I’m going to be filling in for @niv-mizzle today, and sharing my personal brawl deck! I wasn’t super interested in Brawl when I first heard about it. I tend to only play eternal formats and limited, mostly Commander. So the idea of a rotating Commander with a smaller card pool sounded pretty uninteresting. But I threw together a list with cards I already had and was pleasantly surprised. I think that where Brawl really shines to me is in 1v1 when you want an experience similar to commander, but more like a normal game of magic, especially when it comes to the length of games.
But enough about the format itself, lets talk about Hapatra. The obvious build around is -1/-1 counter synergies and a list that looks like something out of Amonkhet Block. But that’s not how we do things around here. One of my favorite deck archetypes is BG Control, more popularly known as The Rock. I first heard of the archetype when I was getting into standard for the first time around Kamigawa-Ravnica. I read this article and fell in love with the archetype.
The main goal of the deck is to consistently out value your opponent with ramp, removal, and card selection. The Rock wins with slow attrition, beating down with a superior board position, 2-for-1-ing whenever possible. Cards like Ravenous Chupacabra and Noxious Gearhulk kill a problem creature, and stick around long enough to kill something else. Our Aftermath cards are another kind of card advantage. Mouth/to/Feed lets you make a 3/3 early, and refill your hand later. Never/to/Return acts as removal, that also stops graveyard shenanigans, or just makes another creature when you need it.
We also fill out the rest of the deck with cards that Synergize nicely with Hapatra. The goal of the deck is to function fully without her. Shes an early threat that can build a dominating board presence against certain match ups, but hardly essential. However, we have some ways to take advantage of her if left unchecked. FIrst off, we have creature’s that put -1/-1 counters on themselves to trigger Hapatra without combat. We also have some ways to take advantage of the tokens we do make, Whisper lets you trade snakes for things like Noxious Gearhulk, or more likely, something that will come with a snake. Cards like Torgaar and Ghalta also get a lot easier to cast when we have a tonne of tokens.
So how do we actually close out the game? We intend to gum up the board as much as possible, stopping our opponent from ever actually doing anything that matters. But that doesn’t do it on it’s own. Cards like Twilight Prophet and Bontu can slowly close out a game. But what’s more likely is to either drop a Ghalta and start swinging in past their unfavorable board state, or taking apart their hand and board with a large Torment of Hail Fire, leaving them totally open to our board.
The Rock is a powerful archetype that a lot of decks just cannot deal with. Control can’t counter your key spell, if everything you play is pure value. Yet you have the midrange effect against aggro, but backed up by Hapatra’s ability to destroy their board state if they swing into you. Combo doesn’t have time to sculpt its hand if you’re swinging in undisturbed.
Stay chill, stay hydrated. Love you.
-IZ