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Hello fellow brawlers.
This week the deck is Tarrasque Ramp and is the fourth one from a serie of 7 Brawl commander I'm going to record. Play testing (In spanish) here and the decklist is here and I don't know if it's necesary to say it but these decks aren't rotation proof, I simply can't cut 4 sets that are going to still around for some weeks.
I don't think I would have to explain to much here, after the last week with Hama I burned out so this week is a simple ME GREEN, ME SMASH
- The big boys: Of course [[The tarrasque]] but we have some other bombs like [[Cragplate baloth]], [[beanstalk giant]] or some things tha could be considered bombs if they hit the battlefield early in the game like [[Elder gargaroth]], [[Ochre jelly]], [[Battle mammoth]] or [[Froghemoth]]. Besides that we have out utility boys that are cards like [[Arasta of the endless web]], [[Wandering troubadour]], [[Varis, silverymoon ranger]] and [[Werewolf pack leader]] Our mana boys [[Lotus cobra]], [[gilded goose]], [[Sculptor of winter]] and [[Tangled florahedron]], I don't know if they're more ramping creatures but is because...
- Our type of ramp: Our type of ramp is non creature spells focused. We have [[Cultivate]], [[Roilling regrowth]], [[Omen of the hunt]] and some other cards that are focused on search lands and put the directly on the battlefield. Even if they´re comming tap I think is better than a dork since this can be killed in many ways.
- How fast: We have a good variety of hands where if you do it good, you would have 8 mana at the beginning of turn 4 and 11 at the beginning of turn 5 so basically a lot of cases where you have Tarrasque Turn 5. I never got it but I'm sure that there is a way to have Tarrasque turn 4... In all those games with 8 mana turn 4 I never have Gilded goose so if we have a perfect hand that could mean a Tarrasque on 4 (If I'm not wrong)
- Our removal: [[Blizzard brawl]], [[Inscription of abundance]], [[Khalni ambush]] and some other fight effects
- Subtheme: I don't know if you notice it but we have a quite decent amount of cards that venture. Believe it or not I was able to finnish 1 to 3 dungeons in a lot of games, pull out some wolves from Varis and actually Ultimate [[Ellywick Tumblestrum]]. Turn 3 Ellywick can do some work and the Dungeon in the middle have good value for us, draw, scry, a treasure for ramp, etc....
- How many times: There are some ways to go around the ward 10 like sacrifice, boardwipes, counters and even a single 1/1 deathtouch on the board can take off the tarrasque, so you may ask... He just die or we actually can play him more than one time? I have play him at least 5 times in the same game and an additional time every time he gets removed for the first time. Yes, he can come back and finish the job.
- Adds/Cuts: There are some effects of the type "This creature deals damage equal to it's power", I think that those could replace some of our fight effects since this ones doesn't compromise the security of our creatures. Besides that I can't think in anything to add or cut. At least for me... I think that the deck is in a good spot and personally I'm very satisfied with the result.
Hope you enjoy the deck or that can help you as an idea generator. See you next week fellow brawlers.
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