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Brawl
Size: 100Salt sum: 31.57
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jmbw

97 views4 months ago
Brawl
Size: 100Salt sum: 31.57

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{"ops":[{"attributes":{"bold":true},"insert":"I put my quick notes through chatGPT for a somewhat weird but friendlier reading experience."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Captain Howler"},{"insert":" is an aggressive-tempo Brawl deck built around compounding combat damage through discard triggers, layered pressure, and explosive extra-combat finishes.\nThis deck was built "},{"attributes":{"bold":true},"insert":"with the endgame already in mind"},{"insert":". Rather than playing a generic value game and hoping to assemble pressure over time, the list is tuned to push toward a closing sequence as early as turns 5–6, using repeated attack steps and stacked Howler triggers to end games suddenly.\n\nWhy Captain Howler"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCaptain Howler was chosen for three major reasons:\n"},{"attributes":{"bold":true},"insert":"1. Izzet colors give the right tools."},{"insert":"\n Red and blue offer the exact mix the deck wants: aggression, looting, burst damage, and cheap interaction.\n"},{"attributes":{"bold":true},"insert":"2. The commander scales hard."},{"insert":"\n Howler rewards what the deck already wants to do—attack, discard, and keep cards moving. The discard/draw trigger compounds into real damage surprisingly fast, and even its “floor” of 5 damage is a meaningful threat.\n"},{"attributes":{"bold":true},"insert":"3. Its body is awkward to answer efficiently."},{"insert":"\n Ward 2 plus four toughness constrains removal options and often taxes opponents just enough to preserve momentum.\n\nCore Game Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis is essentially a "},{"attributes":{"bold":true},"insert":"tempo-combo aggro deck"},{"insert":".\nThe deck operates on overlapping layers:\n\nPressure Through Combat-Centric Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The creature suite prioritizes threats that:\nGenerate advantage in combat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Carry evasion or trample well"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pressure life totals early"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Contribute to discard/rummage engines"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Many creatures blur roles, acting as both attackers and enablers.\n\nDiscard as Fuel, Not Cost"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Discard here isn’t downside—it’s propulsion.\nAttack-trigger discard, rummaging, looting, and related effects:\nFeed Howler’s damage output"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Improve card selection"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn on synergies"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Help see enough lands naturally that dedicated ramp is mostly unnecessary"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck intentionally avoids traditional ramp packages.\nOutside exceptions like "},{"attributes":{"bold":true},"insert":"Ashling"},{"insert":" serving double duty as enabler and acceleration, the philosophy is simple:\n"},{"attributes":{"bold":true},"insert":"If the deck wants to end the game on turn 5 or 6, spending turns ramping is often slower than just advancing pressure."},{"insert":"\n\nThe Finish"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The deck’s signature kill pattern comes online around "},{"attributes":{"bold":true},"insert":"turn 5 onward"},{"insert":":\nAttack with Howler → trigger discard/damage → cast effects that grant:\nAdditional combat steps"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Additional turns"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Then repeat.\nEach extra combat compounds:\nMore attacks"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More discard triggers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More damage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More pressure on opposing interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck often wins by turning one good attack into two or three devastating ones.\nThis is less “go wide aggro” and more "},{"attributes":{"bold":true},"insert":"raid cascade"},{"insert":"—one combat snowballs into lethal.\n\nInteraction Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The interaction suite is deliberately low to the ground.\nRather than expensive reactive spells, the deck leans heavily on "},{"attributes":{"bold":true},"insert":"one-mana interaction"},{"insert":", enabling a staggered tempo curve:\nTurn 1: deploy or hold interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 2: develop + hold interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 3: advance board + hold interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and so on"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This lets the deck pressure while still contesting opposing momentum.\nThe goal isn’t to control the game.\nIt’s to "},{"attributes":{"bold":true},"insert":"never lose initiative while disrupting theirs."},{"insert":"\n\nCard Advantage Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Most “draw” in the list is tied to advancing the main engine.\nPreference goes to cards that are:\nCard-positive"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Discard enablers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pressure pieces"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Multiple roles in one slot"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Very few cards exist only to “draw cards.”\nThe deck values velocity over raw hand size.\n\nMulligan Heuristics"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nOn the Play"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Keep hands that establish pressure early.\nPrioritize:\nEarly creatures"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Discard enablers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Curves that naturally lead into Howler"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want to ask the first questions.\n\nOn the Draw"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for hands that can steal initiative back quickly.\nPrioritize:\nCheap interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands that trip up early opposing development"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Plays that let you turn the corner fast"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The goal is to disrupt, then become the aggressor immediately.\n"}]}

Commander

Qty: 1 Price: $0.59
Captain Howler, Sea Scourge
Ward—
, Pay 2 life.
Whenever you discard one or more cards, target creature gets +2/+0 until end of turn for each card discarded this way. Whenever that creature deals combat damage to a player this turn, you draw a card.
Legendary Creature - Pirate Shark
Captain Howler, Sea Scourge (dft) 194

Commander

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Core

Qty: 32 Price: $75.27
Ambergris, Citadel Agent
Haste
Specialize

Whenever Ambergris, Citadel Agent attacks, you may discard your hand and draw two cards.
Legendary Creature - Cleric Dwarf
Ambergris, Citadel Agent (hbg) 12
Battlewing Mystic
Kicker
(You may pay an additional
as you cast this spell.)
Flying
When this creature enters, if it was kicked, discard your hand, then draw two cards.
Creature - Wizard Bird
Battlewing Mystic (dmu) 43
Bomat Courier
Haste
Whenever this creature attacks, exile the top card of your library face down. (You can't look at it.)
, Discard your hand, Sacrifice this creature: Put all cards exiled with this creature into their owners' hands.
Creature Artifact - Construct
Bomat Courier (kld) 199
Boosted Sloop
Menace
Whenever you attack, draw a card, then discard a card.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Boosted Sloop (dft) 190
Boundary Lands Ranger
At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may discard a card. If you do, draw a card.
Creature - Human Ranger
Boundary Lands Ranger (woe) 123
Charging Strifeknight
Haste
, Discard a card: Draw a card.
Creature - Knight Spirit
Charging Strifeknight (sos) 110
Compulsion
, Discard a card: Draw a card.
, Sacrifice this enchantment: Draw a card.
Enchantment
Compulsion (wot) 15
Cool but Rude
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Enchantment - Class
Cool but Rude (tmt) 89
Experimental Pilot
Ward

, Discard two cards: Draft a card from Experimental Pilot's spellbook.
Experimental Pilot crews Vehicles as though its power were 2 greater.
Creature - Human Pilot
Experimental Pilot (yneo) 6
Flameblade Adept
Menace
Whenever you cycle or discard a card, this creature gets +1/+0 until end of turn.
Creature - Warrior Jackal
Flameblade Adept (j22) 131
Frostcliff Siege
As this enchantment enters, choose Jeskai or Temur.
• Jeskai — Whenever one or more creatures you control deal combat damage to a player, draw a card.
• Temur — Creatures you control get +1/+0 and have trample and haste.
Enchantment
Frostcliff Siege (tdm) 187
Ghitu Embercoiler
Prowess
At the beginning of your first main phase, you may discard a card. If you do, seek a card with greater mana value and exile it. Until the end of your next turn, you may play the exiled card.
Creature - Human Wizard
Ghitu Embercoiler (ydmu) 12
Gran-Gran
Whenever Gran-Gran becomes tapped, draw a card, then discard a card.
Noncreature spells you cast cost
less to cast as long as there are three or more Lesson cards in your graveyard.
Legendary Creature - Human Ally Peasant
Gran-Gran (tla) 54
Harrier Strix
Flying
When this creature enters, tap target permanent.
: Draw a card, then discard a card.
Creature - Bird
Harrier Strix (otj) 52
Hobgoblin, Mantled Marauder
Flying, haste
Whenever you discard a card, Hobgoblin gets +2/+0 until end of turn.
Legendary Creature - Human Goblin Villain
Hobgoblin, Mantled Marauder (om1) 77
Inti, Seneschal of the Sun
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Legendary Creature - Human Knight
Inti, Seneschal of the Sun (lci) 156
Ivora, Insatiable Heir
Trample
When Ivora enters and whenever it deals combat damage to a player, create a Blood token. (It's an artifact with "
,
, Discard a card, Sacrifice this token: Draw a card.")
Whenever you discard a card, put a +1/+1 counter on Ivora.
Legendary Creature - Vampire Warrior
Ivora, Insatiable Heir (j25) 50
Jace, Vryn's Prodigy
: Draw a card, then discard a card. If there are five or more cards in your graveyard, exile Jace, then return him to the battlefield transformed under his owner's control.
Legendary Creature - Human Wizard
Jace, Vryn's Prodigy // Jace, Telepath Unbound (pio) 60Jace, Vryn's Prodigy // Jace, Telepath Unbound (pio) 60
Kaito, Cunning Infiltrator
Whenever a creature you control deals combat damage to a player, put a loyalty counter on Kaito.
+1: Up to one target creature you control can't be blocked this turn. Draw a card, then discard a card.
−2: Create a 2/1 blue Ninja creature token.
−9: You get an emblem with "Whenever a player casts a spell, you create a 2/1 blue Ninja creature token."
Legendary Planeswalker - Kaito
Kaito, Cunning Infiltrator (fdn) 44
Kitsa, Otterball Elite
Vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
,
: Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Legendary Creature - Wizard Otter
Kitsa, Otterball Elite (blb) 54
Magmakin Artillerist
Whenever you discard one or more cards, this creature deals that much damage to each opponent.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, it deals 1 damage to each opponent.
Creature - Elemental Pirate
Magmakin Artillerist (dft) 137
Marauding Mako
Whenever you discard one or more cards, put that many +1/+1 counters on this creature.
Cycling
(
, Discard this card: Draw a card.)
Creature - Pirate Shark
Marauding Mako (dft) 138
Monument to Endurance
Whenever you discard a card, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Each opponent loses 3 life.
Artifact
Monument to Endurance (dft) 237
Party Thrasher
Noncreature spells you cast from exile have convoke. (Each creature you tap while casting a noncreature spell from exile pays for
or one mana of that creature's color.)
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
Creature - Wizard Lizard
Party Thrasher (mh3) 129
Phyrexian Dragon Engine
Double strike
When this creature enters from your graveyard, you may discard your hand. If you do, draw three cards.
Unearth

(Melds with Mishra, Claimed by Gix.)
Creature Artifact - Dragon Phyrexian
Phyrexian Dragon Engine (bro) 163
Reckless Racer
First strike
Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
Creature - Human Pilot
Reckless Racer (aer) 95
Scrounging Skyray
Flying
Whenever you discard one or more cards, put that many +1/+1 counters on this creature.
Cycling
(
, Discard this card: Draw a card.)
Creature - Fish Pirate
Scrounging Skyray (dft) 60
Silvergill Peddler
Whenever this creature becomes tapped, draw a card, then discard a card.
Creature - Merfolk Citizen
Silvergill Peddler (ecl) 70
Smuggler's Copter
Flying
Whenever this Vehicle attacks or blocks, you may draw a card. If you do, discard a card.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Smuggler's Copter (nec) 160
Steamcore Scholar
Flying, vigilance
When this creature enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.
Creature - Weird Detective
Steamcore Scholar (mkm) 71
Talion's Messenger
Flying
Whenever you attack with one or more Faeries, draw a card, then discard a card. When you discard a card this way, put a +1/+1 counter on target Faerie you control.
Creature - Faerie Noble
Talion's Messenger (woe) 73
Unctus, Grand Metatect
Other blue creatures you control have "Whenever this creature becomes tapped, draw a card, then discard a card."
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. (
can be paid with either
or 2 life.)
Legendary Creature Artifact - Vedalken Phyrexian
Unctus, Grand Metatect (one) 75

Core

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Dedicated Ramp

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Ashling, Rekindled
Whenever this creature enters or transforms into Ashling, Rekindled, you may discard a card. If you do, draw a card.
At the beginning of your first main phase, you may pay
. If you do, transform Ashling.
Legendary Creature - Elemental Sorcerer
Ashling, Rekindled // Ashling, Rimebound (ecl) 124Ashling, Rekindled // Ashling, Rimebound (ecl) 124

Dedicated Ramp

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Draw

Qty: 8 Price: $14.00
Case of the Crimson Pulse
When this Case enters, discard a card, then draw two cards.
To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
Enchantment - Case
Case of the Crimson Pulse (mkm) 114
Chart a Course
Draw two cards. Then discard a card unless you attacked this turn.
Sorcery
Chart a Course (fdn) 586
Combat Research
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
As long as enchanted creature is legendary, it gets +1/+1 and has ward
. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Enchantment - Aura
Combat Research (dmu) 44
Lórien Revealed
Draw three cards.
Islandcycling
(
, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery
Lórien Revealed (ltr) 60
Marang River Regent
Flying
When this creature enters, return up to two other target nonland permanents to their owners' hands.
Creature - Dragon
Marang River Regent // Coil and Catch (tdm) 51
Rapturous Moment
Draw three cards, then discard two cards. Add
.
Sorcery
Rapturous Moment (sos) 219
Treasure Cruise
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Draw three cards.
Sorcery
Treasure Cruise (soc) 205
Winternight Stories
Draw three cards. Then discard two cards unless you discard a creature card.
Harmonize
(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by
, where X is its power. Then exile this spell.)
Sorcery
Winternight Stories (tdm) 67

Draw

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Finisher

Qty: 5 Price: $25.05
Alchemist's Gambit
Cleave
(You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Take an extra turn after this one. During that turn, damage can't be prevented. [At the beginning of that turn's end step, you lose the game.]
Exile Alchemist's Gambit.
Sorcery
Alchemist's Gambit (vow) 140
Fear of Missing Out
When this creature enters, discard a card, then draw a card.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Creature Enchantment - Nightmare
Fear of Missing Out (dsk) 136
Great Train Heist
Spree (Choose one or more additional costs.)
+
— Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+
— Creatures you control get +1/+0 and gain first strike until end of turn.
+
— Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant
Great Train Heist (otj) 125
Relentless Assault
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Sorcery
Relentless Assault (cmr) 416
Savage Beating
Cast this spell only during combat on your turn.
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine
(Choose both if you pay the entwine cost.)
Instant
Savage Beating (cmm) 252

Finisher

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Land

Qty: 37 (39 w/ MDFC)Price: $209.13
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 269
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Cori Mountain Monastery
This land enters tapped unless you control a Plains or an Island.
: Add
.
,
: Exile the top card of your library. Until the end of your next turn, you may play that card.
Land
Cori Mountain Monastery (tdm) 252
Island
(
: Add
.)
Basic Land - Island
Island (sos) 274
Mistrise Village
This land enters tapped unless you control a Mountain or a Forest.
: Add
.
,
: The next spell you cast this turn can't be countered.
Land
Mistrise Village (tdm) 261
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (sos) 278
Multiversal Passage
As this land enters, choose a basic land type. Then you may pay 2 life. If you don't, it enters tapped.
This land is the chosen type.
Land
Multiversal Passage (spm) 180
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Riverglide Pathway
: Add
.
Land
Riverglide Pathway // Lavaglide Pathway (znr) 264Riverglide Pathway // Lavaglide Pathway (znr) 264
Riverpyre Verge
: Add
.
: Add
. Activate only if you control an Island or a Mountain.
Land
Riverpyre Verge (dft) 260
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (soc) 400
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (soc) 404
Sokenzan, Crucible of Defiance
: Add
.
Channel —
, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Sokenzan, Crucible of Defiance (neo) 276
Spirebluff Canal
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Spirebluff Canal (otj) 270
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (ecl) 267
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (sos) 263

Land

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Ramp

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Oliphaunt
Trample
Whenever this creature attacks, another target creature you control gets +2/+0 and gains trample until end of turn.
Mountaincycling
(
, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
Creature - Elephant
Oliphaunt (ltr) 139

Ramp

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Removal

Qty: 15 Price: $63.54
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fic) 267
Divide by Zero
Return target spell or permanent with mana value 1 or greater to its owner's hand.
Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Instant
Divide by Zero (stx) 41
Fading Hope
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Fading Hope (j25) 310
Glacial Dragonhunt
Draw a card, then you may discard a card. When you discard a nonland card this way, Glacial Dragonhunt deals 3 damage to target creature.
Harmonize
(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by
, where X is its power. Then exile this spell.)
Sorcery
Glacial Dragonhunt (tdm) 188
Kazuul's Fury
As an additional cost to cast this spell, sacrifice a creature.
Kazuul's Fury deals damage equal to the sacrificed creature's power to any target.
Instant
Kazuul's Fury // Kazuul's Cliffs (znr) 146Kazuul's Fury // Kazuul's Cliffs (znr) 146
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
Instant
Lightning Bolt (clu) 141
March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs
less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant
March of Swirling Mist (neo) 61
Miscast
Counter target instant or sorcery spell unless its controller pays
.
Instant
Miscast (m21) 57
Redirect Lightning
As an additional cost to cast this spell, pay 5 life or pay
.
Change the target of target spell or ability with a single target.
Instant - Lesson
Redirect Lightning (tla) 151
Secret Identity
Choose one —
• Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof.
• Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Instant
Secret Identity (om1) 42
Shatterskull Smashing
Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.
Sorcery
Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161
Siren Stormtamer
Flying
, Sacrifice this creature: Counter target spell or ability that targets you or a creature you control.
Creature - Wizard Pirate Siren
Siren Stormtamer (lcc) 171
Spell Pierce
Counter target noncreature spell unless its controller pays
.
Instant
Spell Pierce (dft) 64
Stubborn Denial
Counter target noncreature spell unless its controller pays
.
Ferocious — If you control a creature with power 4 or greater, counter that spell instead.
Instant
Stubborn Denial (ktk) 56
Wash Away
Cleave
(You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Counter target spell [that wasn't cast from its owner's hand].
Instant
Wash Away (vow) 87

Removal

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Maybeboard

Qty: 5 Price: $38.17
Bounce Off
Return target creature or Vehicle to its owner's hand.
Instant
Bounce Off (dft) 39
Full Throttle
After this main phase, there are two additional combat phases.
At the beginning of each combat this turn, untap all creatures that attacked this turn.
Sorcery
Full Throttle (dft) 127
Spectral Denial
This spell costs
less to cast for each creature you control with power 4 or greater.
Counter target spell unless its controller pays
.
Instant
Spectral Denial (tdm) 58
Temporal Manipulation
Take an extra turn after this one.
Sorcery
Temporal Manipulation (plst) UMA-77
Time Warp
Target player takes an extra turn after this one.
Sorcery
Time Warp (m10) 75

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
39 pips - 34 cards
27 mana - 25 cards
0 pips - 0 cards
0 mana - 4 cards
34 pips - 30 cards
29 mana - 26 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
3 mana - 3 cards
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Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"I put my quick notes through chatGPT for a somewhat weird but friendlier reading experience."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Captain Howler"},{"insert":" is an aggressive-tempo Brawl deck built around compounding combat damage through discard triggers, layered pressure, and explosive extra-combat finishes.\nThis deck was built "},{"attributes":{"bold":true},"insert":"with the endgame already in mind"},{"insert":". Rather than playing a generic value game and hoping to assemble pressure over time, the list is tuned to push toward a closing sequence as early as turns 5–6, using repeated attack steps and stacked Howler triggers to end games suddenly.\n\nWhy Captain Howler"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCaptain Howler was chosen for three major reasons:\n"},{"attributes":{"bold":true},"insert":"1. Izzet colors give the right tools."},{"insert":"\n Red and blue offer the exact mix the deck wants: aggression, looting, burst damage, and cheap interaction.\n"},{"attributes":{"bold":true},"insert":"2. The commander scales hard."},{"insert":"\n Howler rewards what the deck already wants to do—attack, discard, and keep cards moving. The discard/draw trigger compounds into real damage surprisingly fast, and even its “floor” of 5 damage is a meaningful threat.\n"},{"attributes":{"bold":true},"insert":"3. Its body is awkward to answer efficiently."},{"insert":"\n Ward 2 plus four toughness constrains removal options and often taxes opponents just enough to preserve momentum.\n\nCore Game Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis is essentially a "},{"attributes":{"bold":true},"insert":"tempo-combo aggro deck"},{"insert":".\nThe deck operates on overlapping layers:\n\nPressure Through Combat-Centric Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The creature suite prioritizes threats that:\nGenerate advantage in combat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Carry evasion or trample well"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pressure life totals early"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Contribute to discard/rummage engines"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Many creatures blur roles, acting as both attackers and enablers.\n\nDiscard as Fuel, Not Cost"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Discard here isn’t downside—it’s propulsion.\nAttack-trigger discard, rummaging, looting, and related effects:\nFeed Howler’s damage output"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Improve card selection"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn on synergies"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Help see enough lands naturally that dedicated ramp is mostly unnecessary"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck intentionally avoids traditional ramp packages.\nOutside exceptions like "},{"attributes":{"bold":true},"insert":"Ashling"},{"insert":" serving double duty as enabler and acceleration, the philosophy is simple:\n"},{"attributes":{"bold":true},"insert":"If the deck wants to end the game on turn 5 or 6, spending turns ramping is often slower than just advancing pressure."},{"insert":"\n\nThe Finish"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The deck’s signature kill pattern comes online around "},{"attributes":{"bold":true},"insert":"turn 5 onward"},{"insert":":\nAttack with Howler → trigger discard/damage → cast effects that grant:\nAdditional combat steps"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Additional turns"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Then repeat.\nEach extra combat compounds:\nMore attacks"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More discard triggers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More damage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More pressure on opposing interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck often wins by turning one good attack into two or three devastating ones.\nThis is less “go wide aggro” and more "},{"attributes":{"bold":true},"insert":"raid cascade"},{"insert":"—one combat snowballs into lethal.\n\nInteraction Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The interaction suite is deliberately low to the ground.\nRather than expensive reactive spells, the deck leans heavily on "},{"attributes":{"bold":true},"insert":"one-mana interaction"},{"insert":", enabling a staggered tempo curve:\nTurn 1: deploy or hold interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 2: develop + hold interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 3: advance board + hold interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and so on"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This lets the deck pressure while still contesting opposing momentum.\nThe goal isn’t to control the game.\nIt’s to "},{"attributes":{"bold":true},"insert":"never lose initiative while disrupting theirs."},{"insert":"\n\nCard Advantage Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Most “draw” in the list is tied to advancing the main engine.\nPreference goes to cards that are:\nCard-positive"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Discard enablers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pressure pieces"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Multiple roles in one slot"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Very few cards exist only to “draw cards.”\nThe deck values velocity over raw hand size.\n\nMulligan Heuristics"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nOn the Play"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Keep hands that establish pressure early.\nPrioritize:\nEarly creatures"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Discard enablers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Curves that naturally lead into Howler"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want to ask the first questions.\n\nOn the Draw"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for hands that can steal initiative back quickly.\nPrioritize:\nCheap interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands that trip up early opposing development"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Plays that let you turn the corner fast"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The goal is to disrupt, then become the aggressor immediately.\n"}]}
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