Like thomasw, I’m wondering what format this is for. What are the quantities of each card? Without knowing more details, it will be hard to give useful advice. Counting the amount of cards you listed, I’m suspecting this is for a 60-card format but you’re only using one of each card?
By the way, if you want a fun Brawl deck, Bristly Bill is a cheap commander that can work well with common/uncommon wildcards. Throw in land ramp, creatures that benefit well from +1/+1 counters, and punch cards Hard-Hitting Question and Bite Down.
This is for 60-card standard. Lots of things I had in my deck mostly to defend with while I built my forces. That’s where Cogwork and Unstoppable come in, as well as Sleep-cursed fairy (before I would use Doubling Season). Swift boots is too protect whatever I need to from spells, again, to cover my weaknesses. This deck was meant to split between both tokens and +1/+1 counters, but maybe I should focus on one instead of the other.
This “just in case” attitude is sacrificing your ability to build to your game plan. Just in case what? Ideally, every card in your deck should be “live” in as many situations as possible. Sleep-Cursed Faerie will not do much to defend you early on and is actually bad once you’re set up with Doubling Season. Fog Bank will block a creature, but it’ll never win you the game.
Every card that’s not contributing to what you want to achieve (building counters fast or making lots of tokens) is wasting your draw step. Imagine if you started with Campus Guide, a creature that lets you have a land next turn. Wouldn’t you have been happier with a second Llanowar Elves, which deploys sooner and accelerates mana production? Instead of drawing Unstoppable Plan, you could have drawn one of your four copies of Proft’s Eidetic Memory.
My examples here are overly narrow, but my point is that putting a card in your deck has an opportunity cost: you lose the chance to put a different, more synergistic card in. You want to concentrate the amount of cards in your deck that make you say, “yes, this is just what I wanted”, which is certainly Doubling Season and cards that make tokens or counters. The more of those you have, the fewer draw steps it takes you to find them all. You’ll get to winning sooner.
The first steps to achieve this is to cut down to 60 cards and make sure your most important cards are 4-of each.
Swift boots is too protect whatever I need to from spells, again, to cover my weaknesses.
Swiftfoot Boots protects only one creature. If you’re a doubling token deck, you’ll have way more than one creature to protect. Negate would probably do a better job in that case.
Having irrelevant cards is also one of your deck’s weaknesses. Your opponents will be happy to see you spend your turn doing nothing because the card you drew doesn’t do anything with Doubling Season.
This deck was meant to split between both tokens and +1/+1 counters, but maybe I should focus on one instead of the other.
I highly recommend it. The only card I know of in standard that can really fuse the two strategies is Insidious Roots, which would require you to ditch blue for black.
Again, try the nine-card deck exercise. It’ll get you to think about what role each card in your deck plays.
@silverchase @SecretSauces I support a lot of these points! Many of the just-in-case cards belong in the sideboard. Focus on making your own deck do its thing as efficiently as possible, and then bring cards back in from the sideboard to counter the opponent's plan after you've play tested it and know how the deck plays against the metagame.
What gives you the the most explosive start? Play that. Unless you're a hard control deck, most of your cards should have 2x-4x copies