Brute Strength


Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Arena [BETA] Legal
Heirloom Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Casual Legal

Printings View all

Set Rarity
Amonkhet (AKH) Common
Oath of the Gatewatch (OGW) Common

Combos Browse all

Brute Strength


Target creature gets +3/+1 and gains trample until end of turn.

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Recent Decks

Brute Strength Discussion

elvishimpersonator on Eternal Run Through

1 month ago

not bad actually! id swap Brute Strength for Run Amok. even though run amok is only for attacking creatures, the +3/+1 isnt really going to make a big difference for defending because of the +1 power anyway.

Pscioed on $10 Super Budget Aggro

3 months ago

The jury is back on Apostle's Blessing. In a shocking twist, they ruled Brute Strength guilty of being not very efficient. Apostle's Blessing gives me a lot more decisions in a game (not the original goal), but was quite strong when it was good. Once I gave my only creature protection from white in response to Journey to Nowhere, and my opponent was forced to exile their own Glint Hawk. It also can sometimes make my creature unblockable in a proactive way to get through a killing blow.

This is probably my final iteration of the mainboard, changes are:

4 -> 0 Brute Strength

0 -> 4 Apostle's Blessing

Pscioed on $10 Super Budget Aggro

3 months ago

@Wonky.wombat.: It's ok, thanks for the suggestion :).

@HurricaneZach: I've been finding Cartouche of Zeal not particularly great. The first problem is that it doesn't trigger Kiln Fiend, losing 3 damage (or 6 with double strike) when this happens. The other drawback is by not allowing the creature to block this turn, the blocker survives to block again next turn, unlike when Brute Strength tramples it over.

I'm tuning the build to reflect the power of Reckless Charge after testing, the changes are pretty light:

20 -> 19 Mountain

4 -> 3 Assault Strobe

2 -> 4 Reckless Charge

The next card I want to test is Apostle's Blessing, I'm adding it to the maybeboard. Opponents who play correctly wait until I go to damage before casting Doom Blade or whatever it is, and usually that means game over after I dumped my hand on Kiln Fiend. Hopefully Apostle's Blessing can give the deck some game against savvy opponents.

Pscioed on $10 Super Budget Aggro

3 months ago

Cartouche of Zeal is interesting. The can't block isn't super synergistic with the 12 trample effects in right now. I could see maybe trimming the Brute Strength/Rush of Adrenaline to make room for Cartouche of Zeal. The +1/+1 forever is probably less good than +3/+0 one time from Reckless Charge because the creature usually will only hit once or twice. Great budget suggestion, I will have to see how it plays.

I like having 14 creatures, it helps reduce the number of games where I mulligan to 5 without seeing any creatures. As for Akroan Crusader, I've been finding him really good in a lot of games. Just puts Chainer's Edict to shame really.

I think trimming a mountain is probably right, but that would take a lot of games to know for sure. More haste effects provide incentive to have more mountains, since I could hold a creature in hand until my opponent taps out and I dump my hand. Little known fact, phyrexian mana on Immolating Souleater can be paid with actual red mana, so flooding is not always the worst thing.

That said, I think for testing I will try:

-2 Brute Strength

-1 Assault Strobe

-1 Mountain

+4 Cartouche of Zeal

Pabs4444 on Every Day I'm Pummelin'

3 months ago

Brute Strength is something I considered while building the deck because it gives trample regardless of the creature, but Built to Smash protects creatures better, and I have both Invigorated Rampage and Larger Than Life to give trample. I do have Consuming Fervor in my -1/-1 Jund deck, though. It has some super sweet synergies in that deck!

Pabs4444 on Every Day I'm Pummelin'

3 months ago

Thanks for both the up vote and the comment, Jimmy_Chinchila. I have considered Brute Strength for obvious reasons and seen Greenbelt Rampager and Rhonas the Indomitable in quite a few post-Attune lists. My main issue with Rhonas is that it seems like it won't get triggered enough due to my creatures wanting to get big DURING combat with all of the pump spells, and having 3 mana to get +2/0 and trample is too costly for a deck like this. As for Greenbelt Rampager, it seem s too slow and is not the type of energy sync I'm looking for in this type of deck. I can definitely see how people would like it against fast aggro decks if they are looking to make a deck like this into more of a mid-range deck. As for Consuming Fervor, Built to Smash just seems better in this deck. It is a red Giant Growth in standard that has the potential to give trample. If there is a reason I wasn't running Brute Strength, it probably would be because Built to Smash is a mana cheaper (which is huge in a deck like mine with such a low land count) and it has the ability to protect my creatures well if they get targeted by damage based removal. Also, I just wouldn't know what to take out, lol. Thanks for the up vote, comment, and card suggestions. They are always appreciated!

Jimmy_Chinchila on Every Day I'm Pummelin'

3 months ago

Looks really solid. The only things I can think of that you might consider are Rhonas the Indomitable, Greenbelt Rampager (as a T1 energy source or a body lategame if Pummeler gets eliminated), Brute Strength, and Consuming Fervor which can be a red Giant Growth of sorts if youre swinging for lethal or Flinging ElecroPum anyways. I also run it with 4x Blossoming which helps when people realize what youre doing. Very nice build, +1

ramuzzini on

4 months ago

Nice deck idea.

You currently have 64 cards so maybe drop 2 lands/creatures and 2 Brute Strength. Another good add would be a 1 drop creature but cant think of any for red.

You may also want to drop 1-2 of your 6 and 7 CMC creatures depending on playtesting. You will want to keep this deck fast and aggressive. Those cards will be difficult to cast without any ramp.

Good luck!

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