For this reason, I've aimed for spells that are synergistic with Brudiclad, but offer significant value if we can't keep him around. Given that Brudiclad starts at 6 mana, it's very possible we wont be able to cast him more than twice during the course of a game, so ensuring that our spells aren't dead in his absence is crucial. While enchantments will always be a challenge for Izzet decks, I would like to find room for Vandalblast after I have more testing to dictate my cuts. We have four pieces each of enchantment and artifact removal, making us a little soft when it comes to removing non-creature permanents. Beyond our token makers we have eight spells each for ramp, card draw, and creature removal. The bulk of our spells make tokens of some sort, with 18 of our spells responsible for making tiny tokens, while 12 are intended to copy creatures. Our somewhat heavy top end gives us an average cmc of 3.66, but with 44 of our spells costing 1-4 mana, we should have plenty of action for the early and mid-game. Ideally, we'll spend the bulk of our game ramping, drawing cards, making tokens, and then using Brudiclad to make a push, but if our opponents are adamant about keeping Brudiclad off the board, Clone Legion, Utvara Hellkite, and Mechanized Production might just be enough for us to pull out a victory anyway. Considering the strategies in this deck, is it any wonder why Saheeli, Sublime Artificer is one of my favorite new cards? She's a tiny token maker AND a copier all in one!Īs important as Brudiclad is to our strategy, I've tried to ensure that the spells I've included in this deck don't force us to rely on him too much. The creature copies we make will largely be the payoff of this deck, giving us the muscle to deal out lethal damage. Copiers will allow us to copy our nontoken creatures or artifacts so that Brudiclad can morph our tiny tokens into something more threatening. and usually make a handful of tokens all at once or over time. Tiny token makers generate small dudes, Treasure, Clues, etc. I've divided my token makers into two categories: tiny tokens and copiers. My game plan is fairly straightforward, and involves generating a consistent stream of tokens as the game progresses. This isn't a deck that applies pressure immediately, and it requires a significant degree of setup, but once it gets going, this deck gets to do powerful things. I built my version of Brudiclad shortly following the release of Commander 2018, and I've discovered that the deck fits snugly within the realm of the 75% theory. Spells that incidentally build up a board of tokens are our bread and butter, and finding the right mix of token makers and targets for our tokens to copy will force us to build around many of the underappreciated and underutilized cards Commander has to offer. If these qualities aren't enough to make you excited about Brudiclad, it's worth noting that Brudiclad decks are forced outside the traditional staples of the Izzet colors. These factors give us the ability to win a game out of nowhere, leaving our opponents little time to react to our change of pace. This whimsy does not come without claws, as even a handful of Treasure represents a potentially lethal threat if we can get our hands on a powerful token. He gives us unprecedented control over our board, with the ability to construct armies of Dragons, a trail of Clues, or a mountain of Treasure in the blink of an eye. Truly, Brudiclad embodies everything that is weird about the Izzet color combination, embracing the 'mad scientist' attitude of blue and red. Nothing is What it Seemsīrudiclad was spoiled to significant fanfare in the summer of 2018, with many excited about the prospect of making an army of their favorite tokens. This unique suite of abilities feels perfectly designed to fit into a Brudiclad, Telchor Engineer deck, and it just so happens that Brudiclad helms one of the more unique decks in my arsenal. This means we can cast a noncreature spell, make a Servo, and then turn that Servo into something much more impactful. However, Saheeli's activated ability is what excites me most, turning one of our artifacts into a copy of another artifact or creature we control. Young Pyromancer, Talrand, Sky Summoner, and Murmuring Mystic) making them only applicable in a small handful of decks, while Saheeli has a much broader appeal. Most analogous abilities only make creatures when a specific card type is cast (ex. First, her static ability lets us make dudes whenever we're casting noncreature spells. Saheeli does a lot of awesome things in Commander.
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