Commander 1 Neyith of the Dire Hunt
Deck 1 Into the North 1 Cultivate 1 Arcane Signet 1 The Great Henge 1 Coldsteel Heart 1 Guardian Idol 1 Mind Stone 1 Heraldic Banner 1 Network Terminal 1 Skyclave Relic 1 Firemind Vessel 1 Werewolf Pack Leader 1 Colossal Majesty 1 Guardian Project 1 Ripjaw Raptor 1 Elder Gargaroth 1 Toski, Bearer of Secrets 1 Furious Rise 1 Curse of Hospitality 1 Geistflame Reservoir 1 Valakut Exploration 1 Escape to the Wilds 1 Blizzard Brawl 1 Brash Taunter 1 Prey Upon 1 Inscription of Abundance 1 Ancient Animus 1 Primal Might 1 Savage Smash 1 Domri, Anarch of Bolas 1 Kogla, the Titan Ape 1 Barrier Breach 1 Fade into Antiquity 1 Ancient Grudge 1 You Find a Cursed Idol 1 Krosan Grip 1 Magmaquake 1 Hour of Devastation 1 Spinning Wheel Kick 1 Anger of the Gods 1 Storm's Wrath 1 Ranging Raptors 1 Skyshroud Ambush 1 Territorial Allosaurus 1 Gargos, Vicious Watcher 1 Thorn Mammoth 1 Voracious Hydra 1 Arni Slays the Troll 1 Krenko, Tin Street Kingpin 1 Legion Warboss 1 Tectonic Giant 1 Torbran, Thane of Red Fell 1 A-Goldspan Dragon 1 Drakuseth, Maw of Flames 1 Boreal Outrider 1 Garruk's Harbinger 1 Rhonas the Indomitable 1 The Tarrasque 1 Pounce 1 Savage Stomp 1 Hungering Hydra 1 Cragcrown Pathway 1 Highland Forest 1 Rockfall Vale 1 Rootbound Crag 1 Rugged Highlands 1 Sheltered Thicket 1 Stomping Ground 1 Temple of Abandon 1 Timber Gorge 1 Gruul Guildgate 1 Command Tower 1 Mirrodin's Core 1 Thriving Bluff 1 Den of the Bugbear 1 Castle Embereth 1 Sokenzan, Crucible of Defiance 1 Boseiju, Who Endures 1 Lair of the Hydra 1 Khalni Ambush 5 Snow-Covered Mountain 5 Snow-Covered Forest 1 Arch of Orazca 1 Bonders' Enclave 1 Evolving Wilds 1 Fabled Passage 1 Field of Ruin 1 Labyrinth of Skophos 1 Reliquary Tower 1 Terramorphic Expanse 1 Roadside Reliquary
Neyith is a commander I don't see much of in Historic Brawl, but her synergies line up pretty well with the Historic card pool. We're using our commander as a card advantage engine to keep up an aggressive game plan even when the game runs long, something many other agressive decks have an issue with.
Single target removal is a big part of the Historic Brawl formula. There are tons of value creatures and allowing a commander to sit on the battlefield gaining value can be a major factor in the game turning around in the opponents favor. Our removal of choice is a wide selection of fight spells and effects. This lets us gain value off our commander while dealing with our opponents blockers so our power doubling ability really pays off.
Beyond just fight spells we are also running plenty of other removal including a few damage based board wipes and a big swingy dragon to kill all our opponents smaller blockers.
Another important factor when building a brawl deck is ensuring you have enough card draw. We have a variety of card draw, filtering, and impulse that means we often have a nearly full hand, or at a minimum multiple things to do.
We have a selection of both traditional artifact based ramp, and land based ramp to ensure we can hit our land drops and cast our spells. The Great Henge is especially good as our deck starts to go off as it provides card advantage, ramp, and life gain to keep us going.
Our manabase is a mostly stock Gruul list. A few synergistic cards here or there add some flair, but for the most part we want to hit our colors and win as quickly as possible.