Usually a very good card to get early in the game. A 2/1 first strike as a drop 2 can go through most of the other early drops, giving you a 3/2 when Brimaz hits the battlefield. Later in the game, the card becomes a little less valuable but can still get the job done once you have several boosts in place.
The boost being only when Consul's Lieutenant attacks, people tend to forget about it and are not willing to waste removal on it.
Ramp is always good to have, especially in white. Furthermore, it is another creature that can benefit from a boost. First strike is always a plus.
Again, early ramp and a creature, that's everything we need.
I consider the Precinct Captain as a mini Brimaz, King of Oreskos. When you play against someone that doesn't know the deck, he will often take a removal and give you more space for your commander.
Did I mention I like having First Strike creatures on my early drops?
This card is one of my favorite white card. For only three mana, you get a 3/3 that gives your commander indestructible and a boost. In this deck, this is exactly what you need. Not only Brimaz is now a real threat on his own, but he also needs another kill spell to be removed, which is a real plus.
A very simple but yet effective card in the deck. The plus is that, as a mono-white, the devotion is not a problem at all here.
This card becomes a real bummer for opponents when you get to the midgame.
As you start hitting 6 mana, your token spawn rate is getting bigger and bigger, which means, you will most likely find a way to get through on someone's board if you start tapping 3 to 4 creatures in one go.
I always liked exiling stuff better than anything else in Magic. Being able to get rid of something permanently is the most effective thing to me.
Of course, Fairgrounds Warden is not permanent in the sense that, if you get rid of him, you get your stuff back. But that's still gaining us time and getting a removal for Brimaz so I would say it's worth it.
I just like how well the medic goes with the rest of the deck. If you get lucky, usually on turn 4 or 5, your stuff is ready to tread heavily on everything by getting indestructible. Add 1 or 2 boosts to that, and you become the most valuable board at that time.
Being able to counter an X spell is also a good plus to prevent any infinite that would use one of those.
Maybe...
I am not yet sure about this guy. Usually, he grows quickly and can get 6 counters in one full turn if your opponents have some elves. The creature is a big threat, but nothing more since it does not have any capacity.
Usually, it gets removed or is not big enough to go through most of the boards, according to the time of the game.
I like the guy mainly because it can deal with creatures that would block most of your weenies. In a regular game, you will get enough boosts to make your tokens become 4/4s.
That way, you really need to be concerned by creatures that are 4 or higher.
Maybe...
I really like playing the crusader mainly because my previous playgroup was always playing green.
Also, the double strike part doubled with the boosts make it become one of the biggest threat since he cannot be targeted by black.
Since the card is not related to the themes, I start thinking that there might be a better card out there.
The Solemn Recruit is here to give you some value when your tokens cannot go through. When they die, the recruit grows bigger and since it has double strike, you can go through most defenses.
Shadow is fun and since the champion boosts everyone when attacking, I find it a good addition to the deck.
Shadow and enchantment removal together. It can truly help when preventing someone to set up his board. And again, it kind of forces players to use removal for it.
Thalia is an early drop that truly bothers everyone. Because creatures come tapped, you can squeeze through the boards and have an additional turn to deal with creatures.
As soon as you play against multicolored decks, you also get some value when players play fetch or dual lands.
The angel is a good addition to the deck as it is a boost and a way to block a good amount of black cards.
One of the cards I like the most in this deck. Even when I have a sketchy hand, I tend to keep it if she is in it.
Spawning two creatures and boosting them as well, I often refer to the hero as Brimaz's big sister.
Maybe...
I have mixed feelings about Jazal. His ability can be huge but it is kind of hard to pull it off. I was able to use it only a couple of times, and everytime I did, it resulted in a huge blow, either forcing the trades or killing someone.
The thing is, it can be tricky to use it as, usually, it triggers a big warning sign and players know for sure it is the perfect timing for a wrath. Therefore, this might be one of the cards I could get rid off for another.
What I love about those guys is that, it is a big creature (for white and with that mana cost) and it allows for so much value later in the game.
Everytime that you have mana left and you have nothing to cast/bluff about, you can burn your mana on that tapping capacity. That way, you get rid of the big guys, and force the trades.
Just like Thalia, the gatekeeper is a pain in the butt for everyone else but you. Having that guy on the battlefield might result in some hate.
Having everything coming tapped, even artifacts is exactly what we need for our opponents. It allows us to have a turn to plan what to do with the board and prevent any surprise coming from creatures with haste.
Maybe...
Odric has been added to the deck recently and I couldn't quite test him yet but it feels nice to do what you want during combat phases. It is kind of a passive removal but still needs to have a rather good board state already.
For now, I would say that I still have mixed feelings about him but will keep him for now.
Having something indestructible on the board is always great as it brings some tension in your opponents' mind.
Having three other creatures on the board is usually easy to achieve, so when Oketra is becoming a creature, you can put some pressure on the biggest boards or prevent people from attacking you.
Paying 4 to create a token is a bit expensive, but when you have nothing else to do, it's always good to have another body.
Maybe...
The paragon is in this deck only for the boost as most tokens I spawn already have vigilance. The fact that I have been using the second ability only a few times makes me wonder if I should go for another card instead as it is a 4 mana drop and only a 2/2.
I have not been playing the angel for a long time but everytime I have, it was getting me back in the game.
Having the possibility to use the fabricate ability to spawn or boost is great. When the boosts concern all creatures and not only white creatures, I usually go for the spawn, otherwise I just get a big flyer with lifelink.
I was very sceptical when I added the caracal to the deck. Turns out, it was a pretty good idea. Just spawning and giving Brimaz and his spawns a boost and lifelink is enough to make the card worth it.
I always underestimated the value of lifelink in aggro, but having a 4/5 with lifelink, spawning a 2/2 with lifelink already gives you 6 hp, even if your token dies. On the long run, you will be able to tank for a few turns, giving you a chance to catch up.
Six mana feels a bit expensive, but since most of the cards I have are low on the mana curve, I felt I could add that one. Just the spawn and boost make the cost worth it. If you have too many boosts, you might trigger a will to wrath, so be careful when casting the spell.
Crovax has been criticized many, many times by my friends. They considered him useless and way too expensive to cast but mainly because they didn't have any aggro deck at the time.
As soon as they started doing some token decks, they finally understood why I was so conservative about keeping it in the deck.
What I like about him is the fact that he is kind of a double boost since the minus applies to 3 boards instead of one.
Also, being able to pay 2 life to save the guy is a plus in a deck that is so affected by wraths. It gives you some card advantage over decks that play a lot of removal. Also, it allows for some surprise shenanigans where you unboost white creatures from an opponent and boost other colors again, making a very confident attack a total mess.
Maybe...
I love the Sun Titan, he is a pretty good value in many decks and especially in aggro decks since most of the deck will be 3 or below.
The only thing that bothers me is his mana cost. Six mana can be hard to reach in a game where your ramp is not showing up. Of course, being able to reanimate Brimaz and cheat the commander tax is great but... I feel like there might be another card that could take that spot.