Devoted Brewid – or when Mavericks try to combo
By Discord user D-aggressive-B
Welcome to this deck-tech and mini tournament report. If you’re already a Brewid pro, feel free to skip to the report (which is more like a series of field notes) at the end.
One of the good things about the Dutch legacy scene is that one of our local tournament series is fun, well-attended, and rather professionally organised. I’m talking about the Bazaar of Boxes series, or BoB series, which takes place roughly every quarter. There’s feature matches on stream (with commentary, you can see me play this deck in round 4), there’s ELM invites for the winners (so not for me), and there’s… a brewer’s cup. My precious. We must haves it…
But how? Obviously cramming Sagas, Punishing Fires, and three Sylvans into a Maverick deck isn’t spicy enough – it’s called a Brewer’s Cup, not a “2011 called, they want their tech back” cup. But then I saw Karador’s report on Devoted Druid, a deck he’d been developing for a while.
We joined forces and combined my (questionable) combo skills with his (debatable) experience, to arrive at a pile which Doomsday playtesters referred to as “can’t you just play something blue?” We knew what they were trying to say. They were trying to say “awwww yeah…. It’s business time…”
Here’s the decklist:
That feeling when you have to register a new archetype in melee because apparently it doesn’t exist yet… ☺️
So we’re going to make infinite mana with Devoted Druid, and we’re going to use that mana to kill at least one opponent. We cannot cantrip, so we need to rely on a critical mass of combo pieces. This can be smoothed out by relying on versatile combo pieces, and that’s where Green Sun’s Zenith shines, along with GSZ at home: Fiend Artisan.
I made a comedy academic paper that is actually also rather dense in relevant information. This is why I’m still showing it here, but the most relevant part is the table which highlights the combo pieces in the deck, along with which roles they play.
How can this deck be played? Instead of an A+B combo, it’s more of an A+B+C combo, because we need a Druid, an enabler, and a payoff. These are often cast in that order, but definitely not always. For the purposes of this primer, we’re just going to discuss it in that order though.
Druid is step one, and let us not fail to appreciate that it is also a card in and of itself – it is an expensive dork that does not die to Bowmasters, and which can give you a one-time burst of GG. The dream is to pay for a Daze while you’re “tapped out”. I had opponents ask me “how much mana do you have?” and I believe my response was “all of my mana sources are tapped.” Let’s also remember that Druid can kill itself at will, which may be relevant if it gets plowed or pended. You might even want to fizzle a Petty Theft.
Anyway, here’s a chart:
There’s not much to say about this step. A reliable way of getting a Devoted Druid onto the table, is by casting one. You can also GSZ for two and watch your opponent sigh in relief when you didn’t get Gaddock Teeg but a mere mana dork. Lastly, there’s Fiend Artisan. While it sucks to use Fiend Artisan for finding Druid, it can easily be worth it if you have Swift Reconfiguration in your hand (discussed in the next step).
Fiend Artisan is an amazing card and it’s also really bad. It has summoning sickness and costs GG plus a sacrificial creature more than a trusty GSZ. On the other hand, once it’s in play it could spawn out your entire combo without ever needing to cast another spell again. And sometimes it attacks for 5 a few times in a row and just wins, which GSZ generally doesn’t do.
One secret mode of Fiend Artisan is sort of close to the secret mode of Elvish Reclaimer: that of Hymn to Tourach. If you’re up against something blue, which sometimes happens, then Fiend Artisan is something opponents tend to worry about. Overall it’s great in this deck, even though it can feel like a lot of work.
Once we have our Druid, we need to enable it to make infinite G. There’s several options, and of course there’s another scheme:
The ways to activate the druid are threefold, and there’s some subquests to go get said ways. The best of the best is Swift Reconfiguration. This card is amazing in this deck because it does some things the other pieces cannot.
First, let me make it explicit that it turns Druid into a non-creature vehicle that still has all of its activated abilities. Artifacts do not care about accumulating -1/-1 counters, so you can just keep on untapping the vehicle and tapping it for yet another green.
This combo is sometimes used in Enchantress decks, where it has the moniker 4WD (because Reconfiguration turns Druid into a car). One can also consider that the aura turns the Druid into a swifty. So here’s the praises of Swift Reconfiguration:
• It’s an enabler because it activates infinite mode
• It’s removal because it can turn attackers into vehicles with a prohibitively high crew cost (it’s not so great to remove important activated abilities though)
• It’s protection, because for instance a Fatal Push on your important creature can be made to fizzle by quickly swifting the creature
• It’s turbo mode, because a a non-creature artifact doesn’t care about summoning sickness for its activated abilities! Cast Druid and immediately Swift it? That’s infi-G right then and there. One could also turn Fiend Artisan into a horrible WGGGX Zenith when in dire straits.
This last part cannot be reiterated enough: it gives virtual haste. This will come up (see for instance the turn 2 win during the first game of the day, in the report at the end). I also dropped Druids onto the table while holding a Swift, knowing I could ‘gotcha’ a removal spell. Floating a Druid on the table to attract removal is also relevant for our next enabler: Hazel’s Brewmaster. Go read it. Enjoy the picture.
Come on, you like it. Admit it. This is why you started playing magic when you were 10 years old, right? Or maybe it was Rock Hydra. Anyway, Brewmaster does a lot. Here’s a graphic:
Let’s go through it:
• If there’s a Druid in your graveyard, you can exile it to get a food. All your food will then gain all of Druid’s abilities, which mimics the vehicle situation: food doesn’t care about -1/-1 counters, food doesn’t care about summoning sickness. Once you successfully brew a Druid, you have infinite G available. Please remember that Druid must already be in the graveyard for you to be able to target it with Brewmaster. So if you have a Druid in play, you need to have it kill itself before you know for sure your Squirrel will resolve! On the other hand, T2 Druid taps for 2 on T3, so you can quite probably afford a Squirrel on T3 just off of Druid and the lands you already used for Druid.
• You can make a Grist food. First this sounds awesome, then it sounds weak, then back to awesome. First, it’s great to have a Grist that cannot be attacked. But the Grist starts at zero loyalty. But you could make more foods and they’re all Grists. But once Brewmaster dies they lose their abilities again. There’s so many strong points and weak spots… Just remember that brewmaster is a 3/4 menace so it can quite realistically attack and survive. When it attacks, you get another food. Do you want an army of Grists? Sure you do. Use your judgement. I got one win off of having multiple Grists.It is also worth noting that an increasing amount of Grist foods means an increasing amount of looks at milling a Druid and enabling the combo.
• Exile monsters. This is not to be underestimated: ETB exile that Troll that was laying there. Exile their only artifact to reduce their Goyf-stats. The dream is to exile Griselbrand one day. Keep an eye out for any activated ability, you never know. It might be your own BoP that they bolted.
• Gilded Goose. Now this card may be on the chopping block, it’s really not great as a dork (it feels like a lotus petal that you paid for). But I played it at the BoB, and it’s worth your attention. Goose makes a food ETB. Goose even makes more food when you activate it for 1G (I did this once in the seven rounds). But imagine a food that has all Goose abilities… food that taps to create food? Food that eats a food to make mana? Basically all your foods are treasures now, and you can tap three treasures to make fourth one, and you can eat as much as mana permits. I went to infinite life one game because I had an enabled Druid but no effective payoff, but I did have access to Goose food. Well, let’s make infinite food on one turn, and eat half infinite (which is still infinite) the next (because the infinite food is tapped at first). Imagine Cloudpost going infinite with Karakas and Emrakul, and you still winning because they will deck themselves 🙂 So yeah, Goose is probably too cute (look at that LotR art!), but it’s also a lot of fun.
• Ballista food. This is the deep tech. I won a game where there was a Disruptor Fute on Ballista, so my infi-G wasn’t as useful. The flute got sidestepped by eating the real Ballista with a Grist, then attacking with Squirrel to make Ballista-food (ballisto!) Ballista-food is not named Walking Ballista, so it will happily receive +1/+1 counters and fire them off. Note: if you have a single food with Ballista and Druid abilities, your infinite G will not achieve infinite damage. Motivation left as an exercise for the reader.
That covers the graphic. What remains is “it’s also a 3/4 menace which is not an impressive clock but at least it’s a clock”, and also “in case of emergency you can make Fiend Artisan food which eats Brewmaster, which then finds what you need.” One of the best things about wrapping up Brewmaster is that we get to talk about Luxior, Giana’s Gift. Yeah you better hope Douges has put this image up here somewhere, because otherwise it’s off to scryfall for you.
Douges here – I got you 😉
Dropping the equipment for 1 isn’t difficult. Equipping for 3 sounds more difficult, but remember we’re trying to equip Devoted Druid, which can burst for GG. So if you can cast Luxior, you can also equip it to a non-sick Druid. And once it’s equipped, Druid will remain a 0/2 no matter how often you use its untap ability. Luxior is primarily in the deck for Urza’s Saga (see graphic further below), but it’s actually not that bad to be able to slip an enabler under counter magic and have it just stick around until needed.
Now that you’re up to speed on the million ways to make G, it’s finally payoff time.
Infinite G has helped conclude games since somebody put paralyse on a ley Druid to repeatedly untap a Forest with four Wild Growths on it. Technology has improved since Alpha, and we can now use infi-G for to generate lethal situations such as “Big Ballistas”, big attackers, big pump spells, and infinite tokens.
Let’s do bullet points again:
• Walking Ballista is the main goal, because it wraps up the game right away. If you have it in hand, then it’s easy. If you do not, you can find it with Duskwatch Recruiter (which will happily accept infi-G to keep ‘Brainstorming’ for creatures). GSZ can find Recruiter, which can find Ballista (life is easy with infi-G). Also an untapped Artisan can find Ballista, but that’s a noob move because it enters as a 0/0. Just find the Recruiter, to find Ballista, and cast it. Pew Pew Pew.
• Lair of the Hydra gave me almost 5 kills, it’s amazing. Don’t play more than two because it does cramp your sequencing style (want to thoughtseize on turn one? Get saga going turn two? That will be a tapped lair, if you please.) But there’s something special about playing Legacy and going turn one “Lair, Birds of Paradise, go.” If they’re confused, you’re already winning. Speaking of confusion: this deck’s obscurity really helps you. A thing to remember about the Lair, is that it can be activated multiple times. Against an untapped Archon of Cruelty (its ETB ate my BoP) I got to infi-G, and I made a show of attacking with the Hydra as a 7/7 “so it would beat the archon in combat”. Opponent didn’t block. Well, that’s a paddling – I saw fit to activate Hydra a second time after it went unblocked, this time for a lot more.
• Tyvar’s Stand is draft chaff, which makes it fit right into this deck. If you have an attacker, Tyvar’s Stand can turn it into one that deals lethal damage. The dream is to smack for lethal with Gilded Goose, but any BoP will do. In the meantime, it’s also a protection spell that saves a creature for G, making it rather versatile. We cannot play realistic permission spells, but “LQR at home” does a darn good impression of countering removal. And your protection happens to double up as a payoff, then that sounds like it’s worth running some copies.
• Retrofitter Foundry used to be everywhere when Saga was being discovered. Because of its untap ability, it can make infinite thopters, servos, and constructs as long as you feed it mana. Retrofitter nicely slips under permission turn one, and it’s a good include because of Urza’s Saga.
Luxior and Foundry have necessitated the mention of Urza’s Saga a plurality of ocassions, so obviously it’s time for another chart:
Urza’s Saga ties the deck together in a major way. It helps find an enabler or a payoff, but it also allows the fair backup plan of doing construct beats. Remember making constructs and topping it off with Foundry? Like you’re a sagavan pile? Well, those cards still exist, and still function. And when they start fatal pushing your constructs, and you save one with Tyvar’s stand, you know you’re really doing it…
If you’ve got the time, then Saga also makes sacrifice fodder for Fiend Artisan. Making constructs was rather rare all day though – sometimes it feels as though Saga was mostly in the deck to protect Bayous from Wasteland. Over the day I won one single game with combat damage, which is a game where I did make a twinset of constructs. Saga also increases the effect of Pithing Needle and Ghost Vacuum in the sideboard. Finally I’d like to highlight a play that came up in goldfishing a lot, but never IRL: T1 Saga, T2 Hydra plus Druid, T3 find Luxior, equip druid and swing for lethal with the Hydra. This turn three kill is brought to you by just those three cards and I wish I’d seen it happen for real.
I made some more charts, but we can be a lot quicker about them because most of the details have already been covered above. First up is a GSZ decision tree:
This speaks for itself, I assume. I like keeping GSZ in hand because if you topdeck Swifty, you want ready access to a druid via your stockpiled GSZ. If you instead decide to keep casting spells, then Artisan does indeed have the option of also finding a Druid, but it needs sacrificial fodder and who says it’s a given you have some? If it looks like it’ll be good, finding a Grist might also be the move. It can flood the board with insects, which Artisan likes. Maybe you get lucky and can equip it with Luxior for some savage beats (don’t count on it).
The next chart is for Fiend Artisan, which has some major similarity to the previous one:
The thing that is most worth mentioning here, is that it costs five to find brewmaster, but remember: Druid can burst for 2. So three lands plus a Druid means you can activate Artisan by sacrificing the Druid, then go find Brewmaster which conveniently finds Druid in the yard. That’s good deck building.
You made it through all the charts! Here’s some thoughts on some cards that otherwise have no other obvious home:
• Grist is just another axis. It supports the fair plan with Saga, and it can be an army in a can if you need it. It likes hanging out with Fiend Artisan, and it gets healthy respect from opponents who don’t know what you’re actually trying to do (yes PLEASE force my Grist, ktnx). There’s pretty nice synergy with Brewmaster if you don’t think you’ll be comboing soon.
• The four Thoughtseizes are “because we’re a combo deck”. We need to push through. I liked them so much that I’m thinking about how to add Duress to the 75 as well. Maybe remove Veil of Summer and add Duress?
• Birds of Paradise do not have exalted, which is sad (come on WotC MH4 one time). But oh my do we need them. Making infinite mana can be quite mana intensive, and casting G, B, and W stuff does not enjoy full coverage of the Noble or Ignoble variety. So we’re oldschooling it with BoP. Fortunately, the exalted would be super irrelevant in this deck, and the flying actually makes Tyvar’s Stand a much better payoff. I’d play five if I could, but we’ve got to resort to Gilded Goose instead. Elves of Deep Shadow might be real, even.
• The traditional maverick hate bears: Gaddock Teeg is main because we want access to a lock piece should the need arise. Keen-Eyed Curator is not main because of space constraints (we don’t have the same need for an incidental beater as conventional Maverick might have). Collector Ouphe is not in the 75 because Teeg does a lot that Ouphe also does (and Pithing Needle covers the rest), while Ouphe interferes with our Ballista (and our food – don’t tell anybody but this deck is super soft to Ouphe).
• Finale of Devastation is not in the deck, but that’s a result of the card market shipment taking more than 29 days (professional seller from Germany, I didn’t count on this). Also Rudy only had one of those expensive foil promo box topper versions and I didn’t want to drop €50 on such a copy. Finale is more expensive to cast than GSZ, but it has even more modes! It can find Ballista and keep it alive because of the pump effect finale offers. Finale also finds Brewmaster. So Finale is a payoff, a Druid, and an enabler, all in one. If it’s a payoff, your whole team will get +infi/+infi and haste, so even finding a Bird of Paradise might be lethal.
Reviewing the table in that fake academic paper, it seems as though we can replace a payoff (probably Tyvar’s Stand) with at least one finale. I don’t like cutting all Tyvar’s Stands, but that might be because I’m a huge fan of Legolas’ Quick Reflexes. Karador has tried versions with two Finales and two Stands. There’s a lot of room for pilot preference (let’s not pretend this deck has an actual stock list).
So how did the tournament go?

I will not give a play-by-play, because I didn’t take precise notes and I do not want to accidentally misrepresent opponents’ plays. In summary, these were the results:
2-0 BR Reanimator
1-2 Thoughtlash
2-0 UW Stoneblade
1-2 UB Reanimator
1-2 UB Reanimator
2-0 Cloudpost
2-1 UB Reanimator
I’m happy to have taken at least one game off of my three lost matches, so all seven opponents got to experience the joy of Brewid. I want to thank all opponents for the great matches – the BoB community is just plain awesome, even losing isn’t that bad because opponents are often friendly and fun.
Here’s an impression of some plays:
Round 1:
Round 1 was scary straight away, because I kept a good goldfish hand but opponent opened on Raucous Theatre. I worried I’d lose the next turn (BR reanimator keeping 7 and starting on surveil? Then they probably have a brutal T2, right?) I took my turn and went land, BoP, go. Opponent thoughtseized me, and this is where a secret weapon of the deck kicked in: they had no idea what to do! I had Druid, Swift, GSZ, a land, and two Fiend Artisan’s. They thought about it a bit, and then they took an Artisan, to my astonishment and relief. They then proceeded to unmask me, to take the second artisan. I’ll take it. I untap, Druid, Swift, and GSZ for the win. This game was brought to you by “security through obscurity”.
Boarding: in come three Faeries, Ghost Vacuum, and Keen-Eyed Curator. Out go two Grist, the Teeg, an Artisan, and one Tyvar’s Stand. I thought about Veil of Summer, but I thought that if I would spend time holding up G, I wasn’t winning either. I believe that game 2 I kept a six that was Faerie, Faerie, Druid, Swift, BoP, GSZ. If I would just draw land… I kept, didn’t draw land T1 (but didn’t have to discard either – thanks, mulligan!), faeried their first reanimation attempt, drew Lair of the Hydra and won soon thereafter. It was a risky keep – what if they had discard spells? – but it worked out.
Round 2:
Round 2 was against an opponent I recognised, and I was quite sure they would be on Thoughtlash combo. Turn one revised island, Ponder – oh yeah, they’re on the same deck for sure. I did a GSZ for 2 on turn 2 and got a Druid, with the intent of winning next turn. But they were rude enough to drop an Ancient Tomb, and then The One Ring. My plan was to hit them with a Lair of the Hydra, but that got delayed.
Then on their turn they went Paradigm Shift into Oracle, and I lost. So their ringwalk saved them. I started thinking afterwards whether I should’ve gotten Teeg instead of a T2 Druid. Teeg shuts down Thoughtlash and the Ring, and also their Force of Wills. But on the other hand, they won with Paradigm Shift, and if I had not gotten Druid, then I wouldn’t have been ready to combo. I don’t know, they were just fast enough and on the play.
I won game two, when I was on the play. Then they won game three when they were on the play again. Combos in the night. Should’ve won the die roll. I brought in Pithing Needle and two Veils, took out two Grists and a Tyvar’s Stand (payoffs are most abundant, and they don’t play removal so protection mode is irrelevant).
Round 3:
Round 3 I got worried when I saw Prismatic Vista and later a Tundra – I thought that deck was going to be full of removal and permission. They did in fact plow my bird, but they had no such respect for Druid. They dropped a Delver and pondered. Then on my turn 3 I top decked a Thougthseize and thought “it’s not going to get better”. Seize you. FoW, Ponder, Borrower, Stoneforge, land (or something to that effect). Oh how I love discard spells! Grab the Force, burst Druid for GG, have it kill itself, Squirrel into GSZ and we’re there! It sure felt good taking game one off of a UW deck.
Boarding:I boarded in two Veils (they’re not blazing fast so there’s time for Veil) and two Abrupt Decays (they might cage me, or I can buy time nicking a Delver). Took out the Goose (worst dork), a Squirrel (4-drop), Artisan (slow), and I think Teeg because I thought “I’m not gonna GSZ for it, so why keep it?” Well, there’s Prismatic Ending as well… I’m not sure Teeg was a good cut. Opponent told me he would’ve kept it in, and asked whether I wasn’t worried about Verdict or Terminus (well, not out of a creature deck such as yours tbh).
I got lucky game 2 because opponent kept a great hand that only lacked a blue source. They died with two Plains on the table and some cantrips. Interestingly they could have survived for longer if they had sequenced their removal differently: they plowed my bird, but I could four-wheel-drive “out of nowhere” next turn while they had white mana open. If they hadn’t plowed my bird, but Prismatic Ended it, they could’ve prevent Druid from swifting up with the instant speed plow. Hindsight is much like Marit Lage though.
Round 4:
Round 4 was on stream! You can find it if you look for the Bazaar of Boxes Twitch channel (timestamp added), and I’m sure they’ll eventually upload a VOD to YouTube. While I did win the die roll, I failed to take game 1 off of UB Reanimator. They had an Archon take its toll on me, but I remember that I could still go off if I would just topdeck Swifty. Sadly, it wasn’t to be.
Boarding: During boarding (similar to round 1) my opponent and I were discussing how one should teach Dad Jokes to kids, to once again emphasise the relaxed ambiance. Game two I got to do the infi-thing on stream, which I strongly hoped I’d do at least once. With that subtest completed, I decided to fail to find white mana game three, which ruined my otherwise insane opening hand (Swift, Druid, Vacuum, Faerie, Bayou, Zenith, and a last nonland). So close, that hand was GAS. Opponent beat me, and later won the entire tournament.
Round 5:
Round 5, another round another UB reanimator. I forgot many details except that I won my single game, the middle one, with Lair of the Hydra. Game 3 I think I boarded out my Faeries (not the Vacuum because it offers murktider-delay options as well) because I suspected they had shifted to pure midrange. Well, such thoughts can vanish rapidly when they entombed an Archon at the end of my T1. GGs.
Round 6:
Round 6 had two of the sweetest games of the day. One was maximalistic, one was minimalistic. I knew they were on Cloudpost from having talked to them earlier. I kept a hand that had good T3 goldfish potential, and opened on Underground Mortuary. They had a Tower. T2 I made a Druid, they dropped a Nexus and… did nothing? Wut? On my turn I dropped a fetch and decided to Thoughtseize them to see what’s up. I found out: they flashed in Disruptor Flute! Good thing Swifty is instant, so I responded by making infinite G. Opponent tanked a bit, and they named Ballista – apparently my opponent was a man of culture.
I dropped Recruiter and decided to flood the board a bit, adding all four birds and Fiend Artisan’s (I had no non-G mana left). I also made the huge/huge Ballista with the intent to just smack them with it next turn. “Then what happened?” Well, they added another Nexus and made a Mycospawn. “To find a maze of Ith?” No, a Glacial Chasm 🙁
Now we had this weird situation where I had infinite mana and power, but couldn’t win yet. I’m not too familiar with Post lists nowadays, so I wasn’t sure what they were going to try to do to me. I decided to go recruit a Grist and start ticking up, because the Grist ultimate is loss of life and not damage. I also went and got Gaddock Teeg to shut off most of their spells. I also got Gilded Goose, Artisan-killed it, and turned it into food to make infinite food so I would have infinite life (and infinite Grists) next turn. Then I realised that if I counted my deck and recruited enough times while “failing to find a card in the top 3”, I could effectively stack my draws by placing a desired card at a known location on the bottom, and then recruiting until I knew it to be the top card. I used this to draw Tyvar’s Stand for additional protection. But how to KILL them? They then dropped a Trenchpost and my Grist activations plus rampant recruiting had actually put me at risk of getting milled out. In the end I got a Grist to 5, and ultimated it to put them low enough so they wouldn’t be able to pay their next Chasm upkeep. Then I fiended the Ballista to the graveyard and turned it into food – food which was not named Ballista. So I regulated any payment of cumulative upkeep. Worked damn good, too! They couldn’t keep that Chasm on the street, so I got handy with the steel, if you know what I mean. Earned that W. That was one game.
Boarding: Boarded in Force of Vigor and Abrupt Decay and Pithing Needle. Game 2 was different. They opened on Tower, I went Hydra BoP. They tried another Tower, I went Saga Druid. They had Nexus and kicked a Mycospawn, so I went down to two permanents. Well, a Bird and a Druid is all I really want if my topdeck’s a Swifty! Druid you can drive my car, Recruiter’s gonna be a star, Ballista it can shoot quite far, and Druid I love you. Beep beep, beep beep, yeah.
This match was awesome, opponent was super chill and took the L with a smile. I won with “everything” on board, and with “nothing” on board. I later realised that Boseiju could’ve blown up the flute OR the chasm, so I should’ve looked for those with the recruiter-tutor. There’s even two copies in the deck! But I have never channeled a Boseiju in my life, I totally forgot.
Round 7:
Round 7, final match, time to try and go positive! Obviously I got paired against my friendly arch-nemesis who usually beats me. But what do we say to the God of Legacy? “Not today”. They took game 1 quite easily by going for a turn 2 Archon. I found a hand with a Faerie and relevant combo pieces game 2, and survived the initial onslaught. Then we both fell into topdeck mode. At one point I made a Ballista as sacrifice fodder for an Artisan, but plans fell apart somehow. I got a Swifted Druid on the table, but had no payoff. In the end, what ended the back and forth was my Ghost Vacuum! Did you know that it sucks when Artisan finds Ballista, because Ballista comes in as a 0/0? Well, Vacuum pops it into play as a 1/1 spirit. Awww yeah.
Then in the last game of the day, the decider for the positive record, it came down to Saga beats. Opponent had to push constructs to stay alive, and I increased the clock (and my grip on the game) by fiending one construct into a Curator. I was too afraid to do a Tyvar’s Stand for X = 1, which would have been lethal – but the win was still there next turn. With Tyvar protection up.
Conclusions:
This was an amazingly fun deck to play. I never cast Tyvar’s Stand but had it in hand a lot, where it did give me a feeling of control. I think the deck might use more Fiend Artisan fodder, so perhaps Xanthid Swarm is an option instead of additional duresses. If you’re looking for a brew, trust devoted brewid. And if you have any testing results, please let us know in the Maverick Discord, #other-versions!
I want to thank the Bazaar of Boxes crew & judges for awarding me (us) the brewer’s cup. I got to play squirrels, win games, and get a cup – sounds like a great day.