
INTRODUCTION: BROWN BOMBER
So we are at my final deck in my quest to build one around every possible color combination in Commander: Brown. Well, I guess technically it is colorless, but Brown seems much better.

I don't remember him looking this good on Fat Albert.
Brown has some difficulties and restrictions when you are building a Commander deck. First, you have a very limited number of sorceries and instants to play with, and all the ones you do have were introduced in Rise of the Eldrazi. Next, there is some significant hate you can run up against. Finally, if you want to keep true to the paper rules of Commander, you have to use lands that don't have any mana symbols on them. But even with those issues a Brown deck is something that can control the board and put on a good offensive showing.
THE DECK: RESTRICTIONS AND CREATIVITY
So there are a small number of legal legends to build around in this color. You used to have all the Eldrazi legends, but Emrakul recently met the banhammer. Even so, the decks that would run Emrakul basically used just about every mana artifact you can find, to hopefully get him out on turn 7 or so and start smashing. I can imagine this strategy being employed for both Ulamog and Kozilek, but this was definitely not what I wanted to do. In addition, I could use the newly legal Memnarch or Bosh, but those are really colored Commanders. They weren't really what I was going for when I started my quest, so I'm not going to use them.
I decided that I wanted to build around the original Brown commander. Let's take a look at the guy that we are using as our general today:

Yes, I am using the FTV: Relics version, because it is super cool. Karn himself is interesting. First, he isn't very much of an offensive force. He can occasionally get in for 4 against an open opponent, but he usually doesn't win a combat fight (he usually doesn't lose either though). However, his ability to animate artifacts is pretty cool and is great in an all artifact deck. If you have some indestructible artifacts, they are good beatsticks. And any special abilities are nice to have around as well. As many artifacts cost in the 4 to 5 range, they should be able to swarm over opponents after getting a few out there.
Karn decks are sort of a known archetype, and the more competitive ones can hurt people with land destruction. I'm not a huge proponent of LD, and as such, one card you won't be seeing in the deck is Mycosynth Lattice. With the Lattice in play, you can animate and kill the lands of opposing players using Karn. This isn't very fun so I just avoided the temptation to do it by not including the Lattice in the deck. Another card that is typically in Karn decks is Sundering Titan. Late game, it isn't that bad, but early game it just isn't that fun. But feel free to add it if you wish.
I will admit that I had a hard time coming up with a theme for the deck. Originally I started with a bunch of Arcbound creatures and a counter theme, but I didn't really like it. So I just went through and picked out a bunch of cool stuff that I thought I would enjoy playing. Scars of Mirrodin also gave us a whole bunch of new toys to play with. Finally, I wanted to keep the deck as close to paper EDH rules as possible, which means no basic lands. Here is the deck:
The one card that doesn't fit is Bojuka Bog, as it has a Black mana symbol on it. But I figured it wouldn't be that horrible, as the deck could use some graveyard hate. Breaking down the cards by category is a little tough, since a lot of these cards have singular effects. But I am going to try.
Card Draw |
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Mind's Eye, Tower of Fortunes, Mikokoro, Center of the Sea, Dreamstone Hedron, Mind Stone, Sword of Fire and Ice, Serum Tank, Temporal Aperture, Memory Jar: There are actually some pretty decent ways to draw cards here, and they just get better with Rings of Brighthearth out as well. I never ran out of counters on Serum Tank, and with enough mana you can dump your entire hand after cracking Memory Jar.
Temporal Aperture is a fun card that works well with this deck. Just keep in mind to use it during your main phase, and not to play a land before you do so. There are times with the untapping effects and extra mana you make that you can use it twice in a turn.
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Mana Help |
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Worn Powerstone, Ur-Golem's Eye, Sol Ring, Sisay's Ring, Semblance Anvil, Mind Stone, Mana Crypt, Gilded Lotus, Everflowing Chalice, Dreamstone Hedron, Darksteel Ingot, Coalition Relic, Cloud Key, Blinkmoth Urn, Palladium Myr: This deck is the most mana hungry deck I have ever put together. There are a ton of activated abilities, including the ones on the lands. Not only do you want to be able to play Darksteel Forge, you want to be able to search up your Duplicant using Eye of Ugin and play it. All on the same turn sometimes. Blinkmoth Urn helps you out a ton in these situations, as you are usually the one that can abuse it the most. Finally, you can turn most of these into creatures and beatdown. |
I will be honest, there are a lot of decisions to make when playing this deck. Especially when you have something like Clock of Omens out and you are trying to figure out what to tap and untap. In addition, each of the lands comes with a special ability of some sort, so you have to keep in mind what you want untapped. There are also plenty of interactions in the deck that you will find as you play it if you look for them.
A lot of your lands sacrifice themselves for a useful ability, so Crucible of Worlds is helpful, especially after dropping something like Scorched Ruins. Keep in mind that when people see you play Eye of Ugin or Eldrazi Temple they are going to automatically assume that you are playing with Eldrazi. I'm usually up front with people and tell them that I use Ulamog, and that calms them down, especially as I was playing this deck while Emrakul was still legal. Keep in mind that Eye of Ugin can search up any colorless creature, which can be helpful when you have a ton of mana. In addition, there are a couple of lands that don't tap for mana in here. Fortunately, Urborg, Tomb of Yawgmoth helps out with that problem. There are also plenty of times when someone else plays Urborg as well, making the lands that don't produce mana not as bad in the long run.
So the plan is to get out a bunch of artifacts, then once you have a good board position, start beating down. There are some nice defensive artifacts in here, such as Forcefield, Arena of the Ancients, Eternity Vessel and Portcullis. Portcullis is especially nice after the board has been cleared of creatures. If you can drop Karn right after, each of your non-creature artifacts gets around the Portcullis restriction.
Finally, Rings of Brighthearth is a house in this deck. Almost every card in the deck has some sort of activated ability, and getting an extra use of them for 2 mana is awesome. The other all-star of the deck is Golem Artisan, which can give any of your animated artifacts extra abilities. Plus, sometimes this deck can make a ton of mana, and pumping your offense is fun too.
Saying all that, let's take a look at the deck in action.
THE GAME: FIGHT!
Here are my opponents for this game:
I have to say that this is a pretty good group to play against. With no Green or White, I don't have to worry as much about artifact destruction. Sol'Kanar and Bolas are usually Grixis control, but I have seen people running demon tribal with the Swamp King. Balthor is sometimes zombies, but since he is essentially a
Patriarch's Bidding on a stick, you can expect that he will be filling up his graveyard to get a ton of creatures back into play. On a side note, Balthor was played by our very own Lythand in this game! I have gotten a few games in with him, and he is always fun to play with.
Sol'Kanar wins the roll. Here is my opening hand:
Three lands and a piece of accel, that's an easy keep. Balthor mulls to 6. As usual, Sol'Kanar = S,
Nicol Bolas = N, and Balthor = B>
Round 1
S: Mountain.
N: Swamp.
B: Swamp, SDT.
Round 2
S: Swamp.
Very popular, I've seen it used a lot.
Round 3
N: Swamp, then levels up the Cryptologist once.
Round 4
S: Mountain. Is color screwed, with no Blue mana. Attacks me with the morph (38).
Round 5
S: Island. Now he has Blue mana.
Round 6
S: Plays the Swamp, then attacks N with the Hellkite (35). Then blows up the Mox with the Hellkite by mistake, as he meant to take out something else. Probably the Cryptologist?
Me: Draw
Reliquary Tower. S doesn’t have any blockers right now, so I should be able to blow up his Hellkite after hitting him. However, I’m pretty sure that he wouldn’t just leave himself open like that without something in hand to help him out. I decide to try anyways, and after playing the Tower, I attack B with the Juggernaut and S with my Hellkite. However, S does have something in hand to help and plays
Sudden Spoiling.
Underplayed. Split second is awesome.
B: Nothing.
Round 7
S: Attacks me with his Hellkite, but I animate my
Blinkmoth Nexus and block. As my only two artifacts both cost 3, I need to draw something soon to help out.
Khabal Ghoul gets another counter.
Me: Draw
Voltaic Construct. Play
Eye of Ugin and the Construct. Now I have no defense to S’s Hellkite. I probably should have used the Eye to search up
Duplicant and hoped to draw another land next turn to get rid of it. Oh well.
B: Swamp. Obviously playing defensively right now.
Round 8
S: Keeps the Shapeshifter as the Hellkite, which is the biggest threat on the table. Attacks me with the Hellkite, but N uses
Mystifying Maze on it!
That saves my bacon. I actually completely forgot about this until after I looked at the replay. I should have repaid the kindness, but you will see why I don't in a couple turns. S plays Sol’Kanar, and when Shapeshifter comes back, copies
Trinket Mage, searching up
Wanderer's Twig. S notes that he wanted to put a dent in me before Emrakul comes out, due to me playing
Eye of Ugin. However I tell them that the only Eldrazi cards I have in my deck are Ulamog and
All is Dust. That seems to make everyone calmer about me.
Better than I first thought.
I’ve found this card to be pretty powerful, especially if you have extra drawing. Even with a low amount of cards in hand, that’s still 4 extra life a turn. At the end of the turn, B sacs his
Stinkweed Imp to
Gutless Ghoul (42).
Round 9
N: Draws from Arena (32) and Cryptologist, then gains life from the Journal (41). Island, then
Sphinx of Lost Truths, with kicker. Now has 11 cards in hand. Oh boy.
Round 10
B: Dredges his
Stinkweed Imp and replays it, having S go up to (45). Attacks S with both Ghouls (37).
Round 11
S: Casts
Enslave, stealing one of N’s
Wurmcoil Engines and going up to (38). Attacks N with Sol’Kanar (36), with 10 Commander damage. Even if N gains a ton more life, he won't be able to stop the swampwalking commander damage, which is nice.
N: Draws from Arena (35) and gains from Journal (48). Then attacks S with his 4
Wurmcoil Engines.
Round 12
S: Mountain, then
Oblivion Stone. I brainfart and forget to put fate counters on my stuff. Aargh.
Me: Draw
Cloud Key. I’m kind of stuck here, because I want to put fate counters on my stuff, but I don’t want to play anything extra to have it get blown up.
Another good split second card.
Round 13
Me: Draw
Voltaic Key, then attack N with both of my wurm tokens, and he blocks with 2 of his. I go up to (43) and N goes up to (88).
B: Replays SDT, then Balthor and
Evolving Wilds, sacing it for a Swamp. Attacks N with both his wurm tokens (98), going up to (47).
Round 14
Round 15
Me: Draw
Darksteel Forge. I play Ulamog, destroying Teferi. I attack N with my 3 zombies and Juggernaut. He blocks 2 zombies and goes down to (91).
Great with the amount of mana Black can produce.
N goes to (124), B drops to (36), S drops to (24) and I drop to (31). At the end of turn B uses Mikokoro, and I draw
Tower of Fortunes.
B: Lets the Stairwell go. Plays a Swamp then
Cemetery Reaper. Attacks N with both his wurm tokens. N blocks the lifelinker with Ink-Eyes, dropping to (121) while B goes up to (39).
Round 16
Me: Draw
Blinkmoth Urn, which should be great for me. I play Karn and
Blinkmoth Urn, and attack N with Ulamog and the Juggernaut. He sacs 3 lands and Ink-Eyes, dropping to (100).
N: Plays Island, then
Mutilate, getting rid of everything except Ulamog and my Juggernaut. Then plays
Graveborn Muse.
Round 17
N: Draws from Muse (81). Plays Island, then
Take Possession, targeting Ulamog. That’s not good. I should have enough mana to search up
Duplicant with
Eye of Ugin next turn to get rid of Ulamog.
Round 18
S: Swamp, then
Duplicant, taking out Ulamog. There goes that problem. Attacks N with Sol’Kanar (76), with 15 general damage.
Awesome and unexpected.
B: Nothing.
Round 19
I play the Anvil, exiling
Pentavus. I then play each other card in my hand. I animate the Forge, Memorial, and Portal and attack N with everything, taking him out. At the end of the turn, B uses
Cemetery Reaper to remove my
Wurmcoil Engine from my graveyard and make a zombie, then uses Mikokoro. I draw
Darksteel Ingot.
Round 20
Me: Draw
Myr Matrix. I play the Disk and untap it with
Voltaic Key. I then blow up the world, but my stuff is fine due to
Darksteel Forge. B concedes, and I attack S with a bunch of animated artifacts for the win.
S tells me later that he had
Echoing Truth in hand and could have bounced my Disk, but passed priority by mistake. I would have had a hard time if he had, being only at 10 life with nothing on the board. I guess I didn’t really need the Disk and probably could have attacked for the win without it, but I got worried.
CONCLUSION
Venser's Journal has been a very good card each time I have seen it played. Combine it with something like Myojin of Seeing Winds, and you can gain a crap ton of life. It definitely helped the Nicol Bolas player in this game, even though he didn't end up winning. The game also showed that there are times when this deck can go on the offensive and push out large amounts of damage. And that is my favorite part of this deck.
So this was a long game where I made a couple of mistakes, but I guess that's not unusual. I will be honest, playing this deck made my brain hurt. There were a lot of decisions to be made, and I'm not the kind of player that likes to sit and think about all the possible options. Even the lands all having abilities lead to tough decisions. I'd rather sit back and bash. But if you are a controlling player that likes having a ton of options, this may be a deck for you.
Most of the deck can be downloaded or purchased HERE. Unfortunately the upload didn't include anything from Scars of Mirrodin or FTV: Relics. The deck comes out to about $150, which isn't horrible. The expensive cards are Standard playable, like All is Dust, Ulamog, the Infinite Gyre and Wurmcoil Engine. Sol Ring and Strip Mine are both expensive as well, but those should be cheaper once MED4 comes online. I guess Sword of Fire and Ice is pricey too, so you should get another form of card draw in there as well if you don't own one of those.
There are a couple of cards out there that completely hose you. I was playing against a guy using Captain Sisay as their commander who searched up Kataki, War's Wage, and that shut me down pretty fast. Energy Flux is a similar card that will be available soon with MED4 coming out. Aura of Silence is a pain and slows you down a ton. Molder Slug is another card that is annoying. I never ran into Shatterstorm, but I'm sure that one really hurts when it is cast. And of course, even if you have Darksteel Forge out, White has a bunch of ways of removing your artifacts from the game. So just keep these cards in mind when you play, as being an all artifact deck leaves you vulnerable to these cards.
Although you are pretty much limited to artifacts, there are a few different options you can use when changing the deck up. I know that Prototype Portal can lead to some shenanigans as well. Like I said, this is a pretty thought intensive deck, for a player like me, anyways. I'm not sure I will be busting this deck out much in the future, because it is a little too click intensive for my liking. But I hope you guys enjoyed it. Until next time!
Leviathan, aka Tarasco on MTGO
mrmorale32 at yahoo dot com
CONQUEROR AND COMMANDER ARCHIVE
4 Comments
I guess that was one of the games I didn't play with you. That deck is a true house though. Not really fun to play against and I imagine not all that fun to play unless you enjoy thinking A LOT about your interactions. Very intense deck. I see you managed to get in a game with Lythand and his Balthor deck. :) Of the games that we played together using this deck I don't think one actually completed.
That was a great game! I had thought I was solidly in control for a while, but then things just got out of hand :) Thanks for the write up!
I forgot about this game. lol
I made some bad play mistakes in this game, and I think Leviathan let me off the hook. he could of easily of taken me out which is why I ended up conceding at the end of the game.
No need to worry about the land issues. Once the new rules are streamlined to mirror paper Commander, then you wont have a choice but to use colorless lands in a mono brown deck.
Oh, and you have Relic of Progenitus and Tormod's Crypt if you need GY hate.
Yeah Paul, you were on the receiving end of this deck a lot. I appreciate that you played and stuck those games out though as I was testing it out. And you are right, there is a lot of thinking involved in this deck. That suits some players, but not me.
Hallowkat and Lythand, it was a fun game! Breaking triple digits in life is sometimes daunting to opponents, but this shows you can do it.
I originally had Relic of Progenitus in the deck, but I wanted to cut it, and figured I could get away with Bojuka Bog.
Also, a mistake in the article, at the end of the game, S was going to bounce my Darksteel Forge, and not the Disk. Like I noted, I should have attacked before popping the Disk. He would have bounced the Forge, but died anyway.