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This is a Brion deck unlike most of the others that I've seen floating around. Where most of the Brion decks I've seen focus on sacrificing high power creatures with drawbacks, this list tries to use Brion mostly just as a sacrifice outlet, allowing you to use cards like Gift of Immortality to abuse etb/ltb/death triggers of powerful creatures.

Strategy

In the early game, you want to be setting up various enablers and ramping. Maybe you'll play Brion, swing a couple times with him, all while sitting around trying to set up value engines. It is important not to play anything threatening too early, since you are in Boros, and can't recover all that well if you are hated out of the game early on.

As you transition into the midgame, you want to find a value creature and an enabler to abuse that value creature. This could be something like Hoarding Dragon to find you powerful equipments for your strategy paired with Kiki-Jiki, Mirror Breaker to help you reuse its ability. This value creature will most likely help you to ramp or find valuable combo pieces for the late game.

Next, as you move into the late game, you should be looking for some powerful mana generator. Once you are set up, you should generate a large amount of mana, and use it to start cycling through your deck flinging creatures at people with Brion. One piece that is integral to this stage of your game plan is Thornbite Staff, since it lets you repeatedly sacrifice creatures with Brion. At the end of this massive combo turn, you should have managed to generate tons of value while inflicting large amounts of damage to your opponents, ideally taking one or more out of the game. Our backup plan if they manage to disrupt our power turn is flinging one of a few massive creatures to take opponents out of the game.

Card Choices

The cards in this category represent creatures with powerful etb/ltb/death effects that can be abused in combination with an enabler. Some possibilities for roles they could serve are: removal, draw, ramp, recursion, and many more.

Archon of Justice - One of our most powerful removal effects, when paired with an enabler this can make sure that the board stays clear of any threats. It is especially effective at dealing with graveyard-based strategies, since it exiles the permanent, making sure it stays gone.

Aurelia, the Warleader - This is kind of a weird card in the deck, since it doesn't generate much value per-say, but when paired with an enabler can give you one or more extra combat steps every turn. It is notable for also untapping Brion when she attacks, letting you loop her many times given a suitable amount of mana and the correct enabler.

Burnished Hart - Not only can this get your mana production started in the early game, if you can loop it you can help set up a vast mana base to set up a powerful combo turn.

Cataclysmic Gearhulk - I really like this card as a powerful and easily recurable board wipe. However, with recent changes to the deck, it could interfere with all the equipments I run, so while a very powerful creature, it might not have a place in the deck anymore.

Combustible Gearhulk - There are a bunch of fairly high cost cards in this deck, so opponents might be hesitant to take the mill option, and even if they do there's a pretty good amount of recursion in the deck. Looping this and choosing the same player each time should eventually get them to give you cards, and any draw is very nice in a boros deck.

Duergar Hedge-Mage - I really like this card in here, since it can hit lots of very relevant cards, and even if there's nothing that threatening on the table, you can loop it to blow up people's mana rocks.

Godo, Bandit Warlord - This card has lots of options for what it can fetch. Usually you want to go for draw, but if you have the mana to do so, it could be good to first get an enabler to help you loop Godo. This is part of what makes Godo and some of our other tutors very powerful, they can find an enabler, serving as a one card value engine.

Hoarding Dragon - This can find a few more important pieces than Godo, but has the disadvantage of needing to die to actually give you access to the tutor target. This means that it's harder to use it as its own enabler, but the additional cards that you can tutor with it makes it well worth the slight inconvenience.

Humble Defector - I like to pass this card around the table in the early game, and then transition into using it selfishly, sacrificing it in response to its ability to stop my opponents from getting it. While this is slightly harder to abuse (it needs haste or for you to wait a turn to activate its ability), card draw is one of the hardest roles to fill in this deck, so I'll take what I can get.

Karmic Guide - This card is hard to take full advantage of (echo trigger can force you to spend lots of mana so you can set up an enabler, and it's limited by your graveyard), but can generate incredible value, letting you recur your powerful creatures.

Knight of the White Orchid - Looping this isn't all that useful, but it's a good ramp tool in the early game. This gains a lot of value if you can afford dual lands, since in that case it also serves as mana fixing. As is, this is pretty decent because it can fetch Mistveil Plains, a very powerful utility land in this deck.

Molten Primordial - I'm unsure that this is strong enough in the deck in its current form, since it requires additional sacrifice outlets or a way to untap Brion in order to sacrifice all of the creatures it steals, but I like having another way to steal creatures in the deck. It's also hard to loop this while still having access to Brion as a sacrifice outlet, so it's definitely one of the less abusable value creatures in here.

Solemn Simulacrum - This ramps you and draws cards, basically everything we want to be doing to set up for our late game. Definitely an incredibly powerful card to loop.

Sun Titan - This doesn't even need an enabler to generate repeated value, which makes it very powerful. With a free sacrifice outlet (which the deck currently does not include), it can go infinite with various cards. Even without these combos, this is still an incredibly powerful value engine, ramping you in combination with fetchlands, drawing cards with Mind Stone, or just getting back useful equipments.

Thalia's Lancers - I just added this card to the deck recently, but I'm very impressed with what it can do. It can fetch any equipment through Godo, Bandit Warlord, fetch a big mana producer in Neheb, the Eternal, or even find an enabler in Kiki-Jiki, Mirror Breaker. Basically, this is probably the best tutor in the entire deck.

Treasure Keeper - A lot of our powerful utility cards have cmc<=3, so looping this basically just helps you find combo pieces for the late game. Much like Solemn Simulacrum, looping this is pretty much everything we want to be doing.

Zealous Conscripts - Stealing planeswalkers to ult them, stealing creatures to fling at people, untapping Brion to continue a sacrifice chain. Basically, this card does it all. Oh, and did I mention that it also is half of one of the easiest combos in the deck? This card is an all star.

By enabler, I am referring to creatures that allow us to trigger the etb/ltb/death triggers of one of our value creatures repeatedly, whether once per turn, for each land drop, etc.

Adarkar Valkyrie - This is one of the more powerful enablers in the deck, letting you basically sacrifice a creature to Brion for free every round, triggering its etb/ltb/death effects. Its main appeal is its versatility, since not only can it do that, but also allows you to steal opposing creatures that die or help protect your creatures from removal.

Angel of Condemnation - This lets you flicker creatures, triggering their etb/ltb effects. Unfortunately, it does not trigger their death effects, making it limited to abusing those creatures with etb/ltb effects. However, it also lets you flicker creatures that attack you, removing them from combat, or remove creatures permanently by exerting it.

Emeria Shepherd - While the main role of this card is to recur important permanents that have been destroyed, letting you rebuild after board wipes or removal, it does fill the role of an enabler as well. However, as I mentioned, it is much more powerful, not limited to triggering effects of creatures you have in play.

Feldon of the Third Path - This card is very different from most other enablers, in that it only works with creatures in your graveyard, letting you create temporary copies of them that die at end of turn. It is a very powerful and cheap way to regain access to effects of creatures in your graveyard without actually returning them to play where they can be more easily exiled.

Kiki-Jiki, Mirror Breaker - Kiki-Jiki is one of the most widely known enablers, mostly for its combos with Pestermite, Deceiver Exarch, or Zealous Conscripts. However, in addition to these combos it provides a powerful engine to abuse etb/ltb/death triggers of your creatures. In addition, he can be used to abuse the effects of legendary creatures without a sacrifice outlet. One notable interaction is that he gives infinite combat steps in combination with Aurelia, the Warleader.

Sun Titan - In addition to serving as a value creature, Sun Titan can also work as an enabler, allowing you to recur creatures (and other permanents) with cmc<=3. While this is fairly limited, it does serve as an enabler for 4 of our creatures, which is certainly not nothing.

Mimic Vat - By imprinting a creature (any creature, not just our creature) under this, you can make a token copy of it every turn to sacrifice to Brion, letting you trigger its etb/ltb/death triggers. Imprinting value creatures from outside our color combination is an incredibly powerful thing, giving us access to things like Sphinx of Uthuun or Eternal Witness.

Nim Deathmantle - While it does cost quite a bit of mana, this lets us recur our dying creatures as many times as we want, opening up powerful value loops with Thornbite Staff and Brion. For example, using them with Aurelia, the Warleader to get an extra combat step for every 5 mana we have.

Gift of Immortality - This works much like Nim Deathmantle, only instead of mana being the barrier, we can only loop a creature with this once per turn. However, it is still very powerful, since we can use it on opponents' turns as well, letting us trigger one of our value creature's abilities 4 times per round (in a 4 player game, assuming we can untap Brion).

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Suggestions

Updates Add

So last night, I played two games with the deck and struggled quite a bit. In both games I hit zero card draw and wasn't able to really get anything going early on. However, around the end of the second game things really started humming. After generating a bunch of mana with Treasonous Ogre, I dropped a Warstorm Surge and set about the task of killing my opponents. Long story short, my turn was pretty spectacular, but I ended it after only killing one opponent (from 43 with only small bursts of 5-7 damage) because I just didn't have any gas. However, everyone involved agreed that the turn was pretty sweet, so in this update I'm trying to add stuff to help the deck have explosive turns like that more often, as well as adding more support for various parts of the deck.


-Wayfarer's Bauble: I'm getting rid of a lot of the low value ramp to help the deck make better use of its cards.

-Commander's Sphere: Same as above, though this is one of the better rocks that got cut, since it can form a draw engine with a recursion effect.

-Coldsteel Heart: Same as above.

-Selfless Squire: It may just be the last few games I've played, but I haven't found myself under much creature pressure. In addition, this is a very reactive card, and I want my threats to be proactive.

-Inferno Titan: I love this card, but I need to bring down the average cmc somewhat and add more stuff to do in the early game, and I already have plenty of creature removal without this.

-Flameshadow Conjuring: I found my hand filling up with lots of enablers and nothing to do with them (one game the only creatures I drew were Neheb, the Eternal, Adarkar Valkyrie, and Kiki-Jiki, Mirror Breaker), and this is the least abusable of my enablers so it's what I'm going to cut.

-Pilgrim's Eye: There are better ramp cards available, and although this does come attached to a body, it's very low impact.

-Luminarch Ascension: While a powerful card, this would be a horrible topdeck in the late game, and tokens don't really generate all that much value for us.

-Bloodshot Cyclops: While having a free sacrifice outlet and redundant copy of Brion is pretty useful, I needed to trim some higher cost stuff, so until I find a better cut this is coming out.

-Plains: Cutting for more utility lands.

-Mountain: Cutting for more utility lands.


+Mistveil Plains: I was hesitant to include this card when all it really supported was the Sunforger package, but now with Heirloom Blade it can help set up powerful creature loops.

+High Market: An additional sacrifice outlet to help protect our creatures from exile or to let us get rid of multiple stolen creatures.

+Molten Primordial: Another steal effect attached to a body to allow us to repeatably steal creatures and fling them at people. I may switch this to Conquering Manticore, since this can slow down us setting up a Serra Avatar loop.

+Worn Powerstone: More impactful ramp spell, letting us ramp from 3 to 6 (if we hit our land drop).

+Tithe: A plains tutor to help us find Mistveil Plains for Sunforger or card:Heritage Blade loops. In addition, this can be found by Sunforger, letting it set up its own loop.

+Knight of the White Orchid: A powerful ramp effect on a body, and can also find Mistveil Plains to set up loops.

+Mindclaw Shaman: I'm not sure how well this will work, and I'm often skeptical of cards that don't work without an opponent, but it could be powerful to let us cast draw or ramp spells (or any non-boros spell really).

+Thornbite Staff: This should help us have more explosive turns, letting us sacrifice off our entire board in a turn, opening up a much greater damage potential.

+Nim Deathmantle: I really like this as another way to abuse etb effects and make use of the massive amounts of mana we can generate with various cards.

+Aurelia, the Warleader: I like Aurelia as a creature-based way to untap Brion that plays very well with various effects in the deck, such as Gift of Immortality.

+Azor's Gateway  Flip: I like this as a great way to sculpt our hand in the early game and then flip to produce tons of mana for combos. I'm also considering adding a Comet Storm to help us make use of massive amounts of mana.

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