|Commander / EDH||Legal|
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Bruna, the Fading Light
Legendary Creature — Angel Horror
When you cast Bruna, the Fading Light, you may return target Angel or Human creature card from your graveyard to the battlefield.
(Melds with Gisela, the Broken Blade.)
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Bruna, the Fading Light Discussion
2 days ago
EDH deck building is harder than modern because of your card count and limitations to 1 of that card. Plus you could play 10 games and never even draw some cards. I don't consider myself "good" but I prefer EDH because it doesn't require a large investment and provides a great social time, so I'll chime in. I play casual only because of time restraints and budget. I like to sit down at night with some friends, have some drinks and hash out a couple quick games (1 hour?) or a long game (2-3 hours). . For me, first it comes down to this.
Build around a concept/color or Build around a Commander.
Commander / EDH*
SCORE: 374 | 4779 COMMENTS | 326036 VIEWS | IN 341 FOLDERS
As you can see for the top competitive tiers, lots of tutors or combo/win enablers. They tend to rely on their Commander to run their decks effectively or beat face with their commander by enabling the 21 damage rule....and some degenerates will use Infect (filthy filthy filthy). Ahem, anyways. Concept or Commander, it's really your choice. Sometimes you run across a legendary creature that you'd think would make a neat commander, and build a deck around it. In this case you'll typically try exploiting some aspect of that Commander. As for Concept Design, you build the deck first and then add in a commander to aid the deck, these decks tend to work well without the commander ever hitting the field, in which case they're there simply for the color, example Teysa, Orzhov Scion: Is she going to win the game alone? Typically no, but she would work great as support in a sac-reanimate deck as an optional low cost sac engine and creature removal. But, if you use Nin, the Pain Artist then you are likely building the deck with use of her activated ability as a key component, so she would be a Commander first, deck build second type.
As for me, I've done both and both can work just fine. But in competitive realms (I'm casual mind you) you're going to be building with the commander in mind since you can utilize them at any time you wish and they usually implement ways to hit infinite combos.
So, first pick what kind of deck you are going to run and then you have to decide how you plan on winning: Beat down, Commander Damage, Poison (evil glare), Mill, Life-drain, Infinite Combo or Card Conditional Win (like Mechanized Production and Laboratory Maniac). It's usually a good idea to have several win conditions in a deck since you only get 1 of the card (with a couple exceptions), so make use of your options. And Tutors....utilize Tutors (hence strong tendency of tutoring abilities in the top tiers).
Generally speaking, I try to have at least 33 lands, maybe more depending on the other cards in my deck and mana costs. I then look at how the mechanics of my deck are going to work and what colors I'm utilizing. When I went out to build my mono-white Bruna, the Fading Light deck, I saw the obvious Angel/Human tribal pattern and then decided to focus on ETB effects (of which is very strong in Angels and white in general, I know that Bruna is on cast though) which led to adding Panharmonicon and lots of Blinking spells. Then the obvious issue of white, card draw. So I added artifacts for card draw and that was essentially the make-up of the deck. Then I made of list of desired cards in a budget range, included some board wipes, some "fun" surprises from Time Spiral and BAM...EDH deck. Fun deck, gets some crazy combos going.
Board Wipes/Control: Unless you're investing heavily in card mechanics it's a good idea to have several board wipes available because EDH games can get a bit crazy in terms of board states.
Removal: You have no side board, so adding ways for spot removal of creatures, Planeswalkers, lands, Enchantments, Artifacts is a good idea, but also dependent on your color selection.
Mana Costs: You're coming from Modern, so don't expect the game to be decided by turn 4. You can afford to have higher cost spells, even in RED! Yes, red has spells that cost more than 3, go figure...I'm just being a smart ass now. Anyways, keeping cost down isn't a bad idea though, but keep in mind that getting to 8 or 12 mana isn't hard to do in commander so those high cost spells in the realm of 5-8 are definitely use-able. You might have all kinds of 2-3 drop cards but you'll quickly be top-decking in no time flat while everyone else is just biding time as you burn out and then just board wipe you. A vanilla 3/3 in EDH is simply a speed bump. Ramp is always viable, but typically just more inconsistent in EDH. Typically keeping your total cost to around 3.5-4CMC is a good idea unless you're running lots of ramp (in which case your board state is going to be weak anyways because of spells used on mana rocks and mana dorks early on). Also, Sol Ring. Get one.
Card advantage is huge is EDH, can't state that enough. You'll be dead without sufficient means to cast more spells. Hence again the tutoring commanders. It took my friend who plays Modern G/W Elves, Modern Red burn, and Modern Green Infect (all of which stomp our casual modern home brews in 3-4 turns) nearly a year of getting stomped by our EDH decks to realize that maintaining card advantage is maybe the biggest factor involved in EDH games. He'd always managed 20-30 damage on someone and then quickly lose ground because he wasn't replacing the cards in his hand. Graveyard utilization is also important for colors that can utilize it.
Politics: Now, head to head, there isn't any. Just go after each other until someone wins. But when it's 3 or more players, this is important. Your deck might be able to beat someone head to head, but if it's 2 versus 1 will you survive? This is where deck balance is important. If you are an aggressive player you're going to quickly draw a target on your self.
Time Spiral!!! No matter what color you focus on, you look through this block. Do it! Nothing is more fun than doing the unexpected.
Synergy is important though to be competitive, without it decks really don't flow and sometimes you're sitting there with a dead card you can't use. But don't discount the fun factor either. Warp World doesn't really synergize with much but damn it's fun to use. Or get a group, find random decent cards, throw them together and see what happens, this leads to some great games actually. Ensuring that each card benefits really comes down to trial and error. I used Talent of the Telepath in my Lazav semi-mill deck that utilizes the opponent's deck against them. Does it synergize with my deck and commander: hell ya it does. But my group doesn't utilize many game changing Instant/Sorcery spells so it more times than not fizzles.
Anyways, that's some advice from a long winded filthy casual >;)
3 days ago
Selvala is one of the best cards that could have been printed for this deck. She is a tutorable mana dork on steroids that gives you cards to boot. Rarely are my opponents playing bigger creatures than me (or anything for that matter) because I am slowing them down and they have to spend all available resources to stop me. I think the ratio of them drawing cards to me is something like 1:3 or 1:4 at best. I'm usually the one cashing in on her ability, not them. Here are some typical guys that are coming out quick: Elesh Norn, Grand Cenobite Gisela, the Broken Blade Bruna, the Fading Light Dragonlord Dromoka Sigarda, Host of Herons. They need to play something >6 power to draw a card and by the time they can, I am dropping things like Avacyn. It just doesn't happen. And if it does its a small price to pay for what she does. Which is...
The turn after she comes in, you are getting 2-3 mana of any color. That's good enough value right there. But then you start getting 4-5 mana of any color, and 6-7 mana of any color, then 8+ mana of any color. Between just her and cradle, you can cast whatever you want every turn AND she is giving you more gas with each bigger creature you throw down. I do play higher power creatures than you, so this might top out sooner for you, but its still amazing. Just goldfish some games with her and you will see what I mean.
Azusa and Lotus cobra are kind of carry overs from what this deck evolved from, a mono green Azusa deck. I am pretty much maxed on all worthwhile mana dorks (except maybe Bloom Tender) so these are in addition to those. Lotus cobra is basically like another Birds of Paradise. I am usually not missing land drops, and if I need to I can grab a land with sisay (im always grabbing cradle and kor haven usually anyway). Azusa probably isn't that great, but there are times where I am land flooded or drawing so many cards I need to drop more lands and I fetch her up and start dropping 3 lands a turn. I just like having her in there for that alone.
4 days ago
4 days ago
I have thought about adding Gisela, the Broken Blade and Bruna, the Fading Light as they are both legendary. I just feel like this deck has so many ways to win that not all the ways are as functional as they could be.
- Land Destruction
- Karmic guide/Revelark
- Survival --> Loyal retainers --> Iona
I'm not really sure how the deck should proceed
4 days ago
I'm honestly surprised Brisela hasn't seen more play since release; almost everything good in standard right now has a CMC of 3 or less.
4 days ago
5 days ago
I thought for a while and these are what I would recommend based on your situation: +1 Thalia, Heretic Cathar, Gisela, the Broken Blade, Blessed Alliance, Declaration in Stone, Stasis Snare, Captain's Claws, & Thraben Inspector. Keep Authority of the Consuls where it is. Take out everything else.
I think about now you are starting to think I'm a bit crazy but hear me out. I'm assuming from the comments that you had Lone Rider Flip in at some point, I think it is a great card and should be playing it. I would play it at the full 4 copies but I can also understand if you only want to play 3. +3 Always Watching , Metallic Mimic and +2 of Bruna, the Fading Light, Fumigate and Thalia's Lieutenant (Personally I would go 3 lone rider and 3 lieutenant but I doubt you have 3 lieutenant's laying around, so I made a budget decision).
After those changes, the deck would look like: 4x Thraben Inspector 2x Authority of the Consuls 4x Lone Rider Flip 2x Thalia's Lieutenant 3x Metallic Mimic 2x Declaration in Stone 3x Blessed Alliance 3x Captain's Claws 3x Thalia, Heretic Cathar 3x Always Watching 3x Stasis Snare 2x Gisela, the Broken Blade 2x Bruna, the Fading Light
And about 22 lands. I personally would go 20 plains and 2 Westvale Abbey Flip but that's just me. It's a bit more expensive than your current build but I'm sure that it would work better. It has threats, it has late game and early game interaction and it should be able to give you a few unexpected wins. Sideboard I can't help you with though, which you would have to seriously think about because I'm pretty sure this deck dies to a well setup Walking Ballista. So what do you think?
5 days ago
Basandra, Battle Seraph - Harvester of Souls - Rise of the Dark Realms - Decree of Pain - Reanimate - Debtors' Knell - Ob Nixilis Reignited - Crackling Doom - Gisela, Blade of Goldnight - Gisela, the Broken Blade - Bruna, the Fading Light - Brisela, Voice of Nightmares - Terminate - Avacyn, Angel of Hope - Archangel Avacyn Flip - Sepulchral Primordial - Rune-Scarred Demon - Molten Primordial - Void Winnower