GENERAL DECK IDEA: Brago, King Eternal is the king of value. It's ability allows you to trigger "Enter the battlefield" and "Leave the battlefield" effects every single turn. You will pack your deck with good cards that do something when they enter the battlefield, like drawing cards, destroying something, gaining life, and whenever your majesty hits the opponents, you will get every trigger again and build an advantage.
BRAGO'S ABILITY UNTAPS EVERYTHING YOU HAVE: When permanents leave the battlefield and come back again, they come back as new objects. They are not the same card that was previously on the battlefield. This means they will lose/reset its counters and come in to play untapped. The main use of this interaction is to use our Mana Rocks twice in a turn (once before attacks and once on the Second Main Phase). This means we can ramp mana in a weird way, despite not being in colors good for ramping.
BRAGO DECK IS EXTREMELY RELIABLE ON ITS COMMANDER: Your deck is much slower when Brago is not on the field hitting your opponents. You have to guarantee its survivability and give him enough evasion to hit every single turn (only flying is not enough in many games).
THERE ARE MANY WAYS TO FINISH THE GAME: There are tons of different ETB effects. You can create tokens to win by combat. You can mill your opponents to death. You can control the board with a lot of repeatable removal. You can stall the board with stax effects. You can recur game winning spells from the graveyard. And the list goes on.
BRAGO GETS NEW TOOLS EVERY SET: Permanents that do something when entering the battlefield is a very common mechanic in the game. Every set there are new white, blue and artifact cards that can work with Brago. This means we are always making little adjustments and getting excited with weird cards when spoiler season for new sets begin.
1) MANA COST
Costing four mana means we can start getting value on the mid game. Blue and White is a good color combination on Commander. There will be no problem involving Card Draw. There is no type of permanent or spell that we can't answer, we have counterspells, spot exile effects, mass removal. We also have good access to utility things like Life Gain and Graveyard Hate. This colors also have access to a good variety of game plans, like Mill and Token Generation.
2) FLYING
We have some evasion. But only flying doesn't guarantee our commander to hit. It's a good aspect of the card, but not enough to guarantee our game plan to work.
3) WHEN BRAGO, KING ETERNAL, DEALS COMBAT DAMAGE TO A PLAYER
If we need our commander to hit the opponent, we need evasion. We know we already have flying, but keep in mind that sometimes we will need more to guarantee a hit. Haste is also good, so he can attack as soon as possible. Also, he needs to be alive, so hexproof, shroud or indestructibility might be great.
4) EXILE ANY NUMBER OF TARGET NON-LAND PERMANENTS YOU CONTORL,
We can hit any type of permanents except lands. Artifacts, enchantments, planeswalkers... we are free to use any number of them. We don't care which type of non-land permanent it is. On the other side, liking permanents means a slightly small number of instants and sorceries. We also need to target our stuff, so be careful with effects that prevent you from doing that, like Shroud.
5) THEN RETURN THIS CARD TO THE BATTLEFIELD UNDER THEIR OWNER'S CONTROL.
The payoff. Our permanents have to have the words "When ~ enters the battlefield" or "When ~ leaves the battlefield" or "When a 'permanent type' enters the battlefield" printed on them, so we do something with our Commander's ability. Also, not written on the card: We will untap our permanents, since they come back to play as new objects. We will also lose any attached auras (unless we leave something behind so they can come back to the battlefield attached to something).
6) POWER AND THOUGHNESS 2/4
Judging by Brago's base power and toughness, we won't be winning by commander damage, or putting pressure with our commander alone. He is a team player. We probably will have to dedicate some slots to guarantee his safety, and also look for strong synergies over raw card power.
Considering everything we know about the mechanics of our commander, we can draw a rough general game plan, that almost every Brago deck will want to follow, no matter what the theme you pick for your deck.
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EARLY GAME: RAMP AND DRAW Two foundation of every commander deck is card draw and mana ramp. Most Brago decks spend their early games developing permanents that can be blinked to generate one of those two effects. This means they pack their decks with mana rocks and cards that cost 2 to 3 that draw cards. Later, when Brago hits the field and start the engine, you are ensured to have plenty cards in hand and mana to cast everything necessary.
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MID GAME: PROTECT YOURSELF When people realize how much value you are getting from your things on the board, they will try to kill your commander or your most valuable permanents to slow down your game. For that reason, be prepared to react the attack. You can do this by countering spells, blinking your permanents with instant spells to dodge spot removal, get your things off the board until the end of turn with spells, and protect your creatures with defensive equipment and auras.
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LATE GAME: RULE THE TABLE If everything went right, you just have to find one of your finishers and end the game. This is the part where most Brago decks struggle with. Some of them are so packed with card draw, protection, removal and stall effects that they forget they need to end the game. You don't want that. A Brago deck that just stalls the game and do not win on the following turns might be powerful, but its not fun to play with or against. Make a plan to end the game and execute it. This is the most customizable part, and at the end of this guide you will find many tips for each different strategy to win.
To achieve this game plan, we can make a quick template planning our deck composition to serve as baseline. Whenever you feel like you are lost building your deck, take a quick pause and see if it's anything close to this model:
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MANA ROCKS - 10+: Since you have more than one opponent in Commander games, our spells need to be more impactful to advance you towards your victory. More impactful spells cost more, so we need to ramp. Luckly, we can use Mana Rocks twice in our turns thanks to Brago's ability. Such efficiency doesn't mean we need to run less mana rocks though. We still need to run a good amount of them so we hit them consistently and have enough mana to cast everything we need to.
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CARD DRAW - 10+: Drawing cards is another pillar of commander decks. We need steam to keep ourselves on the table even after our opponents answers. We also need to hit our answers otherwise someone might run away with the game. Card draw on ETB is the best tool our deck can use, but do not pass on powerful draws from instants, sorceries or static effects, those are also quite useful. One thing to keep in mind is that you can pair Card Draw with other desirable effects. Depending on your deckbuilding decision, it's easy to have 15+ pieces of Draw in your deck.
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REMOVAL - 12+: Having a way to interact with your opponents is necessary in every commander deck. We make good use on ETB removal, but remember to use cheap interactive spells. You will want them in the hour of need.
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PROTECTION - 10+: Believe me, people will try to kill your commander all the time. You need to protect Brago so your deck do what it is supposed to do. One thing to notice is that this category covers many types of cards. Protective auras, equipments, counterspells, instants that blinks your permanents. You have a wide array of tools to decide which ones you like more.
The rest of your deck is more flexible, and you can give it your own touch. You can fill it with more removal, stax, token makers, bounce spells, instants and sorceries. You can pick your tutors, recursion spells, combos, big creatures to finish the game. Hopefuly, there will be many things of your liking, have fun making your picks.
Brago's ability is kinda complex and requires good understanding of the game rules to be fully utilized. Sometimes weird interactions will happen and people will ask rulings questions. This section is here to make you prepared for this situations.
First, the basics of Flickering:
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Permanents will return as New Objects - Rule 400.7 - A permanent that returns to the battlefield after being exiled does so as an entirely new object. It will have no memory of or connection to its previous existence. Will lose it's markers, lose counters.
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Permanents will return Untapped - Rule 110.6b - Unless an effect says otherwise, permanents enter the battlefield untapped. This means you will untap everything you blink with brago (unless the card says it enters the battlefield tapped)
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Pernanents will return with Summoning Sickness - Rule 302.6 - Creatures can't attack or until they've been continuously under your control since the start of your most recent turn (summoning sickness). This means that if you get extra combat steps somehow, the blinked creatures won't be able to attack.
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Permanents will return Face Up - Rule 110.6b - Double-faced cards and morphed cards will enter the battlefield with their front face up.
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Auras left behind will "die" - Rule 303.4c - Any Auras attached to a permanent that leaves the battlefield will be put into their owner's graveyard the next time state-based actions are checked. (unless the aura is also blinked, of course. But any auras "left behind" will be going to the graveyard). If you fail to find a valid object to attach the aura, it goes to the graveyard Rule 303.4g.
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Equipments left behind will unattach - 301.5c - Any Equipment attached to a permanent that leaves the battlefield become unattached and remain on the battlefield.
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Tokens will not return - Rule 110.5g - If a token creature is exiled, it will cease to exist. It won't return to the battlefield. Don't blink your tokens unless you wanna get rid of them.
That's enough for the basics. Once you understand everything above, lets see some more complex interactions and what we can do to take advantage of them.
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CLONES - Rule 603.6d - This rule refer to cards that have abilities like Phyrexian Metamorph. It states that this abilities are not triggered, but rather static abilities that happen as part of the creature entering the battlefield event. This means this abilities won't be stopped by cards like Torpor Orb. But they still get benefits from being blinked with Brago, since we can choose to chance what they are copying once they re-enter the battlefield. It's a nice, clean way to still have some play options when being target of hate cards.
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BLINKING AURAS - Rule 303.4f - If we blink a Aura, we choose which permanent it will be attached to when it returns to the battlefield. This word choosing is very important, because we are not targeting, we are just choosing, which means we can "bypass" hexproof and shroud (which prevent players from targeting permanents). For example: You can play a Reality Acid targeting something whatever, then hit with brago, Blink the Reality Acid and choose it to return to the battlefield attached to a opponent's hexproof creature.
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BLINKING EVOKED CREATURES - Rule 702.73a - The sacrifice aspect of evoke is a triggered ability. It goes to the stack and can be responded. You can instant speed blink Evoked creatures (before they are sacrificed) to avoid sacrificing them and get a additional trigger. For example: You play Mulldrifter for , paying its evoke cost. It enters the battlefield and two triggers goes to the stack, "draw 2 cards" and "sacrifice this creature". You respond by casting Cloudshift on the Mulldrifter. It blinks, and a second "Draw 2 cards" trigger goes to the stack. You will end up drawing 4 cards and don't have to sacrifice Mulldrifted. The original permanent which had to be sacrificed doesn't existe anymore. The Mulldrifter that is on the battlefield is a new object, diferent from the one you casted.
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EXILING COMMANDERS, THEN TRYING TO RETURN THEM TO THE BATTLEFIELD - Rule 903.9 and Rule 614.14 - Whenever you exile a Commander with a permanent ETB Effect, and your opponent moves said commander to the command zone, and then you blink your Removal-Permanent, two things can happen, depending on the wording of your removal spell. If your spell is worded with two different triggers, like Oblivion Ring and Fiend Hunter, the second trigger tries to find the targeted card on the Exile Zone, and will fail to find your opponent's commander (cuz it is on the Command Zone), thus, will not return it to the battlefield when blinked. But if your removal spell is worded a single trigger with a delayed effect, like Grasp of Fate, Banishing Light and Cast Out, it will remember where the commander went to, and will try to find it there and will return the commander to the battlefield if you blinked.
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Soulbond Creatures - Rule 702.94a - If a paired creature (though Soulbond) is exiled, the pair will break. However, the creature entering the battlefield again will cause its soulbond ability to trigger again. This may cause the creature to pair with the creature it was previously paired with or another creature.
LOSING FOCUS ON DECKBUIDLING: There are so many card options available for Brago, that sometimes you lose focus on what your deck is trying to do and end up removing key pieces of the deck because there is a new kid on the block that you wanna toy with. Beware to not make your deck too slow, or too inconsistent when making changes.
DRAWING TOO MUCH ATTENTION EARLY IN THE GAME: Most Brago decks is packed with answers. But in a table full of opponents, you can't answer everything they are doing from the start of the game. I know it's hard, but let your foes join the fun at the start of the game, otherwise they can team up against you too soon and you will be out of the game.