Rogue_Wizard
69 views5 hrs ago
Standard
Size: 60
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{"ops":[{"insert":"Brightglass Toolbox"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Deck Concept"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I’ve been experimenting with Brightglass Gearhulk toolbox decks for a while, and this is my streamlined two-color version. Rather than copying a tournament list, I built around the interactions I enjoyed during Arena testing and the cards I had available. The result has a clear creature-based plan for newer players, while Brightglass’s toolbox and the deck’s interconnected counter engines provide plenty of flexibility for an experienced pilot.\nRecommended Player Level"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Difficulty: 3/5 — Intermediate."},{"insert":" The basic plan is approachable: develop a board, accelerate into Brightglass Gearhulk or Ouroboroid, and attack with increasingly large creatures. The deck becomes more demanding when deciding what to find with Brightglass, sequencing multiple spells, managing counters, and choosing when to play aggressively or preserve resources.\nHow It Plays"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Llanowar Elves and Gene Pollinator provide early acceleration, while Warden of the Inner Sky, Figure of Fable, and Pawpatch Recruit begin developing pressure. Brightglass Gearhulk then adds a powerful evasive threat while finding whichever two one-mana permanents best fit the situation.\nThe deck can build wide with inexpensive creatures and Cosmogrand Zenith tokens, then turn that board into a major threat with Ouroboroid’s counter generation. Cosmogrand can instead add counters across the team when you cast your second spell, so saving an inexpensive card to play after it can produce considerably more value.\nEnduring Innocence helps keep cards flowing as smaller creatures enter, while Dyadrine converts accumulated counters into additional cards and Robot tokens. Figure of Fable provides a strong mana sink when there is no reason to commit another spell, allowing the deck to remain threatening through longer games.\nKey Interactions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Brightglass Gearhulk is the deck’s central decision point. It can find additional mana from Llanowar Elves or Gene Pollinator, pressure from Warden, Figure, or Pawpatch Recruit, and specialized answers such as Seam Rip, Dusk Rose Reliquary, Insidious Fungus, Authority of the Consuls, or Lost Jitte.\nThere is no single correct Brightglass package. When ahead, it can expand the board or find threats that demand answers. When behind, it can assemble removal and utility. Remember that Dusk Rose Reliquary requires a permanent to sacrifice, while Meltstrider’s Resolve needs one of your creatures available to fight.\nOuroboroid, Cosmogrand, Warden, and Dyadrine all reward careful counter management. Dyadrine can exchange counters for cards and tokens, but those counters may also represent crucial combat power.\nSideboard"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Seam Rip and Dusk Rose Reliquary increase removal against creature-based decks, while Insidious Fungus handles troublesome artifacts and enchantments. Shardmage’s Rescue and Pawpatch Recruit help against targeted interaction, Kutzil rewards modified attackers while restricting interference during your turn, and Scout for Survivors helps rebuild after removal.\nLook for opening hands with two or three mana sources, early development, and a meaningful payoff. The deck is strongest when its cheap permanents are building toward something—not when it keeps a hand containing only mana creatures and utility pieces.\n"}]}
Counters
Pawpatch Recruit
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Trample
Whenever a creature you control becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on target creature you control other than that creature.
Trample
Whenever a creature you control becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on target creature you control other than that creature.
Creature - Warrior Rabbit

Counters
(CTRL to add secondary)
Creature
Figure of Fable
: This creature becomes a Kithkin Scout with base power and toughness 2/3.
: If this creature is a Scout, it becomes a Kithkin Soldier with base power and toughness 4/5.
: If this creature is a Soldier, it becomes a Kithkin Avatar with base power and toughness 7/8 and protection from each of your opponents.
: If this creature is a Scout, it becomes a Kithkin Soldier with base power and toughness 4/5.
: If this creature is a Soldier, it becomes a Kithkin Avatar with base power and toughness 7/8 and protection from each of your opponents.
Creature - Kithkin

Figure of Fable
: This creature becomes a Kithkin Scout with base power and toughness 2/3.
: If this creature is a Scout, it becomes a Kithkin Soldier with base power and toughness 4/5.
: If this creature is a Soldier, it becomes a Kithkin Avatar with base power and toughness 7/8 and protection from each of your opponents.
: If this creature is a Scout, it becomes a Kithkin Soldier with base power and toughness 4/5.
: If this creature is a Soldier, it becomes a Kithkin Avatar with base power and toughness 7/8 and protection from each of your opponents.
Creature - Kithkin

Creature
(CTRL to add secondary)
Draw
Dyadrine, Synthesis Amalgam
Trample
Dyadrine enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Whenever you attack, you may remove a +1/+1 counter from each of two creatures you control. If you do, draw a card and create a 2/2 colorless Robot artifact creature token.
Dyadrine enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Whenever you attack, you may remove a +1/+1 counter from each of two creatures you control. If you do, draw a card and create a 2/2 colorless Robot artifact creature token.
Legendary Creature Artifact - Construct

Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Ramp
Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment

Ramp
(CTRL to add secondary)
Removal
Meltstrider's Resolve
Enchant creature you control
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
Enchantment - Aura

Removal
(CTRL to add secondary)
Tokens
Tokens
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Sideboard
Meltstrider's Resolve
Enchant creature you control
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
Enchantment - Aura

Pawpatch Recruit
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Trample
Whenever a creature you control becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on target creature you control other than that creature.
Trample
Whenever a creature you control becomes the target of a spell or ability an opponent controls, put a +1/+1 counter on target creature you control other than that creature.
Creature - Warrior Rabbit

Sideboard
(CTRL to add secondary)
Deck Info
Deck stats
Card NameQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Brightglass Toolbox"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Deck Concept"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I’ve been experimenting with Brightglass Gearhulk toolbox decks for a while, and this is my streamlined two-color version. Rather than copying a tournament list, I built around the interactions I enjoyed during Arena testing and the cards I had available. The result has a clear creature-based plan for newer players, while Brightglass’s toolbox and the deck’s interconnected counter engines provide plenty of flexibility for an experienced pilot.\nRecommended Player Level"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Difficulty: 3/5 — Intermediate."},{"insert":" The basic plan is approachable: develop a board, accelerate into Brightglass Gearhulk or Ouroboroid, and attack with increasingly large creatures. The deck becomes more demanding when deciding what to find with Brightglass, sequencing multiple spells, managing counters, and choosing when to play aggressively or preserve resources.\nHow It Plays"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Llanowar Elves and Gene Pollinator provide early acceleration, while Warden of the Inner Sky, Figure of Fable, and Pawpatch Recruit begin developing pressure. Brightglass Gearhulk then adds a powerful evasive threat while finding whichever two one-mana permanents best fit the situation.\nThe deck can build wide with inexpensive creatures and Cosmogrand Zenith tokens, then turn that board into a major threat with Ouroboroid’s counter generation. Cosmogrand can instead add counters across the team when you cast your second spell, so saving an inexpensive card to play after it can produce considerably more value.\nEnduring Innocence helps keep cards flowing as smaller creatures enter, while Dyadrine converts accumulated counters into additional cards and Robot tokens. Figure of Fable provides a strong mana sink when there is no reason to commit another spell, allowing the deck to remain threatening through longer games.\nKey Interactions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Brightglass Gearhulk is the deck’s central decision point. It can find additional mana from Llanowar Elves or Gene Pollinator, pressure from Warden, Figure, or Pawpatch Recruit, and specialized answers such as Seam Rip, Dusk Rose Reliquary, Insidious Fungus, Authority of the Consuls, or Lost Jitte.\nThere is no single correct Brightglass package. When ahead, it can expand the board or find threats that demand answers. When behind, it can assemble removal and utility. Remember that Dusk Rose Reliquary requires a permanent to sacrifice, while Meltstrider’s Resolve needs one of your creatures available to fight.\nOuroboroid, Cosmogrand, Warden, and Dyadrine all reward careful counter management. Dyadrine can exchange counters for cards and tokens, but those counters may also represent crucial combat power.\nSideboard"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Seam Rip and Dusk Rose Reliquary increase removal against creature-based decks, while Insidious Fungus handles troublesome artifacts and enchantments. Shardmage’s Rescue and Pawpatch Recruit help against targeted interaction, Kutzil rewards modified attackers while restricting interference during your turn, and Scout for Survivors helps rebuild after removal.\nLook for opening hands with two or three mana sources, early development, and a meaningful payoff. The deck is strongest when its cheap permanents are building toward something—not when it keeps a hand containing only mana creatures and utility pieces.\n"}]}
























