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I've had some dissatisfaction with EDH decks in the past. Building around Brion Stoutarm is a little interesting because he's just about the only commander that doesn't have to worry all about the combat step.

Big creatures can be tricky to get, but why worry about evasion? Just fling 'em at your foe! Hamletback Goliath and Soul of Eternity can get ungodly big, even when your foe has 40 life to wear down. There's no need to burn through your hard-earned creatures, though: Captivating Crew, Preacher and Helm of Possession can "borrow" your foe's critters so you can immediately hurl them back at his face. Too small to get the job done anytime soon? Colossus Hammer can give any creature a hefty +10 power boost before you fling it, but it might be less mana-intensive to just double the damage Brion deals thanks to Calamity Bearer, Gratuitous Violence or Gisela, Blade of Goldnight. Grafted Exoskeleton also confirms that Brion can kill off any player with a measly 10 damage, even from a distance.

Colossus Hammer: If you're fetching the Hammer with Stonehewer Giant, you get to sidestep that awful equip cost and immediately pump a creature's power by 10, which can be especially nasty if done mid-combat! In a standstill, though, the Hammer can boost any creature's power by 10 before Brion flings it at your foe.

Grafted Exoskeleton: Comes with an element of risk, but giving Brion Infect means he can kill any opponent by throwing 10 points of power at their face. Can also be stapled to a huge creature that goes unblocked, mid-combat.

Illusionist's Bracers: Fling one creature at your foe and it hits them... twice? I've heard of killing two birds with one stone, but this is ridiculous!

Skullclamp: You're throwing creatures away every turn regardless. Why not draw two cards each time for the bargain-basement cost of ?

Sunforger: Being able to give any creature +4 power before you fling it is solid, but the Sunforger can give a deck some much-needed value by being able to pull out any number of useful Instants at a moment's notice!

Blind with Anger: A fetchable temporary theft effect. Can't swipe an opposing commander, but all sorts of other fatties are still fair game.

Boros Charm: Mostly present for the mass Indestructibility to block untimely board wipes. We are creature-reliant, after all.

Chaos Warp: It has an element of risk, but this is the get-out-of-jail free against any type of permanent. Save it for when you really need it!

Enlightened Tutor: Need Sol Ring for some more mana? How about Grafted Exoskeleton to kill your foe next turn? This can grab all sorts of useful tools on demand, and Sunforging it removes the inherent card disadvantage.

Fatal Frenzy: Doubling a creature's power before it attacks, and then flinging it at your foe, can spell game over if they were big enough to start.

Fling: Commander or no, big boy Brion may not always be around! Having a backup way to fling stuff at your opponent can be necessary. This one won't gain you life, but note that it can be pointed at bothersome creatures, too.

Grab the Reins: Combine both Blind with Anger and Fling into one card slot, or even both at once if you pay the Entwine cost. Note that you can still Entwine Grab the Reins even if you Sunforge it.

Graceful Reprieve: Save a creature from removal or a chump block, getting another use of any comes-into-play abilities while you're at it, or just reset any bruiser you fling at your opponent for an encore performance next turn.

Hold the Line: This combat trick can completely blow out an opponent who thought he had a superior board state. You can also take advantage of the +7 power on someone by flinging them before the turn is over, too.

Onward / Victory: It's another Fatal Frenzy, but with no Trample and no death at the end of the turn (not unless you fling 'em, anyway.) You're also left with a minor effect you can cast out of your graveyard as a bonus, though!

Orim's Thunder: You can still pay the Kicker cost for a Sunforged spell, so this underrated common can take out an artifact or enchantment as well as a creature, depending on the cost of what you're picking off.

Return to Dust: Permanently take out an artifact, or an enchantment, or even some combination on the two. Some permanents are just too nasty to ignore.

Shattering Pulse: Between mana rocks and a number of other staple effects, everyone's running some artifacts. You can take one out every turn if you pay the Buyback cost, which can still be paid even if you Sunforge the Pulse.

Soul's Fire: Flinging a creature can be swell, but why part with your precious minions? Soul's Fire does the damage but leaves your fattie safe and sound. Of course, there's nothing saying you can't use Soul's Fire on a creature and then fling it...

Swords to Plowshares: Brion has one hell of a throwing arm, but he's also got something of tunnel vision: he'll only ever chuck stuff at your opponent's face. You need some way to answer creatures, and this is still probably the best. Any creature, gone forever, at the acceptable cost of a little life that your bruisers should have no trouble making up for with one less blocker in the way.

Tithe: Grabbing some lands into your hand might seem like a waste of the mana it takes to play, equip and use Sunforger, but you can use this to grab Mistveil Plains. Then you can start recycling any other spells you fetch with Sunforger, letting you fire off the same effects again and again if you need them.

Wear / Tear: Sadly you cannot use Fuse abilities with Sunforger (since they aren't cast from your hand) but this is still a Disenchant if Sunforged, or a double-dip if you happen to draw it.

Wild Ricochet: Nothing can swing a game quite like Ricocheting a Violent Ultimatum or Time Stretch. You have plenty of ways to interact with permanents; it's nice to have a way to interact with the stack, too.

Wing Shards: If you keep tapping and sacrificing your own creatures, your opponent might feel pretty secure in taking some swings at you. Get him to join you on the sacrifice train with this underrated piece of removal! It can take out multiple creatures, resists countermagic, and gets around indestructible, hexproof and protection. Don't leave home without it!

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Revision 9 See all

(2 years ago)

+1 Keldon Battlewagon maybe
Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

44 - 0 Rares

24 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.67
Tokens Construct 6/12 C, Copy Clone, Heart-Piercer Manticore 4/3 W, Elemental 5/1 R, Minion X/X B
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