jmbw
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Brawl
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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
Commander
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Core
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.
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

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.
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

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.
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

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."
+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

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.
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

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.
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

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.)
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

Core
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Dedicated Ramp
Dedicated Ramp
(CTRL to add secondary)
Draw
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 .)
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

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.)
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

Draw
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Finisher
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.
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

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.
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

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.
+ — 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

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.)
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

Finisher
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Land
Land
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Ramp
Ramp
(CTRL to add secondary)
Removal
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.)
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

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.)
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

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.
• 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

Removal
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
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"}]}








































































