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Four Fun Brews for The Brothers' War Standard

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Hello everyone. When I write this column, there are some weeks where I actively look for decks that fulfill a theme. There are other weeks, like this one, when I bring you some of the most fun looking decks I've found. If you're looking for some decks to play that feature alternative ways to win, tons of planeswalkers, and a bit of aggression, look no further. Let's get started.

Bant 13

We'll start this week with a deck featuring an alternate way to win. Let's take a look at the deck.


Triskaidekaphile
Triskaidekaphile allows you to win the game if you're able to have exactly thirteen cards in your hand at the beginning of your upkeep. That's going to be the main way to win when playing this deck. The game plan is to cast Silver Scrutiny to fill your hand up, giving you the cards needed to win. To do this effectively, you'll probably need a fair bit of mana available, so this deck employs some mana ramp in the form of Azusa's Many Journeys and Joint Exploration.

Since it will take you a while to build up to having thirteen cards in hand, this deck operates as a control deck. Dissipate is a great way to counter any spell your opponent casts, exiling it in the process. Exiling is also used in conjunction with destruction to help control the creatures on the battlefield. Depopulate, Farewell, and March of Otherworldly Light all allow you to remove threats before they can deal too much damage to you. If you're looking for a challenging deck to play, give this one a try.

5-Color Planeswalker Deck

If you've ever played a deck with multiple planeswalkers in it, you know how exciting it can be to have multiple planeswalkers in play. The next deck I have for you features ten of the best planeswalkers, which can provide you with amazing results. Let's check it out.


Tamiyo, Compleated Sage
If you like playing planeswalkers, you'll want to give this deck a try. At its heart, this is a control deck. Make Disappear is the counterspell of choice for this deck, providing you with a way to soft counter any spell your opponent casts. Yes, they can always pay two additional mana to make sure their spell resolves, but that's two less mana they'll have that turn. In addition to countering their spells, you'll need to rely on a ton of creature removal spells. These include Cut Down, Go for the Throat, Depopulate, and Farewell.

Another great removal spell this deck utilizes is Leyline Binding. With a mana base that includes most of the tri-lands from Streets of New Capenna, you'll be able to cast Leyline Binding as early as turn two, and for a single White mana. That's because each of those tri-lands has three basic land types, giving you quite the domain boost. You can take advantage of that when casting Herd Migration as well, which can provide you the muscle needed to finish your opponent off.

Izzet Burn & Draw Control

The next deck I have for you might not have any creatures, but it sure can pack a punch. Let's take a look.


Teferi, Temporal Pilgrim
What we have here is another control deck, however this particular control deck does things a bit differently than the others. Like most control decks, it has a lot of different spells to counter its opponent's spells, such as Dissipate and Make Disappear. It also includes Memory Deluge and Teferi, Temporal Pilgrim, which both help you draw extra cards. With those extra cards, you'll be able to cast Fires of Victory to deal damage to a creature or planeswalker equal to the number of cards in your hand. Having a spell like this that can destroy large creatures gives this deck an advantage over other control decks.

In order to finish games, you have a couple of finishers you can use. The first are the Spirit creature tokens that are created by activating Teferi's -2 loyalty ability. Since these tokens get a +1/+1 counter whenever you draw a card, they can become quite big. Another way to finish games quickly is by taking control of your opponent's biggest threat and using it against them. This is done by casting Invoke the Winds, and can have quite a devastating impact on your opponent's morale. Both options are great ways to win the game, and combine well with each other.

Naya Aggro with Dragonspark Reactor

The final deck I have for you this week is about as different from the previous deck as you can get. Let's take a look at this aggressive deck.


Teething Wurmlet
Teething Wurmlet has the potential to grow very large throughout the game, as it gains a +1/+1 counter each turn that you play an artifact. Yotian Dissident also provides a +1/+1 counter to a creature whenever an artifact enters the battlefield under your control, but it's not limited to once per turn. Simian Simulacrum and Clay Champion both also have abilities that provide +1/+1 counters to be put on your creatures, and they're both artifacts which trigger both Teething Wurmlet and Yotian Dissident. It's clear that this deck has a lot of synergy.

If having those +1/+1 counters doesn't allow your creatures to attack for the win with ease, you can always rely on the backup plan, Dragonspark Reactor. As you play artifacts, Dragonspark Reactor will accumulate charge counters. You can then sacrifice Dragonspark Reactor, in addition to paying four mana, to deal direct damage to your opponent and one target creature equal to the number of charge counters on Dragonspark Reactor. That can give you the reach needed to finish off your opponent if the battlefield gets clogged up.

Wrapping Up

When I started writing this article, I didn't realize how many decks I would consider to be fun would be control decks. I guess that shows that, even though I usually prefer playing aggro decks, there are times I like to shake things up and play decks that don't seem to fit my style. Is the same true for you?

What do you think of these decks? Feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!

-Mike Likes

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