Conspiracy works well here. It lets you use the apostles to fetch the Xathrid Necro, Slumlord, Shirei if he gets tucket, etc.
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Conjurer's Closet is pretty amazing in any Prime Speaker deck. Twanos's Coffin is even better but it's like 25 bucks.IMO both Coastal Piracy and Bident of Thassa are better than Bred for the Hunt. One more mana to make sure you can draw even if the creature hasn't evolved yet is well worth it.There's too many indestructible Theros gods and artifact commanders like Sharuum and Senn Triplets who come back to play to run Naturalize. I'd just slot in Deglamer or Unravel the Aether instead and tuck those guys.
Just put together a Brion deck few weeks back and have been playing it extensively so it's fresh in my mind :)
Sub-dollar budget suggestionsSerra Avatar and Malignus flat out end games in Brion.Well of Lost Dreams is a fantastic draw machine here.Gift of Immortality lets you throw the same dude over and over.Seance lets you re-throw a dead creature.Illusionist's Bracers doubles your fling
Terminate is going to be better than Go for the Throat. No non-artifact restrictions and it prevents regen for the same CMC.
Yeah, I actually didn't know that until few months ago. It makes a difference with Glissa, Harvester of Souls, Ogre Slumlord (which you aren't running but I do), etc.
In other words, if Glissa is on the field and someone casts a Wrath of God, you can bring artifacts back to your hand for each creature the Wrath kills EVEN though Glissa is also killed by the Wrath.
One other thing a lot of people don't realize when they play Glissa is rule 603.6d: Leaves-the-battlefield abilities, abilities that trigger when a permanent phases out, abilities that trigger when an object that all players can see is put into a hand or library, abilities that trigger specifically when an object becomes unattached, abilities that trigger when a player loses control of an object, and abilities that trigger when a player planeswalks away from a plane will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward. The game has to "look back in time" to determine if these abilities trigger. Example: Two creatures are on the battlefield along with an artifact that has the ability "Whenever a creature dies, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures.
It does both, it deals damage equal to their power, and it pings them to death regardless of whether they take lethal damage (unless the creature is indestructible obviously).I've tried Arena in my Glissa deck a few times and it just never worked:1) As a land that can't be tapped for mana it can get in the way sometimes and kill your tempo just putting it into play.2) It costs four mana to activate, which again can really soak up what you can do each turn.3) Your opponent chooses the creature, not you, so there's way too many times you spend 4 mana to kill a token or used-up Snapcaster or Eternal Witness (which then gets recurred or something)In almost every way Triangle of War is going to be a better recurrable fight effect. One to play, two to use, and you pick the creature and then it goes back to your hand with Glissa's passive. Heck, if you've got the mana you can then play it and do it again.
Serra Avatar and Malingus flat out end games in a Brion deck.Grafted Wargear is nice here as you can attach it for zero for every creature you steal to do another 3 on the fling. Skullclamp lets you draw cards off the flung stuff, too.Gift of Immortality lets you fling the same creature over and over.Good call on Scuttling Doom Engine, I'll have to find one for room in my deck.
Wheel of Sun and Moon gives you another creature recycler.You're running too many creatures, and not enough answers, imo. Arena of the Ancients is a thing as are Stasis/Orb lock decks, staxx/saccs decks, etc. You need ways to deal with problems, even if it's just Return to Dust, Deglamer and Unravel the Aether for artifacts and enchantments and Path to Exile and Swords to Plowshares for creatures and Oblation for all of the above. If anything you could run LESS creatures than normal since you can grab one per turn.
Bred for the Hunt is a bit of a trap. There's just enough situations where you don't have counters on a creature or two that Coastal Piracy or Bident of Thassa are almost always better options.
I have had really good luck with Glare of Subdual in Rafiq. Since you tend to attack with only one creature anyway it always gives you a few free creatures to use to tap down other scary stuff.I'd much rather run Supreme Verdict than Day of Judgement, especially since they're the same CMC. I personally would run Austere Command over Wrath, too, but totally reasonable arguments can be made for Wrath because it costs 2 less, so that one is probably just a matter of personal preference.Distortion Strike is a good way to get that last alpha strike in to finish someone off, especially in 1v1. Me, I'd probably rather have a Whispersilk Cloak in that slot to keep someone from Swords to Plowsharing or whatever that creature during the alpha strike, and because it sticks around for multiple turns, etc. But as with Wrath above you may be concerned about mana, so YMMV there.
Nice call on Mudslide, it doesn't get used enough and it's a monster in Kaalia.I'm firm believer in Dolmen Gate in Kaalia decks. It lets you just blindly attack with her into suicidal situations just to play your angel/demon/dragon with no fear of her or it dying. Reconissance also works in that it lets you attack into a bad situation to play your angel/demon/dragon and then untap to remove from combat and have as blockers.Coldsteel Heart is good but personally in a three color deck I'd rather run Chromatic Lantern. Yeah it costs one more than the Heart to cast, but it doesn't come into play tapped so that's kind of a wash, and the ability to make all your lands produce anything can be invaluable.
Powerstone Minefield, Lightmine Field and Caltrops are other Circle of Flame-esque ways to damage enemy creatures that won't hurt you thanks to Iroas. You could also run Pyrohemia and only activate it during your attack phase do it doesn't hurt your dudes.Fault Line and Magmaquake would also hit non-fliers hard and you could cast it without hitting your guys if you did so in the middle of your attack phase.Brightflame is a really underrated card in EDH, especially if you mostly play multiplayer. Pick someone's three-color commander and hit for even just X=3 and you could easily heal for 70+ damage.Imo you need more ways to deal with artifacts and enchantments. Return to Dust, Revoke Existence and Wear//Tear would all seem more useful to me than Magma Jet.Rally the Righteous could easily backfire if someone else is running red or white.Glory of Warfare would be an always-on Fortify
Cathar's Crusade is crazy in a token deck, as is Druids' Repository and Glare of Subdual. Apostle's Blessing and Shelter just seems like a one-use Flickering Wards.Disharmony can do the same thing as Act of Treason at the same mana cost but does it at instant speed, letting you turning an attacker into a blocker.You have few ways to handle other artifacts and enchantments, and with all the Theros gods floating around that seems like a bad idea. Return to Dust and Revoke Existence will solve a few of those problems.
Not only Twilight Mire expensive, but I guarentee it gets reprinted and becomes a five dollar card. It's the main reason I'm not running one to be honest. I don't mind spending cash on cards if I know they're gonna keep their value; my Glissa deck has a Bayou after all. But I don't wanna invest 40 bucks in a Twilight Mire or Verdant Catacombs knowing it's gonna get reprinted and be available for less than the cost of a Big Mac. Depending on your meta also consider Sylvok Replica as a reuseable way to hit enchantments/artifacts. I just slotted one in last night and had great luck with it.
Find room for a Deathreap Ritual. In multiplayer games it's going to often times draw you a card a turn without tying up a land or causing damage like Underworld Connections. UC is good too and I'd probably run both, but forced to choose Deathreap Ritual does more for me without tying up resources.Regrowth is strictly better than Recollect, and since it got reprinted in last fall's dual deck it's like twenty cents to buy.Llanowar Reborn isn't gonna change the game or anything but often times it's going to be a bonus way to slap a counter onto Skullbriar, same with Oran-Rief the Vastwood.
Khalni Heart Expedition isn't gonna be nearly as re-useable ramp as Wayfarer's Bauble. Without a Divining Top to tweak your draw Expedition Map is probably going to ramp you more often and early on than Into the Wilds, too.Dryad Arbor seems risky, especially without the upside of the possibility of a turn 1 Green Sun Zenith. It just seems like a good way to lose a land at the first board wipe. Then again your meta may not be as wipe heavy as mine in which case it's a free emergency chump blocker and ignore me.Is there something I'm missing with Blazing Torch other than it being a reuseable way to deal 2 damage? If so Moonglove Extract does the same without tying up a creature and requiring it to tap. Then again the Torch is slightly cheaper. Triangle of War is another reusable kill option, too, but it won't hit a player.Urza's Bauble will give you another Mishra's Bauble-like card draw engine.Strip Mine is better than Ghost Quarter and it's only a couple of bucks.Forbidden Orchard seems like a bad idea in a deck where you're forcing your opponents to sac stuff. It's only a two-color deck anyway so it's not like you need that much flexibility. I'd just run a Woodland Cemetery in that slot (or Temple of Malady, Overgrown Tomb, Twilight Mire, etc).
I'm sure it'll play well. Not much goodstuff you're missing. Seems super boring, but I'm a huge fan of gimicks/themes, so that may be (and probably is) just me.
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