What doesn't grow in popularity is jank. And the jank grows the Bloodbriar.Wish I'd done some more testing, spent far too much time playing Odyssey last week. Fairly happy with this following a 28-6 Versus record over the last two days.
Tall, Dark, and MorbidCreatures:202
Oviya Pashiri, Sage Lifecrafter2
Deathcap Cultivator2
Selfless Spirit4
Bloodbriar1
Bontu the Glorified2
Bygone Bishop3
Fleshbag Marauder1
Master Trinketeer2
Tireless Tracker1
Angel of InventionSpells:163
Fatal Push2
Declaration in Stone2
Evolutionary Leap3
Hidden Stockpile2
Anguished Unmaking1
Nissa, Voice of Zendikar1
Gideon, Ally of Zendikar2
Sram's ExpertiseLands:242
Canopy Vista4
Evolving Wilds5
Forest2
Isolated Chapel5
Plains2
Sunpetal Grove2
Swamp2
Woodland CemeteryFunctions as a pretty typical midrange deck - based on your draws and the matchup, identify your role as beatdown or control and gameplan accordingly.
I'll see about adding some thoughts on the build in the morning, need me some sleep. Deck Thoughts, the Promised Ramble:Exclusions:Westvale Abbey - The token gobbling demon just couldn't make the cut here. It's nothing more than a Wastes until you have six mana sources. The deck can't afford to fall behind from poor mana issues in the early game, and this would make the already precarious base that much worse. Late game, it simply isn't necessary - between clues, Oviya/Trinketeer, and Evo Leap -> cast, there are plenty of ways to use mana that don't involve getting blown out if your opponent has exile, sacrifice, or bounce interaction.
Oketra - A fine late game engine, she was in the list for quite a while. It's a four mana do nothing spell if you don't have four creatures though. If your opponent is applying pressure and forcing chump blocks, or if they have any instant speed interaction, it's quite difficult to get her online. Doesn't interaction with Bygone either, another minor strike. Ultimately replaced by Trinketeer.
Gitrog Monster - Still not sure I couldn't work him back in. He's tricky to play with - ramping him out on t4 means you start t5 with three lands. He was quite swingy in my limited testing, as he would either pump the Briars up to the heavens or force some awful decisions on what color I'd no longer have two sources of. Works great with the Briars, does nothing for the tokens - not worth the risk.
Manlands - I'd love some more dual lands, but not at this cost. With EW already representing four ETB-tapped lands, I opted for a mana base that largely enters untapped otherwise. 12 basics help out the others a lot, but a battle land on t1 also enables all the check lands.
Deck Modes:As mentioned originally, the flexibility to adjust your game plan is one of the main strengths of the deck. Evo Leap and Hidden Stockpile help buy time to decide your role and find pieces to get you there.
Control - Effectively the default configuration if you can't identify your Opp. I don't pack anything that grants evasion, so the Bloodbriars lean defensive. Grow them with incidental EW, clue, or Fleshbag sacs and expand the board with Walkers or Stockpiles. Try to make sure any chump blocks are chump sacs for extra value. Pick away with the fliers when possible, using Angel or the Walkers to pump them up and expedite the process. Boring but effective.
Beatdown (vs unknown) - Deathcap into Gideon or Expertise + 3 drop on t3 is the typical line that puts you here, though either on t4 (without Deathcap) are solid as well. Fire off Pushes early to get in. Make sure not to over commit to the board unless you've got Evo Leap or an adequate hand to restock in response to unexpected removal.
Beatdown (vs control/ramp) - Beatdown is the default mode against control or ramp, regardless of your pieces - smash with whatever you've got, using Selfless Spirit and Evo Leap/Hidden Stockpile to fight though the removal. Try to grow your Briars and Trackers to 4 toughness ASAP to get out of Radiant Flames/Yahenni Expertise territory, then 5 to get out of Grasp/Languish. Value your Fleshbags and exile spells highly, as they are excellent for dealing with late game threats.
Matchups:Favorable:
Ramp - Beat down before they get on the board, or use a wide board/Fleshbags/Dec to shut down their fatties.
GW Tokens - Go toe to toe with their tokens. Push their playmakers, gum up the board until you win with fliers.
GR Aggro - Exile takes care of their big threats - otherwise, just play defensive and keep life high until you can crack back.
Dedicated Mill - The only time three colors spread almost evenly is a benefit. Evo Leap is your friend if they have copious removal.
Midrange decks with no evasion - Same plan as GW tokens, though you can start swinging with ground creatures to force blocks if their board isn't wide.
Neutral:Control - Sneak in Stockpile and/or Evo Leap under counter magic and you should be just fine.
Voltron Auras - You win if you have removal. You lose if you don't.
Superfriends - Depends largely on their sequencing of Walkers and removal. Selfless Spirit or Evo Leap make life hard for them.
Slightly Unfavorable:BR midrange - Frickin' Cut//Ribbons.
Might as well concede:B or WB Zombies - Their tokens are bigger. Between Cryptbreaker, Lord of the Accursed, Plague Belcher, Wayward Servant, and Diregraf Colossus, there's not enough removal to stop their engines.
Enough rambling for now I suppose.