Brute Force

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition Common
Modern Masters Common
Planar Chaos Common

Combos Browse all

Brute Force

Instant

Target creature gets +3/+3 until end of turn.

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Brute Force Discussion

Schar17 on Critical hit! (6.5 dollars)

3 days ago

I thought about Hound of Griselbrand that would need two bolts (and a Shocks wouldn't be enough), however I don't like him because of the mana cost, but it's a fine addition. The other option I thought would be Electrostatic Pummeler if you have enough energy, although it would lose it's firepower. Brute Force can save them. You can sideboard those and more options, suggestions are welcomed.

Tyrant-Thanatos on I kill you first

3 weeks ago

Cards like Twinflame only copy what is written on the card they're copying, not any effects affecting the state of said cards, so the combo in your description doesn't work. If you Twinflame a Spark Elemental that has been buffed with Brute Force, it will only create another Spark Elemental at regular stats, not at 6/4.

sebtuch on Spray 'n Pray

3 weeks ago

You could focus more on pumping creatures than burning your enemy. To do that you might use cards like: Mutagenic Growth, Titan's Strength, Brute Force. Blistercoil Weird could be useful here as well.

Doesn't matter if you go burn or aggro you need dra: Manamorphose, Browbeat, Gitaxian Probe.

jimmynitos on R/G Heroic Devotion

1 month ago

Brute Force, Mutagenic Growth and Brute Strength can be useful, but don't give counters to your creatures. About the manabase, Evolving Wilds and Terramorphic Expanse will help, but Ash Barrens seems better.

Cartouche of Zeal and Cartouche of Strength may be considered as well.

Mono_Land on

1 month ago

Mutavault or Blinkmoth Nexus can add some cheese Brute Force is a good buff card also Assault Strobe can be fun Zada, Hedron Grinder is good if the game ends up carrying into mid game

DangerHazardMTG on The Jeskai Way V2

1 month 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.

And with Thing in the Ice  Flip, i'll think about it.

Grahamatica on Theomok the token eater *need help*

2 months 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.

oconnelljd1 on Gruul Agro-Burn

2 months 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:

Kird Ape is great, but Monastery Swiftspear is better. Turn 3 you should be casting your non-creature spells, and this will give M.S value over K.A.

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).

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