I think a lot of pitfalls in building this deck is thinking breya will always be out. She definitely will be the target for removal ALOT so the deck should be able to function when she can’t stay on the board
Just because it wasn't mentioned, I feel I have to point out that Trading Post is an absolute all-star in my Breya deck. The value that can be gotten out of it is insane, whether it's sacrificing some of those excess artifacts to draw cards, sacrificing creatures to recur important artifacts, or to produce cheap blockers when you need to keep some heat off. It's also unassuming enough that people don't tend to target it with removal until they see it being untapped over and over with Voltaic Key or Clock of Omens and turning Ichor Wellspring or Wishclaw Talisman into five or six cards over the course of a couple turns. I highly recommend it in almost any EDH deck, but especially one like Breya.
Breya was the first deck I built so it’s kind of a pet deck of mine. Being in 4 colors there’s so many options and directions to take her in so I struggled with what to include. I really like some of the cards you showed and I’m gonna fit some in my deck! Thanks for the awesome video!
The video was getting long as it was, so I kept it short, but allow me to clarify here: When we use the altar, we're spending the mana either on Breya, or on the rest of the deck. Spending the altar mana on Breya essentially makes her ability cost three artifacts (and 0 mana) to activate. *If we're not going infinite*, we don't get those artifacts back; those artifacts are finite resources. We do, however, always get mana back when we untap, so spending 2 mana and 2 artifacts is more resource-efficient than spending 3 artifacts is. i.e. Spending the mana on Breya makes her ability worse. Spending the altar mana on other cards in our deck isn't "bad," per se. Mana is mana, after all. But colorless mana is most useful for artifacts, which are already heavily discounted in this deck, so the need for colorless mana here is smaller than it would be in another deck without those cost reducers. i.e. Spending the mana on other cards in this deck makes Ashnod's Altar worse. Not to mention that sacrificing artifacts to the altar for mana on other cards leaves Breya with less ammunition. To summarize my thoughts: Ashnod's Altar is a powerful card, and Breya works really well with it, providing a total of 3 artifacts for it when she resolves. But this is a deck with Breya as the commander, not with Ashnod's Altar as the commander, so I'm not asking "does Breya work well with the altar," I'm asking if the altar works well with Breya, and I don't think it does. I think it "steals the show," so to speak, siphoning her resources and watering her down, making her worse. Thanks for watching! I hope this clears things up.
Breya was the first deck I ever got in 2016. And my first introduction to MTG. Its always been my favorite to play. My playgroups rules are no infinite combos...... I built my deck similar to what you have suggested here. But with a trump card. My trump card for commander is adding Magister Sphinx to this deck. Then focusing everything around Breyas damage dealing. Set somebodies life to 10 then go aggressive on them with cards like marionette master. My entire strategy is to draw magister sphinx somehow, sack it, whether from the field or from the hand, then bring it back for each commander player setting everybody's life to 10, then sweep the board. So my deck is filled with mana generators with cards like Metalworker, artifact token creation, and its filled with heaps of defensive cards to protect the strategy. So the entire strategy is draw Magister sphinx somehow, make sure its protected entering the field or when it goes to the graveyard, then tons of cards to bring it back from the grave or blink it. If they do manage to exile it. The defensive cards can cover me for the long game.... Usually. Then cards that add damage like Marionette master whenever Breya sacks her tokens. Marionette master works incredibly well when equipped with something that increases power. So theres a few of those in there too, artifacts I can sacrifice if needed anyways. It works incredibly well.
The thopter foundry, sword of the meek and ashnod's altar combo actually also gives you infinite colorless mana, by sacrificing the infinite thopters it generates to the altar, therefore letting us use breya's activated abiity an unlimited ammount of times which wins the game. Nice video though, its good to see not so popular cards getting some love!
Thanks for watching! I'm glad you liked it. Even though it can technically win with Breya on the field, the thought behind the analysis presented was those three cards acting as a *three-card-combo*, but needing Breya on the field really makes it a *four-card-combo.* Meanwhile the other two combos presented- Dualcaster+GF, and Grand Architect+Pili- can win even when Breya is in the command zone by making the colored mana required to cast her. It's always a pleasure to highlight neglected cards. Thanks again!
I get the vibe based on your decklist that you are more interested in making highly synergistic decks even if it means skipping over a lot of generically good cards, which is totally valid. That said, as someone who pre-ordered the precon and mained the deck ever since with hundreds of games, there are a lot of core cards missing here: Emry, Lurker of the Loch and her accompanying package (mishra's bauble, engineered explosives, lotus petal, this is also the reason we prefer spellbombs over 4 mana cards that are more value oriented) Urza, Lord High Artificer is the far better Urza to be Breya's best friend. Time Sieve is extermely strong in almost any version of the deck you can build. KCI goes krazzzzzzzy with various value loops Eldarzi Displacer is a more consistent enabler for the blink sub-theme that can also go infiite with Ashnods Altar or KCI I also have to say that additional investment in mana base is insanely important if you want a 4 color deck to run well. All around, cool video with some interesting thoughts, but I highly disagree with your characterization of this list as a power level 8.
Thanks for watching! I'll try to be concise with these. - Generally, yes, I prefer highly synergistic pieces over generally good pieces. I subscribe to the idea that the commander has instructions for how to build the deck in the textbox, and that using that to inform the direction you build it in not only focuses the deck, where other lists can easily lose focus, but also makes decks more unique. It's not an *Artifact deck,* it's a *Breya deck.* - That said, it's a Breya deck, not an Emry deck. Even if it weren't though, I don't think I could ever justify Emry in this list. Her associated pacackage of cards means she's not taking up one slot in the list, but multiple. Given that she only untaps when we untap, and I'm not seeing a ton of untap synergies here, it's a high deckbuilding cost for what's not really a lot of payoff (would you be running that many spellbombs/eggs if Emry weren't in the deck?). Since I don't have Emry in the command zone, I can't rely on having access to that effect. I can rely on having access to Breya's. - I'll agree to Urza and your note about power though. This was one of my earlier lists, and I've since had the chance to refine how I think about power levels, as well as seen Urza get a reprint that makes him cheap enough to justify in a RUclips decklist (where you're incentivized to care at least a little about budget), which is also why I can't justify a KCI here (though in my personal list, featuring Meticulous Excavation, I'd adore the KCI/Displacer package). - As for Time Sieve, I'm aware of the power it brings, but I haven't seen any utility from it. Value isn't victory, and *unless* this goes infinite, it's not a victory piece. I'd rather have a card draw spell *when it's not going infinite,* which is how I want to evaluate my combo pieces: it should be something I'd want to include in the deck *when it's* not *part of a combo.* And when it's not going infinite, it's leaching a lot of resources away from Breya, the centerpiece of the deck. In my experience with Breya, we don't need *more* ways to burn though artifacts- Breya can do that just fine already. Instead, we need more ways to refuel the cards we have in hand because of how easily she burns through resources. But really, Extra Turn spells need to be win conditions for me to slot them in (Emergent Ultimatum into Expropriate, Time Stretch, and Fury Storm is one of the wincons in one of my favorite decks), and Time Sieve doesn't fit the bill for me on its own.
Hidden Breya combo: Nahiri's Resolve + Slagstone Refinery Totally agree with the combo pieces that don't do anything alone as well as commander protection - just sac in response. Edict effects like Martyr's Bond is also a slam dunk here as well as things that generate tokens upon creature death (like Pitiless Plunderer, Revel in Riches) so you can chain the removal. I disagree with removing Swords to Plowshares as Breya tends to struggle with taller creatures as well as token strategies. Breya's -4/-4 ability is also a great combat trick with high toughness creatures - for example, a 2/5 Harnessed Snubhorn usually either gets chump blocked or killed by a 5/5 or greater, but Breya's ability allows you to take down up to 6/6's.
Overall great insights. I am wrapping my head around your assessment of Master Transmuter vs. Ephemerate and how to generate blink effects for Breya. I agree that timing and cost are improved by this choice, but you get to use Breya's thopter generation only twice, since it's an instant and not an artifact. While this is beyond enormous value for 1 mana, you are sacrificing blinking Breya every turn later in the game. You can also sac and recur Transmuter from the graveyard, since it's also an artifact (though this could be costly). Any additional thoughts on foregoing that late game upside? Of course, a better version of this for the high-end is Deadeye Navigator. It's 6 mana, but doesn't tap to blink Breya. And if you can generate infinite blue mana, you have infinite thopters.
Thanks for watching! I'm glad you liked it. I love getting the chance to elaborate; this one was going long and I had to cut a lot short, so bear with me. Late-game value is tricky. All things being equal, doing a powerful thing over and over is better than doing it just once. But all things aren't equal when it comes to the timeline of the game. If every turn, there's some chance the game ends that turn, then the longer the game goes on, the more likely it is to end: not every game has a turn 10, but every game *does* have a turn 1. The takeaway is that doing an effect just once, but sooner and for cheaper is often much better than getting to do it over and over, which plays out a lot at cedh tables where we see fewer cards like Trygon Predator (still criminally underrated) and more cards like Nature's Claim. To illustrate; imagine that you've played Breya T4, and (barring any reductions) play MT T5. You spent your whole turn doing that. If anyone has removal for it (or wipes the board) between now and then (or really ever), they basically just timewalked you into skipping that turn- you got no value off it whatsoever. Even if you manage to get it back into play somehow (which you've already noted would be costly), that's another turn of summoning sickness in which MT is doing nothing but eating 4 mana that could have been used to power Breya's ability. And that's *if* you played MT on T5. Imagine drawing it T8 (you're more likely to draw into any given card as the game goes on anyway); in a 10 turn game, you'll get 1 ETB for 5 mana, and that just feels awful, whereas with Ephemerate, I'm always getting something on demand. Ephemerate could get me out of a tight spot, whereas the amount of time it takes MT to get online keeps it from being what I need at that time. *I'm happier drawing ephemerate lategame than I am MT.* On deadeye navigator, you also have to keep in mind that because of how high-end it is, it's a much bigger target and likelier to be removed. You've already caught a lot of the reasons why I chose Ephemerate and other traditional flicker effects over MT, but here are some others to think about too: - Cards that care about artifacts ETBing trigger off of both, but exiling will trigger Slagstone Refinery and Psychomancer, where MT wouldn't. - The deck is really big on blue as is; spreading around color densities makes it less costly to try to fix our mana for our commander in the long run. - Having more mana free to use at instant speed means more Breya activations - Ephemerate can blink *any* of our creatures (think Great Desert Prospector). MT can only blink artifacts. I hope this helped!😁
Aegis is right, Transmuter + Breya just isn’t worth it. IMO Ephemerate although better isn’t either. What is two thopters at the risk of getting blown out by removal getting you? Just sac Breya to herself and recast her if you really need a pair of thopters - requires zero other cards to do. As far as the board state you build over time with making two thopters a turn through Transmuter, how is that worth playing a 4 mana artifact creature that needs to untap to do anything? Here’s a good rule of thumb: If a creature costs 4 or more mana and doesn’t have any ability the turn it comes out, it’s not playable. Elvish Piper is the same stats, cost, everything as Transmuter and puts a craterhoof behemoth into play and it’s generally not considered playable. Taking a turn off (playing a 4 mana spell that does nothing) with the hopes that over 4 turns and 7 mana it will make 6 thopters is not a game winning strategy. If you have artifacts like Myr Battlesphere, Angel of the Ruins and Drach’Nyen and cards like Lightning greaves, boots of speed, Alibou to grant haste then I could see Transmuter in a more casual build but in that case cards like panharmonicon, Elesh norn mother of machines are just better which isn’t to say you can’t also play Transmuter, he would just be a near-last pick for a dedicated artifact blink / etb deck and outside that type of deck I would not play Transmuter. I played him in my Breya deck when I first started playing commander and the Transmuter loops always felt really high cost / low payoff if I managed to uptap with him. Consider also cards like Transmuter tend to eat targeted removal even if it’s not the strongest creature on board if all other creatures are tokens, creatures who already did they enters trigger or re-castable commanders. People want to get their mana’s worth and will fire off a removal spell right before their turn on whatever feels like it gets them the most value even if they should have just saved the removal spell.
I don't agree on cutting Ashnod's Altar. Thopter Foundry + Sword of the Meek doesn't win you the game. But Ashnod's Altar + Nim Deathmantle does, since Breya can damage players. Sacrifice the 2 thopters and breya, generate 6 mana, spend 4 to revive Breya with deathmantle. You now have infinite colorless mana. Then do the same, but sacrifice only one of the Thopters, so every time you loop, you are getting one more Thopter. Lastly, use that infinite mana + infinite thopter to kill the table with Breya. It's still a 3 card combo, but one is our commander, so you only need to fish for 2 cards, and there's plenty of cheap tutors for artifacts.
AA+Nim is definitely a much more efficient combo, and one that I wasn't looking at when I wrote the Altar off, since Nim is in so few decks comparatively. It was much more important to me that people playing this as a combo deck understand that the more popular combo is much, much worse than its numbers would suggest. That said, I still want as many pieces of my combos as possible to be cards I would include in the deck *even if they weren't part of a combo.* Grand Architect satisfies that condition, as does Ghostly Flicker. My commentary about the Altar stands, but in the context of ND, I may reconsider. With its focus on flickering, and the fact that you could use powerstone mana for it, ND could easily check off that box as well, and make it worth running the Altar. You may well be correct, I just need some time to convince myself that the other cards in my private build deserve the slot less. Breya's been around long enough that it's a pretty tight list (or at least, it ought to be).
Great video. I kinda wanna build her as a go wide token deck with possibilities of sacrificing. Basically just taking out the combo and adding in some thopter makers? Not sure how to pursue this, but i'm thinking pia nalaar from aftermath or sth
If you're taking out the combos, I'd go all in on flicker and card draw. Secrets of the Golden city is a good rate for draw, and Nahiri's Resolve will help your tokens and make more with Breya and friends. Thanks for watching!
Wait... no Marionette Master? I regularly do 4 dmg per artifact I sacrifice with her, and she works with treasures! Nothing makes your opponents think twice about targeting your stuff like killing their commander with Breya AND hitting them for like 16 dmg because you used treasures to pay for it. I've even taken a player out at instant speed in response to a boardwipe to fizzle it!
Marionette Master is *crazy* good in the deck, especially with all the ETB synergies, and I'd love to find room for it someday (though there are 3-4 other cards also competing for a slot as the 101st card). The things holding it back for me are: - It's a pretty major speedbump. 6 mana at sorcery speed means that we have a lot less mana leftover to be able to interact with our opponents, and that's Breya's biggest strength - It's a permanent that sits on the field and signals to everyone the danger they're in. If you're spending 6 mana on this and don't have enough mana left over to take people out *that turn,* you're public enemy #1 and that puts you in serious danger as well. Our other endgame pieces have ways to end the game that turn or can be flashed out to more securely cross the finish line.
So I was not looking for this but clicked it and watched today and I have to say you put into words much better than I was able to what I said to a friend of mine. As I have played my breya deck for years some of my “pet cards” just end up doing nothing or don’t actually serve to get me to the win any faster and need to be replaced and you gave me some great ideas for what to use. I saw someone else ask but it be ok if your contacted thru discord about decks? Also I see at the end of your videos you do a decks coming up section are they decks you own/play in paper?
Absolutely! Most of the decks I build are ones that I own and play in paper, but not all of them. Part of what I get out of making these is to flex my creative muscles without having to put down the money for the deck 😂 The decks at the end of the videos also aren't the only ones coming up.
Correct, but it specifically does this *by blinking.* It works just fine- though in my personal build I have cut it as more attractive options have been released
@@Ian-uw4lf Off the top of my head, Marionette Apprentice is better on several axes (it sees tokens as well as nonartifact creatures, hits each opponent, comes with two bodies, etc). I showed it off with my other personal decks, but the list is here www.moxfield.com/decks/ybs-Xksva0ilBc5hcwMd9A
I love the core idea for the deck...my problem is that i play in a quite high powered enviroment and i own fast mana like moxes/mana vault and crypt and all of the tutors/counterspells breya's colors have to offer(seal, demonic, fierce, swat, force of will etc) and i cannot find a space for them in the decklist...i don't know what to cut...heelp😅
If that's the kind of meta you're in, then you'll have to consign yourself to cutting a lot of the "core idea" for most decks. In my experience, the transition from 7-8 to 9-10 usually involves more focus on the combo/wincons than individual synergies. - First, try cutting the recursion/graveyard interaction pieces. Disciple of the Vault, Psychomancer, and Scrap Trawler should be first on the chopping block. - Next, I'd cut a lot of the flicker based (ETB) synergies. It's okay to keep a couple of them, but you're more interested in driving towards the finish than preserving or developing your board to a critical mass: just enough to keep sacking artifacts to control the board. Swap Canoptek Scarab swarm for Soul-Guide Lantern or Stone of Erech (spoiler: I like SoE better), and cut Great Desert Prospector as well. - If you still need more cuts, go for the artifact-based draw/dig spells. Machinate and Monumental Corruption want a critical mass of artifacts, and if your environment is that high-power, you likely won't have the opportunity to get there save perhaps by a Dockside Extortionist. Thanks for watching!!
@@aegisgamingofficial2178 i would say that as a group we are on more or less an high 8/8.5 because we use all of the fast mana and free counterspells but try to avoid going infinite. That said i wanted to say that i really appreciate the dedication in your response, i will try to put together a decklist, and btw you 100% earned a sub, great job
Its good to look tho, I dont know all the cards in magic, no one does. So seeing options is good. But copying decks and just filling a deck with meta cards makes the deck boring or not very unique and can cause losses. For example, i have a sythis deck that focuses on sagas, thats not the most powerful thing, but it works and gets wins. So its good to check EDHrec first, to see what people are doing with the commander so you can understand it more. Then develop your own deck with your own strats. But thats just my opinion.
I just haven't updated it in a while. But really I cut the Archmage/Jhoira because the "on cast" card draw is easily the weakest card draw in the list. Instead, I've had a lot more success with "on connect" card draw like The Indomitable and Bident of Thassa since we make so many evasive creatures, and it can represent both burst card draw as well as a continued source of card draw should it survive. I'll update the list when MH3 fully releases
I don’t understand the commander community’s disinterest in exploring Breya beyond a janky combo deck. Breya’s strength is in her being the queen of attrition and accumulating resources, and while attrition matters less in a 4 player game, her being so resource efficient seems like a good place to focus on - but I never see that. Right off the bat, she’s probably the best skullclamp commander and skullclamp is the best multiplier draw spell outside Rhystic study, mystic remora. Any Breya deck should start with clamp, stoneforge, steelshaper’s gift which means we’re going to want other equipment too like cranial plating, Shadowspear. The best Breya deck mana cards are Urza, Lord High Artificer and Smothering Tithe. Regardless of which direction the deck goes in, this is mana + card draw + win cons w/ cross synergy and should always be the core of a Breya artifact deck. Skullclamp (and the cards to consistently dig it out) are to Breya what Priest of Titania is to elves. Cards that discount artifact spells like etherium sculptor are almost always a trap and should be avoided outright 95% of the time. Just play signets and talismans. They’re not going to die to wraths, they give you colored mana, they can be used to cast any spell not just artifacts spells with colorless mana symbols. Mechanaut is the one exception if your deck values fliers e.i. Thopter Spy Network. The problem with the deck above is pretty simple: There’s a lot of durdling and mediocre-powered cards where you end up falling behind on board, stuck with cards like Pila Pala that do nothing on their own, or you just straight up run out of gas. Because your deck wants artifacts and because mana rocks are so good in artifacts decks, just play high cost / high impact spells like Dance of the Mance or Brilliant Restoration and just dump all your dead artifacts (and enchantments) onto the board in one shot rather than playing these ultra-low impact incremental value cards that simply won’t keep pace against your friend’s Maelatrom Wanderer deck. Also, rather than these boring, easily disrupted combos you’re burning through resources trying to get to that nobody like playing against anyway, use stuff like Tezzeret Master of the Bridge or Alibou which are one card combos in Artifact decks or Anchor to Reality + Parhelion II, Divine Visitation + Anointed Procession for token builds, Marionette Master + Breya in builds heavy on wellsprings and other air-artifacts, Sensei’s Top + the Reality Chip, Embercleave + Shadowspear on Karnstructs and other equipment piles. These are much more interesting and interactive win cons that maybe don’t win on the spot but also aren’t just Ashnod’s Altar, Pila Pala and the same tired combo cards you see in 13,000 edhrec decks. Decks that durdle around and burn out hoping to put a combo together at the end of it and just flounder in remission if they don’t are some of the most boring decks to play with and against and they tend to be inconsistent because they play bad cards that outside the other card(s) they combo with do nothing. A deck that plays a fair game and doesn’t kill in one shot but is very consistent while being original and has powerful, stand-alone cards that all synergize with each other is going to be a much funner and more often than not stronger deck. I see people all the time that get tired of their $150 “it runs this combo” commander deck because they didn’t just build a $250 version that runs like a clock, every card feels strong and every win feels unique and earned.
Thanks for watching! I love getting to talk about these decks more, and there's only so much you can say in a video, but I can tell you put a lot of thought into this comment, so here goes: - Breya *is not* a "queen of attrition," as you put it. You may have been looking for different words, but this label does not apply here. In terms of attrition, Breya performs quite poorly compared to virtually any other Value-Over-Time commander because (unless you're flickering her) you have a *very* finite amount of resources to sink into her ability. Because Breya sends artifacts to the GY 2 at a time, and by default you only draw one card per turn, if you then start sacrificing nontoken artifacts to feed her ability (or any other ability *hint*), you'll be on a negative card trajectory and run out of gas. In a battle of Attrition, VOT resources outpace Breya's resources almost immediately. Attrition is something you want to *avoid* with Breya. Is it possible that *that* is the reason you're not keeping pace with a Maelstrom Wanderer deck? - You seem to have latched on to Skullclamp, which is definitely a fantastic card in its own right, and has more than earned its reputation. But I'm concerned that you've lost the forest for the trees. Steelshaper's Gift and Stoneforge mystic can tutor up the Clamp, as seems to be their purpose in the deck you describe, but it seems like you've drifted from building a Breya deck and started building "a skullclamp deck." You take that a step further and say that you'll need more equipment for the Stoneforge and Steelshaper, but *Breya doesn't say anything about equipment.* The only interaction Breya has with equipment is sacrificing them. The only reason you seem to be putting those cards in is so that you'll have other synergies for those tutors. It's a big red flag that you call Breya "the best skullclamp commander." Don't find commanders for cards; *find cards for commanders.* This is a common problem that comes up in deckbuilding. First you add dragons to your Azorius fliers deck, then add dragon tribal payoffs to back those up, and before you know it what you've actually built has lost its focus. Is it possible that this has happened in the deck you've described? - As far as Urza and Smothering Tithe are concerned, I have two comments. *The first* is that when I build decks for the chanel, I don't build *budget focused* decks, only ones that I think are *budget conscious.* What that means to me is that if a high-price card has a similar card that has 80% the effect for 20% the cost, I'll go with the cheaper one, and both of these cards fit that description. Despite their recent reprints, I can't justify their inclusion at this price point. *The second* point against their inclusion is their mana values. Because they each cost 4 mana, any time we draw these and have the mana to play Breya, we have to choose between playing one of these or playing Breya. They "steal her spotlight," so to speak. This isn't a Smothering Tithe deck, *it's a Breya deck.* Our other 4-drops (e.g. Lae'zel's acrobatics) aren't meant to be played that turn, but rather afterwards, so don't occupy that critical turn in our gameplan. - As for these "boring, easily disrupted combos" that "nobody enjoys playing against," I would advise against projecting your own desire, goals, and tastes in a play experience onto everyone else. It's fine if those cards are the way you want to play instead, and it's fine if there are others too. Different people have different things that they want out of a magic game *and that's okay.* I'd love to compare notes again in the future. Thanks for watching!
nah bro im with you on this one. ive attrition'd thru so many games where i was the archenemy with breya decks. though i dont focus on skullclamp to the point that i have tutors specifically for it breya is just so damn toolboxy that with the right control cards and a bit of politics u can play thru most things
@@aegisgamingofficial2178 You hit the nail on the head - Breya doesn't do attrition but rather calculated resource management. I see Breya as a banker where you diversify assets with the capacity to continuously generate & instantaneously liquidate stock. Since Breya tends to play at instant speed, she always has options at any point in the game, and that is exactly what makes her fun to play. I build token generators out of enchantments & creatures so that board wipes like Vandalblast or WoG never truly hit everything.
I think a lot of pitfalls in building this deck is thinking breya will always be out. She definitely will be the target for removal ALOT so the deck should be able to function when she can’t stay on the board
Just because it wasn't mentioned, I feel I have to point out that Trading Post is an absolute all-star in my Breya deck. The value that can be gotten out of it is insane, whether it's sacrificing some of those excess artifacts to draw cards, sacrificing creatures to recur important artifacts, or to produce cheap blockers when you need to keep some heat off. It's also unassuming enough that people don't tend to target it with removal until they see it being untapped over and over with Voltaic Key or Clock of Omens and turning Ichor Wellspring or Wishclaw Talisman into five or six cards over the course of a couple turns. I highly recommend it in almost any EDH deck, but especially one like Breya.
Thopter foundry, sword of the meek and ash minds altar is a game winning move as long as breya is out
@@jp.lifts_13 Yeah, that's not what's in contention here. The point is that's a *four card combo,* when what you really want is a *two card combo.*
Breya was the first deck I built so it’s kind of a pet deck of mine. Being in 4 colors there’s so many options and directions to take her in so I struggled with what to include. I really like some of the cards you showed and I’m gonna fit some in my deck! Thanks for the awesome video!
Love Breya, one of my favorite decks. I don’t necessarily agree with some swaps you made, but it’s nice to see other versions of her out there
Ashnods alter is huge in this deck even without going infinite.
The video was getting long as it was, so I kept it short, but allow me to clarify here:
When we use the altar, we're spending the mana either on Breya, or on the rest of the deck.
Spending the altar mana on Breya essentially makes her ability cost three artifacts (and 0 mana) to activate. *If we're not going infinite*, we don't get those artifacts back; those artifacts are finite resources. We do, however, always get mana back when we untap, so spending 2 mana and 2 artifacts is more resource-efficient than spending 3 artifacts is.
i.e. Spending the mana on Breya makes her ability worse.
Spending the altar mana on other cards in our deck isn't "bad," per se. Mana is mana, after all. But colorless mana is most useful for artifacts, which are already heavily discounted in this deck, so the need for colorless mana here is smaller than it would be in another deck without those cost reducers.
i.e. Spending the mana on other cards in this deck makes Ashnod's Altar worse.
Not to mention that sacrificing artifacts to the altar for mana on other cards leaves Breya with less ammunition.
To summarize my thoughts: Ashnod's Altar is a powerful card, and Breya works really well with it, providing a total of 3 artifacts for it when she resolves. But this is a deck with Breya as the commander, not with Ashnod's Altar as the commander, so I'm not asking "does Breya work well with the altar," I'm asking if the altar works well with Breya, and I don't think it does. I think it "steals the show," so to speak, siphoning her resources and watering her down, making her worse.
Thanks for watching! I hope this clears things up.
Breya was the first deck I ever got in 2016. And my first introduction to MTG. Its always been my favorite to play. My playgroups rules are no infinite combos......
I built my deck similar to what you have suggested here. But with a trump card.
My trump card for commander is adding Magister Sphinx to this deck. Then focusing everything around Breyas damage dealing. Set somebodies life to 10 then go aggressive on them with cards like marionette master.
My entire strategy is to draw magister sphinx somehow, sack it, whether from the field or from the hand, then bring it back for each commander player setting everybody's life to 10, then sweep the board.
So my deck is filled with mana generators with cards like Metalworker, artifact token creation, and its filled with heaps of defensive cards to protect the strategy.
So the entire strategy is draw Magister sphinx somehow, make sure its protected entering the field or when it goes to the graveyard, then tons of cards to bring it back from the grave or blink it. If they do manage to exile it. The defensive cards can cover me for the long game.... Usually.
Then cards that add damage like Marionette master whenever Breya sacks her tokens. Marionette master works incredibly well when equipped with something that increases power. So theres a few of those in there too, artifacts I can sacrifice if needed anyways.
It works incredibly well.
The thopter foundry, sword of the meek and ashnod's altar combo actually also gives you infinite colorless mana, by sacrificing the infinite thopters it generates to the altar, therefore letting us use breya's activated abiity an unlimited ammount of times which wins the game. Nice video though, its good to see not so popular cards getting some love!
Thanks for watching! I'm glad you liked it.
Even though it can technically win with Breya on the field, the thought behind the analysis presented was those three cards acting as a *three-card-combo*, but needing Breya on the field really makes it a *four-card-combo.* Meanwhile the other two combos presented- Dualcaster+GF, and Grand Architect+Pili- can win even when Breya is in the command zone by making the colored mana required to cast her.
It's always a pleasure to highlight neglected cards. Thanks again!
turns into an oops theres a combo in my hand kind of deck every game but im trying to build mine to be less combo
I get the vibe based on your decklist that you are more interested in making highly synergistic decks even if it means skipping over a lot of generically good cards, which is totally valid. That said, as someone who pre-ordered the precon and mained the deck ever since with hundreds of games, there are a lot of core cards missing here:
Emry, Lurker of the Loch and her accompanying package (mishra's bauble, engineered explosives, lotus petal, this is also the reason we prefer spellbombs over 4 mana cards that are more value oriented)
Urza, Lord High Artificer is the far better Urza to be Breya's best friend.
Time Sieve is extermely strong in almost any version of the deck you can build.
KCI goes krazzzzzzzy with various value loops
Eldarzi Displacer is a more consistent enabler for the blink sub-theme that can also go infiite with Ashnods Altar or KCI
I also have to say that additional investment in mana base is insanely important if you want a 4 color deck to run well.
All around, cool video with some interesting thoughts, but I highly disagree with your characterization of this list as a power level 8.
Thanks for watching! I'll try to be concise with these.
- Generally, yes, I prefer highly synergistic pieces over generally good pieces. I subscribe to the idea that the commander has instructions for how to build the deck in the textbox, and that using that to inform the direction you build it in not only focuses the deck, where other lists can easily lose focus, but also makes decks more unique. It's not an *Artifact deck,* it's a *Breya deck.*
- That said, it's a Breya deck, not an Emry deck. Even if it weren't though, I don't think I could ever justify Emry in this list. Her associated pacackage of cards means she's not taking up one slot in the list, but multiple. Given that she only untaps when we untap, and I'm not seeing a ton of untap synergies here, it's a high deckbuilding cost for what's not really a lot of payoff (would you be running that many spellbombs/eggs if Emry weren't in the deck?). Since I don't have Emry in the command zone, I can't rely on having access to that effect. I can rely on having access to Breya's.
- I'll agree to Urza and your note about power though. This was one of my earlier lists, and I've since had the chance to refine how I think about power levels, as well as seen Urza get a reprint that makes him cheap enough to justify in a RUclips decklist (where you're incentivized to care at least a little about budget), which is also why I can't justify a KCI here (though in my personal list, featuring Meticulous Excavation, I'd adore the KCI/Displacer package).
- As for Time Sieve, I'm aware of the power it brings, but I haven't seen any utility from it. Value isn't victory, and *unless* this goes infinite, it's not a victory piece. I'd rather have a card draw spell *when it's not going infinite,* which is how I want to evaluate my combo pieces: it should be something I'd want to include in the deck *when it's* not *part of a combo.* And when it's not going infinite, it's leaching a lot of resources away from Breya, the centerpiece of the deck. In my experience with Breya, we don't need *more* ways to burn though artifacts- Breya can do that just fine already. Instead, we need more ways to refuel the cards we have in hand because of how easily she burns through resources. But really, Extra Turn spells need to be win conditions for me to slot them in (Emergent Ultimatum into Expropriate, Time Stretch, and Fury Storm is one of the wincons in one of my favorite decks), and Time Sieve doesn't fit the bill for me on its own.
Hidden Breya combo: Nahiri's Resolve + Slagstone Refinery
Totally agree with the combo pieces that don't do anything alone as well as commander protection - just sac in response.
Edict effects like Martyr's Bond is also a slam dunk here as well as things that generate tokens upon creature death (like Pitiless Plunderer, Revel in Riches) so you can chain the removal.
I disagree with removing Swords to Plowshares as Breya tends to struggle with taller creatures as well as token strategies.
Breya's -4/-4 ability is also a great combat trick with high toughness creatures - for example, a 2/5 Harnessed Snubhorn usually either gets chump blocked or killed by a 5/5 or greater, but Breya's ability allows you to take down up to 6/6's.
Overall great insights. I am wrapping my head around your assessment of Master Transmuter vs. Ephemerate and how to generate blink effects for Breya. I agree that timing and cost are improved by this choice, but you get to use Breya's thopter generation only twice, since it's an instant and not an artifact. While this is beyond enormous value for 1 mana, you are sacrificing blinking Breya every turn later in the game. You can also sac and recur Transmuter from the graveyard, since it's also an artifact (though this could be costly). Any additional thoughts on foregoing that late game upside? Of course, a better version of this for the high-end is Deadeye Navigator. It's 6 mana, but doesn't tap to blink Breya. And if you can generate infinite blue mana, you have infinite thopters.
Thanks for watching! I'm glad you liked it. I love getting the chance to elaborate; this one was going long and I had to cut a lot short, so bear with me.
Late-game value is tricky. All things being equal, doing a powerful thing over and over is better than doing it just once. But all things aren't equal when it comes to the timeline of the game.
If every turn, there's some chance the game ends that turn, then the longer the game goes on, the more likely it is to end: not every game has a turn 10, but every game *does* have a turn 1. The takeaway is that doing an effect just once, but sooner and for cheaper is often much better than getting to do it over and over, which plays out a lot at cedh tables where we see fewer cards like Trygon Predator (still criminally underrated) and more cards like Nature's Claim.
To illustrate; imagine that you've played Breya T4, and (barring any reductions) play MT T5. You spent your whole turn doing that. If anyone has removal for it (or wipes the board) between now and then (or really ever), they basically just timewalked you into skipping that turn- you got no value off it whatsoever. Even if you manage to get it back into play somehow (which you've already noted would be costly), that's another turn of summoning sickness in which MT is doing nothing but eating 4 mana that could have been used to power Breya's ability. And that's *if* you played MT on T5. Imagine drawing it T8 (you're more likely to draw into any given card as the game goes on anyway); in a 10 turn game, you'll get 1 ETB for 5 mana, and that just feels awful, whereas with Ephemerate, I'm always getting something on demand. Ephemerate could get me out of a tight spot, whereas the amount of time it takes MT to get online keeps it from being what I need at that time. *I'm happier drawing ephemerate lategame than I am MT.*
On deadeye navigator, you also have to keep in mind that because of how high-end it is, it's a much bigger target and likelier to be removed.
You've already caught a lot of the reasons why I chose Ephemerate and other traditional flicker effects over MT, but here are some others to think about too:
- Cards that care about artifacts ETBing trigger off of both, but exiling will trigger Slagstone Refinery and Psychomancer, where MT wouldn't.
- The deck is really big on blue as is; spreading around color densities makes it less costly to try to fix our mana for our commander in the long run.
- Having more mana free to use at instant speed means more Breya activations
- Ephemerate can blink *any* of our creatures (think Great Desert Prospector). MT can only blink artifacts.
I hope this helped!😁
Aegis is right, Transmuter + Breya just isn’t worth it. IMO Ephemerate although better isn’t either. What is two thopters at the risk of getting blown out by removal getting you? Just sac Breya to herself and recast her if you really need a pair of thopters - requires zero other cards to do. As far as the board state you build over time with making two thopters a turn through Transmuter, how is that worth playing a 4 mana artifact creature that needs to untap to do anything?
Here’s a good rule of thumb: If a creature costs 4 or more mana and doesn’t have any ability the turn it comes out, it’s not playable. Elvish Piper is the same stats, cost, everything as Transmuter and puts a craterhoof behemoth into play and it’s generally not considered playable. Taking a turn off (playing a 4 mana spell that does nothing) with the hopes that over 4 turns and 7 mana it will make 6 thopters is not a game winning strategy.
If you have artifacts like Myr Battlesphere, Angel of the Ruins and Drach’Nyen and cards like Lightning greaves, boots of speed, Alibou to grant haste then I could see Transmuter in a more casual build but in that case cards like panharmonicon, Elesh norn mother of machines are just better which isn’t to say you can’t also play Transmuter, he would just be a near-last pick for a dedicated artifact blink / etb deck and outside that type of deck I would not play Transmuter. I played him in my Breya deck when I first started playing commander and the Transmuter loops always felt really high cost / low payoff if I managed to uptap with him.
Consider also cards like Transmuter tend to eat targeted removal even if it’s not the strongest creature on board if all other creatures are tokens, creatures who already did they enters trigger or re-castable commanders. People want to get their mana’s worth and will fire off a removal spell right before their turn on whatever feels like it gets them the most value even if they should have just saved the removal spell.
I don't agree on cutting Ashnod's Altar. Thopter Foundry + Sword of the Meek doesn't win you the game. But Ashnod's Altar + Nim Deathmantle does, since Breya can damage players.
Sacrifice the 2 thopters and breya, generate 6 mana, spend 4 to revive Breya with deathmantle. You now have infinite colorless mana. Then do the same, but sacrifice only one of the Thopters, so every time you loop, you are getting one more Thopter. Lastly, use that infinite mana + infinite thopter to kill the table with Breya.
It's still a 3 card combo, but one is our commander, so you only need to fish for 2 cards, and there's plenty of cheap tutors for artifacts.
AA+Nim is definitely a much more efficient combo, and one that I wasn't looking at when I wrote the Altar off, since Nim is in so few decks comparatively. It was much more important to me that people playing this as a combo deck understand that the more popular combo is much, much worse than its numbers would suggest.
That said, I still want as many pieces of my combos as possible to be cards I would include in the deck *even if they weren't part of a combo.* Grand Architect satisfies that condition, as does Ghostly Flicker. My commentary about the Altar stands, but in the context of ND, I may reconsider. With its focus on flickering, and the fact that you could use powerstone mana for it, ND could easily check off that box as well, and make it worth running the Altar. You may well be correct, I just need some time to convince myself that the other cards in my private build deserve the slot less. Breya's been around long enough that it's a pretty tight list (or at least, it ought to be).
Subbed once I heard the outro. Respect
Great video. I kinda wanna build her as a go wide token deck with possibilities of sacrificing. Basically just taking out the combo and adding in some thopter makers? Not sure how to pursue this, but i'm thinking pia nalaar from aftermath or sth
If you're taking out the combos, I'd go all in on flicker and card draw. Secrets of the Golden city is a good rate for draw, and Nahiri's Resolve will help your tokens and make more with Breya and friends.
Thanks for watching!
I'll be sure to keep this in mind for my new deck, thx
Looking forward to updates now that MH3 is out!
With Murders at Karlov with tons of cards with investigate I will make a Breya following your deck tech.
Wait... no Marionette Master? I regularly do 4 dmg per artifact I sacrifice with her, and she works with treasures! Nothing makes your opponents think twice about targeting your stuff like killing their commander with Breya AND hitting them for like 16 dmg because you used treasures to pay for it. I've even taken a player out at instant speed in response to a boardwipe to fizzle it!
Marionette Master is *crazy* good in the deck, especially with all the ETB synergies, and I'd love to find room for it someday (though there are 3-4 other cards also competing for a slot as the 101st card). The things holding it back for me are:
- It's a pretty major speedbump. 6 mana at sorcery speed means that we have a lot less mana leftover to be able to interact with our opponents, and that's Breya's biggest strength
- It's a permanent that sits on the field and signals to everyone the danger they're in. If you're spending 6 mana on this and don't have enough mana left over to take people out *that turn,* you're public enemy #1 and that puts you in serious danger as well. Our other endgame pieces have ways to end the game that turn or can be flashed out to more securely cross the finish line.
So I was not looking for this but clicked it and watched today and I have to say you put into words much better than I was able to what I said to a friend of mine. As I have played my breya deck for years some of my “pet cards” just end up doing nothing or don’t actually serve to get me to the win any faster and need to be replaced and you gave me some great ideas for what to use. I saw someone else ask but it be ok if your contacted thru discord about decks?
Also I see at the end of your videos you do a decks coming up section are they decks you own/play in paper?
Absolutely!
Most of the decks I build are ones that I own and play in paper, but not all of them. Part of what I get out of making these is to flex my creative muscles without having to put down the money for the deck 😂 The decks at the end of the videos also aren't the only ones coming up.
Psychomancer clearly states "nontoken" artifacts and as far as I can tell this deck wants to be an artifact token generator.
Correct, but it specifically does this *by blinking.* It works just fine- though in my personal build I have cut it as more attractive options have been released
@@aegisgamingofficial2178 What kind of options? Do you have an updated deck list?
@@Ian-uw4lf Off the top of my head, Marionette Apprentice is better on several axes (it sees tokens as well as nonartifact creatures, hits each opponent, comes with two bodies, etc). I showed it off with my other personal decks, but the list is here www.moxfield.com/decks/ybs-Xksva0ilBc5hcwMd9A
I love the core idea for the deck...my problem is that i play in a quite high powered enviroment and i own fast mana like moxes/mana vault and crypt and all of the tutors/counterspells breya's colors have to offer(seal, demonic, fierce, swat, force of will etc) and i cannot find a space for them in the decklist...i don't know what to cut...heelp😅
If that's the kind of meta you're in, then you'll have to consign yourself to cutting a lot of the "core idea" for most decks. In my experience, the transition from 7-8 to 9-10 usually involves more focus on the combo/wincons than individual synergies.
- First, try cutting the recursion/graveyard interaction pieces. Disciple of the Vault, Psychomancer, and Scrap Trawler should be first on the chopping block.
- Next, I'd cut a lot of the flicker based (ETB) synergies. It's okay to keep a couple of them, but you're more interested in driving towards the finish than preserving or developing your board to a critical mass: just enough to keep sacking artifacts to control the board. Swap Canoptek Scarab swarm for Soul-Guide Lantern or Stone of Erech (spoiler: I like SoE better), and cut Great Desert Prospector as well.
- If you still need more cuts, go for the artifact-based draw/dig spells. Machinate and Monumental Corruption want a critical mass of artifacts, and if your environment is that high-power, you likely won't have the opportunity to get there save perhaps by a Dockside Extortionist.
Thanks for watching!!
@@aegisgamingofficial2178 i would say that as a group we are on more or less an high 8/8.5 because we use all of the fast mana and free counterspells but try to avoid going infinite. That said i wanted to say that i really appreciate the dedication in your response, i will try to put together a decklist, and btw you 100% earned a sub, great job
Do you have a discord by any chance? I’d love to pick your brain abt decks and cards or even play commander!
I don't take edhrec seriously. It's an echo chamber that feeds off of itself. I just use to to see cards I've never heard of.
Its good to look tho, I dont know all the cards in magic, no one does. So seeing options is good. But copying decks and just filling a deck with meta cards makes the deck boring or not very unique and can cause losses. For example, i have a sythis deck that focuses on sagas, thats not the most powerful thing, but it works and gets wins. So its good to check EDHrec first, to see what people are doing with the commander so you can understand it more. Then develop your own deck with your own strats. But thats just my opinion.
Wait... Budget breya at power 8? Whao
Thank you for going card by card
I looked over the deck-list. Why run Vedalken Archmage over Jhoria, weatherlight captain?
I just haven't updated it in a while. But really I cut the Archmage/Jhoira because the "on cast" card draw is easily the weakest card draw in the list. Instead, I've had a lot more success with "on connect" card draw like The Indomitable and Bident of Thassa since we make so many evasive creatures, and it can represent both burst card draw as well as a continued source of card draw should it survive. I'll update the list when MH3 fully releases
I don’t understand the commander community’s disinterest in exploring Breya beyond a janky combo deck. Breya’s strength is in her being the queen of attrition and accumulating resources, and while attrition matters less in a 4 player game, her being so resource efficient seems like a good place to focus on - but I never see that.
Right off the bat, she’s probably the best skullclamp commander and skullclamp is the best multiplier draw spell outside Rhystic study, mystic remora. Any Breya deck should start with clamp, stoneforge, steelshaper’s gift which means we’re going to want other equipment too like cranial plating, Shadowspear. The best Breya deck mana cards are Urza, Lord High Artificer and Smothering Tithe. Regardless of which direction the deck goes in, this is mana + card draw + win cons w/ cross synergy and should always be the core of a Breya artifact deck. Skullclamp (and the cards to consistently dig it out) are to Breya what Priest of Titania is to elves.
Cards that discount artifact spells like etherium sculptor are almost always a trap and should be avoided outright 95% of the time. Just play signets and talismans. They’re not going to die to wraths, they give you colored mana, they can be used to cast any spell not just artifacts spells with colorless mana symbols. Mechanaut is the one exception if your deck values fliers e.i. Thopter Spy Network.
The problem with the deck above is pretty simple: There’s a lot of durdling and mediocre-powered cards where you end up falling behind on board, stuck with cards like Pila Pala that do nothing on their own, or you just straight up run out of gas. Because your deck wants artifacts and because mana rocks are so good in artifacts decks, just play high cost / high impact spells like Dance of the Mance or Brilliant Restoration and just dump all your dead artifacts (and enchantments) onto the board in one shot rather than playing these ultra-low impact incremental value cards that simply won’t keep pace against your friend’s Maelatrom Wanderer deck. Also, rather than these boring, easily disrupted combos you’re burning through resources trying to get to that nobody like playing against anyway, use stuff like Tezzeret Master of the Bridge or Alibou which are one card combos in Artifact decks or Anchor to Reality + Parhelion II, Divine Visitation + Anointed Procession for token builds, Marionette Master + Breya in builds heavy on wellsprings and other air-artifacts, Sensei’s Top + the Reality Chip, Embercleave + Shadowspear on Karnstructs and other equipment piles. These are much more interesting and interactive win cons that maybe don’t win on the spot but also aren’t just Ashnod’s Altar, Pila Pala and the same tired combo cards you see in 13,000 edhrec decks. Decks that durdle around and burn out hoping to put a combo together at the end of it and just flounder in remission if they don’t are some of the most boring decks to play with and against and they tend to be inconsistent because they play bad cards that outside the other card(s) they combo with do nothing.
A deck that plays a fair game and doesn’t kill in one shot but is very consistent while being original and has powerful, stand-alone cards that all synergize with each other is going to be a much funner and more often than not stronger deck. I see people all the time that get tired of their $150 “it runs this combo” commander deck because they didn’t just build a $250 version that runs like a clock, every card feels strong and every win feels unique and earned.
Thanks for watching! I love getting to talk about these decks more, and there's only so much you can say in a video, but I can tell you put a lot of thought into this comment, so here goes:
- Breya *is not* a "queen of attrition," as you put it. You may have been looking for different words, but this label does not apply here. In terms of attrition, Breya performs quite poorly compared to virtually any other Value-Over-Time commander because (unless you're flickering her) you have a *very* finite amount of resources to sink into her ability. Because Breya sends artifacts to the GY 2 at a time, and by default you only draw one card per turn, if you then start sacrificing nontoken artifacts to feed her ability (or any other ability *hint*), you'll be on a negative card trajectory and run out of gas.
In a battle of Attrition, VOT resources outpace Breya's resources almost immediately. Attrition is something you want to *avoid* with Breya. Is it possible that *that* is the reason you're not keeping pace with a Maelstrom Wanderer deck?
- You seem to have latched on to Skullclamp, which is definitely a fantastic card in its own right, and has more than earned its reputation. But I'm concerned that you've lost the forest for the trees. Steelshaper's Gift and Stoneforge mystic can tutor up the Clamp, as seems to be their purpose in the deck you describe, but it seems like you've drifted from building a Breya deck and started building "a skullclamp deck." You take that a step further and say that you'll need more equipment for the Stoneforge and Steelshaper, but *Breya doesn't say anything about equipment.* The only interaction Breya has with equipment is sacrificing them. The only reason you seem to be putting those cards in is so that you'll have other synergies for those tutors. It's a big red flag that you call Breya "the best skullclamp commander." Don't find commanders for cards; *find cards for commanders.*
This is a common problem that comes up in deckbuilding. First you add dragons to your Azorius fliers deck, then add dragon tribal payoffs to back those up, and before you know it what you've actually built has lost its focus. Is it possible that this has happened in the deck you've described?
- As far as Urza and Smothering Tithe are concerned, I have two comments. *The first* is that when I build decks for the chanel, I don't build *budget focused* decks, only ones that I think are *budget conscious.* What that means to me is that if a high-price card has a similar card that has 80% the effect for 20% the cost, I'll go with the cheaper one, and both of these cards fit that description. Despite their recent reprints, I can't justify their inclusion at this price point.
*The second* point against their inclusion is their mana values. Because they each cost 4 mana, any time we draw these and have the mana to play Breya, we have to choose between playing one of these or playing Breya. They "steal her spotlight," so to speak. This isn't a Smothering Tithe deck, *it's a Breya deck.* Our other 4-drops (e.g. Lae'zel's acrobatics) aren't meant to be played that turn, but rather afterwards, so don't occupy that critical turn in our gameplan.
- As for these "boring, easily disrupted combos" that "nobody enjoys playing against," I would advise against projecting your own desire, goals, and tastes in a play experience onto everyone else. It's fine if those cards are the way you want to play instead, and it's fine if there are others too. Different people have different things that they want out of a magic game *and that's okay.*
I'd love to compare notes again in the future. Thanks for watching!
nah bro im with you on this one. ive attrition'd thru so many games where i was the archenemy with breya decks. though i dont focus on skullclamp to the point that i have tutors specifically for it breya is just so damn toolboxy that with the right control cards and a bit of politics u can play thru most things
What deck you recommending I should build then lol
@@aegisgamingofficial2178 You hit the nail on the head - Breya doesn't do attrition but rather calculated resource management. I see Breya as a banker where you diversify assets with the capacity to continuously generate & instantaneously liquidate stock. Since Breya tends to play at instant speed, she always has options at any point in the game, and that is exactly what makes her fun to play. I build token generators out of enchantments & creatures so that board wipes like Vandalblast or WoG never truly hit everything.
My Breya deck just started winning after a year of losing. Send help. Lol
Behold! The power of the powerstones!