I was running a Brudiclad list for a while before getting pretty bored but that might have been a symptom of my mis-evaluating what kind of deck Brudiclad is. I was thinking oh tokens this is gonna be a swarmy Timmy deck! I was very wrong Brudiclad has definitely more of a combo feel to him. Not only that but I found it to be incredibly hard if not impossible to build a functioning 70% list. I think the reason for this is that the things that for Brudiclad to actually win the game he HAS to win the turn that you cast him for two reasons. One because you have already dedicated a large amount of resources to the board and you will most likely be really blown out from a board wipe. The second reason is similar, Brudy costs 6 to cast and you need to have a good board state to play him into so casting him for 8 is a lot harder to do especially if you need to do something else that turn as well. All of this together means that for you to win ANY games you have to build the most powerful synergies you can with him. This is what leads to the deck being relatively boring because you basically always win the sameish way and it becomes basically can you deal with Brudiclad before combat? No? I win. Yes? I lose.
I know it's not on your discard/recursion theme but it's hard not to recommend Villainous Wealth to anyone building a sultai deck especially if you are building budget because it's like thirty cents.
Mantle of Cromat3
Artifact - Equipment (R)
Whenever equipped creature attacks add mana equal to the equipped creature's mana cost.
Equip 2 "How did it even wear this thing?" - Gerrard Capashen
Curse of Ignorance2WU
Enchantment - Aura Curse (R)
Flash
Enchant player
When ~ enters the battlefield exile all historic spells from the stack.
Enchanted player can't cast historic spells. Those who don't remember their history are doomed to repeat it.
Avatar of Despair7
Legendary Creature - Avatar(M)
If ~ is in your command zone at the beginning of the game, or when it enters the battlefield choose a color. ~ Is the chosen color.
At the beginning of your upkeep Each player sacrifices all permanents that are any color other than the chosen color. "Despair knows no color or creed and comes to all who suffer loss in war." - Gaddock Teeg
5/5
Is the wording weird on the text in the beginning?
Malevolent Parasite2UB
Creature - Ooze (R)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Morph UB
When ~ is turned face up distribute two -1/-1 counters among up to two target creatures.
3/3
Will and Rowan Kenrith needed specific text to be commanders, additionally, if partner gave commander status on its own, all of the uncommon partners from battlebond could be commanders (they cannot)
Hmm the wording in the rules is strange but I agree with your deduction thanks for breaking it down for me. So tell me if I have this right now. I think partner grants the ability to have two commanders but doesn't grant exception to other limiters on commanders in the format. Huh magic rules are so interesting.
The "Temporal Relocation Can be your commander as long as Enigmatic Practitioner of Bellicose is also your commander." text needs to be actual rules text instead of reminder text (in part because partner doesn't actually impart the ability to be a commander.)
Thank you for your help! I think I fixed most of that. The only thing is that I am pretty sure that the keyword does actually give the ability to be a commander. Admittedly this is an odd case since it's a sorcery.
Miraculous Litigation3U
Enchantment - Aura
Enchant target non land permanent
Change all instances of the number 0 on the enchanted permanent to the number 5
This was a weird one to do and I needed a second card to make it work. Not sure I have the wording right and it's been a while since I used to do this stuff more regularly. I had fun with this one though. Bonus points for me if you can make out the reference :-P
Temporal Relocation1G
Legendary Sorcery
Partner with Enigmatic Practitioner of Bellicose(Whenever this spell resolves target player may put Enigmatic Practitioner into their hand from their library then shuffle.)
Search your hand, graveyard and exile zone for a card named Enigmatic Practitioner or a basic land and put it onto the battlefield tapped.
Temporal Relocation Can be your commander as long as Enigmatic Practitioner of Bellicose is also your commander. If you find yourself in need use this. If I can't make it you'll at least get to see somewhere new!" - Enigmatic Practitioner of Bellicose
Enigmatic Practitioner of BellicoseWU
Legendary Creature - Human Wizard
Partner with Temporal Relocation(When this creature enters the battlefield target player may put Temporal Relocation into their hand from their library then shuffle.)
When ~ enters the battlefield put an investigation counter on each creature controlled by an opponent. Creatures with one or more investigation counters on them cannot attack. Creatures with two or more investigation counters on them cannot block. Creatures with three or more investigation counters on them lose all abilities. "This planet is under my protection" - Enigmatic Practitioner of Bellicose
1/1
Kamina, Courage Embodied2WR
Legendary Creature - Human Warrior
Haste
When ~ enters the battlefield, search your hand, graveyard and exile zone for a card named Gurren, Kamina's Steed and put it onto the battlefield equipped on ~. At the beginning of your end step put four fate counters on ~. At he beginning of your upkeep if there are 8 or more fate counters on ~ sacrifice it. "Who the hell do you think I am?" - Kamina
1/1
Gurren, Kamina's Steed 3
Legendary Artifact - Equipment
Equipped creature gets +6/+6, Vigilance, mountain walk and must attack every turn if able. When equipped creature leaves the battlefield, all creatures you control get haste and first strike until end of turn.
Equip 5 "Believe in the me that believes in you" - Kamina
NEXT: A non blue general focused on card draw that doesn't fly and isn't a demon.
Timeline Guardian1WW
Creature - Spirit
Flying
Whenever an opponent exiles a card from any zone other than the battlefield, sacrifice ~ and destroy all non-land permanents that player controls.
2/2
Dragon Sprite Engulfer1RR
Creature - Dragon Faerie (R)
Flying
Whenever ~ attacks it deals damage equal to its power to up to one target creature. 3R: ~ gets +4/+4 until the end of turn.
1/1 It's not the size of the dragon breathing the fire that matters it's the size of the fire that the dragon is breathing!
Artifact - Equipment (R)
Whenever equipped creature attacks add mana equal to the equipped creature's mana cost.
Equip 2
"How did it even wear this thing?" - Gerrard Capashen
iiw: non jund wedge goblins
Enchantment - Aura Curse (R)
Flash
Enchant player
When ~ enters the battlefield exile all historic spells from the stack.
Enchanted player can't cast historic spells.
Those who don't remember their history are doomed to repeat it.
Legendary Creature - Avatar(M)
If ~ is in your command zone at the beginning of the game, or when it enters the battlefield choose a color. ~ Is the chosen color.
At the beginning of your upkeep Each player sacrifices all permanents that are any color other than the chosen color.
"Despair knows no color or creed and comes to all who suffer loss in war." - Gaddock Teeg
5/5
Is the wording weird on the text in the beginning?
IIW: 3 color nonjund goblins
Malevolent Parasite2UB
Creature - Ooze (R)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Morph UB
When ~ is turned face up distribute two -1/-1 counters among up to two target creatures.
3/3
Hmm the wording in the rules is strange but I agree with your deduction thanks for breaking it down for me. So tell me if I have this right now. I think partner grants the ability to have two commanders but doesn't grant exception to other limiters on commanders in the format. Huh magic rules are so interesting.
Thank you for your help! I think I fixed most of that. The only thing is that I am pretty sure that the keyword does actually give the ability to be a commander. Admittedly this is an odd case since it's a sorcery.
Edited for spelling and grammar.
Enchantment
All non-basic lands are legendary.
Next: Thraximundar
Enchantment - Aura
Enchant target non land permanent
Change all instances of the number 0 on the enchanted permanent to the number 5
Temporal Relocation1G
Legendary Sorcery
Partner with Enigmatic Practitioner of Bellicose(Whenever this spell resolves target player may put Enigmatic Practitioner into their hand from their library then shuffle.)
Search your hand, graveyard and exile zone for a card named Enigmatic Practitioner or a basic land and put it onto the battlefield tapped.
Temporal Relocation Can be your commander as long as Enigmatic Practitioner of Bellicose is also your commander.
If you find yourself in need use this. If I can't make it you'll at least get to see somewhere new!" - Enigmatic Practitioner of Bellicose
Enigmatic Practitioner of BellicoseWU
Legendary Creature - Human Wizard
Partner with Temporal Relocation(When this creature enters the battlefield target player may put Temporal Relocation into their hand from their library then shuffle.)
When ~ enters the battlefield put an investigation counter on each creature controlled by an opponent. Creatures with one or more investigation counters on them cannot attack. Creatures with two or more investigation counters on them cannot block. Creatures with three or more investigation counters on them lose all abilities.
"This planet is under my protection" - Enigmatic Practitioner of Bellicose
1/1
IIW: tri-color non jund goblins
Legendary Creature - Human Warrior
Haste
When ~ enters the battlefield, search your hand, graveyard and exile zone for a card named Gurren, Kamina's Steed and put it onto the battlefield equipped on ~. At the beginning of your end step put four fate counters on ~. At he beginning of your upkeep if there are 8 or more fate counters on ~ sacrifice it.
"Who the hell do you think I am?" - Kamina
1/1
Gurren, Kamina's Steed 3
Legendary Artifact - Equipment
Equipped creature gets +6/+6, Vigilance, mountain walk and must attack every turn if able. When equipped creature leaves the battlefield, all creatures you control get haste and first strike until end of turn.
Equip 5
"Believe in the me that believes in you" - Kamina
NEXT: A non blue general focused on card draw that doesn't fly and isn't a demon.
Creature - Spirit
Flying
Whenever an opponent exiles a card from any zone other than the battlefield, sacrifice ~ and destroy all non-land permanents that player controls.
2/2
Creature - Dragon Faerie (R)
Flying
Whenever ~ attacks it deals damage equal to its power to up to one target creature.
3R: ~ gets +4/+4 until the end of turn.
1/1
It's not the size of the dragon breathing the fire that matters it's the size of the fire that the dragon is breathing!
IIW: 3 color non-jund goblins