You wouldn’t be wrong in claiming that Bruse Tarl, Boorish Herder and Tymna the Weaver don’t have a lot of direct synergy as partner Commanders. For all their lack of direct synergy however, they both care a lot about evasion. It’s on this fundamental commonality that I built the basis of my list.
In essence, Bruse wants to smash and Tymna wants to grab. An unlikely pair of robbers just looking for the right tools to do their job.
The easiest point to explain. Bruse Tarl is our win-con and Tymna provides gas, both need to connect. Bruse wins by either Voltroning up himself and smashing hard or granting his bonus to a creature like Soltari Guerrillas equipped with a Quietus Spike.
When’s the best time to pull a big heist? When your target least expects it and is least prepared. Normally Gemstone Caverns is a pretty bad card in a multiplayer game because the card disadvantage isn’t worth the extra speed.
In our case, this disadvantage is almost erased. Partner Commanders mean you effectively start every game with 10 cards to each of your opponents 9. With a faster start, it’s fairly easy to consistently see a turn 2 Tymna followed by a Turn 3 Bruse. Playing Tymna one turn earlier means it is highly likely you recoup the card disadvantage next turn and the earlier start means Bruse is pushing damage through as fast as possible.
Hall of the Bandit Lord in the starting hand can also lead to faster starts and highlights a small sub-theme in the list. I run all the haste lands I can, as post board wipe is another opportune time to capitalise and push through combat damage for both Commanders.
3) Other sub-themes:
To circumvent Commander tax issues, we run reanimation cards like Phyrexian Reclamation and Dawn of the Dead. Both Commanders have lifelink, so popping either Commander from the graveyard to hand with Reclamation is trivial and the haste lands ensure we can swing immediately.
Both Commanders also appreciate multiple combat steps, but only those that provide an additional main phase e.g. World at War. These allow Bruse to hit hard and Tymna to double dip on her draw ability.
My current list is 95 cards. Not because I couldn’t put together a 100 card list, but because I want to leave the opportunity for people to suggest cards without having to make cuts. Cut suggestions are welcome too of course!
On the first glance, I'd recommend including more creatures. Since Tymna's ability is base on the number of opponents you attack, having a stable board would help you a lot in a multiplayer game, not to mention targets for Bruse.
Yeah, just getting more bodies on the field consistently should be great also. Like considering Gold Myr and Knight of the White Orchid instead of other rocks, etc. Having evasion is great to trigger off the player with blockers, but a lot of the time at least early on, there will also be somebody open.
Also Bitterblossom and Nether Traitor seem solid. There are also those creatures that cause opponents' creatures to come into play tapped. The "monarch" mechanic also seems like it would blend well with the evasion creatures, and the Pariah one can work nicely with Swords for the protections.
Also fyi, it is hard for Bruse to work with Swords. It looks like you'll have more creatures out to where that's not an issue, but there's that. One equip that'll probably be good with Tymna tho is Blade of Selves.
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You wouldn’t be wrong in claiming that Bruse Tarl, Boorish Herder and Tymna the Weaver don’t have a lot of direct synergy as partner Commanders. For all their lack of direct synergy however, they both care a lot about evasion. It’s on this fundamental commonality that I built the basis of my list.
In essence, Bruse wants to smash and Tymna wants to grab. An unlikely pair of robbers just looking for the right tools to do their job.
The decks goals are:
1) Evasion. Evasion and more evasion.
Hallmark cards are:
Key to the City
Dauthi Embrace
Spirit en-Dal
Explanation:
The easiest point to explain. Bruse Tarl is our win-con and Tymna provides gas, both need to connect. Bruse wins by either Voltroning up himself and smashing hard or granting his bonus to a creature like Soltari Guerrillas equipped with a Quietus Spike.
2) Lightning fast starts.
Hallmark cards are:
Mox Diamond
Gemstone Caverns
Hall of the Bandit Lord
Explanation:
When’s the best time to pull a big heist? When your target least expects it and is least prepared. Normally Gemstone Caverns is a pretty bad card in a multiplayer game because the card disadvantage isn’t worth the extra speed.
In our case, this disadvantage is almost erased. Partner Commanders mean you effectively start every game with 10 cards to each of your opponents 9. With a faster start, it’s fairly easy to consistently see a turn 2 Tymna followed by a Turn 3 Bruse. Playing Tymna one turn earlier means it is highly likely you recoup the card disadvantage next turn and the earlier start means Bruse is pushing damage through as fast as possible.
Hall of the Bandit Lord in the starting hand can also lead to faster starts and highlights a small sub-theme in the list. I run all the haste lands I can, as post board wipe is another opportune time to capitalise and push through combat damage for both Commanders.
3) Other sub-themes:
To circumvent Commander tax issues, we run reanimation cards like Phyrexian Reclamation and Dawn of the Dead. Both Commanders have lifelink, so popping either Commander from the graveyard to hand with Reclamation is trivial and the haste lands ensure we can swing immediately.
Both Commanders also appreciate multiple combat steps, but only those that provide an additional main phase e.g. World at War. These allow Bruse to hit hard and Tymna to double dip on her draw ability.
My current list is 95 cards. Not because I couldn’t put together a 100 card list, but because I want to leave the opportunity for people to suggest cards without having to make cuts. Cut suggestions are welcome too of course!
Onto the list:
1 Bruse Tarl, Boorish Herder
1 Tymna the Weaver
Buffs & Evasion:
1 Key to the City
1 Boros Charm
1 Dauthi Embrace
1 Fallen Ideal
1 Spirit en-Dal
1 Quietus Spike
1 Champion's Helm
1 Sword of Feast and Famine
1 Sword of War and Peace
1 Anger
1 Iroas, God of Victory
1 Filth
1 Lashwrithe
1 Nightmare Lash
1 Scytheclaw
1 Hatred
1 Glory
1 Herald of Torment
1 Celestial Archon
Combat steps:
1 Relentless Assault
1 World at War
1 Waves of Aggression
Disruption:
1 Vandalblast
1 Rakdos Charm
1 Stronghold Rats
1 Soltari Visionary
1 Vindicate
1 Anguished Unmaking
1 Soltari Guerrillas
1 Utter End
1 Order // Chaos
1 Merciless Eviction
1 Austere Command
1 Phyrexian Reclamation
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Malevolent Awakening
1 Xiahou Dun, the One-Eyed
1 Dawn of the Dead
Tutors:
1 Entomb
1 Vampiric Tutor
1 Demonic Tutor
1 Stoneforge Mystic
1 Dimir House Guard
1 Sidisi, Undead Vizier
1 Godo, Bandit Warlord
Ramp:
1 Chrome Mox
1 Mox Diamond
1 Mox Opal
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Rakdos Signet
1 Boros Signet
1 Orzhov Signet
Lands:
1 Command Tower
1 Badlands
1 Plateau
1 Scrubland
1 Blood Crypt
1 Sacred Foundry
1 Godless Shrine
1 Bloodstained Mire
1 Arid Mesa
1 Marsh Flats
1 Graven Cairns
1 Rugged Prairie
1 Fetid Heath
1 Smoldering Marsh
1 Battlefield Forge
1 Caves of Koilos
1 Urborg, Tomb of Yawgmoth
1 Bojuka Bog
1 Flamekin Village
1 Mistveil Plains
1 Phyrexian Tower
1 Gemstone Caverns
1 Ancient Tomb
1 Vault of the Archangel
1 Slayers' Stronghold
1 Hanweir Battlements
1 Hall of the Bandit Lord
1 Rogue's Passage
1 Strip Mine
1 Command Beacon
1 Homeward Path
3 Swamp
2 Plains
2 Mountain
Cards I'm considering:
Eidolons provide buffs to Bruse and bodies for equipment/Tymna if Bruse dies and are easily recurred and re-used.
Notable Eidolons are:
Draw and recursion:
All quality cards. Vulturous Aven is gross with Dawn of the Dead and is a evasive body. Flamerush Rider provies multiple attacking bodies and works surprisingly well with Bruse Tarl, Boorish Herder.
Removal
Removal with bodies.
Planeswalkers:
Body producers:
Protection:
RW Kalemne, Disciple of Iroas
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Also Bitterblossom and Nether Traitor seem solid. There are also those creatures that cause opponents' creatures to come into play tapped. The "monarch" mechanic also seems like it would blend well with the evasion creatures, and the Pariah one can work nicely with Swords for the protections.
Also fyi, it is hard for Bruse to work with Swords. It looks like you'll have more creatures out to where that's not an issue, but there's that. One equip that'll probably be good with Tymna tho is Blade of Selves.