Historic Brawl - Unlimited combat turns

42
32
32
25
2
40
  • Deck contains 1 invalid cards for this format: Kargan Warleader (ZNR)
Commander 1 cards (1 distinct)
$0.28€0.180.01
Main 99 cards (68 distinct)
Creature (32)
$0.15€0.080.01
$0.49
$1.85€1.370.03
$14.41
$2.98€1.270.01
$4.40€5.460.38
$0.20€0.160.03
$1.00
$0.19€0.110.01
$0.25€0.180.01
$0.23€0.140.01
$0.15€0.060.01
$0.20€0.100.01
$0.15€0.140.01
$0.25€0.120.03
$0.80
$2.09
$0.30€0.090.02
$0.32
$0.19€0.100.03
$7.94
$0.18€0.100.01
$0.40
$0.19€0.160.03
$0.15€0.050.01
$0.35
$0.39
Instant, Sorcery, Enchantment, Artifact (25)
$0.15€0.040.03
$0.23€0.100.03
$0.20€0.070.05
$0.25€0.140.03
$8.96€3.830.02
$2.34€1.710.03
$0.35€0.240.01
$8.45€5.260.17
$25.29€19.611.15
$1.00€0.400.02
$0.18€0.070.03
$2.71
$0.20€0.150.01
$3.11€2.130.02
$1.13€1.711.02
$17.18€8.490.02
$8.10€4.580.02
$1.20
$0.33€0.160.03
$1.30€1.210.02
$0.15€0.090.03
$0.50
$1.27
Planeswalker (2)
$3.73
Land (40)
$1.15€0.740.02
$1.04
$3.07
$18.75€14.920.76
$7.00
$0.97
$0.34€0.250.04
$0.35€0.170.03

Simulating MTG Arena Best of 1 starting hand
(Simplified, true algorithm in MTGA not revealed by Wizards yet)

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Description

So it's been months since I uploaded a deck, I've been crawling the queues of Historic Brawl with several decks. This concuction was something that I had been trying for quite a while. I've been facinated with trying to come up with a way of getting as many turns as possible. Moraug, Zariel and Chance for Glory were the three staples that I was running in a different Boros deck. Then Kamigawa Neon dropped and gave me this beast of a commander to add to the mix.

 

So, I lied about the unlimited attacks, yes it was clickbait. But it's enough turns to win the game. Best case scenario you could chain 7 together with these pieces. Well, technically more with the LIthoforming and Moraug but I haven't pulled that off yet (Just haven't drawn them before I win). So what about a breakdown?

Warriors are here for value since there weren't enough samurai's to build completely around. So building around them with the equipment and auras seemed logical. Sram for the lacking card draw, vehiciles because they are fun and good value especially if you haven't got haste. The access to a flying threat that can remove toughless 3 or less is nice as well for pesky blockers. The commander works with both warriors and samurais so it feels pretty consistent. The untap is every nice especially with that indestructible counter.

I keep finding myself coming back to this deck because it is just so fun. It's main issue is the lack of removal for big threats, so it struggles with a godhand slivers deck as most would. I think out of the 10/20 games I've played I've lost 3 or 4, once you have the board state it is so hard to deal with. The equipment and auras make things hard to block and adding flying into that mix it makes it even deadlier. I know I mainly build spicy jank decks but this was fun to build and to play test. The only thing I would add would be some kind of removal, probably Dawn/Dusk just because of the value of returning so many of the creatures back to hand.

Also Winota is not Illegal in Historic Brawl, so she is in the deck for value.


About SionConnery

When it doubt, Jank it out.

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SionConnery
Last Updated: 16 Feb 2022
Created: 16 Feb 2022
55 69 0

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