Brash Taunter

Brash Taunter

Creature — Goblin


Whenever Brash Taunter is dealt damage, it deals that much damage to target opponent.

, : Brash Taunter fights another target creature.

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Brash Taunter Discussion

seshiro_of_the_orochi on Green Marchesa, True Hair

1 week ago

Blazing Sunsteel and Fiendlash would be great additions. Sunsteel even goes infinite with Brash Taunter.

mlequesne on Piru-Plosions!

1 week ago

Hi friend, nice deck! I love your boldness.

I have some suggestions for you:

  1. first of all Fiery Emancipation is perfect for your deck (I know it's in the maybeboard)

  2. Forbidden Orchard feels like a good land, it gives you any color and creates creatures to be destroyed later

  3. Blasphemous Act goes great with most of your deck like Stuffy Doll, Brash Taunter and Toralf, God of Fury  Flip. Maybe you can add more cards that synergize with that style like Spiteful Sliver

  4. I love that you play en-kor creatures, maybe you can try the cheaper ones.

  5. Shadowspear can help you deal with your opponent's indestructibility and also if you attach it to Stuffy Doll or his friends it can give you a lot of life. (I just realized that if you manage to make Boros Reckoner indestuctible and attach Shadowspear to them, you have a infinite life loop)

  6. Finally, talking about indestructible: Darksteel Plate can help you make your crew unkillable

See you around :) Congratz on your fabulous deck

plakjekaas on Technically not infinite combos

1 week ago

aholder7 it's plakje (= slice in Dutch) kaas (= cheese in Dutch), don't try to make me look like a jackass over here :P

The whole "doesn't feel fair" but unable to actually explain why is an excellent point. Because your point 1) and point 3) contradict each other. Let's see what happens when you cast Gideon's Sacrifice and Arcbond on the same, Indestructible creature (it's usually Brash Taunter in my deck) and then any 1 damage is dealt to a permanent its controller controls:

1] Gideon's Sacrifice redirects the 1 damage to Brash Taunter.

2] The damage triggers Arcbond, which makes Brash Taunter deal 1 damage to each other creature and each player, including yourself. It also deals 1 damage to target opponent from its own ability.

3] The 1 damage at yourself is prevented by Gideon's Sacrifice, and dealt to Brash Taunter instead. Oh look, we're already back at step 1].

And I can't stop it. The loop keeps itself going, and it's truly infinite. I got foiled once, by one of my opponents having Selfless Squire, which meant the game ended in a draw, because when I killed all other creatures and players, there was no way for me to stop, I had no answer for my own creature. The loop wasn't progressing the boardstate anymore, but the stack was never empty, so I couldn't pass my turn.

As said in my previous post, I've never had negative responses at going off with this. It's a great introduction to infinity, because it doesn't feel never-ending, your life total dwindles with every iteration of the loop. Yet it is a feedback loop that feeds into itself, keeps itself going but doesn't spiral out of control, yet it blows up the entire world. It's completely stopped by Swords to Plowshares on the Brash Taunter. But the damage Brash Taunter needs to start the loop, is usually combat damage... which makes it ok due to rule 2)? I do agree with rule 4) though, if I would use Sunforger repeatedly to find Arcbond, Gideon's Sacrifice and a Lightning Bolt to start the loop, that feels a lot less earned.

People usually don't know what they're afraid of, and protest against what they don't want to learn to understand. And when you see someone try for 20 minutes to piece something convoluted together the way TypicalTimmy describes, only to end up botching the win, in an ungodly amount of different steps that you can't be bothered to keep track of, yet you're hogging all of the gametime with your game of solitaire, that's how you alienate less experienced players and bully them into big creatures - combat only battlecruiser magic, making them feel too dumb for the intricacies that actually make the game more interesting and enjoyable if you take your time mastering them. Being able to explain how your cards win the game is vital, if your argument is: "I saw someone else play these cards, they win the game, trust me", showing you yourself don't even care how the game works, then why should your opponents be ok with that? They're not having fun, they're not even seeing you have fun, they just feel robbed of the game they thought was going well until someone threw a wrench in everything.

Yet when you enthusiastically explain how you found the perfect, underplayed cards in the bowels of your binder that synergize very well together, even though the EDHREC page for your commander doesn't mention any of these cards, that end the game in two or three simple steps that keep repeating themselves, you're showing that you actually used creativity and effort, way before you even sat down to play this specific game. That is something people will respect, especially if they can see you're excited to pull it off this time, because it doesn't happen every game.

As I said before, I believe the line is defined by effort spent, playtime hogged, and opportunity to interact. Yet the ultimate goal of EDH is having fun, and when you're seen to have fun playing your combos, that will get you a lot more leeway about how you're actually winning the game. There's no general solution, no hard definition, of what's ok and what isn't, because there's as many ways to have fun as there's magic players, and there's cards to satisfy all of them. Communication and compromise are key, not everyone can have fun all the time every game. I try to optimize for the most amounts of fun had by the most players when building my deck, because I want to keep playing with these people, more than I'm trying to pubstomp and be the very best, like no-one ever was.

Your mileage, of course, may vary.

SaberTech on Take 'em to Pram - Pramikon Burn/Control

1 week ago

This deck makes me chuckle. I love seeing Swans of Bryn Argoll get some play.

I'm not sure what your stance is on combos, but seeing the Swans I feel compelled to tell you about Chain of Plasma in case you hadn't heard of it. Target the Swans with it and make sure you have another card in hand for the initial discard then you're golden, you get to draw as many cards as you want as you keep copying CoP and targeting your Swans.

The combo conflicts with Kira, Great Glass-Spinner but that isn't always going to be on the board.

Another card to offer up for consideration is Brash Taunter, which I think could fit quite well in the deck. With your commander on the board the Taunter makes for an annoying blocker for an attacking player to deal with, it can add to the burn strategy by hitting opponents for damage equal to the largest creature on the board, having it out when you cast Blasphemous Act is always fun, and things can get pretty silly with Fiery Emancipation on the board.

Brash Taunter also combos with Chain of Plasma and Archmage Emeritus, with the Archmage drawing you a card each time you copy CoP so that you always have another card in hand to copy it.

Maaloufler on Kardur, Final

1 month ago

This is a cool deck concept. I'd suggest adding some tutoring effects (depending on your budget) to get the card you need in your hand. You may also want to consider Blasphemous Act or Chain Reaction to abuse your Ogre Slumlord and Brash Taunter. While this won't trigger your general it will give you a great deal of tokens off your slumlord and throw a huge chunk of damage at an opponent. I'd drop Eater of Days. Sure you force the other players at the table to attack each other you deprive yourself of expanding your field. Turns, in my opinion, are the most important resource a player has.

Beebles on Hit Me Baby! | Akiri Damage Ricochet | V-VOW

2 months ago

Hey 9-lives, thanks for stopping by to leave a comment. I don’t think I agree with your assessment though. This deck does not apply Aikido gameplay.

Aikido, which on this site has been reworded to “Tactical Appropration”, is a strategy “…that attempts to turn the opponent's actions against them with steal, copy, or redirect effects like Control MagicPhyrexian Metamorph, and Deflecting Palm".

I see why you would think this deck fall into that strategy, since cards like Brash Taunter can in theory redirect opponent’s attacks back to them. However, that is not what this deck attempts to do at all. This is an aggro deck, and uses that aggro to power draw engines to dig for an infinite combo, which are all based on self-inflicted damage (and not damage generated by our opponents). So it’s an Aggro + Combo strategy, and not an Aikido one.

Also, Aikido decks tend to have reactive gameplay: awaiting the best moment to cast that Deflecting Palm, or await a good target for that Control Magic. This deck has proactive gameplay: attacking from te get-go and dig for combo pieces. If it threatens to redirect opponent’s damage, it will be an incidental side-effect, and will function more as a deterrent than actually redirecting opponent’s moves (so more similar to a Pillowfort effect).

king-saproling on Upgrade budget spellslinger

3 months ago

This looks fun, lots of interesting tech here. You might give these a look: Neko-Te, Shark Typhoon, Arm with AEther, Gorgon Flail, Stuffy Doll, Brash Taunter, Silverclad Ferocidons

Stardragon on Board state getting you down? Try Nukes!

3 months ago

All of the damage board based borad wipes Starstorm, Blasphemous Act and Star of Extinction are here for two reasons. One just to be using some of that red mana that's laying around, and two for extra damage for Stuffy Doll and Brash Taunter

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