The Breya color scheme is very powerful, but I didn't want to play Breya since someone else at my store plays her and I wanted to challenge myself as a builder. Since I had decided on a color identity, I was left with few choices.
Why Silas and Bruse?
Silas Renn, Seeker Adept is very powerful on its own. Being able to recur an artifact every turn, even if it's a Lotus Petal, amounts to serious advantage. I knew I wanted to be playing this card.
Akiri, Line-Slinger looks like it works with Silas because Silas pumps her, but Akiri literally does nothing. It's a 2/3 or 3/3 for 2 mana in a multiplayer 40-life format, and it doesn't assist Silas in any way.
Bruse Tarl, Boorish Herder works very well with Silas since he allows Silas to cast two artifacts from the graveyard every turn. He's also an incredibly fast clock on his own, and after playing a few games, he quickly became the commander the deck was built around. Silas still has his toys, but Bruse can steal games by himself on turn 4.
I wanted card advantage in the command zone, and the other option for this color combination that grants me card advantage (Tymna the Weaver/Kraum, Ludevic's Opus) didn't seem cohesive like the Bruse / Silas pair.
About the Deck
My Ezuri, Claw of Progress deck is considered the "final boss" of my store's playgroup, and I wanted something that could keep pace with it. I looked into possible combos that worked with these commanders and decided on the bomberman combo (Auriok Salvagers/Lion's Eye Diamond/Pyrite Spellbomb) since the pieces are relatively easy to tutor and it can go off within the first few turns. The artifacts are safe to loot away because Silas can recur them as needed.
Bruse is the other win condition, and smashing with him has netted at least half of my wins. I built the deck to take advantage of Bruse's double strike trigger, adding cards like Destructive Urge for disruption while I assemble my combo. Sword of Feast and Famine and O-Naginata speed up the clock Bruse provides and make blocking difficult.
This deck is very fast. You should be comboing off or killing one of your opponents on turn 5 at the absolute latest unless you've been forced to be reactive. If that's the case, the deck's game plan shifts away from Bruse beats to assembling and protecting its combo. This deck is able to be reactive and has plenty of spot removal, but it's designed to get under its opponents. Long games are not this deck's forte.
How to Play
You should spend your first turn tutoring for Mana Crypt and your second turn casting Bruse unless you'll be able to combo off in the next couple turns. Turn two Bruse into turn three Destructive Urge ends a lot of games, so sequence your spells in such a way that Bruse will be able to get in unchecked. Don't hesitate. You're trying to be the proactive deck; if Bruse gets killed, fall back to the combo unless recasting him would apply more pressure.
Silas normally doesn't need double strike since it's unlikely you'll care about some of the artifacts in your graveyard. Always give Bruse double strike to threaten your opponents with commander damage. Cards like Faithless Looting and Entomb are included to improve card selection for Silas.
The first equipment you tutor should be Sword of Feast and Famine. This is one of the most important cards in the deck, allowing you to cast more spells and shred opponents' hands.
Don't hold onto Pyrite Spellbomb - it's fine in the graveyard. Use it to draw or burn something as needed; once you have infinite mana from Auriok Salvagers + Lion's Eye Diamond, you'll be able to recur it infinitely anyway.
Strengths & Weaknesses
This deck is FAST. You won't realize it until you're killing someone with commander damage from Bruse on turn 4 or comboing off as early as turn 2, but this deck will get under a lot of people.
This deck is not entirely reliant on its commanders either. It performs best when both are on the battlefield, but generally you can ride one or the other to victory - or neither, if you push for the combo.
This deck is weak to mass artifact destruction, Wildfire effects, and walls of countermagic. Silas can help fight through counters to an extent, but he's fragile and returns to the command zone often.
This deck hasn't reached its final form yet, but it's solid right now. It's quite powerful, fast, and consistent. Plenty of changes will be coming but I'm liking how strong it is already. Its fastest kill so far was turn 2.
Mainly looking to test mass LD (Armageddon/Ravages of War) and a few one-shot Bruse pumps like Invigorated Rampage and Hatred. I'd rather cheese the game out than keep some of the grindier stuff in the deck.
This is the multiplayer version. It will kill one player in the first few turns, then handle the other player(s) with the combo if Bruse isn't able to get the job done. I wouldn't recommend this for large tables (5 or more players) but it can handle 3 opponents pretty well.
List updated. All Saboteur creatures removed so the deck focuses solely on the commanders (RIP Dragonlord Ojutai, you're the only one I will miss.) Added some one-shot kills with Bruse (Hatred/Unspeakable Symbol), changed the equipment package a bit, and put in Armageddon for when I untap with Bruse but need a couple turns to end the game.
As for results, there have been a lot more turn 3 player eliminations lately, and I don't play against low-power decks. The bomberman combo is still present and occasionally takes games, but Bruse now accounts for over half of my kills.
I was thinking for Lighting Greaves if Bruse comes into play you can give him haste for the first turn and still target himself because it's an etb trigger right?
It works for the first turn, but then he will have shroud after that, which is a no-go. I don't cast Silas enough or have enough other creatures to detach the greaves.
Why Silas and Bruse?
Silas Renn, Seeker Adept is very powerful on its own. Being able to recur an artifact every turn, even if it's a Lotus Petal, amounts to serious advantage. I knew I wanted to be playing this card.
Akiri, Line-Slinger looks like it works with Silas because Silas pumps her, but Akiri literally does nothing. It's a 2/3 or 3/3 for 2 mana in a multiplayer 40-life format, and it doesn't assist Silas in any way.
Bruse Tarl, Boorish Herder works very well with Silas since he allows Silas to cast two artifacts from the graveyard every turn. He's also an incredibly fast clock on his own, and after playing a few games, he quickly became the commander the deck was built around. Silas still has his toys, but Bruse can steal games by himself on turn 4.
I wanted card advantage in the command zone, and the other option for this color combination that grants me card advantage (Tymna the Weaver/Kraum, Ludevic's Opus) didn't seem cohesive like the Bruse / Silas pair.
About the Deck
My Ezuri, Claw of Progress deck is considered the "final boss" of my store's playgroup, and I wanted something that could keep pace with it. I looked into possible combos that worked with these commanders and decided on the bomberman combo (Auriok Salvagers/Lion's Eye Diamond/Pyrite Spellbomb) since the pieces are relatively easy to tutor and it can go off within the first few turns. The artifacts are safe to loot away because Silas can recur them as needed.
Bruse is the other win condition, and smashing with him has netted at least half of my wins. I built the deck to take advantage of Bruse's double strike trigger, adding cards like Destructive Urge for disruption while I assemble my combo. Sword of Feast and Famine and O-Naginata speed up the clock Bruse provides and make blocking difficult.
This deck is very fast. You should be comboing off or killing one of your opponents on turn 5 at the absolute latest unless you've been forced to be reactive. If that's the case, the deck's game plan shifts away from Bruse beats to assembling and protecting its combo. This deck is able to be reactive and has plenty of spot removal, but it's designed to get under its opponents. Long games are not this deck's forte.
How to Play
You should spend your first turn tutoring for Mana Crypt and your second turn casting Bruse unless you'll be able to combo off in the next couple turns. Turn two Bruse into turn three Destructive Urge ends a lot of games, so sequence your spells in such a way that Bruse will be able to get in unchecked. Don't hesitate. You're trying to be the proactive deck; if Bruse gets killed, fall back to the combo unless recasting him would apply more pressure.
Silas normally doesn't need double strike since it's unlikely you'll care about some of the artifacts in your graveyard. Always give Bruse double strike to threaten your opponents with commander damage. Cards like Faithless Looting and Entomb are included to improve card selection for Silas.
The first equipment you tutor should be Sword of Feast and Famine. This is one of the most important cards in the deck, allowing you to cast more spells and shred opponents' hands.
Don't hold onto Pyrite Spellbomb - it's fine in the graveyard. Use it to draw or burn something as needed; once you have infinite mana from Auriok Salvagers + Lion's Eye Diamond, you'll be able to recur it infinitely anyway.
Strengths & Weaknesses
This deck is FAST. You won't realize it until you're killing someone with commander damage from Bruse on turn 4 or comboing off as early as turn 2, but this deck will get under a lot of people.
This deck is not entirely reliant on its commanders either. It performs best when both are on the battlefield, but generally you can ride one or the other to victory - or neither, if you push for the combo.
This deck is weak to mass artifact destruction, Wildfire effects, and walls of countermagic. Silas can help fight through counters to an extent, but he's fragile and returns to the command zone often.
The Deck
1x Bruse Tarl, Boorish Herder
1x Silas Renn, Seeker Adept
Combo
1x Aether Spellbomb
1x Auriok Salvagers
1x Lion's Eye Diamond
1x Pyrite Spellbomb
1x Nihil Spellbomb
Card Draw
1x Dack Fayden
1x Faithless Looting
1x Mishra's Bauble
1x Mystic Remora
1x Painful Truths
1x Treasure Cruise
1x Urza's Bauble
Combo Tutoring
1x Artificer's Intuition
1x Clutch of the Undercity
1x Demonic Tutor
1x Enlightened Tutor
1x Entomb
1x Gamble
1x Imperial Recruiter
1x Imperial Seal
1x Nahiri, the Harbinger
1x Tezzeret the Seeker
1x Transmute Artifact
1x Trinket Mage
1x Vampiric Tutor
Equipment, Auras, and Equipment Tutors
1x Curious Obsession
1x Destructive Urge
1x O-Naginata
1x Steelshaper's Gift
1x Stoneforge Mystic
1x Sunforger
1x Sword of Feast and Famine
1x Umezawa's Jitte
1x Hatred
1x Invigorated Rampage
1x Seize the Day
1x Unspeakable Symbol
Protection & Recursion
1x Animate Dead
1x Mother of Runes
Acceleration
1x Azorius Signet
1x Boros Signet
1x Chrome Mox
1x Dimir Signet
1x Izzet Signet
1x Lotus Petal
1x Mana Crypt
1x Mana Vault
1x Mox Diamond
1x Orzhov Signet
1x Sol Ring
Disruption
1x Abrade
1x Armageddon
1x Crackling Doom
1x Dispel
1x Fire Covenant
1x Fragmentize
1x Izzet Charm
1x Negate
1x Pact of Negation
1x Path to Exile
1x Phyrexian Purge
1x Red Elemental Blast
1x Spell Pierce
1x Swan Song
1x Swords to Plowshares
1x Vandalblast
1x Wear // Tear
1x Arid Mesa
1x Badlands
1x Blood Crypt
1x Bloodstained Mire
1x Cavern of Souls
1x City of Brass
1x Command Tower
1x Flooded Strand
1x Godless Shrine
2x Island
1x Mana Confluence
1x Marsh Flats
1x Misty Rainforest
1x Mountain
1x Plains
1x Plateau
1x Polluted Delta
1x Sacred Foundry
1x Scalding Tarn
1x Scrubland
1x Shizo, Death's Storehouse
1x Spire of Industry
1x Steam Vents
1x Swamp
1x Tundra
1x Underground Sea
1x Volcanic Island
1x Watery Grave
1x Windswept Heath
1x Wooded Foothills
This deck hasn't reached its final form yet, but it's solid right now. It's quite powerful, fast, and consistent. Plenty of changes will be coming but I'm liking how strong it is already. Its fastest kill so far was turn 2.
Check out my competitive Ezuri, Claw of Progress primer!
Check out my competitive Ezuri, Claw of Progress primer!
Check out my competitive Ezuri, Claw of Progress primer!
Check out my competitive Ezuri, Claw of Progress primer!
As for results, there have been a lot more turn 3 player eliminations lately, and I don't play against low-power decks. The bomberman combo is still present and occasionally takes games, but Bruse now accounts for over half of my kills.
Check out my competitive Ezuri, Claw of Progress primer!
Check out my competitive Ezuri, Claw of Progress primer!
Check out my competitive Ezuri, Claw of Progress primer!