Best budget upgrades for the Ruffled Brokers Commander’s Deck in Magic: The Gathering

Bedecked Brokers is a new pre-built Commander deck in Streets of New Capenna. Its commander is Perrie, the Pulverizer, one of the most powerful Bant commanders. The deck focuses on counters. So, when upgrading that preconstructed deck to a higher power tier, this is something you need to keep in mind. Create different types of counters like shield counters, +1/+1 counters, poison counters, and any of the many other types offered by Magic: The Gathering.



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While there are many optimal blue, green, and white cards that can be added to the deck, the goal is not to break the bank. Looking at cards that cost five bucks or less should give you a solid enough deck to hold your own on your next Friday Night Magic.

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ten Rogue’s Passage sneaks in damage

Every Commander deck should play Rogue’s Passage, plain and simple. It’s an easy way to get past your opponent’s defenses and deal those last few damages you were struggling to get through. If your strategy is to deal damage to the Commander, you should especially play this card.

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It’s inexpensive land that doesn’t hurt your wallet. However, it can hurt your opponent. Give your creature the most counters or the biggest unblockable buffs and run out of a suppression spell, and it will sneak up to take some of your opponent’s health.

9 Hadana’s Climb Escape and Pump

When you can’t be unblockable, fly. For just three bucks, you can have this legendary enchantment that adds a few counters to your creatures at the start of combat. After this creature has three or more +1/+1 counters on it, it transforms into the legendary land Winged Temple of Orazca. Getting +1/+1 counters on your creatures won’t be difficult. In all likelihood, Hadana’s Climb will flip the turn it enters play.

The Winged Temple of Orazca will be an imminent threat to your opponents because not only does it give the target creature flying, but it doubles its attack. So if you attack with a creature that has five strengths, you will attack with ten strengths. Opponents will scramble to take that land or have to have an answer for the creature you’re targeting with it.

8 Orim prayer gives life

A little health is always useful in a game of Commander. Thus, having an enchantment that gives you one hit point for each creature that attacks you can be beneficial. It’s especially useful against aggressive decks that build armies for devastating attacks.

If you go for a strategy with Heliod, Sun-Crowned, this card is even better. Orim’s Prayer will keep you in the game longer unless your opponent has an infinite combo or relies strictly on burn to win.

seven Simic ancestry gives another victory condition

In a deck that accumulates so many counters and proliferates efficiently, Simic Ascendancy is one of the best alternate win conditions in this deck. Cards like Luminarch Aspirant and Scavenging Ooze make it easy to add +1/+1 counters to creatures. This is what Simic Ascendancy seeks to win the game.

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If the Simic Ancestry has 20 or more growth tokens during your upkeep, you win the game. This might be a lot easier to accomplish than dealing damage. When you factor in Karn’s Bastion and other spells that allow you to proliferate, getting 20 growth counters on this enchantment won’t be difficult. Even if your opponent has enchantment removal, you play blue. Cast a counterspell or two and you’re golden.

6 Reclamation Keeps Creatures Away

A spell that targets a specific card type is usually better suited to a sideboard in most formats, but anything is possible in Commander. It pays to be prepared. Salvage protects you against commanders who like to play swamp-based spells. If they want to attack with a black creature, they’re going to have to lose ground to do so.

With mana being so crucial in Commander because Commander players like to cast big spells, losing land is not an easy choice. This forces your opponent to have an answer for that little enchantment. Goes very well in a pillow fort strategy.

5 Crescendo Of War helps with attacks and blocks

You attack with creatures to win with this deck. More importantly, you use a variety of counters to win with your creatures. Crescendo of War assists both of these strategies. It introduces conflict counters to your deck and pumps up your creatures for both attack and defense. The more conflict counters there are in Crescendo of War, the bigger your creatures get.

If you have two strife counters on this enchantment, your attacking creatures get +2/+0. If it has three counters, they receive +3/+0 and the reverse if you decide to keep your creatures in defense. So if you find yourself on your back foot, you’re ready and able to hang on to your life total a bit longer until you manage to stabilize yourself.

4 Spike Weaver, the fog spell with a body

Spike Weaver may not seem like an addition to the game, but he does a few things really well. This Spider comes into play with three +1/+1 counters on it and lets you move those counters to other creatures you control. That may not seem like much since Spike Weaver only has three counters to give out. However, when you have cards like Karn’s Bastion and Evolution Sage to proliferate all of your counters, three counters can easily grow to ten.

Spike Weaver’s second ability is a good idea because it can frustrate your opponents. By spending a single generic mana, you can fog the board. This means that no combat damage passes. You might think he’s susceptible to a removal spell, and you’d be right. However, in a deck with shield counters, removal won’t be as easy as expected.

3 Ludevic’s test subject is a big boy

There’s not much to say about this blue monstrosity. It starts its life as a 0/3 lizard and you can put counters on it by paying a blue and a generic. Other than that, it just stays there. That’s until he has five hatchling counters. Then it turns into a crawling monster.

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Blue hasn’t been known to see giant creatures like this, unless it’s a Kraken. Trampling is also a nice little touch, which sort of breaks the color wheel. Take out Ludevic’s test subject early enough and it will be difficult for your opponents to deal with.

2 Hamza, Guardian of Arashin helps throw creatures

In a deck where counters matter, Hamza, Guardian of Arashin might very well consistently cost a total of two mana. Going from a mana value of six to two is a major difference that should not be overlooked. Then once on the field, it lowers the cost of your other creatures. For each creature you control with a +1/+1 counter, creatures you cast cost one less generic mana. Hamza is also a 5/5, which is not something to dismiss. Even in a game of Commander.


1 Faithbound Judge is another path to victory

Spirits have generally been considered among the most powerful creature types in Magic: The Gathering. Faithbound Judge is no exception as it gives you an exceptionally easy to complete alternate win condition. Initially, this spirit will be played as a creature. It’s a 4/4 flyer with Defender, but that Defender keyword can be removed once it has three or more judgment counters on it. Besides also having vigilance and costing three mana, that’s not even the beauty of this card.

Opponents might not want to destroy Faithbound Judge because while in your graveyard, it can be returned for its disrupt cost. Seven is a little stiff, but Commander is, so that’s not a problem. Return it as the Sinner’s Judgment enchantment, enchant an opponent, and when they have three or more judgment counters on them, they lose the game. Even if it’s not to win the game, it’s a great strategy for knocking out an opponent in a multiplayer game.

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