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Magic: The Gathering Deck Tech: Jengatha 5 Color Lands (Brawl)

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By Brandon Scott on July 8th, 2020

Magic Magic Magic

I have a heck of a spicy Magic brew for you today.

It’s a Brawl Deck. I find Brawl to be a fun escape from repetitive meta decks. Brawl has the chaotic madness of Commander, while still being breezily paced.

And nothing is more chaotic madness (and cutthroat deadly) than a deck that plays all five colors and wins with massive spells and creature swarms.

So, behold! Five-Color Lands!

 

Commander

1 Jegantha, the Wellspring (IKO) 222

 

Deck

1 Rakdos Guildgate (RNA) 255

1 Zagoth Triome (IKO) 259

1 Plaza of Harmony (RNA) 254

1 Simic Guildgate (RNA) 258

1 Izzet Guildgate (GRN) 251

1 Golgari Guildgate (GRN) 248

1 Kogla, the Titan Ape (IKO) 162

1 Field of the Dead (M20) 247

1 Hydroid Krasis (RNA) 183

1 Kaya’s Wrath (RNA) 187

1 Selesnya Guildgate (GRN) 256

1 Orzhov Guildgate (RNA) 252

1 Azorius Guildgate (RNA) 243

1 Expansion // Explosion (GRN) 224

1 Ketria Triome (IKO) 250

1 Blast Zone (WAR) 244

1 Mountain (MIR) 346

1 Gruul Guildgate (RNA) 249

1 Mass Manipulation (RNA) 42

1 Sublime Epiphany (M21) 74

1 End-Raze Forerunners (RNA) 124

1 Uro, Titan of Nature’s Wrath (THB) 229

1 Swamp (IKO) 266

1 Plains (IKO) 261

1 Ugin, the Spirit Dragon (M21) 1

1 Raugrin Triome (IKO) 251

1 Indatha Triome (IKO) 248

1 Dimir Guildgate (GRN) 245

1 Fabled Passage (ELD) 244

1 Shark Typhoon (IKO) 67

1 Dryad of the Ilysian Grove (THB) 169

1 Elvish Reclaimer (M20) 169

1 Breeding Pool (RNA) 246

1 Voracious Hydra (M20) 200

1 Azusa, Lost but Seeking (M21) 173

1 Island (M20) 265

1 Castle Ardenvale (ELD) 238

1 Savai Triome (IKO) 253

1 Omen of the Sea (THB) 58

1 Gates Ablaze (RNA) 102

1 Radha, Heart of Keld (M21) 224

1 Cultivate (M21) 177

1 Teferi, Time Raveler (WAR) 221

1 Heliod’s Intervention (THB) 19

1 Finale of Devastation (WAR) 160

1 Nylea’s Intervention (THB) 188

1 Growth Spiral (RNA) 178

1 Circuitous Route (GRN) 125

1 Open the Gates (RNA) 133

1 Forest (M20) 279

1 Boros Guildgate (GRN) 244

1 Time Wipe (WAR) 223

1 Castle Vantress (ELD) 242

1 Archway Angel (RNA) 3

1 Agent of Treachery (M20) 43

1 Guild Summit (GRN) 41

1 Drawn from Dreams (M20) 56

1 Solemn Simulacrum (M21) 239

1 Shatter the Sky (THB) 37

 

Now, because this is a bunch of unique Magic cards, I’m not going to break down every single choice here, but I’ll go over the ones that especially matter.

So, first, how do you play this pile of seemingly unrelated messy choices? Well, the goal is to get Field of the Dead online as fast as possible. Yes, the card is absurd in most decks, but we are going to wring everything from it. You should be able to routinely activate it on your fifth or sixth turn.

Then, once you are online, you go crazy. Keep ramping, keep drawing cards, and do not mind board wiping it all away multiple times—you’ll recover faster than your opponent. Because you are also a ramp deck, you get to cast massive spells that will make you hard to kill, make your opponent concede, or simply overwhelm them with value. It’s classic splashy Magic shenanigans.

The most fun way to win is to throw a lot of zombies at them with End Raze Forerunners leading the charge. You will be amazed at how often you can set up that exact kill.

Besides that, here are some of the most important cards in the deck:

Elvish Reclaimer:

Magic

This card lets you find any land, every turn. Do not underestimate this card. You can use it to gain life off Plaza of Harmony at instant speed or find Field as soon as turn three.

Nylea’s Intervention:

Magic

Find gates to boost Gates Ablaze or trigger Guild Summit. Get Field of the Dead if you don’t already have it. Set up insane turns with Azusa, Lost but Seeking. This is your combo enabler, so treat it as such.

Agent of Treachery:

Magic

Yeah, this card is really powerful normally, but it’s in this deck for a specific reason. You use it to steal your opponent’s Field of the Dead or steal it back if they beat you to the punch.

Finale of Devastation:

Magic

Just another copy of End Raze Forerunners and should almost never be cast for less than eight. Occasionally, you might want it for an Agent of Treachery.

—

As for the rest of the deck, every card is there to ramp fast, get out of dangerous situations, stabilize if you get overwhelmed, and, once ready, finish things up in glorious fashion.

I can honestly say that this deck is a blast to play and does not feel fair. You often get to watch your opponent attempt to derail your plan, and then you instantly recover or kill them outright.

Have fun winning games of Magic out there!

Magic Magic Magic


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