Historic Brawl: Rhys the Redeemed



Rhys the Redeemed


Commander (1)
Deck (99)
1 Dusk
5 Forest
5 Plains

12
45
24
19

Raw Text


Commander
1 Rhys the Redeemed

Deck 1 Gilded Goose 1 Jaspera Sentinel 1 Llanowar Elves 1 Ochre Jelly 1 Oviya Pashiri, Sage Lifecrafter 1 Speaker of the Heavens 1 Clarion Spirit 1 Emmara, Soul of the Accord 1 Woodland Champion 1 Imperious Perfect 1 Pride Sovereign 1 Scute Swarm 1 Arasta of the Endless Web 1 Esika's Chariot 1 Leonin Warleader 1 Nightpack Ambusher 1 Toski, Bearer of Secrets 1 Biogenic Ooze 1 Elder Gargaroth 1 God-Eternal Oketra 1 Maja, Bretagard Protector 1 Parhelion II 1 Arcane Signet 1 Coldsteel Heart 1 Dawn of Hope 1 Fungal Plots 1 Griffin Aerie 1 Guardian Idol 1 Intangible Virtue 1 Mind Stone 1 Ranger Class 1 Ray of Revelation 1 Tome of Legends 1 Battle for Bretagard 1 Citywide Bust 1 Colossal Majesty 1 Containment Breach 1 Heraldic Banner 1 March of the Multitudes 1 Replicating Ring 1 Sigiled Sword of Valeron 1 Skyclave Relic 1 Spinning Wheel 1 Sword of Body and Mind 1 Ajani, Adversary of Tyrants 1 Anointed Procession 1 Dusk 1 Felidar Retreat 1 Firemind Vessel 1 Helm of the Host 1 Karn, Scion of Urza 1 Rampage of the Clans 1 Smothering Tithe 1 Tyvar Kell 1 Wrath of God 1 Doomskar 1 Elspeth Conquers Death 1 Vivien, Monsters' Advocate 1 Wanderer's Strike 1 The Immortal Sun 1 Ugin, the Ineffable 1 Sandwurm Convergence 1 Tangled Florahedron 1 Arch of Orazca 1 Arctic Treeline 1 Blossoming Sands 1 Bonders' Enclave 1 Branchloft Pathway 1 Castle Ardenvale 1 Castle Garenbrig 1 Command Tower 5 Forest 1 Lair of the Hydra 1 Memorial to Glory 1 Memorial to Unity 1 Mirrodin's Core 5 Plains 1 Scattered Groves 1 Selesnya Guildgate 1 Sunpetal Grove 1 Temple Garden 1 Temple of Plenty 1 The World Tree 1 Tranquil Expanse 1 Kabira Takedown 1 Sejiri Shelter 1 Bala Ged Recovery 1 Khalni Ambush 1 Emeria's Call 1 Turntimber Symbiosis 1 Ondu Inversion

Overview

Let's make some tokens. This deck is all about making as many tokens as possible. Our commander is cheap, our plan is simple, make tokens, then more tokens, then attack with our tokens, then watch the opponents avatar explode. What could be simpler then that?

Lands

We start this deck how we start many, with basic lands. This deck is packing 5 each of Plains and Forests.



We are also running all the normal dual lands for the format.



A selection of any color lands and a World Tree help us add just a few more mana sources.



Our utility land slots are filled with two Castles and two memorials for some extra value.



Additionally we have a few utility lands dedicated to card draw. Arch can do some real work as we can often get the cities blessing pretty quickly.



We are running a whole range of MDFC lands for the additional value as well.



And finally a single creature land gives us some flexibility for the late game



Ramp

We are running a pretty standard artifact based ramp package.



But we are also running a small creature based package to help us accelerate early.



Finally we are running some higher mana cost or less consistent ramp cards.



Card Draw

Our card draw package is small but mighty. Toski can pack some major punches as we swing in with a big board, and Both ugin and Karn can do double duty making tokens and generating card advantage.



Single-Target Removal

Our removal suite is powerful but flexible. We run a variety of removal spells for both creature and non-creature permanents.



Multi-Target Removal

Out multi-target suite is made of wipes. From creatures to everything else there is something to reset the board.



Tokens

Our commander cares about tokens, so we have plenty of ways to make creature tokens. You'll find spells capable of generating creature tokens of all kinds, in vast quantities, and with various abilities.



We also can generate a few artifact tokens. Our commander can not double them, but we have a few ways to gain advantage with other deck pieces.



Finally we have a few token payoffs. These cards help us get the most value from our tokens.