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The Scarab God (My first brawl deck) multiplayer (Brawl)

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Looking at building my first brawl deck.

1) Commander- The Scarab God

My strategy is to be balanced between reanimator targets and control elements. It would be nice to include as many creatures with quality control based ETB's as possible. I also want to be able to take advantage of my own graveyard, as well as my opponents.

Reanimation:

2) Champion of Wits.
Drawing cards and adding gas to my yard is the perfect creature ETB for this deck.
Amazing target out of the yard or to eternalize

3) Liliana Death's Majesty.
A perfect backup to TSG. She can actually reanimate a target on turn 5, something TSG can't do.
If your opponents do not have an answer just ticking her up continuously can get out of hand.

4) Gonti, Lord of Luxury.
Very good card advantage in certain advantage that gets around your commanders color identity in casting. (No lands though.)
Deathtouch will be a valuable deterrent.

5) Hostage Taker.
The exile effect will help deal with those pesky critters out there with indestructible or recurring effects.
Exiling artifacts is far more likely to occur regularly in a multiplayer format.
*HT forces it to be removal fodder as your opponent certainly will not want you casting their juice.

6) Kitesail Freebooter.
Love hand disruption in multiplayer.
Nice to reanimate in key moments later in the game.

7) Noxious Gearhulk.
removal and lifegain.
big body with evasion.

8) Torrential Gearhulk.
all-star reanimation target.
big body that opponents will not want to send to the yard.

9) Yawgmoth's Vile Offering.
big restrictions to cast, however the pay off is well worth it.
there will usually be a major target for us to hit in our yard and a target somewhere on the board in multiplayer.
*at worst is is commander removal. At best it is a major game swing.

10) Vizier of Many Faces.
Clone ability in brawl looks like a big game changer. The creatures it can copy in just our own deck are very powerful.
Cloning our opponents commander and etb's is so much fun.
*Embalm is great for this deck as we will not need TSG in play to take advantage.

11) Search for Azcanta.
normally you wait to play it until you can flip it, but in this deck filtering your top card to the graveyard can be a nice option early on.
once flipped it is both ramp or card draw (depending on your need on any given turn). Just pure gasoline.

12) Merfolk Trickster.
a great foil to play on an opponents commander on key turns.
helps get around recursion and indestructible on opponents creatures.
*flash creatures are a bonus to allow us to leave up mana on our opponents turns.

13) Curator of Mysteries.
cheap cycling creature to fuel the yard and dig through your deck.
good stats even if you hard cast it.

14) Archfiend of Ifnir.
somewhat cheap cycling creature to help the strategy.
good stats once on battlefield.

15) Panharmonicon.
We plan on making a lot of abilities trigger through ETB's.
Not a card we need to rush onto the battlefield, we can wait until things are set up.

Control Elements:

Counterspells-

16) Disallow.
If you miss countering a spell, you can at least catch the ability later.
helps catch tricks of playing cards that are not technically "cast"

17) Spell Pierce.
like to play as many cheap counters as possible.
made even better against decks using a planeswalker as their general.

18) Negate.
same reasons as Spell Pierce.
great hard counter.

19) Essence Scatter.
*the other half of Negate.

20) Censor.
great counter in the early game or to hold up for commanders (as you know what they cost and which turn they may try to play them)
cycling is great for this deck, even for noncreature cards.

21) Countervailing Winds.
More of a mid to late game counter.
again, cycling is great.

22) Insidious Will.
*Expensive as a counter, but toolboxing a counter with reverberate and redirect is decent.

23) Supreme Will.
*a counter that can also draw a card is pretty sweet. Versatility is nice.

24) Syncopate.
*exiling is key.

25) Unwind
*a multiplayer gem as it allows you to counter on a players turn and still have mana up on the next players turn.

Card Draw-
(already playing a decent amount of card draw in our reanimator targets and through cycling.)

26) Chart a Course.
Cheap card draw.
discarding a card is not as big of a draw back as many other decks.

27) Hieroglyphic Illumination.
*two cards for 4cmc is reasonable, however cycling is often the best option.

28) Dark Bargain.
*draw two and set up the yard is nice, even if it costs 4cmc.

Removal-

29) Bontu's last Reckoning.
*we do not have a whole lot of sweepers at our disposal.

30) Cast Down.
*instant speed cheap removal that hits a lot of targets.

31) Never/Return
*have to have ways to deal with planeswalkers in this format.

32) Vraska's Contempt.
does double duty, but we're playing it mainly for planeswalkers.
exile is important whenever we can play it, especially at instant speed.

33) Ravenous Chupacabra.
missed earlier in reanimation targets.
great removal on a stick.

34) Demon of Dark Schemes.
I don't want to play too many cards high up on the curve, however this one is worth playing.
DoDS can end token and weenie decks.

35) Vona's Hunger.
One of our few opportunities to remove multiple creatures.
Nice to have a sacrifice option for hexproof creatures.

Lands)

36) Fetid Pools. Dual

37) Drowned Catacombs. Dual

38) Submerged Boneyard. Dual.

39) Memorial to Folly.
*getting a creature back is really nice late game.

40) Memorial to Genius
*bonus card draw.

41) Cabal Stronghold
*possible late game ramp.

42) Field of Ruin
target any nonbasic land.
must remove Scavenger Grounds.

43) Island x9

44) Swamp x9

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