How to draw 15 cards, repeatedly.

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hello and welcome to another brawl gameplay video today we're taking a look at a blue green Defender deck featuring the pride of H clade as her commander voted on by my supporters on patreon this was originally going to be a standard deck but uh after trying and failing a bunch in standard I decided to move to brawl instead and this is a great Commander as it gets an X Mana discount where X is the total toughness of creatures we control so even in the late game if our opponent maybe removed our commander a few times we can still discount the commander taxs as well and still potentially play this for just a single green mana and then it's a 25 Defender so that's a lot of toughness and for two and double blue until end of turn a creature we control gets plus one power and says when it deals comma damage to a player draw cards equal to its toughness and it can also attack as though it didn't have Defender so we can Target The Pride itself and then attack for three damage and then draw 15 cards if we can connect with the the opponent so that's the dream drawing 15 plus cards with pride of hul clade now how do we get there of course we need some high toughness creatures to enable it and then ideally we also need a bit of evasion so we can make sure that the pride can actually hit the opponent so I've split up the deck into a few different categories starting with the evasion category enchantments and equipment that can give flying or can make our creature unblockable so we can actually hit the opponent then we've got a bunch of Mana acceleration a lot of these are also creatures with a decent amount of toughness so they both help us ramp as well as discounting our commander and then we've got a whole category just dedicated to high toughness creatures one Mana 05s are perfect for enabling our commander and then later in the game they might actually turn into some threats as well and we've got a small category of cards that can let creatures deal damage equal to their toughness so these are also very important and can potentially win the game with our pride once we get to deal 15 damage then we've got a few Plaines Walkers that also synergize as well in Our Deck since our deck is very good at protecting Plaines Walkers since we're putting so many high toughness creatures on the battlefield and then finally we've got the misscellaneous section where we've got maybe some ways so we don't have to discard to hand size Tris Sky Deca file can also be a fun alternate win condition if we manage to hit the opponent with our commander and then some other effects that synergize with high toughness so now let's go for the deeper dive starting with the evasion category where at One Mana we have Arcane flights and fly these are both pretty similar Cliff Haven kite sale onean equipment that we get to attach to a creature right away and the cheaper these effects are the better because that will often allow us to activate pride and give it evasion in the same turn ideally on turn four already since we can often play our commander on turn three and then if we also have a bit of Mana acceleration in the mix we'll have five mana on turn four to both play one of these and activate the Pride's ability so we can immediately draw 15 on turn four then ether tunnel gives one extra power and makes it un block blockable cou of knowledge as well as Runa flight both replace themselves and give our creature flying then we've got security bypass making it unblockable if it's the only creature attacking and then a faith flight is a very nice new addition as well can both give plus one power and flying but can also be flashed in to give our creature hex proof until end of turn so that can be a way to maybe protect our creature from instant speed removal and then we've got key to the city which we can attemp to make a creature unblockable if we discard a card and a wedding invitation draws when it enters and can be sacrificed to make a creature unblockable for a turn and then in our Mana base there's access tunnel which we can also activate to make our pride unblockable then we've got our Boreal Grazer for a bit of ramp and three extra toughness and then a delighted halfling is very nice here as well two toughness and Taps for Mana can even make our commander uncounterable and then I'm still including Elish Mystic and lonar elves since they're just very nice to have on turn one even though they don't add a ton of toughness to the deck we do have Sentinel two toughness but need to tap another untap creature so it can make Mana same with the caretaker this one's very synergistic at three toughness and the same effect as the Sentinel and then at two Mana there's the LOM speaker which now has also been updated to make a creature into a 44 until enough turn instead of a 3 three got the scrap gorger which can also Exel cards from graveyards Dr of the cowl another one three that Taps for green same as the Fawn and then the leafkin Druid can potentially make double green if we have enough creatures on the battlefield and then explore and gross parl let us play an extra length and draw a card so they essentially only cost us one Mana so they're still perfect for setting up that turn four attack and draw cards and then Arcane Signet can also immediately tap for mana and then last but certainly not least this overgrown Battlement tapping for green for each creature we control with Defender so that can potentially make a lot of Mana for us as well and then in our high toughness section we just want cheap creatures that add a lot of toughness to Discount our commander such as our Turtle got the embodiment of spring three tough but can also maybe help us ramp if we sacrifice it glistener sear lets us scry to improve our draw Steps early on the zombie lets us surveil if we tap three untapped creatures so that's more card selection and then we've got a whole bunch of one Mana o4s Secret Keeper Secret Door the crab wall of runes lets the cry one when it enters and the excavated wall and then at two Mana we're usually looking for at least five toughness the savance actually has six toughness lger Shredder lets us kive so that can also increase its toughness if we put some plus one counters on it got the fantasm 05 repti Turtle 05 that we can play at instant speed and wall missed another two mana5 and then both wall of blossoms and carvon cared draw card when they enter and crashing draw bridge can tap to give our team haste and then the Raging isle at 17 toughness is also more of a funoff not really necessary and shield wall Sentinel can search up any defender in Our Deck when it enters and that might get or walking bullwark a one Mana 03 Defender and for two Mana a creature we control with Defender can attack as though it didn't have Defender and Deals damage equal to its toughness rather than its power and then it also gains haste so that's also perfect to maybe activate our pride to just deal 15 damage as opposed to activating it for four Mana to draw a few cards so the cheaper activation can be useful then there's assault formation one of the best cards in the deck as now all our creatures can deal damage equal to their toughness rather than their power and just a single green to let a Defender attack can also increase toughness even further StreetWise negotiator has the same effect stapled onto backup so it's only a onetime deal and then the Bedrock toris another Allstar letting all our creatures deal damage equal to their toughness does not let Defenders attack so that's the one caveat but still lets our pride potentially deal 15 if we activate it and then also gives our creatures hex proof during our turn and then our plains walkers include tfairy temporal Pilgrim which has excellent Synergy with our commander if we manage to draw 15 cards as we now add 15 loyalty to tfairy to maybe set up the ultimate or we can start growing a spirit token and then there's a Vivian Reed which can maybe find more creatures or deal with artifacts enchantments or flyers and then we've got Vivian monsters Advocate which has pretty good Synergy with a commander that costs 11 Mana since we can minus two then cast our commander and then search up basically any creature in Our Deck including our bck toris which will be pretty nice alongside it and then in our miscellaneous section there's a wizard class so we have no maximum hand size since if if we draw 15 it would be a shame if we have to discard half of them and then we can also potentially level it up and get some extra plus one counters whenever we draw there's training grounds to Discount our activated abilities so we can activate our commander for just double blue and there are some other activated abilities throughout Tris Sky DEA file is also very nice alternate win condition if we've got 13 cards in hand in our upkeep then we win the game so we just need to draw 15 play a few cards in our second main phase and be left with 13 Bo of bosu can give one of of our creatures plus 11+ 11 and we get to untap it as long as we control our commander when we cast it the Visionary Stitcher can sacrifice creatures to make large zombie tokens with power toughness equal to the sacrifice creatures toughness so sacrifice pride and we get to make a 155 zombie that will also have flying and then the Towering Titan will enter the battlefield with a number of plus one plus1 counters equal to the total toughness we have on the battlefield so that can also quickly get out of hand especially with our pride on the battlefield and then we can sacrifice a Defender to give our team trample until end of turn then there's last March of the ends which is a bit expensive to cast at eight Mana but we have a bit of ramp to support it and then we get to draw cards equal to the highest toughness among creatures we control so that's another way to draw 15 cards if we don't get there with the ability and then we can put all creatures from our hand onto the battlefield and finally cord of calling we can also convoke thanks to our many cheap creatures and maybe search up some of our key one-offs such as the Bedrock toris and then our Mana base just lots of Mana fixing we mentioned access tunnel and then the fetch lands can now not only get breeding pool but also the new hedge maze which counts as a forest and an island and let's just surveil one when it enters for a bit more card selection and then no creature Lane since we don't really have time for it we've got other activated abilities we need to spend our mana on but saring City and bosu are kind of a free role so yeah that's our deck now let's jump into some games and see what the deck does okay we're on the play and facing CDC a great your deck so we've got Battlement no one Mana creature but yeah could still work out with Battlement adding extra mana and then we've got multiple ways to give evasion can fetch our new tap plant that lets us surveil and maybe keep another defender on top so get our hedge Maze and don't think we need enough another Island all right turtle's not bad so let's see next turn we can play Turtle this is not a Defender but it does add five toughness so then we can play a two Mana Pride let's see can I even play Ledger Shredder first I think so see I play Shredder play turtle and then probably don't need fly anymore although it is a one Mana enchantment as opposed to a two Mana one yeah maybe get rid of the wedding invitation then keep the enchantments cuz I can fly Plus activate Pride opponent Taps out for sadisi and yeah we get to connect with pride guess we can go to of annihilation and then with our remaining Mana play L elves could have maybe attacked before playing my land in case we drew our reliquary Tower so we don't have to discard to hand size now I definitely want to discard a nonland card make it gross parel and then keep seven cards to fairies one of them keep a security bypass a land turtle Signet maybe a sentinel and a zombie yeah looks fine CDC attacks against soak that up and World Shapers next couple Landes in graveyard spider spawning they can eventually Flash back which would get in the way of our pride but we've got to bypass so let's see here do I have the Mana to play to fery and activate we have two Defenders now so I think we're still one Mana short so maybe this turn we just kind of set up with tfairy and then next turn we can go for the ultimate so yeah play zombie that's essentially free and then maybe go with Signet canive Runa flight is back don't really need it play the fairy draw card sake of the future I will defend there is much and play Dr can potentially double block CDC now and then we can surveil with a zombie Faith lights I guess could be okay if we want to play around instant speed removal next turn in case her opponent waits for us to activate Okay alra of dementia good have been pretty good with CDC still on the battlefield but also wait to sack World shaper get all those Landes back and then uh set up a big spider spawning next turn I guess but in the meantime we can activate Pride attack and then see what we pick up opponent had a Terra Thunder on fly that I cannot protect with faith flight I guess but we can give it flying so that still works maybe should have kept more Blue Man available here all right theery gets to gain a ton of loyalty and what else did we find requery Tower I can still play that can cast bull work and uh let's see repti Turtle can go negotiator can help us set up lethal next turn turn so I may as well ultimate toy can potentially do so again to be R and uh what else assault formation also potentially presents lethal next turn still have a bit of Mana left play key to the city all right for opponent has something like a river rebuke they can send everything packing this looks like overloaded cyclonic Rifts so in that case I want to just draw a card before they overload cyclonic Rift find wizard class inter see I don't want to cast anything before attacking and then let's see what's the best sequence of events make a bunch of Mana can uh just activate assault formation here and go to attackers opponent's going to overload and we're going to pick everything up I don't think there's anything I can really do at instant speed to use up my Mana okay let's rebuild starting with probably land Arcane Signet want to deploy our Battlement as quickly as possible as well we can explore play extra land luckily still have our Ric Tower so we don't have to discard and then uh deploy a few more elves there might have been a way for me to redeploy Pride and then next turn attack for lethal but I'm not too worried yeah I guess with a turtle we could have discounted to Pride quite a bit and then still cast it he only is not bad plenty of cards in graveyard to make use of so we will need that unblockable effect from key to the city for instance okay so now I want to play out as many Defenders as possible before tapping Battlement draw Bridges pretty nice as well any other Defenders bull workk so we can play one Mana pride and then towering Titan pretty fun too here can maybe increase our toughness first want to keep Faith light available if possible and I guess we can play Turtle first too okay that leaves flight available and then uh maybe play assault formation as well okay that's good enough our opponent knows about key to the city they know about Fai flight so we should have most angles covered there's a flashback spider spawning make lots of spiders and a Palante here okay bonus tapped out we can make pride unblockable and I guess we can uh fly the Towering Titan for fun I guess towering Titan can do the honors here sweet attack you for 39 opponents grabbing their reach creature I guess they can gain a bit of life with hison but not enough to survive opponent mil wander so their entire team flies so kind of shows the importance of having some unblockable effects in addition to Flying GG's and our opponent explodes onto the next one okay we're on the draw facing kelac the great Distortion so not a deck known for having a lot of early removal but once they get Co down they can make a life very difficult our hands is not bad embodiment plus drawbridge give us a seven Mana discount we still need to draw one other creature to play Pride on turn three and then Arcane flight for evasion and eventually towering Titan with haste of drawbridge wouldn't be bad either okay now we can play Dr of the cow on two and then drawbridge plus Pride on three I believe Blast Zone could potentially disrupt us if they blow it up they can get rid of Arcane flight opponent off to a nice start two Mana ramp card into a four Mana key to the archive and this could get all sorts of effects so that also includes sweepers like day of judgment but I can't really play around it so yeah stick to the plan I think draw bridge and then I can even play signets into pride and then next turn we could Arcane flight and activate Pride's ability no day of judgment that's good now let's see what if I activate Pride I guess since our opponent doesn't have any blockers we don't need Arcane flight and then try to win with Tris Sky DEA file that could be funny so we'll start here I guess our opponent does have a blink moth Nexus that could CH block but uh I guess we we set them back on a land if they do opponent go to Liberator instead okay so I guess that can Trump Arcane flight wouldn't have helped and that's going to be it for now so not the most exciting turn possible I was still better off putting Arcane flly on Pride just so it doesn't get countered if they play coac but they's still couple lines away from casting it burnish heart will get their next turn but yeah they still have Blast Zone available and blink moth Nexus so this is kind of annoying since we w't be able to draw our cards with pride so I guess we need to kind of set up for next turn Maybe and Just Go Leaf kind rid lonard elves we can give them haste so they can immediately tap for Mana we can still Arcane flight here but uh the problem is if our opponents does blow a blast soon then we're not going to have a reliable way of connecting with Pride once Co comes down so kind of a tough one here so play TR Sky DEA file and then I guess at this point sacrifice embodiment okay that's it for now opponent sacrifices burnished heart and then next turn we maybe cast our towering Titan and give it haste assuming they don't have a six drop in hand to counter it but this is also finally our window to connect with pride so let's see if they have a onean card to counter Pride it's not very likely so that works so now we can potentially win with Tris Sky DEA file instead so I'm going to draw 16 here so we'll have 18 cards in hand so 18 cards I need to play five out if possible so we can place a crab gorger give that haste with a drawbridge So currently at 17 cards need to play four more 16 15 and then give haste play assault formation and then Channel bade you opponent is going to counter assault formation that's fine so just a double check here 3 4 5 6 7 8 9 10 11 12 13 14 looks like counter spells the card they got off key to the archive and bosu is very effective in this matchup since the opponent cannot get their Wast off B's ability that's an interaction I found out the hard way and getting to se in action here so yeah everything is in place to win with Tris Sky DEA file in our upkeep oh no her opponent's got a meter Golem to blow it up so we won't win the game with Tris Sky deai file but we're still in a pretty good position to Win Regardless since we can CT of calling to get our uh tortois which will let us deal a lot of damage and then of course there's towering Titan as well so let's say we start with towering Titan see if that resolves it does so we can give that haste with drawbridge maybe play training grounds maybe should have uh Ted more green Mana so we keep more blue for our pride activation although I can maybe explore plain Island and then we still have double blue to activate pride and uh yeah that should do it sweet on to the next one okay we're on the draw facing this card and uh we've got a keeper I think turn one Sentinel lets me go leafkin Plus Wall of runes on two and then we should be able to play our commander on three and make it unblockable and red Green's not going to have too many answers to a 15 toughness creature oh I see opponent slime Against Humanity deck so it's going to be an interesting battle think leafkin still over rip TI Turtle although that's also an option but leafkin will make a Mana for us next turn so we should be able to play Turtle before playing pride and then T fairy isn't a bad followup can maybe try and play theery before hit the opponent and drawing 15 and for now we can block opponent discarding couple slimes so we can see the combo here so yeah I think for now still RTI Turtle first player Pride and then I may as well ether Tunnel right away save us the Mana next turn and there's the first slime Against Humanity 77 yeah I mean I'm not opposed to playing tfairy here and then we should be able to set up the ultimate pretty easily just wait a turn I think we just draw cards since if I minus we might put a ferry in range of a burn spell even though our opponent doesn't seem to have many of those and then we can play our Tris Sky Deca file could also be an alternate win condition here interestingly enough so this checks at the beginning of our upkeep so draw 15 and then try to play something out so we end up with 13 cards OPP just making a large ooze and Vivian's not bad either but uh we've got other plans for the turn could also minus the fairy here or we can go for an ultimate I guess the ultimate is the safest play Although our opponent might concede before we win with trky DEA file so we have 16 cards in hand at the moment I believe so I guess we'll start with an ultimate so we should now have 17 cards in hand which means if I play our Boreal Grazer put a land in I can play another lands and then we just need to cast one more spell to be down to 13 cards so yeah let me double check here three 6 9 12 so yeah we got to play one more spell maybe go for the cramp here and yeah our opponent conceits so sadly don't get to see the Tris Sky DEA file win the game but there's no special animation so we didn't miss out on much and then next turn we could also maybe cast our last March of the ends to draw even more if we wanted to onto the next one okay we're on the draw with a keepable hand facing a traa assassin we've got some early creatures and then two ways of grinding evasion Faith light can also protect our commander perhaps so ideally we find like one more High toughness creature along the way Ripper is an assassin so great Synergy with it trata don't want to block a one- one death touch and then they get to cloak their top card right away so next turn we can keep up a bunch of instant speed cards if we draw a one Mana creature I could grow spiral and still play it a LOM speaker also tempting yeah I guess we can play LOM speaker which could technically trade for Ripper although I'm probably more interested in keeping it around since we can ignore the clothed creatures by just uh making our pride unblockable yeah I guess it's cloak our top card and not theirs either way we can now play Turtle gross power and then still play pride and assault formation was also a very nice pickup all the walking bull work already kind of has that ability covered go for the throw it answers Pride that's fine can replay it pretty easily and then still have faith flight for protection all right never mind if they take out our Turtle it becomes a lot harder so yeah it's not looking great anymore could have tried to slow roll some of our creatures to keep up Faith light instead if I activate the LOM speaker's ability let's see make a 4 four discount is by four then yeah I guess we can play it so pretty interesting Synergy here don't really want attack all right hopefully they're out of removal now and birthday escape this is now a ring bear and I thought Seas okay at least we've got redundant evasive abilities takes assault formation so I do have the Mana to play key to the city and activate the Pride's ability we are taking a bit of a beating could trade Elvish Mystic for a ripper and then I would need to draw a land in order to set up our combo here now let's just take it ether tunnel maybe a better long-term investment could also just try and set up lethal by activating the bullwark and then next turn we can hit for another 15 and that does leave Faith light available for protection yeah I guess that's the safer play as opposed to drawing 15 which admittedly is more fun but yeah now we can protect Pride or bullwark if they try and take that out instead opponent wanted to steal our commander yeah that would have been pretty effective so it now has hex proof opponent tapped out and next turn we get to do the same or at eight so yeah pretty close game our opponent was also going off and then we could both activate Bull workor and activate the prize ability for uh maximum damage and card draw so we technically get to draw 15 here but uh sadly don't get to see those cards sweet onto the next one okay we're on the play and we've got what looks like a keepable hand opponent on a black white sacrifice Deck with barom and lurus as companion so yeah they're probably going to have a bit of removal for now play crab and next turn I can grow spiral play embodiment and set up Pride on three opponent gets a bit of information with mishra's Bobble and then we could play trisk DEA file and play one Mana pride and still surveil with the Hedge maze surveil feels a lot better than crying if we're about to shuffle Our Deck afterwards now we still need to find a way to give our commander some evasion since our opponent can just Chum block on the ground forever so that's what we'll be prioritizing not super into playing the fantasm right now so we'll stick to the plan okay so looking for evasion in the meantime we can activate Tris Sky DEA file to draw perhaps and if they try to remove our commander we can pretty easily replay it as the commander attacks also scales with our toughness Prowler one one death touch pretty good blocker and take one from the spirit all right ler zombie gives us a bit of surveil so let me fetch breeding pool or Island could be good enough I'll get breeding pool in case we need more green and then I can surveil before drawing I guess we can do that at instant speed just PL a turn for now and that augur okay no other zombies on the battlefield so they're just going to sack augur itself and call of the Ring another card draw engine okay I mean so far our opponent is not doing anything too scary and don't need Grazer even though it would block the spirit token and there we go Faith flight so I guess I'm a little bit short of fa flight and give our uh ability to the pride they do have a spirit token so if they know about fa flight they can keep the spirit back but let's see what else we can do sentinel can get another Defender I guess we can get the caretaker which makes Mana so next turn we can go for it that seems fine or I could just play fantasm and then end of turn flash in faith flights and then go for it h i don't mind getting the caretaker puts more creatures on the battlefield as well so we can surveil more with a zombie but we can double check yeah if we had an extra Mana would definitely get the Battlement draw brdge isn't bad bullwark could also be useful but caretakers probably the only way to guarantee that we can uh both fath flight and activate next turn although we're pretty likely to surveil into a land as well if we want to so maybe getting the bullwark was still fine so this is now a ring bear against still block it and then our goal might be to win with Tris Sky DEA file with 13 cards in hand boner gets back Undead augur so we really want that Spirit token to attack once again if it stays back we'll need to look for an unblockable effect instead okay I'll Sade can maybe give protection and Dawn of a new age to draw more cards that's fine Spirit token attacks yeah I mean I can block bolome here it's possible our opponent's could way to finish off a creature that's been dealt damage but I don't really want to take five for no reason all right so we'll get to surveil okay so it's go time Faith flights for starters hope there's no instant speed removal and response if there is we can at least replay our pride and then look for another evasion effect but now it's got hex proof so we are going to connect with Tris Sky DEA file we have unlimited hand size so still going to be a little tricky to get my hand down to 13 cards here since we're going to draw 15 here and let's see could Channel bosu doesn't seem super important so maybe a wall of runes okay pass a turn archist is next so we've got two potential paths to Victory one with Tris skycap file one just dealing damage and uh don't currently have a way to deal damage equal to a creature's toughness which would help we do have Vivian can maybe blow up an enchantment opponent's going to draw they're may be looking for answers to the Tris Sky DEA file with the invitation we can potentially attack past the spirit token in case we want to draw even more cards and our opponent explodes all right I guess drawing 15 was good enough onto the next one okay we're on the play facing Vasa so black green death Dutch and what do we think of our hand we've got two high toughness creatures bit of ramp and one way to make our commander unblockable so yeah this is keepable trying to scry into another high toughness creature so we can hopefully play our pride on turn three already and Forest I think we bought him Signet can fix our colors okay so next turn we can already cast it but if we draw another creature we can probably still play it first and there's another death ddge creature okay can play the Elvish Mystic which will actually allow us to next turn play the invitation and activate the ability here so we can hopefully draw 15 opponent Taps out for Vasa normally I would be okay trading for the vampire and my Elish mistake but we need it to set up our combo okay so we'll stick to the plane so activate the ability a wedding invitation and draw another 15 cards and thanks to reliquary Tower we don't even need to discard to hand size here all right and our opponent explodes sweet onto the next one all right we're on the draw and uh missing both early creatures as well as blue Mana so going to Mulligan this is much better still a little bit light on the initial creatures but both halfling and LOM speaker also make Mana so maybe we'll ramp into a towering Titan first opponent with a virtue taking out halfling and uh I'll play the LOM speaker first since there's no use for the Mana from Arcane Signet all right opponent's got a lot of removal so that's going to slow us down significantly play Secret Door don't think I want to enchant it Sentinel okay we're making a bit of progress next turn we can maybe cast our pride never mind Terror suer or Signet and yeah Boon doesn't really do anything for me right now surun just with a very interaction heavy build of molda caretaker does allow me to now play Pride question is do I enchant it already I guess we may as well since next turn I might be short of both enchanting and activating otherwise all right center opponent explodes I guess uh they didn't have any answers left onto the next one all right we're on the play facing the m Tyrant a graveyard deck and uh yeah we've got a keeper got some high toughness creatures I will have to play a tapped maze but uh I'm going to prioritize playing scrab gorgg on two and then I would like to find a third land so we don't need the crab well we actually uh Drew both of our Island Forest cards so Foothills can only get basic Forest but that's fine so next turn we should be able to play our pride if we go surance plus Secret Keeper first but let's see here get a forest so we can play the savance and then now still play Secret Keeper and then have a one Mana Pride all right now I'm going to be a little bit short of activating pride and putting ether tunnel on it so we'll uh have to wait and see if they try to remove it we can pretty easily Replay by maybe even playing cared first since a commander attacks also gets discount by the ability of course instant speed removal is a bit more effective since they can wait for me to activate and then uh take it out opponent with a Bastion that's fine and a sprout so they can easily Chum block Pride so there's no point in activating it now instead could just put the ether tunnel on it now could could also play cared hope to draw a land and then still ether tunnel but that seems kind of unnecessary so let's just ether tunnel now hope they can't remove it I guess that's kind of the drawback as it would be better to hit my land drops so with the embodiments we can activate it to get a basic then I would still need to draw land in order to Tunnel activate which is the goal CU have for opponent's holding removal then putting the tunnel on it now is pretty bad so maybe it is just carried hope to draw Landes play embodiment all right and then next turn with another land we can both tunnel and activate if not we can activate the embodiment and get there on the following turn our defenses are set up at least so we shouldn't take any comma damage our opponent's going to go wide with a m Tyrant and an opportunist luckily we can block their creatures without killing them and tfairy teair is nice too can try and set up a tfairy ultimate and then by drawing we give ourselves a pretty good chance of just drawing a land for next turn you know I've always got time to fight okay so we're all ready to go interesting just for them to tap out so we don't need to worry about any instant speed interaction but uh yeah the micro Tyrant probably wants a lot of permanent cards to function so I don't expect too much instant speed removal and to prevent triggering morbid opportunist we don't want to actually take out their one one all right run of flight could also work opponent does have one card in hand so that makes me a little bit nervous guess I'll start with a run of flight instead of ether tunnel in case a flyer shows up in the future okay activate I guess I can even play training grounds first since that'll give us a discount hit you for three draw 15 cards and then we can ultimate to fery which should be pretty effective I don't know about you but I'm we didn't draw anything particularly exciting bichu may be an answer to an enchantment but uh yeah our opponent has seen enough all right so we got to see our high toughness deck in action and yeah the pride of the hul clade is a very fun Commander reminiscent of Emory in how it always gets discount even with a commander tax so it's usually not too difficult to redeploy if her opponent just focuses on taking out our commander but there are still some tough match ships out there if our opponent's backing a lot of sweeper effects then if they deal with all our Defenders this can be very hard to redeploy the pride and maybe some auras that can turn our commander into a one-one creature can be pretty hard for us to beat since we're kind of all in on our commander to win the game but yeah it's a very fun commander and I got to draw more cards in the last hour than I have in a very long time so I can certainly recommend the deck if you liked the look of it so that's going to do it for today's gameplay I want to thank you for watching hope you enjoyed and as always have a nice day
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Channel: LegenVD
Views: 44,163
Rating: undefined out of 5
Keywords: lvd, legend, mtg, mtga, mtg arena, magic the gathering, deck, decks, gameplay, guide, historic brawl, commander, edh, brawl deck, mkm, murders at karlov manor, defender, defenders, defender deck, defender edh, arcades, pride of hull clade, hull clade edh, hull clade commander, hull clade brawl, simic, blue, green, combo, draw 15, teferi, turtle
Id: GTIWWVBOrB4
Channel Id: undefined
Length: 58min 3sec (3483 seconds)
Published: Fri Feb 09 2024
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