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Viewing revision 21. There is a more recent version of this deck.

Under Construction

>Introduction

Do you know what the hardest part about making a green-white token deck is? Playing neither of those colors.

Welcome to my Brudiclad, Telchor Engineer deck. Brudiclad is a very popular commander for a number of reasons. First off, he seems easy to make. Slap a bunch of red and blue token cards, throw in some ramp, card draw, and lands, and you've got yourself a deck. Second, he's a fun commander to play. Watching your squad of 1/1 servos become a platoon of 2/1 myrs and then a consortium of 8/8 Krakens is entertaining. It feels special to watch this army grow in strength. Most aggro decks either "go wide" (attack with lots of creatures) or "go tall" (attack with a few big creatures). This deck hedges it's bet and does both at the same time.

However, there are some weaknesses to this deck. I've always been told that Brudiclad is a very aggressive deck that gets out of hand quickly. And while this can be true, it's not like this deck is hard to manage from an opponents' point of view. Brudiclad is an artifact creature, so he dies to every kind of removal. Boardwipes that hit either creatures or artifacts will likely decimate your board. Rebuilding from a wipe can be difficult, especially considering that Brudiclad already costs 6 mana. I still think that is way too much mana for what he does. You also have to remember that this deck wins with incremental combat damage. Like all battlecruiser decks, it's easy to out-pace them. Combo decks, or even high-powered decks will have no problem beating Brudiclad, just by ignoring him. So sure, Brudiclad can get out of hand, but not very often. He's kind of overrated in that sense.

If you're in a low-to-average powered meta, you like token decks, and you despise green-white tokens, then this is the commander for you.

>The Three Types of Token Producers

If you decide to make a Brudiclad deck, there is a lot of flexibility. There are a lot of good token creators out there, so use whichever ones strike your fancy. I've included what I think are the best and most fun, but that's just what I think. No matter what you do, keep in mind that there are really three main types of token producers you can use.

>Multiple Tokens

These are cards that either make a bunch of tokens in one shot (Tempt with Vengeance, Dockside Extortionist) or ones that give a few tokens every turn (Loyal Apprentice, Thopter Spy Network). The bottom line is that these cards make the "go wide" part of your army. These tokens are small but effective. A lot of them also have some level of utility. Treasure and gold tokens are used for mana. Clues can draw cards (or tutor with Tamiyo's Journal). With a lot of the repeatable token creators, it helps that you can swap between the different kinds of tokens to get value depending on your situation. Need mana? Turn all your tokens into treasure. Need to draw cards off of Thopter Spy Network? Turn all your tokens into thopters.

Making lots of tokens is important. All of these cards should make either 1 token per turn, or make a bunch of tokens in one shot. Using a Beetleback Chief isn't a good idea.

>Big Tokens

Once you have a seizable token army, you're going to want to drop something big. This is the "go tall" part of the strategy. This is how Brudiclad ends the game. Instead of one 8/8 kraken, you have an army of 8/8 krakens. The big token producers unfortunately cost more mana, have a little less utility, and they also aren't repeatable. So if you get a 6/12 construct and then turn all your tokens into treasures, you just lost that massive creature. Try to avoid doing that. That's why you wait until you have a seizable army before playing these cards.

>Copy Effects

Lots of small tokens are one thing, and a big token is another, but sometimes, you want something that's more than just power and toughness. You want a quality creature token. For that, you first need a copy effect. I like my copy effects to be low-cost (Metamorphic Alteration, Dance of the Many) or have some other upside (Quasiduplicate). These end up being dead cards without a good copy target so you don't want to include too many in the deck. After that, you need a creature that's worth copying. Some good choices include Hanweir Garrison, Sharding Sphinx, and Timestream Navigator. Also keep an eye out for your opponents' creatures. Some of them can be excellent choices to copy. Just remember that once you have a token copy of something, you shouldn't have Brudiclad change it into something else. That's counter productive.

When picking copy effects, it is much more important that they be able to copy your creatures over your opponents creatures. You know that you have good creatures. Your opponents might only have their commander, which is a bad idea to copy with the legend rule and all. Stay away from cards like Hate Mirage that can only copy your opponents' creatures.

>Playing the Deck

>Starting Hand

Here's something embarrassing; I still don't know what makes a good starting hand with Brudiclad. I know that mana ramp is something good, if anything just so you can cast Brudiclad sooner. You're also going to want a token creator or two, and then some card draw, so you can get into more good stuff. But getting all of those things in one hand is unlikely. It's irritatingly easy for this deck to blow through all of its resources and go into top-deck mode. That's something I've been trying to fix, but I haven't solved it yet.

What you really want is some early plays for your starting hand. Don't bother holding on to copy effects and the big token producers. You can draw into those later. Make sure you have at least one or two token producers, so Brudiclad has something to work with before he gets played.

>Early Turns

Start with mana ramp. You don't need a lot, but an Izzet Signet or a Talisman of Creativity can go a long way. If your mana ramp is in the form of tokens (Curse of Opulence, Captain Lannery Storm) all the better. Then you're going to want some small token creators. This way, you can gradually build a small force before Brudiclad comes out. At least that way you'll have something to work with.

You'll notice that this is kinda a lot to ask for from a starting hand. Fortunately, a lot of the cards in this deck can do more than one thing. A lot of the cards in this deck produce tokens as a by-product of something else. Like with Ghired's Belligerence, where removal becomes tokens, or with Dockside Extortionist, where a ritual effect becomes tokens.

>Order of token strength

Some tokens are more valuable than others, and this deck has a lot of different ones. You're going to want Brudiclad to switch your army into some tokens more than others. I've listed below the approximate order for most valuable token to least valuable, but situations vary. While Lightning Rager is ranked low, it's a useful army to have if you just need one more attack. Clue tokens are ranked high, but only if Tamiyo's Journal is still on the battlefield. They are good for tutoring with, not so much as card draw.

>Winning the Game

>Combat Damage

I'm sure by now you already get the gist of a combat-based win. Do some small chip damage before swinging in with one big attack. Urza, Lord High Artificer gives the best token for the finishing blow. Shared Animosity is also really good for attacking with huge power. Combat damage is the most common way that this deck wins, but it's not the best way. For that, you're going to want one of the few combos in this deck.

>Timestream Navigator combo

Use a copy effect to make a token copy of Timestream Navigator. Come combat, turn all of your tokens into Timestream Navigators. Then you can use 4 mana to take an extra turn. Because Brudiclad makes one myr token that you can turn into a Timestream Navigator, you now have infinite extra turns.

>Hullbreacher combo

I swear this combo is in every one of my blue decks at this point. While it's technically not a combo, it is a really strong synergy that can end games. Cast a wheel effect with Hullbreacher on the battlefield. Your opponents discard their hands and draw nothing, while you get cards and treasure tokens. Not game winning on it's own, but putting everyone in top-deck mode gives you a huge lead. It also goes well with Minds Aglow, not so much with Humble Defector.

>Single Card Discussion

A lot of the cards in this deck actually do more than one thing. For example, Captain Lannery Storm is both mana ramp and a card that makes multiple tokens. Purphoros's Intervention is both a big token producer and removal. In these cases, I've put the cards in whatever their primary function is.

>Multiple Tokens

Chancellor of the Forge: More than doubling the number of tokens is worth the high cost. The pre-game effect is also nice.
Goblin Assault: One token every turn is good. I'd prefer something at 2 mana, but this will do good for now.
Hanweir Garrison: giving two humans each turn is pretty good at 3 mana, you just need to make sure that you can attack safely each turn. You might be able to get Hanweir, the Writhing Township, but don't count on it. Or you can copy this card to produce boatloads of humans.
Impulsive Pilferer: I'm trying this guy out. I'm hoping that the encore will make him a useful 1 drop.
Krenko, Mob Boss: This deck has a goblin sub-theme, mostly because a lot of the good token creators in red make goblins.
Krenko, Tin Street Kingpin: Incrementally more goblin tokens if you can get him to survive each combat. A slight improvement over Hanweir Garrison.
Legion Warboss: An arguably better token producer than Goblin Assault. Also a good copy target.
Loyal Apprentice: Not really good for getting tokens before Brudiclad comes out, but she's still good at only 2 mana.
Mad Ratter: There's enough draw in this deck that it's easy to get 2 rats nearly every turn cycle. Not sure if 4 mana is too much though.
Rite of the Raging Storm: Gives one token per turn, causes your opponents to fight each other, and it can give you really powerful tokens in the late game. All around good card.
Saheeli, Sublime Artificer: Saheeli can give a good number of servos and is also a copy effect.
Saheeli, the Gifted: This planeswalker does it all. She gives tokens, mana ramp, and has a fairly good ultimate.
Sharding Sphinx: Very good token production. Can effectively double the number for tokens you have each turn. It's also a good copy target.
Tamiyo's Journal: Gives one token per turn and can be used to search for Urza or some other good card.
Tempt with Vengeance: Gives massive amounts of tokens. Tip for using this card: convince your opponents that whoever doesn't take the offer is likely to get attacked by everyone who did.

Notable Exclusions

Brass's Bounty: Because this thing costs 7 mana it's not very good ramp, but it does give a lot of tokens. I've considered getting rid of it, because it is a very steep cost for what it does.
Chasm Skulker: It can give a lot of tokens when it dies. Or rather, if it dies. I need more reliable mass token producers.
Dragon Fodder/Krenko's Command/Hordeling Outburst: These just don't make enough tokens for this deck. They might work in a more goblin-centric deck.
Dragonmaster Outcast: This card works well at 1 mana, but to me it took too long to start producing tokens. It might be good in your build.
Efficient Construction: Not worth it at 4 mana. There are other cards that are just better.
Emrakul's Hatcher: 5 mana for 3 tokens is pretty sub-par, but they can be sacrificed for mana. Still, I think with all the treasure token producers I can ditch this now.
Genesis Chamber: Giving your opponents 1/1 myrs isn't that big of a downside, and at two mana this is an efficient token producer. My issue is that my creature count was a little too low to make this work. In your build, this might end up being a good card.
Goblin Rabblemaster: Not terrible, but there are better options. I choose Goblin Assault over Rabblemaster, so that I still have a token producer after a wipe.
Jace, Cunning Castaway: As much as I would love to just have Jace after Jace after Jace, it's not easy to do, and not a very big payoff.
Mechanized Production: No one will let you win with this card. Because you're waiting for your upkeep there is a full turn cycle where your three opponents can stop you from winning. It effectively just becomes a 4 mana repeatable token creator that makes everyone think you're the big threat.
Mirrodin Besieged: Gives the same token production as Sai but doesn't do anything else.
Murmuring Mystic: There aren't enough instants and sorceries to make this card work. Even then, 4 mana is too much.
Myr Battlesphere: You would expect a 7 mana card to win games. This does not do that.
Nadir Kraken: Gives a decent amount of tokens, but paying mana for each token is tiresome.
Retrofitter Foundry: None of these tokens are all that powerful, so paying 2 mana for a token once per turn is not great.
Tezzeret, Artifice Master: 5 mana is a lot, but he's not a terrible choice. He doubles as a token producer and some semi-good card draw.
Tilonalli's Summoner: As a 1/1 creature, this card will not survive combat, so you can get a lot of tokens one time. There are other cards that can do that.
The Locust God: This is actually a good card, but 6 mana is a lot. I'm going to try it out in the future.
Trail of Evidence: There aren't enough instants and sorceries to make this any good.

>Big Tokens

Ancient Stone Idol: Its pretty easy to get this thing to cost less mana, but getting it to die for the token is more difficult. It does make a fairly good copy target though.
Karn, Scion of Urza: Karn doesn't give as good utility as Urza himself, but that construct token can still win games.
Ominous Seas: A good early game play that becomes useful in the late game.
Phyrexian Processor: I recommend picking somewhere between 10 and 20 life.
Urza, Lord High Artificer: Urza gives the best token this deck has, gives mana ramp, and gives card advantage. A staple for this deck.

Notable Exclusions

Call the Skybreaker: Too much mana, not a big enough token.
Desolation Twin: Same problem as a lot of cards on this exclusion list; it's just too much mana.
Kiora Bests the Sea God: Really high mana cost for what it does. It does other things but it's not worth it.
Reef Worm: This card can actually be really good boardwipe protection. If all of your tokens are whales, then a boardwipe will turn them all into krakens. The issue is just getting Reef Worm to die the first time. Don't get me wrong, this card is a lot of fun, but you need to include sacrifice themes for it to work.
Shark Typhoon: Besides wanting to avoid everyone saying "Sharknado" every time I cast this spell, there aren't really any high-cost non-creatures. The biggest shark I would get is a 5/5. It's also bad as a repeat token generator, because it costs 6 mana. That leaves the cycling effect. It's... alright... but there are still bigger tokens you can get at the mana cost it's offering.
Stone Idol Trap: In order to pay the reduced cost and be able to use Brudiclad with it, you have to be casting this when someone else is attacking. It could work in a combat-heavy meta but because I'm the aggressive deck in my meta I'd be paying the full 6 mana. Not worth it.
Utvara Hellkite: Unless you have a deck with lots of dragons (my deck has none) there is a two turn delay between playing this card and being able to turn your army into dragons.
Wurmcoil Engine: This makes for a good copy target, but on it's own this is lackluster. You need it to die somehow, and then the 3/3 tokens aren't that great.

>Copy Effects

Dance of Many: A simple 2 mana copy effect. You're likely not going to pay the upkeep cost, but that's okay, as all your other tokens will be copies by then.
Metamorphic Alteration: Arguably the best copy effect of this deck. It's very low cost, and can copy your opponents stuff.
Mirrorpool: Testing this card out. I'm not sure if the downsides of only giving colorless and entering tapped are worth it for this one-time copy effect.
Mystic Reflection: Cast this spell right before combat so the Myr token that Brudiclad creates becomes something else, then you get all your tokens to copy it.
Quasiduplicate: Simple, low-cost copy effect. It can also easily be used again.
Zndrsplt's Judgment: Double duty as a copy effect and weak removal. It has a high cost though.

Notable Exclusions

Cackling Counterpart: A simple low-cost copy effect. The flashback is also nice if you end up wheeling it away. I'm currently using other copy effects but if the deck ever needs more this is the one I'll swap back in.
Clone Legion: I'd like to use it as I think it can win games, but the games always end before this card can be useful.
Faerie Artisans: This is my fun card pick. It only ever gives one token, but that token changes all the time. It makes for some interesting things. I want to swap it back in at some point.
Fated Infatuation: It's not a bad copy effect, there's just better out there. The other three mana copy effects I have can recur themselves.
Flameshadow Conjuring: The upfront cost was too much, because you will still only use this on a creature worth making a copy of.
Hate Mirage: You cannot rely on your opponents having good enough creatures for you to copy.
Helm of the Host: Having an army of Brudiclad copies is amazing. It's a shame that no one ever lets that happen. Helm of the Host's mana costs just make this goal impractical.
Kiki-Jiki, Mirror Breaker: Good repeatable copy effect, but 5 mana is a lot.
Mimic Vat: There are too many hoops to jump through just to get a copy. There are many more efficient options.
Rite of Replication: Kicking it for more copies is nice and all, but I only need one copy anyway. I'll use the more mana efficient options.
Saheeli Rai: I want to find a way to fit Saheeli into this deck. If Zndrsplt's Judgment doesn't work out I'll swap it out for Saheeli.
Saheeli's Artistry: Good copy effect that can also take your opponents' stuff. Shame it costs so much.
Splinter Twin: It's a 4 mana copy effect. There are 3 mana options.
Stolen Identity: A nice repeatable copy effect. That's assuming that you'll be able to deal combat damage.
Sublime Epiphany: A lot of mana to use, but it pulls double duty as removal and a copy effect. But that mana cost is still too much.
Supplant Form: Works like a copy effect, and removal. Mostly a copy effect.

>Mana Ramp

Arcane Signet: Auto-include
Captain Lannery Storm: Decent mana ramp in the form of treasure tokens, so they can be used for more than just mana.
Coalition Relic: Gives a good amount of ramp at 3 mana.
Curse of Opulence: Very good card for this deck. Stick it on the player that is least likely to be attacking, so you can maximize the amount of gold you get.
Dockside Extortionist: Massive amount of treasure tokens, even in the early game.
Etherium Sculptor: The discount effect is nice considering the amount of artifacts in this deck. Even Brudiclad is an artifact.
Fellwar Stone: Auto-include
Goldspan Dragon: Gives a token on the same turn it costs out, and more or less doubles the mana output of treasure tokens.
Hullbreacher: Works mostly like a stax piece, and you might be able to get some tokens off of it if you flash it in at the right moment. Hullbreacher is also a win-con when a wheel effect is involved.
Izzet Signet: Auto-include
Mind Stone: An alright form of mana ramp. I'll likely replace it at some point.
Sapphire Medallion: Currently testing this out. There are a lot of blue cards in this deck, but also a lot of artifacts. Time will tell if this is a good include.
Sol Ring: Auto-include
Star Compass: Kinda sucks that it enters tapped, but it's still good at two mana.
Storm the Vault: Gives treasures at first, and then a lot of blue mana.
Talisman of Creativity: Auto-include

Notable Exclusions

Ashnod's Altar + Phyrexian Altar: Having a super large amount of mana at my disposal isn't something this deck really needs, unless Brudiclad has been removed one too many times. Even then, there are enough treasure tokens to make up for this.
Prying Blade: The setup to get mana out of this card is too much. There is better mana ramp and there are better token producers.

>Card Draw

Broodbirth Viper: The draw is sub-par. But if you copy this card, amazing.
Humble Defector: I guess this is my pet card. The trick here is to give it to someone who you know will give it back. If they don't give it back, never give it to them again. Even in future games.
Idol of Oblivion: One extra card each turn. It can also be a finisher in the late game.
Manifold Insights: A surprisingly good draw spell. I have trouble explaining how good it is, so I suggest you try it out in one of your own decks.
Minds Aglow: Massive card draw, but it can also give an advantage to your opponents. Just be careful with it.
One with the Machine: Brudiclad is 6 mana. This is almost guaranteed to draw you 6 cards. And that is the only time that Brudiclad's extensive mana cost is a good thing.
Sai, Master Thopterist: Sai is good for making a decent amount of tokens, and you can also turn those tokens into card draw if you need to.
Skullclamp: This is some very good repeatable card draw. A staple of token decks.
Thopter Spy Network: With this you'll draw an extra card each turn, and make one token each turn.
War Room: I'm trying this out. Only giving colorless is a minimal downside, but I'm not sure if I'm ever going to use it's draw effect to begin with.
Wheel of Fate: If you play this in the early game, 4 turns is enough time for you to blow through your hand, so you wheel just in time.
Wheel of Misfortune + Windfall: Basic wheel effects. Good draw and they combo with Hullbreacher.

Notable Exclusions

Padeem, Consul of Innovation: Not a terrible choice. Because Brudiclad is 6 mana you're almost guaranteed to get the card draw, and she also protects Brudiclad from removal. At 4 mana, I would prefer if she gave better draw. I might use her again in the future.
Treasure Map: The low mana cost makes this an efficient choice, it just takes a long time to get any good value out of this card. Not using it for now.

>Interaction

Abrade: Staple in red. Removing both artifacts and creatures is great.
Arcane Denial: I like the draw that this gives, and that it hits all targets, but I still wonder if Swan Song would be better.
Cyclonic Rift: This card can obviously win games.
Ghired's Belligerence: Dual purpose removal and token production, but I'm not sure if it does either of these things well.
Purphoros's Intervention: It can remove creatures and planeswalkers, or be used to make a massive token to try and win the game with.
Spell Pierce and Stubborn Denial: Good one mana boardwipe protection, among other things.
Spell Swindle: This can give you lots of treasure tokens, but you need to intentionally leave the mana open.

Notable Exclusions

Chaos Warp: Just a little too much mana. I might swap it in if I think I need more enchantment removal.
Confirm Suspicions: The treasure tokens that Spell Swindle gives is better than the clue tokens that this gives. 5 mana is a crazy amount for a counterspell, so it has to be worth it.
Descent of the Dragons: I don't know what it is about this card, but it is not as good in Brudiclad as you might think. Maybe it's the mana cost, maybe the sorcery speed. Not sure, but there are better removal choices.
Expel from Orazca: Removal that hits all targets. I like it, but Cyclonic Rift is better.
Fierce Guardianship: Use this as an upgrade to Stubborn Denial. I'm working on getting yet another copy of this card.
Furystoke Giant: This card works decently well as a one-sided boardwipe. It just requires a lot of prior setup, and you're better off trying to play a big token at that point in the game.

>Other

Artifact Lands: There are a couple of cards that care about artifacts in this deck. Not a lot, but I'm still including the artifact lands to help support those cards.
Hanweir Battlements: I've included this on the off-chance that I can one day form Hanweir, the Writhing Township.
Hellrider: Normally this card just adds to the incremental damage. But if you can copy this card, you'll win after one combat.
Shared Animosity: Because all of your tokens share a creature type with each other even a thopter army can end games with this card.
Timestream Navigator: If you can copy her, she'll win games. Otherwise she doesn't do much, but she still has a little bit of utility.

Notable Exclusions

Brash Taunter: A good copy target... but that's it. Not very practical as a card on it's own.
Coat of Arms: I've considered it, as it ends games the same way Shared Animosity does. I just couldn't find a slot for it. The construct tokens from Urza and Karn give approximately the same result, for one less mana.
Combat Celebrant: A good copy target, but not that much good outside of that. If you choose to put Kiki-Jiki in the deck then this will combo with him.

>Different Ways of Building Brudiclad

Brudiclad is one of those commanders that can be built in a lot of different ways. The deck that I've built tries to take the best cards from each of these strategies to make one solid Brudiclad deck. However, you might instead want to specialize your Brudiclad into something more unique. I've tried to include a brief summary of some of the different ways of making Brudiclad, and also include what my deck uses from these strategies.

>Artifact-Based

This build is probably the easiest one. You include a lot of artifacts and then you include a lot of cards that benefit from you having artifacts and from casting artifacts. Cards like Mirrodin Besieged and Efficient Construction. Because Brudiclad is also an artifact he contributes to this strategy a little bit.

Cards I use

Etherium Sculptor
One with the Machine
Sai, Master Thopterist
Sharding Sphinx
Thopter Spy Network

>Spellslinger

This build is about casting lots of instants and sorceries. Like the artifact-based strategy it works with cards that give you tokens when you cast an instant or sorcery, like Young Pyromancer, Murmuring Mystic, Metallurgic Summonings, and Docent of Perfection. Make sure that a lot of those spells also draw you cards though, so you can keep casting spells.

Cards I use

Saheeli, Sublime Artificer

>Goblin Tribal

Most of the good token producers in red make treasures or goblins. Goblins are also a tribe with a lot of synergy between them, so they go well with the "go wide" part of Brudiclad. Cards like Skirk Prospector give you mana, Skirk Fire Marshal can be a boardwipe, and Goblin Piledriver makes a good copy target.

Cards I use

Chancellor of the Forge
Goblin Assault
Krenko, Mob Boss
Krenko, Tin Street Kingpin
Legion Warboss

>Sacrifice effects

This tactic aims to use your tokens as a disposable resource. Mostly for mana with things like Krark-Clan Ironworks, Ashnod's Altar, and Phyrexian Altar. They also tend to use cards that create tokens when they die, like Reef Worm and Chasm Skulker. This means that the deck becomes less about incremental combat damage, and needs to instead aim for a big explosive turn, or a combo.

Cards I use

Skullclamp

>Seven Dwarves

Alright, this one is a bit funny. The goal is to make a copy of Seven Dwarves and then have Brudiclad turn all of your tokens into Seven Dwarves, so they all get a massive buff. Because you can include 7 copies of Seven Dwarves this build is very consistent and resilient. The only downside is that fitting in the dwarves and extra copy effects requires you to slot out a lot of cards.

Cards I use

I don't take any specific cards from the Seven Dwarves strategy. Instead I use Urza, Lord High Artificer, Karn, Scion of Urza, and Shared Animosity to mimic the same result; an army where they all get a massive buff.

>Mirror Gallery

This strategy aims to somehow make a token copy of Brudiclad that can stick around. Either by using Mirror Gallery, Helm of the Host, or by copying Sakashima of a Thousand Faces. Whatever the case, the end result is that you get a bunch if Brudiclad tokens, that each make a 2/1 Myr come combat, which promptly become more Brudiclads. This effectively doubles.the amount of tokens you have each turn.

Cards I use

I don't use any of these, as the payoff isn't that big for the end result. If you like the idea of doubling your tokens every turn, play Krenko, Mob Boss.

This deck does not appear to be legal in EDH / Commander.

Problems: Hullbreacher is banned.

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Revision 42 February 12, 2023 Morganator 2.0
Revert to revision 40
Revision 41 February 12, 2023 Morganator 2.0
Revision 40 November 13, 2022 Morganator 2.0
Revision 39 September 4, 2022 Morganator 2.0
Revision 37 June 8, 2022 Morganator 2.0
Revision 36 April 12, 2022 Morganator 2.0
Revision 35 April 2, 2022 Morganator 2.0
Revision 34 March 29, 2022 Morganator 2.0
Revision 33 March 9, 2022 Morganator 2.0
Revision 31 February 27, 2022 Morganator 2.0
Revision 30 February 12, 2022 Morganator 2.0
Revision 29 November 4, 2021 Morganator 2.0
Revision 28 September 6, 2021 Morganator 2.0
Revision 26 July 13, 2021 Morganator 2.0
Revision 25 July 13, 2021 Morganator 2.0
Revision 24 April 17, 2021 Morganator 2.0
Revision 23 April 11, 2021 Morganator 2.0
Revision 22 April 11, 2021 Morganator 2.0
» Revision 21 April 9, 2021 Morganator 2.0
Revision 20 February 21, 2021 Morganator 2.0
Revision 19 February 12, 2021 Morganator 2.0
Revision 18 February 7, 2021 Morganator 2.0
Revision 17 December 27, 2020 Morganator 2.0
Revision 13 December 20, 2020 Morganator 2.0
Revision 12 December 16, 2020 Morganator 2.0
Revision 11 December 6, 2020 Morganator 2.0
Revision 10 December 5, 2020 Morganator 2.0
Revision 9 September 7, 2020 Morganator 2.0
Revision 8 June 13, 2020 Morganator 2.0
Revision 7 May 31, 2020 Morganator 2.0
Revision 6 May 24, 2020 Morganator 2.0
Revision 5 May 10, 2020 Morganator 2.0
Revision 4 May 10, 2020 Morganator 2.0
Revision 3 May 8, 2020 Morganator 2.0
Revision 2 May 7, 2020 Morganator 2.0
Revision 1 July 25, 2019 Morganator 2.0
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