As I stated earlier, you have too many chumps to warrant inclusion in the deck. They take up space for cards that could be answers in situations like yours. If you were to also pump your commander or give it infect, you could be able to win the game quicker as well instead of just holding opponents back from attacking you for fear of losing their creatures. Besides, you should be forcing them to attack or block anyways which is the other half of the strategy. You don't have that many enchantments so I would straight up run cards that destroy all enchantments as a ways to get rid of annoying boardstates. You could use cards like Cleanfall, Cleansing Meditation, Paraselene, Patrician's Scorn, and Tempest of Light to straight up get rid of enchantments from the face of the earth.
I feel like your deck should be more control and less aggro. The concept of manipulating and controlling attack and defense already seems like a great core for control. It's difficult to ramp and draw in a white deck but there are ways around that. You can still keep your average CMC relatively low and still pull this off. Controlling the board long enough while pumping and protecting your commander means eventually winning by commander damage. I feel that you should consider that option. From what you described, had you been able to just attack your opponents a couple of times you could've won the match. You could have one googol of life but 21 points of commander damage means game over.
Daily Regimen is a good aura for your commander because you can pump up before your turn whenever the game is in a lull or when you have a tight presence with Brigid. With all the life gain possible in the deck, running Sunbond on Brigid is another ridiculous way to pump her up for entering the red zone. I know it's not the main focus of the deck, but I'm just throwing ideas by you to see what you like and what you feel could be worth testing. I would also add Blade of the Bloodchief because when Brigid is clearing house, she can potentially become immensely huge.
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The best two are probably Aura of Silence and Return to Dust for the pin point removal most definitely. I am debating on mass wipe versus a few targeted removal options. I'm probably going to remove the low impact creatures to make room for some more answers I need as the cuts for these. Thanks for the ideas, Seal of Cleansing would be better over Dispeller's Capsule almost all the time unless artifacts are a primary theme. Here it wouldn't add much except to metalcraft on occasion.
As I stated earlier, you have too many chumps to warrant inclusion in the deck. They take up space for cards that could be answers in situations like yours. If you were to also pump your commander or give it infect, you could be able to win the game quicker as well instead of just holding opponents back from attacking you for fear of losing their creatures. Besides, you should be forcing them to attack or block anyways which is the other half of the strategy. You don't have that many enchantments so I would straight up run cards that destroy all enchantments as a ways to get rid of annoying boardstates. You could use cards like Cleanfall, Cleansing Meditation, Paraselene, Patrician's Scorn, and Tempest of Light to straight up get rid of enchantments from the face of the earth.
I feel like your deck should be more control and less aggro. The concept of manipulating and controlling attack and defense already seems like a great core for control. It's difficult to ramp and draw in a white deck but there are ways around that. You can still keep your average CMC relatively low and still pull this off. Controlling the board long enough while pumping and protecting your commander means eventually winning by commander damage. I feel that you should consider that option. From what you described, had you been able to just attack your opponents a couple of times you could've won the match. You could have one googol of life but 21 points of commander damage means game over.
Daily Regimen is a good aura for your commander because you can pump up before your turn whenever the game is in a lull or when you have a tight presence with Brigid. With all the life gain possible in the deck, running Sunbond on Brigid is another ridiculous way to pump her up for entering the red zone. I know it's not the main focus of the deck, but I'm just throwing ideas by you to see what you like and what you feel could be worth testing. I would also add Blade of the Bloodchief because when Brigid is clearing house, she can potentially become immensely huge.
Very true on the lands. I thought I had Kor Haven in the list but that was on oversight on my part. It will be added in along with Mystifying Maze and possibly Maze of Ith. Only downside to Maze of Ith is it doesn't tap for mana and I may need to up my mana sources a bit for that.
I like the idea of mass wiping enchantments. I don't need too many artifact answers since it will hinder me too much. I agree that the low impact chumps are probably going to have to go to make this change and it should open the deck's flexibility more. I will most likely try out Cleansing Meditation, Paraselene, or Patrician's Scorn to fit this role. They have added benefits to them over the other two.
Maybe so on the control elements of the deck. I am very used to that playstyle and she is able to do it well. This may have to take a shift in a new direction. What I will look at are the aggro pieces that are strictly taking up too much space for too little gain and remove them for more control elements. This will most likely include a few other options for forcing my opponent to attack as you mentioned before.
The lifegain, is very minimal in the deck and dedicating a slot to lifegain feels it may be wasted. I can grab a lifelink piece pretty easily but finding them will be the key and at the right time. Blade of the Bloodchief has moved up on my list of inclusions and the same for Grafted Exoskeleton. If Brigid can control the game long enough, she definitely can go voltron and pull it around in my favor.
I wouldn't cut Neko-Te since it makes creatures not untap during an opponent's untap step. Tapped creatures means no blockers. Also, tapped creatures can't use any abilities that require tapping .
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I wouldn't cut Neko-Te since it makes creatures not untap during an opponent's untap step. Tapped creatures means no blockers. Also, tapped creatures can't use any abilities that require tapping .
The only reason Neko-Te made that list, is during the first game I had it out on the field and I rarely equipped it due to always having a better option than just tapping the creature. I had deathtouch at one point and Sword of Kaldra at another. It can still be very useful, I'm just wondering if the other equipment will just be doing more especially if I draw or tutor for one of them. I will be leaving it in for now and get more testing in to see if it is something that needs to be changed before I commit to removing it.
I wouldn't cut Neko-Te since it makes creatures not untap during an opponent's untap step. Tapped creatures means no blockers. Also, tapped creatures can't use any abilities that require tapping .
The only reason Neko-Te made that list, is during the first game I had it out on the field and I rarely equipped it due to always having a better option than just tapping the creature. I had deathtouch at one point and Sword of Kaldra at another. It can still be very useful, I'm just wondering if the other equipment will just be doing more especially if I draw or tutor for one of them. I will be leaving it in for now and get more testing in to see if it is something that needs to be changed before I commit to removing it.
thats a good point... originally i thought this was kinda crazy with the commander, but with deathtouch and others whats the point? i can see it getting cut for something else now
The only reason Neko-Te made that list, is during the first game I had it out on the field and I rarely equipped it due to always having a better option than just tapping the creature. I had deathtouch at one point and Sword of Kaldra at another. It can still be very useful, I'm just wondering if the other equipment will just be doing more especially if I draw or tutor for one of them. I will be leaving it in for now and get more testing in to see if it is something that needs to be changed before I commit to removing it.
thats a good point... originally i thought this was kinda crazy with the commander, but with deathtouch and others whats the point? i can see it getting cut for something else now
That is true, the only innate creature is a gone creatures. I guess it could probably be cut for something better.
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I got a game in this weekend and it went very well outside of it being a 3 hour game. It took some grueling effort but Brigid came out on top of it. I played against a Venser, Shaper Savant and Prime Speaker Zegana decks. There was a lot of bouncing going on and keeping Brigid on the field was a task in itself. However, she was able to keep the Zegana player in check and destroyed and exiled many of its creatures throughout the game. I am going to go over the cards that really pulled the game in my favor.
Sword of Kaldra: it was the corner stone of everything that happened and kept the game in check. Brigid took out a field full of creatures with it and when she was not present, my other creatures threatened the board. Shield of Kaldra: this saved my sword and Helm of Kaldra after a well timed tutor for it once an oblivion stone landed but was unable to be activated immediately. So my three equipment were on board with protection. This also led to Kaldra being formed giving me a 9/9 beater that really couldn't be dealt with. Gideon Jura: he did very well in the deck and forced three attacks before dying but Brigid did get bounced before she had a chance to deal with the attackers. Kor Outfitter: he really surprised me and since the board kept getting bounced, I got a lot of mileage out of him with auto equipping Sword of Kaldra. Brimaz, King of Oreskos and Hero of Bladehold: both of them put a lot of value into play that ultimately gave me enough power with the Kaldra legend and the tokens getting buffed to finish the game out. It took a little build up with all the bouncing but it finally payed off. Elesh Norn, Grand Cenobite: of course she is good in most decks and I decided to slot her in over Akroma and she buffed the tokens and kaldra enough to finish off the Zegana player at the end. She will probably be a permanent change replacing Akroma's slot.
I am very pleased with how she performed and I will update the OP with the changes I made considering everything that worked in my favor this game. I am definitely considering cutting Neko-Te, Odric, Lunarch Marshal, and Akroma, Angel of Wrath at this point since they were not really relevant in playtesting. Odric has very few cards that he can work with now, Neko-Te seems to fall short of what I need outside of the deathtouch and Sword of Kaldra just doing more with Brigid, and Akroma is too intensive where Elesh Norn finished the game for me and Akroma probably would not have gotten me there. I'll keep updating changes to the list and any other suggestions are welcome.
I'm glad you were able to see how powerful it is to force enemies to attack you. Being able to get a win over two top tier generals (in U, no less!) with a casual and unassuming monoW general in no easy feat. I'm glad you've been able to get some serious testing done with. I'm also glad the changes have been for the best. Forcing blocks should be another thing to consider since you can force blocks in your turn and wipe one player's board while instigating an attack on their turn, meaning that in one whole round when you become active player again, you should've effectively wiped the board.
Since Brigid games may tend to be long because it is control, I suggest you cut Neko-Te for Breaker of Armies. Again, it's a huge creature that forces all creatures able to block it to block it. Worst case scenario is that you're at least taking out some key creatures an opponent may have. Best case scenario you're clearing away all blockers with Brigid.
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I'm glad you were able to see how powerful it is to force enemies to attack you. Being able to get a win over two top tier generals (in U, no less!) with a casual and unassuming monoW general in no easy feat. I'm glad you've been able to get some serious testing done with. I'm also glad the changes have been for the best. Forcing blocks should be another thing to consider since you can force blocks in your turn and wipe one player's board while instigating an attack on their turn, meaning that in one whole round when you become active player again, you should've effectively wiped the board.
Since Brigid games may tend to be long because it is control, I suggest you cut Neko-Te for Breaker of Armies. Again, it's a huge creature that forces all creatures able to block it to block it. Worst case scenario is that you're at least taking out some key creatures an opponent may have. Best case scenario you're clearing away all blockers with Brigid.
That's a good call for Breaker of Armies. Nemesis Mask has helped since I added it so I will make the change to Breaker of Armies to add more of that in.
Also, I am going to go ahead and make the following changes. Knight of Meadowgrain is very ineffective at this point and Commander Eesha is about the same although slightly more useful. Paraselene is being added due to its extra life gain bonus and an enchantment wipe will not hurt me much. There have been a few games where the board was filled with too many enchantments.
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I had the same thought going back through the suggestions when I read this. I updated to add Cleansing Meditation for the added threshold benefit if it happens. Thanks for the many great ideas DementedKirby.
I had the same thought going back through the suggestions when I read this. I updated to add Cleansing Meditation for the added threshold benefit if it happens. Thanks for the many great ideas DementedKirby.
Sure, like I said, I'm always interested in obscure, unassuming generals becoming broken
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I believe I need one or two exile artifact/enchantment hate cards. I played a game with her this past weekend and Purphoros, God of the Forge got out of hand and won the game with Animar out. Similar issues with Thassa, God of the Sea and her unblockable issues, although if Brigid is out I can snipe the creature. But I feel like it wouldn't hurt to have one or two options in here. I am looking at Return to Dust and Fate Forgotten for targeted exile. What do you guys think? Are there better options? All is Dust can replace a wipe I already have possibly as well. I'd prefer instant options but if not that is fine also.
Return to Dust has the added bonus of exiling an additional enchantment or artifact. When it's gonna matter to use it is gonna be midgame anyways when you'll have the available mana to use it.
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I'm probably going to end up running fewer creatures to add more virtual card advantage like Tithe, Land Tax, Scroll Rack, etc.
Also Thousand-Year Elixir is almost a given. And I think I like Angel's Trumpet over Oracle En-Vec. The trumpet being a little harder to remove and gives Brigid (and everything else) vigilance. Thanks for this thread it's given me a great launching point.
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What I don't like about Angel's Trumpet is that it forces you to attack as well. And if you don't you don't have any blockers and would have to tap down Brigid, meaning you won't be able to use her attack. It also lends to opponents having the choice of not attacking and then not having any blockers due to them being tapped. So basically, Angel's Trumpet denies you attacking and defending targets to use Brigid's ability. Oracle en-Vec is better than Angel's Trumpet because it gives the opponents a tougher decision because their creatures will die whether they attack or not. Sure, Oracle en-Vec is susceptible to removal because it's a creature. By that logic you may as well not run any creature in any deck, lol. However, my major point is that Angel's Trumpet takes targets away from Brigid.
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I do agree with DementedKirby on Angel's Trumpet. The fact that it denies attackers and blockers makes Brigid a lot less effective. Brigid has surprised some opponents in the effectiveness to keep the board under control to the point where they almost fear her. I believe my plan has worked. Most decks that rely on their commander to win have a hard time with her especially with the forced blocking equips or with other forced to block cards. I have been able to keep commanders such as Titania, Protector of Argoth, The Gitrog Monster, and Omnath, Locus of Rage off the board for extensive periods of time. Hope you have fun finding fun and interesting ways to use her and let me know how she turns out!
Exactly right; I've found that you need to force attacks and blocks in order to make better use of Brigid's ability. Hopefully some more cards that do just that will be printed in the future.
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I do agree with DementedKirby on Angel's Trumpet. The fact that it denies attackers and blockers makes Brigid a lot less effective. Brigid has surprised some opponents in the effectiveness to keep the board under control to the point where they almost fear her. I believe my plan has worked. Most decks that rely on their commander to win have a hard time with her especially with the forced blocking equips or with other forced to block cards. I have been able to keep commanders such as Titania, Protector of Argoth, The Gitrog Monster, and Omnath, Locus of Rage off the board for extensive periods of time. Hope you have fun finding fun and interesting ways to use her and let me know how she turns out!
Yeah, but in certain(Deathtouch)situations, it helps drive through damage on a stalled board. She has FS, so without shenanigans, she'd kill her blocker. Depending on what you have attacking and what they are blocking with, you are still controlling the battlefield. It's a "damned if you do, damned if you don't" scenario. Your obviously trying to win in the red-zone. Angels Trumpet combined with your equipment cache should really help you close out games.
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As I stated earlier, you have too many chumps to warrant inclusion in the deck. They take up space for cards that could be answers in situations like yours. If you were to also pump your commander or give it infect, you could be able to win the game quicker as well instead of just holding opponents back from attacking you for fear of losing their creatures. Besides, you should be forcing them to attack or block anyways which is the other half of the strategy. You don't have that many enchantments so I would straight up run cards that destroy all enchantments as a ways to get rid of annoying boardstates. You could use cards like Cleanfall, Cleansing Meditation, Paraselene, Patrician's Scorn, and Tempest of Light to straight up get rid of enchantments from the face of the earth.
I feel like your deck should be more control and less aggro. The concept of manipulating and controlling attack and defense already seems like a great core for control. It's difficult to ramp and draw in a white deck but there are ways around that. You can still keep your average CMC relatively low and still pull this off. Controlling the board long enough while pumping and protecting your commander means eventually winning by commander damage. I feel that you should consider that option. From what you described, had you been able to just attack your opponents a couple of times you could've won the match. You could have one googol of life but 21 points of commander damage means game over.
Daily Regimen is a good aura for your commander because you can pump up before your turn whenever the game is in a lull or when you have a tight presence with Brigid. With all the life gain possible in the deck, running Sunbond on Brigid is another ridiculous way to pump her up for entering the red zone. I know it's not the main focus of the deck, but I'm just throwing ideas by you to see what you like and what you feel could be worth testing. I would also add Blade of the Bloodchief because when Brigid is clearing house, she can potentially become immensely huge.
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The best two are probably Aura of Silence and Return to Dust for the pin point removal most definitely. I am debating on mass wipe versus a few targeted removal options. I'm probably going to remove the low impact creatures to make room for some more answers I need as the cuts for these. Thanks for the ideas, Seal of Cleansing would be better over Dispeller's Capsule almost all the time unless artifacts are a primary theme. Here it wouldn't add much except to metalcraft on occasion.
Very true on the lands. I thought I had Kor Haven in the list but that was on oversight on my part. It will be added in along with Mystifying Maze and possibly Maze of Ith. Only downside to Maze of Ith is it doesn't tap for mana and I may need to up my mana sources a bit for that.
I like the idea of mass wiping enchantments. I don't need too many artifact answers since it will hinder me too much. I agree that the low impact chumps are probably going to have to go to make this change and it should open the deck's flexibility more. I will most likely try out Cleansing Meditation, Paraselene, or Patrician's Scorn to fit this role. They have added benefits to them over the other two.
Maybe so on the control elements of the deck. I am very used to that playstyle and she is able to do it well. This may have to take a shift in a new direction. What I will look at are the aggro pieces that are strictly taking up too much space for too little gain and remove them for more control elements. This will most likely include a few other options for forcing my opponent to attack as you mentioned before.
The lifegain, is very minimal in the deck and dedicating a slot to lifegain feels it may be wasted. I can grab a lifelink piece pretty easily but finding them will be the key and at the right time. Blade of the Bloodchief has moved up on my list of inclusions and the same for Grafted Exoskeleton. If Brigid can control the game long enough, she definitely can go voltron and pull it around in my favor.
Currently on the chopping block are:
Thank you both for the great suggestions. I will analyze the deck very closely to find ways to give it the support it needs.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
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The only reason Neko-Te made that list, is during the first game I had it out on the field and I rarely equipped it due to always having a better option than just tapping the creature. I had deathtouch at one point and Sword of Kaldra at another. It can still be very useful, I'm just wondering if the other equipment will just be doing more especially if I draw or tutor for one of them. I will be leaving it in for now and get more testing in to see if it is something that needs to be changed before I commit to removing it.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
thats a good point... originally i thought this was kinda crazy with the commander, but with deathtouch and others whats the point? i can see it getting cut for something else now
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That is true, the only innate creature is a gone creatures. I guess it could probably be cut for something better.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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I got a game in this weekend and it went very well outside of it being a 3 hour game. It took some grueling effort but Brigid came out on top of it. I played against a Venser, Shaper Savant and Prime Speaker Zegana decks. There was a lot of bouncing going on and keeping Brigid on the field was a task in itself. However, she was able to keep the Zegana player in check and destroyed and exiled many of its creatures throughout the game. I am going to go over the cards that really pulled the game in my favor.
Sword of Kaldra: it was the corner stone of everything that happened and kept the game in check. Brigid took out a field full of creatures with it and when she was not present, my other creatures threatened the board.
Shield of Kaldra: this saved my sword and Helm of Kaldra after a well timed tutor for it once an oblivion stone landed but was unable to be activated immediately. So my three equipment were on board with protection. This also led to Kaldra being formed giving me a 9/9 beater that really couldn't be dealt with.
Gideon Jura: he did very well in the deck and forced three attacks before dying but Brigid did get bounced before she had a chance to deal with the attackers.
Kor Outfitter: he really surprised me and since the board kept getting bounced, I got a lot of mileage out of him with auto equipping Sword of Kaldra.
Brimaz, King of Oreskos and Hero of Bladehold: both of them put a lot of value into play that ultimately gave me enough power with the Kaldra legend and the tokens getting buffed to finish the game out. It took a little build up with all the bouncing but it finally payed off.
Elesh Norn, Grand Cenobite: of course she is good in most decks and I decided to slot her in over Akroma and she buffed the tokens and kaldra enough to finish off the Zegana player at the end. She will probably be a permanent change replacing Akroma's slot.
I am very pleased with how she performed and I will update the OP with the changes I made considering everything that worked in my favor this game. I am definitely considering cutting Neko-Te, Odric, Lunarch Marshal, and Akroma, Angel of Wrath at this point since they were not really relevant in playtesting. Odric has very few cards that he can work with now, Neko-Te seems to fall short of what I need outside of the deathtouch and Sword of Kaldra just doing more with Brigid, and Akroma is too intensive where Elesh Norn finished the game for me and Akroma probably would not have gotten me there. I'll keep updating changes to the list and any other suggestions are welcome.
Out
- Akroma, Angel of Wrath
- Odric, Lunarch Marshal
In
+ Elesh Norn, Grand Cenobite
+ Blade of the Bloodchief
When I find a card to replace Neko-Te with, I will add it to the list.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
Since Brigid games may tend to be long because it is control, I suggest you cut Neko-Te for Breaker of Armies. Again, it's a huge creature that forces all creatures able to block it to block it. Worst case scenario is that you're at least taking out some key creatures an opponent may have. Best case scenario you're clearing away all blockers with Brigid.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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That's a good call for Breaker of Armies. Nemesis Mask has helped since I added it so I will make the change to Breaker of Armies to add more of that in.
Also, I am going to go ahead and make the following changes. Knight of Meadowgrain is very ineffective at this point and Commander Eesha is about the same although slightly more useful. Paraselene is being added due to its extra life gain bonus and an enchantment wipe will not hurt me much. There have been a few games where the board was filled with too many enchantments.
Out
- Neko-Te
- Knight of Meadowgrain
- Commander Eesha
In
+ Breaker of Armies
+ Paraselene
+ Cleansing Meditation
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
Sure, like I said, I'm always interested in obscure, unassuming generals becoming broken
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I'm probably going to end up running fewer creatures to add more virtual card advantage like Tithe, Land Tax, Scroll Rack, etc.
Also Thousand-Year Elixir is almost a given. And I think I like Angel's Trumpet over Oracle En-Vec. The trumpet being a little harder to remove and gives Brigid (and everything else) vigilance. Thanks for this thread it's given me a great launching point.
EDH: -UG Ezuri-UGZegana-BRMogis-WUBRGRamos-WBREdgar-URLocust God-WUBRBreya-BMacar-WUBrago-WEvra-
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I do agree with DementedKirby on Angel's Trumpet. The fact that it denies attackers and blockers makes Brigid a lot less effective. Brigid has surprised some opponents in the effectiveness to keep the board under control to the point where they almost fear her. I believe my plan has worked. Most decks that rely on their commander to win have a hard time with her especially with the forced blocking equips or with other forced to block cards. I have been able to keep commanders such as Titania, Protector of Argoth, The Gitrog Monster, and Omnath, Locus of Rage off the board for extensive periods of time. Hope you have fun finding fun and interesting ways to use her and let me know how she turns out!
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Yeah, but in certain(Deathtouch)situations, it helps drive through damage on a stalled board. She has FS, so without shenanigans, she'd kill her blocker. Depending on what you have attacking and what they are blocking with, you are still controlling the battlefield. It's a "damned if you do, damned if you don't" scenario. Your obviously trying to win in the red-zone. Angels Trumpet combined with your equipment cache should really help you close out games.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Also, this deck is awesome!
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