M:tG Cribbs #15: Rogue Bruna Combo in Standard





 
  1. Game 2, you should have used the two Izzet Charms to kill his Fiend Hunter after attacks. You would have got back the Bruna, blocked immediately and got all your auras.

    When he destroyed your Glacial Fortress and you didn’t cast the Izzet Charms then, you still should have held them instead of using one of them to loot. You could have went down to 2 life with the newly drawn Sacred Foundry and killed his Fiend Hunter during attacks.

  2. I know that I received the Breaking // Entering promo with that art for playing at FNM on the day that Dragon’s Maze was officially released.

  3. Hello Ryan,
    Looks like a fun deck to play. I don’t think I would play a dual land in the deck that did not have have red or blue on it. Those are the two colors you need most early to get your deck working. I would also trade 1 alpha authority for 1 madcap skills just for the fun of occasionally assembling voltron.

    The breaking and entering promo is from the dragon maze launch event.
    Thanks for the content

  4. The deck is cool but bad. Basicly it loses to itself more often than to the opponent, because colorscrew, lack of combo pieces or lack of enablers. When it comes together the opponent has a whole turn to deal with brunah, if they can’t they lose. The problem is the lack alternate wincon and that it recieves random hate.

  5. I think your shock:buddy ratio is far less of a concern than your color ratio. Red/blue are vital to your deck functioning since they comprise your digging, whereas black/white are things you can wait to get. You also have no W/B spells while having several multicolored spells containing your main colors. I mean, I could be wrong, but it just seems like filling out your set of Sulfur Falls and another land that taps for one of the colors (probably red) would cause less mulligans than the three W/B lands.

  6. To Theis,
    Your Correct by definition this deck is a glass cannon. The deck does not interact with the opponent and gets boned by one well timed rest in peace. The deck is probably to slow to deal with an aggressive strategy like blitz. In the right meta the deck could be amazing, but that time is not now. The deck is still fun to play casually.

    To Ryan,
    I hope you do not mind but I played around with your list to make it more to my style of play. Here is what I came up with.
    4 Bruna, 4 Unburial Rites, 4 Thought Scour, 4 Faithless Looting, 4 Izzet Charm, and 4 Breaking // Entering = Combo pieces
    4 Ethereal Armor, 2 Alpha Authority, 2 Madcap Skills, 3 Unflinching Courage, and 1 Righteous Authority = Enchantments
    4 Steam Vents, 4 Sulfur Falls, 2 Hallowed Fountains, 2 Glacial Fortress,
    2 Drowned Catacombs, 2 Watery Graves, 2 Blood Crypt, 2 Dragonskull Sumit
    2 Sacred Foundry, 2 Clifftop Retreat = mana base

    Goldfishing the deck showed it turn 4 Bruna 50%, turn 5 Bruna 40%, and lost to itself 10%
    averaged 3 red sources, 3 blue sources, 1 black source, and 1 white source on turn 4, ie 2 steam vent, 1 cliftop retreat, 1 watery grave

    Happy Brewing

  7. Sweet brew, thanks for taking it through a daily event for us: it’s nice to see decks like this go off (even if only occasionally) against DE level opponents

  8. Thanks for the input everyone! I know I really messed up Match 2 with the Izzet Charms. I didn’t realize that my lands after the slime didn’t cast both Charms. If I were to play this again I would take out the Godless Shrines and Isolated Chapels and only play lands that produce U or R. To Wyldcat, thank you for your comments. I did try Thought Scour at first but I found that I just wanted to mill myself as fast as possible, that is why I am playing Chronic Flooding instead. And I don’t know if Madcap Skills or Righteous Authority are needed. The damaging from trample is usually more than enough and I didn’t think I needed Holy Mantle, which is strictly better.