Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +2/+0 and gains haste.
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|Commander / EDH||Legal|
Latest Decks as Commander
Traitorous Instinct Discussion
7 months ago
Even though you are primarily Giant-Tribal, you may still want to have a small suite of "Brion" cards.
Gift of Immortality is extremely good with Brion. I don't have one though.
Sigil of the New Dawn isn't the most efficient, but can be good.
I have a Serra Avatar too, which is the best Fling-able creature around. Evra, Halcyon Witness is great too, but I don't have one. It's cheap though. A Stalking Vengeance would double up Brion's damage, but I don't think I have one either. Reya Dawnbringer is way mana-expensive but can be useful with such pricey giants dying left and right.
Flameshadow Conjuring can be good with Brion too. I don't think I have one though.
Phyrexian Processor is one of the craziest pieces of Brion tech around. It's not too expensive--I would totally slide this card in, even if I was doing Giant Tribal. You can get blown out, but the payoff is enormous.
Another piece of Brion tech is Grafted Exoskeleton, if you wanna be dirty.
Since Brion isn't the center of the strategy, protecting him isn't at such a premium. Cards like Swiftfoot Boots and Lightning Greaves are still good for protecting your big giants though. It may be worth sliding some cards like that in, but since it's a casual deck you may get away with none.
I have a Cradle of Vitality on-hand. Might be really good!
If you have any more Threaten-effects, those are functionally creature removal with your commander out. Perhaps a couple of cards like that deserve a slot. Captivating Crew is fun because it's repeatable. Song-Mad Treachery Flip is cool because it's a land too!
There are many more.
Illusionist's Bracers is very good with Brion, even with less of a focus on him. Probably worth keeping in.
11 months ago
I do see the value of Titan's Strength, I just haven't ever been able to capitalize on it the way my Zada deck plays. I would definitely have lost a few games drawing it instead a stronger buff. The reason usually being, that there is no more draw step after I need the buff spell and it providing one less power than the smallest vanilla buff slot. I will try running it instead of Slaughter Cry for a while, though First Strike provided by the former is usually more important than a fixed draw when I actually need another turn, as it usually means my guys will live where they otherwise wouldn't, considering many of the buffs don't affect toughness. Blood Frenzy and Traitorous Instinct may also be potential slots, but Seething Anger is too important as a Mana-sink and card advantage to exchange.
I recounted my creatures and you are correct, not sure where I counted the remaining bodies, but during test games I found it to be a reasonable amount. Your logic concerning body count is flawed however, as having fewer body generator (and creature) cards in the 99 is not as relevant if the average body count per card is higher. You do have to prioritize body count a bit when deciding whether or not to mulligan though. Otherwise the higher variance will result in a slightly higher rate in blow-out games.
I am not sure how you got the same value out of Hissing Iguanar though, that you get from an additional buff or draw spell. Although it is a Zada target, I guess, I don't see opponents creatures dying to matter as much. Usually it will be your guys, who trigger it at some point. I could see it as wipe protection, but its one toughness actually makes it too vulnerable. Changing the way people play will paint a target on your back though and that won't just hit the Iguanar. So it likely not sticking around (against PDH decks everyone is scared of Zada and is just looking for an excuse to make the Zada player the first target, while EDH decks probably don't consider it as much of a threat) and the most broken thing in the deck actually being buffing Zada and your team and swinging, I really can't see it being worth the slot.
With the Threaten effects, please don't forget, that attacking with an additional commander, that also received all the Zada buffs will fairly often save your ass by killing an additional opponent.
11 months ago
Thanks for the input. I have actually tested the deck and found it to be oppressively fast and resilient in a very uncomfortable environment. Here are my thoughts on your suggestions:
I will check for a slot for Goblin Tinkerer. It has to stick around for a turn and in cases where I actually care about artifacts of my opponents, I usually require at least sorcery speed. If I don't need the removal, Goblin Replica is the bigger body. However, in the context of what this deck wants to do, the difference is negligable. The Replica actually opens me up to artifact removal, so exchanging it may just be worth a try. I am actually thinking about not playing either and slotting in Destructive Tampering, as I can recur it via Anarchist or Ghitu Chronicler and another option at getting evasion may actually be nice.
I'll also try Boiling Blood, since I managed not find any of my draw spells during the last game and only managed to kill a single opponent because of it. I previously decided against it because of the choice between forced attack or being restricted to play it on my second main phase. Usually, I want to draw into ramp and draw in my first main phase and then decide to go off or not, which in this deck requires an attack phase. Being committing before having the whole picture seems rather dangerous, but then... it's a gambly red deck anyways and I guess I'd rather have the draw spell.
I opted against Titan's Strength, as it will only fix one single draw in a limited (gambling) way, so the slot went to a large buff spell instead for consistency.
I also decided against Raid Bombardment, because I wasn't ever happy to draw it instead of a buff, draw or ramp. It always always seemed like win-more or not doing enough. Raid Bombardment essentially ends up being a +1/+0 buff for the big turn, because the deck rarely attacks before going off, if an opponent has any blockers and in Pauper EDH, they usually do.
Hissing Iguanar and Impact Tremors didn't make the cut, because they just don't do enough in the deck either. They rarely deal more than 5 to 10 damage each and any decent pump spell does more. Pinging your opponents also draws more attention to you, endangering your board state somewhat. I would rather have one more token generator, buff or draw spell in those cases. Also, before going off, enchantments open you up to another kind of removal and while going off, both usually end up being strictly worse up to being dead draws and. I may try Impact Tremors again at some point though, as it has the biggest potential.
Considering the creature count, I am actually playing around 40 creatures (only 2 less than your deck, before storm, doubling and recursion) in those 23 slots, but opted to prefer token generators like Hordeling Outburst instead of actual bodies (successfully, I might add). The reason being, that one card that creates 2-4 tokens will let me recover from a board wipe or focused fire way easier than having to draw and play one goblin a turn. At the same time, potential spot removal in my opponents hands is devalued. This helps me recover and race my opponents into another big turn more easily and heavily increases success rates. Many token generators are instant or sorcery and cards can also be retrieved from the graveyard, in case I need to, adding resilience and recursion. I do lose some nifty goblin abilities, but I found the compromise acceptable. It also opens me up to a bit more board wipes in Pauper EDH though, but since board-wipe pingers seem to not be very popular for their limited usability, I'm not too worried. Crypt Rats and Pestilence being the exceptions, but those rarely trigger for 1 and will usually wipe all goblins off the table anyways.
And lastly, the "Threaten" slots and lands (which kinda go together). The goal of this deck is to: "be quiet and build a board state of small, non-threatening guys that aren't worth the removal and then in one turn draw into ramp that will allow more draw and ramp, then buff the whole team and kill everyone at once (ideally) or just the biggest threat and set up the next big turn". I found, that 6-7 lands in play are quite enough to get the ball rolling as long as you can draw enough buffs and ramp. If anything, I'd actually rather play some artifact ramp to be honest, to accelerate the deck by a turn instead of putting in more lands. Up to now, the deck was consistent enough at 35 lands though.
Now, if I can actually manage to go off as described, my guys usually already have haste via one of the other spells or I have ramped into enough Mana to cast any of the "Threaten" effects on Zada to get there. They aren't that expencive. On the other hand, taking over another creature for its abilities for a turn or to just not have to deal with it in combat on a big turn has shown to be very effective. Additionally, occasionally killing someone with their own commander is hilarious as hell. And finally, 3 of the 5 "Threaten" cards do actually buff your team aside from haste, when cast on Zada, Traitorous Instinct with Menace evasion and Mark of Mutiny actually putting a +1/+1 counter on the whole team, which can also be very useful when you want to cast stuff like Zap on your guys, when you need to save your team or when you need to set up another turn. Both effects you can't get efficiently any other way in red. For this utility, I found paying the premium to be an acceptable compromise.
I'd love to discuss it further. These were my design considerations, any thoughts, found any BS? Let me know!
1 year ago
Ball Lightning just doesn't really do anything, outside of being sac fodder, and I'm really not hurting for good sac fodder.
I definitely agree that I need to make several adjustments to the mana rocks.
I'm probably going to run Aftershock and Bedevil both. Being able to hit lands is sometimes relevant. And giving Greven +3/+0 is not nothing. There are definitely cards in here I could cut over Aftershock.
Malevolent Whispers is only in here because I was running Traitorous Instinct, but I realized the Whispers was a straight upgrade. It's absolutely getting replaced with Tentative Connection as soon as I can get my hands on some Ikoria cards.
And as for Skirge Familiar, that thing has been on the aquireboard basically since I first laid eyes on Greven. I just haven't found one.
1 year ago
Nice. A few suggestions, given your new theme:
Hazoret's Favor is built for this deck.
Mogg Cannon is less powerful, but a backup sac outlet and cheap.
Mark of Mutiny is a good threaten for Greven.
Traitorous Instinct is basically Malevolent Whispers v0.9.
Treacherous Urge gets any creatures your opponents think they can keep in-hand until Greven leaves the field.
Auger Spree doubles as removal and card draw. Bedeck / Bedazzle does the same and also hits problematic lands. Nameless Inversion is probably the worst of the three, but it can be grabbed by creature tutors, so there's that.
Goatnap . That is all.
1 year ago
looking through other brion decks, have a couple of suggestions:
Phyrexian Processor - costs life once, makes large tokens to flink & gain life back.
Mimic Vat - token generator that can exile an opponent's (or your) enter play effect, then sling it with brion
Harness by Force - steal multiple creatures, can dial in as many as you need
Goblin Bombardment - backup sack outlet with no mana cost
Word of Seizing - because split-second is stupid-good against control
Cradle of Vitality - gain life equal to power? better amp up the next thing to chuck...
Orim's Thunder - a boros staple, disenchant + burn in one card is a good value
2 years ago
Considering dropping both Might Beyond Reason , 1 Hinterland Logger Flip, and boarding the 3rd Armory of Iroas by dropping the Act of Treason since I've got a pair of Traitorous Instinct in there already. Think that would work for getting an extra 4 lands in there?
2 years ago
Secondo me devi impostare il mazzo più verso il fare attaccare gli avversari tra loro e fargli perdere tempo per poi tirare fuori una finisher. Inoltre non hai nessun vantaggio dallo scartare, perché non hai cose come Liliana's Caress, wheels o carte con Madness, di conseguenza taglierei anche da quella parte. Quindi toglierei alcune delle carte tax che hai messo. Proporrei cose del genere:
- Harsh Mentor -> Again, una tax abbastanza gratuita che però ti rende il tizio fastidioso #1. Non è ciò che vuoi, ti servono cose più subdole. Tipo Hunted Dragon.
- Sire Of Insanity -> Spezza le tattiche a tutti, ma anche a te. Non lo ritengo utile, soprattutto perché non carte con madness, né carte sufficenti con flashback, emerge, ecc. Meglio un Combustible Gearhulk che ti fa pescare. In rosso. 6/6 first strike.
- Dark Ritual -> Non è forte come Mana Geyser. Se non sei un mazzo combo, non te ne fai nulla di una carta così.
- Hero's Downfall -> Ruinous Path e risparmi.
- Rakdos Charm -> Nessuno dei sui effetti è così utile, se non forse esiliare il cimitero, but then again... Bojuka Bog?
- Dreadbore -> Murder e risparmi.
- Vandalblast -> Costa davvero tanto. Fai tu, ma non vedo tutta questa necessità di spaccare tutto. hai già molto removal per gli artefatti, potresti investire quei denari altrove.
- War's Toll -> Heartless Hidetsugu è meglio non metterti un bersagio sulla testa grosso come war's toll. L'hidetsugu è più democratico.
- Worn Powerstone -> Citadel of Pain perché la Powerstone fa schifo. Meglio una carta che gioca contro chi vuole fare il cheesy. Oppure Talisman of Indulgence.
- Hissing Miasma -> Skyline Despot meglio avere più carte che ti rendono monarca che un side effect come questo enchantment. Se vogliono attaccarti, lo faranno comunque. L'unica ragione per cui invece Marchesa's Decree va bene è perché ti rende monarca.
Io tenterei di mettere tante carte che ti fanno rubare cose agli avversari, perché è un modo swag di rompere le balle. Ci sono così tante carte con questo effetto, che rischi di poter anche non mettere Insurrection, più che altro perché è difficile da trovare e costosa. Dico cose come:
- Molten Primordial
- Grab the Reins.
- Act of Aggression.
- Necromantic Selection.
- Mark of Mutiny.
- Traitorous Instinct.
- Captivating Crew.
- Mass Mutiny.
- Lose Calm.
- Might Makes Right.
- Press into Service.
- Conquering Manticore.
- Portent of Betrayal.
- Malevolent Whispers.
- Harness by Force.
- Limits of Solidarity.
Oltre a ciò, ti consiglio carte swag che sicuramente sono divertenti come:
- Null Profusion.
- Last One Standing mi fa veramente ridere. Swag.
- Nettling Imp è un fck you in particular.
- Vial Smasher the Fierce come cacchio fa a non essere già nel mazzo???
- Lightning Reaver è forte, inolte è quel tipo di danni che non ti rende target #1 da subito.
- Khorvath's Fury è red draw... hello?
- Fellwar Stone è ottimo ramp.
- Staff of Nin.
- Bitter Feud.
- Palace Siege.
Scusa se non ti ho commentato tutte le carte, ma sono un pelo di corsa. Ne possiamo piuttosto parlare quando ci vediamo.