Art by Alexander MokhovDecklist
Creatures (29)
Instants (11)
Sorceries (3)
Enchantments (6)
Artifacts (11)
Lands (39)
Blightstep Pathway // Searstep Pathway
Clearwater Pathway // Murkwater Pathway
Riverglide Pathway // Lavaglide PathwayDeck Guide
Why Play This Deck
Loki, the Deceiver is the most uniquely explosive combat commander in Grixis Brawl. Every attack he makes creates a free tapped-and-attacking token copy of your best Villain — effectively doubling your board's offensive output for zero additional mana. Every time any Villain connects with a player, you draw a card. The result is a self-fueling engine: attack with Villains, draw cards, deploy more Villains, attack again. The deck sits at the intersection of Villain typal, tempo, and midrange — it doesn't need to go wide like a tokens deck or grind like a control deck. It just needs Loki swinging with one great Villain beside him, and the snowball rolls from there. Sundial of the Infinite turns temporary token copies into permanent board members. Roaming Throne doubles every draw trigger. Maskwood Nexus ensures every creature you control qualifies as a Villain for Loki's abilities. The power ceiling is genuinely tier-1: a protected Loki attacking alongside Madame Hydra or Carnage can generate 3–5 cards and multiple permanent tokens in a single turn cycle.
Play Summary
The game plan runs in three clean gears. In the early game (turns 1–3), prioritize deploying mana rocks — Arcane Signet, the three Talismans, and Dimir Signet let you accelerate into Loki a full turn early. Simultaneously, drop cheap Villains like Kid Loki, Living Lies of Loki, Hammerhead, and Loki God of Mischief to establish a threatening board before your commander arrives. Use Dark Ritual for explosive openers that let you land a 3-drop Villain on turn 1 or Loki himself on turn 4. In the mid game (turns 4–6), deploy Loki with haste protection already in hand — Lightning Greaves, Lavaspur Boots, or Swiftfoot Boots must come down before or the same turn as Loki to guarantee he attacks immediately. Choose your best Villain as the copy target: Madame Hydra floods the board with menace tokens from every future Villain cast, Taskmaster copies the most dangerous creature anywhere on the battlefield, and Carnage or Ares threaten lethal trampling damage. Activate Sundial of the Infinite during your end step to permanently keep token copies before the sacrifice trigger resolves. In the late game (turns 7+), Kindred Discovery and Criminal Enterprise provide relentless card flow. Grave Pact punishes opponents for blocking your token copies — every sacrificed token forces opponent creature sacrifices. Roaming Throne set to Villain doubles your draw triggers, turning each connecting Villain into two cards drawn. Grim Tutor and Insatiable Avarice fetch whatever piece the situation demands: Sundial to keep tokens, Roaming Throne to double triggers, or Villainous Syndication to power up your whole squad. Cyclonic Rift and Force of Negation protect your attack steps and answer the board when you fall behind.
Key Synergies
This is the deck's most powerful loop and the primary reason to build around Loki. His token copies are sacrificed 'at the beginning of the next end step' — a triggered ability that goes on the stack when your end step begins. Activate Sundial of the Infinite in response, during your end step, to immediately end the turn. The sacrifice trigger is exiled from the stack and never resolves. The token stays permanently. Repeat every turn for an ever-growing board of elite Villain copies that never go away.
Set Roaming Throne to Villain. Now Loki's 'Villains deal combat damage → draw a card' trigger fires twice per damage event. Layer Kindred Discovery on top — set it to Villain — and every Villain that enters the battlefield draws an additional card. With three or four Villains attacking in a single combat step, you can draw six or more cards in one turn, burying opponents in card advantage while they're still trying to answer your board.
Loki copies Madame Hydra when attacking. The copy is itself a Villain, so every future Villain spell you cast creates a 2/1 menace token. When those tokens are eventually sacrificed — either by Loki's end-step trigger or via Phyrexian Tower — Grave Pact forces each opponent to sacrifice a creature. Blocking your menace tokens requires two creatures per token, and not blocking means damage and draws. Either way, opponents lose creatures to Grave Pact while you gain card advantage.
Maskwood Nexus makes every creature you control every creature type, including Villain. This means non-Villain utility creatures like Morbid Opportunist, Spark Double, and Chameleon Master of Disguise all count as Villains for Loki's triggers, Kindred Discovery's draw, Villainous Syndication's counter accumulation, and Tombstone's cost reduction. It also makes Black Market Connections' Shapeshifter mercenary tokens count as Villains. Maskwood removes the only real weakness of the strategy — creature slots that don't contribute to the Villain engine.
Doctor Doom grants menace to a Villain at the start of combat and makes it connive — drawing and potentially growing it. Taskmaster copies any creature on any battlefield at the start of your main phase, becoming whatever is most powerful. Loki then copies Taskmaster when attacking, giving you a second copy of whatever Taskmaster became. This three-card engine means your best Villain gets menace from Doom, Taskmaster clones the best threat available, and Loki doubles it — all in the same turn cycle, before a single attack is declared.
Opening Hand
The ideal opening hand contains 3 lands (including at least one dual land or fetchland to ensure two-color access on turn 2), one mana rock (any Talisman, Arcane Signet, or Dimir Signet), one piece of haste equipment (Lightning Greaves, Lavaspur Boots, or Swiftfoot Boots), and one early Villain to deploy on turns 2–3. A counterspell or Wash Away in hand is a strong bonus — it protects Loki the turn he lands. Mulligan any hand with fewer than 3 lands, no mana fixing in a three-color deck, or no way to deploy Loki with haste protection by turn 5. Hands with Dark Ritual plus a 3-drop Villain are excellent keeps even on 2 lands — the ritual lets you deploy ahead of curve and establish board presence before Loki arrives. Avoid keeping hands that are all removal and no threats: this deck wins by attacking, not by answering, and a slow start without board presence lets opponents establish defenses that are hard to break through.
Mana Curve
60non-land cards · mana value distribution
































































































