|Commander / EDH||Legal|
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|Modern Masters 2015 Edition||Common|
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Target creature gets +3/+3 until end of turn.
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Brute Force Discussion
8 hours ago
Boros Charm in my opinion works better than battle rage since it also has other modes to either save my creatures from a board wipe or to deal some quick burn damage.
Kiln Fiend is in fact good, but it seems too weak toughness wise since it only gets +3 to power so it can get easily killed unless i use Brute Force. I also just prefer hoplite more since it can stay big because of its counters and can scry at the same time.
4 days ago
hmm, perhaps take out Satyr Hedonist(you are in green so you have plenty of better ramp IMO, Reckless Reveler (there are better artifact removal creatures and spells), Brute Force (your guys should be big enough without a 1 time use spell). Dance with Devils for 4 only grants you 2 guys, not that great. Same thing with Fated Intervention. Take out Stonefury, Titanic Growth, Titan's Strength for the same reason as brute force.
Your goal here should be two-fold (I think):#1 Pump out tons and tons of small token dudes. Use those tokens in either of 2 ways: Swarm and mass pump like with beastmaster's ascension. OR use those tokens to be devoured by your commander and swing with (hopefully) trampling hasting +25/25 for that 21 voltron commander damage (you need to devour at least 5 guys for 25/25). Perhaps take out other creatures that devour because you probably either want a ton of small dudes or your big commander instead of a few big-ish creatures. This will give you 2 main ways to win.
5 days ago
I love decks like this, and I made one as my first deck as well. I still use it, and it consistently wins in 1v1 casual matches.
My style went a different direction, one that could be summed up as "Haste, or it's a waste!" So my advice is:
Rancor is great as well, but it provokes removal like nothing else while it's on the stack. People will trade 1 removal spell for a creature and a persistent enchantment any day.
You should be attacking with your whole team almost every turn, meaning that Zhur-Taa Druid should not be tapped for mana. Meaning that he serves no purpose except as an attacker, which there are better. Rip-Clan Crasher or Jund Hackblade for instance.
Radha, Heir to Keld offers great support with the mana you get while attacking, but the only thing you'll be able to cast without extra mana is Lightning Bolt. I would consider more mono red spells, maybe Brute Force.
You also have some great cards in your deck, Burning-Tree Emissary is a free 2/2. Works fantastic with Reckless Bushwhacker. Ghor-Clan Rampager is fantastic in both early and late game. Never get rid of Lightning Bolt. Vexing Devil is a highly regarded card, but I am not sure how it will survive in the current meta.
A problem that any deck similar to your own is the sheer amount of removal in the modern format. Path to Exile, Lightning Bolt and Fatal Push are your worst enemies, and you will face them time and time again.
I hope you find this helpful, and I say none it all in a positive manner (I hope it comes off that way too).
1 week ago
Why not add Thermo-Alchemist instead of your Gelectrode. same basic principle but its a two drop instead of 3 and gives you a little more potential early on. Yes you lose the damage potential from Brute Force but it should allow for a quicker damage burst from your early low drop spells.
1 week ago
I like the idea of creatures not blocking, but then they can still attack the next turn. It also doesn't look like you intend to block much, so instant speed removal is a way of defending yourself on your opponent's turn. Removal leaves the board open and after you attack there is no longer a backswing coming.
I'd suggest Terminate to get rid of blockers, add in some Lightning Bolts (not super budget, but also not breaking the bank) and taking out the Seismic Stomp which is a dead card against a board with fliers, while Mugging still doubles as removal.
Along with Brute Strength you might want to look at Brute Force which does essentially the same but instead of adding trample it adds extra toughness, which can in turn save your creature from dying. If it lives another turn to hit you've dealt more damage with it than with +3/+1 and trample. Brute Force also has going for it that it is a 1-drop.
Hope it helps!
2 weeks ago
2 weeks ago
Mutagenic Growth would be good since it's free +3/+3. Brute Force is also really strong. Apostle's Blessing is good because it can give protection from artifacts in addition to colors, and still can cost 1. Manamorphose for combo.
3 weeks ago
- you cast a spell, say Brute Force targeting Zada, Hedron Grinder
- zada's ability triggers and goes on the stack.
- you then, in response, copy the first spell using Reverberate
- since the copy generated by Reverberate is not CAST and is instead put directly onto the stack, so it doesn't trigger Zada, Hedron Grinder's ability
- the copy of Brute Force resolves, giving zada +3/+3
- zada's triggered ability resolves, putting a copy of Brute Force on the stack for each of your other creatures, and each copy targets a different one of those creatures.
- the copies generated by zada resolve, pumping your team (except zada) by +3/+3
- the original Brute Force resolves, giving zada +3/+3
NOTE: NO HEROIC ABILITY EVER TRIGGERS. you never CAST the Brute Forces that targeted your team, except for the original one that only targets Zada, Hedron Grinder. the reminder text for heroic states, "Whenever you cast a spell that targets (creature name), (effect). Because you don't cast the copies, the ability never triggers, so it is practically irrelevant in the scenario.