrange deck.
Commander:
The only Commander that specifically works with the Dungeon mechanic. Hama doubles the dungeon triggers for entering a room in the dungeon. A pretty fun gimmick that isn't disturbingly powerful on its own, but if you start snowballing your ventures, it can get pretty interesting.
Dungeon Crawlers:
These are all the creatures that allow you to venture through the dungeon. The nice thing is that some of these (like Nadaar and Gargoyle) also function as payoffs for completing a dungeon. Gloom Stalker is a payoff by itself getting Double-Strike for completion. Almost all of our dungeon crawls are going to be into either Lost Mine of Phandelver or Dungeon of the Mad Mage.
Dungeon Support:
These are all non-creatures that also offer a way to venture through the dungeon. Fly is pretty good, but watch out for the 2-for-1. I really like it on Nadaar because it gives you a Flying Vigilance attacker that will venture twice on hit. It's also pretty good on Gloom Stalker after Double-Strike becomes active.
Misc Support:
I will list a few the miscellaneous support cards here, but I'm not going to go through all of them. Most of the ones not listed are pretty self-explanatory.
Icingdeath is here because I really didn't know what else to put in here. The equip that it makes is kind of cool. Reidane will almost always be cast for the shield side because that effect is one of the best effects that White has available to it right now. Thassa bounces your ETBs for more venturing most of the time or freezing with White Dragon. Yorion is the same but can also bounce Planeswalkers. Eugene is here just because. Really don't know what else to put here. He closes games out on his own and is a powerful win condition while he is available. Teferi helps dig through your deck and put the brakes on some of your opponent's creatures. You'll almost never ult him.
13 | 12 | 11 | 6 | 0 |
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0 | 1 | 0 | 0 | 0 |
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