As is tradition at this point, ya girl is back with another MWM Brawl Builder deck that only costs a single rare wildcard!
The game plan here is straightforward: Get Hit-Monkey and his ridiculous collection of keywords onto the board on turn 3, and then use him to control the board with fight/bite spells, pump him up with counters / auras / equipment, and attack every turn with vigilance until the opponent is dead. The one thing he lacks is trample, but fortunately Green is very good at providing that, and once you have it, the combination with deathtouch makes it pretty much impossible for the opponent to block.
The #1 thing I've learned in testing this deck is that the absolute most important thing is being able to get Hit-Monkey down on turn 3 rather than turn 4. To that end, do not keep opening hands that don't have at least one of the cards pictured in the second-to-last column! Ideally, you only have exactly one, but more is better than none. The best are of course the actual land ramp spells, but the rocks & auras are necessary for redundancy. In a pinch, you can cast turn 3 Monkey off of turn 2 Gold Pan. Broken Bond is a special case — it should only be your turn 2 ramp solution if you (a) are on the draw, (b) strongly expect the opponent's commander to present an artifact or enchantment target on turn 1 or 2, and (c) have at least 3 (ideally 4) lands in your opening hand. It is, however, extremely funny when you get to snipe an Arcane Signet with it on turn 2 as well as get down an extra land. Careful Cultivation, likewise, should only be used as turn 2 ramp as a last resort because the creature token is a lot more vulnerable to removal than our other options.
You don't have to worry about counterspells because of can't be countered or targeted removal spells* because of hexproof, so the only things we're really worried about are (a) wrath effects and (b) edicts. This makes Black decks by far our worst matchup, but we do have a couple of tools to fight back — the creature tokens from Khalni Garden, Glimmerlight, Careful Cultivation, Wolfkin Bond, and Wolfwillow Haven can provide a little bit of edict insurance, and the instant-speed indestructible from Tyvar's Stand, Biosynthic Burst, Collective Resistance, Gaea's Gift, Origin of Metalbending, Overprotect, and Gilt-Leaf's Embrace can stop "destroy"-based wraths as well as blowing out anybody who tries to take down our monkey by blocking.
[*Except goddamn Nowhere to Run 😭]
The fight & bite spells are pretty self explanatory — kill anything you want because the moneky has deathtouch. Trash the Town is a wonderfully versatile card that can provide trample, grow the monkey with counters, and/or draw some extra cards. Sixth Sense, Season of Growth, Hunter's Insight, and Harmonize give us a bit of card draw so we don't flood out with all the lands and ramp spells. I was a bit skeptical of Monstrous Step and Enlarge at first, but they've proven their value in testing — the combination of acting as pseudo-removal with the forced blocking AND getting in a huge chunk of damage from +7/+7 and trample makes them well worth their 5 mana costs. Finally, I found in testing that the deck excelled at killing creatures but needed a few ways to handle particularly problematic artifacts & enchantments, so to that end we've added a couple versatile naturalize effects — Collective Resistance and Origin of Metalbending can double as protection spells, Over the Edge can provide a couple +1/+1 counters or lands, and as mentioned above Broken Bond can occasionally provide the funniest turn 2 turnabouts you can imagine.
Happy hunting 💕
Importable decklist:
Commander
1 Hit-Monkey (MSC) 723
Deck
1 Gate to Manorborn (HBG) 78
1 Khalni Ambush (PIO) 181
1 Bridgeworks Battle (MH3) 249
1 Vastwood Fortification (ZNR) 216
1 Tangled Florahedron (ZNR) 211
1 Captivating Cave (LCI) 268
1 Rogue's Passage (FDN) 264
1 Algorithmic Ferocity (Y26) 10
1 Audacity (PIO) 164
1 Skyshroud Ambush (J21) 29
1 Trash the Town (OTJ) 186
1 Biosynthic Burst (EOE) 173
1 Gaea's Gift (BRO) 182
1 Hunter's Talent (BLB) 179
1 Overprotect (BLB) 185
1 Ram Through (IKO) 170
1 Rune of Might (KHM) 191
1 Setessan Training (M21) 205
1 Cartouche of Strength (AKR) 184
1 Frantic Strength (DSK) 179
1 Gilt-Leaf's Embrace (ECL) 177
1 Novel Nunchaku (TMT) 127
1 Origin of Metalbending (TLA) 187
1 Tyvar's Stand (ONE) 190
1 Bushwhack (FDN) 215
1 Go Forth (J25) 20
1 Master's Rebuke (NEO) 202
1 Season of Growth (WOT) 61
1 Meltstrider's Resolve (EOE) 199
1 Sixth Sense (AKR) 220
1 Utopia Sprawl (WOT) 63
1 Ancient Animus (DAR) 154
1 Warbriar Blessing (J25) 739
1 Cosmic Hunger (MOM) 182
1 Explore (J25) 146
1 Glimpse the Core (LCI) 186
1 Into the North (CSP) 111
1 Lion Umbra (MH3) 160
1 Rampant Growth (J25) 704
1 Shared Roots (TLA) 196
1 Sylvan Smite (Y23) 15
1 Wolfwillow Haven (THB) 205
1 Bala Ged Recovery (PIO) 165
1 Careful Cultivation (NEO) 178
1 Historian's Wisdom (NEO) 192
1 Hunter's Insight (OMB) 35
1 Sheltering Boughs (VOW) 218
1 Signature Slam (MH3) 168
1 Harmonize (FIC) 308
1 Pitiless Fists (ECL) 187
1 Monstrous Step (IKO) 166
1 Enlarge (JMP) 392
1 Wolfkin Bond (SIR) 227
1 Khalni Garden (J21) 121
1 Barrow-Blade (LTR) 237
1 Arcane Signet (ELD) 331
1 Glimmerlight (DSK) 249
1 Gold Pan (OTJ) 242
1 Mind Stone (WTH) 153
1 Fireshrieker (FDN) 674
1 Storm the Seedcore (MOM) 206
1 Go Nuts! (MSH) 168
1 Felling Blow (FDN) 105
1 Knockout Maneuver (TDM) 147
25 Snow-Covered Forest (KHM) 285
1 Shimmerwilds Growth (ECL) 194
1 Coldsteel Heart (CSP) 136
1 Solar Transformer (MH3) 211
1 Cave of Temptation (J25) 763
1 Broken Bond (DAR) 157
1 Collective Resistance (MH3) 147
1 Over the Edge (LCI) 205
1 Hashep Oasis (AKR) 301
1 The Hunter Maze (ONE) 253
1 Tranquil Thicket (ONS) 326