Please God tell me a Gingerbrute deck is an actual thing.
You can see them being used in some variants of mono green aggro, the basic idea is to have a hasty, unblockable thing that get deliver the last damage with Giant Growth.
He's probably the best at home in a white enchantment aggro thing where he immediately turns 3/3 with a single All that Glitters.
Used to be a real deck too, before they changed how companions work and Lurrus got borderline unplayable.
Don't have a list on me, but it's basically:
Lurrus (you can put him up as a companion or inside the deck)
Gingerbrute
Stonecoil Serpent
Arseling of Life's Bounty
Healer Hawk
Glaring Aegis
Kalimera's Blessing
Sentinel's Eyes
Solid Footing
All that Glitters
Sentinel's Mark
God's Willing
Tweak the numbers until you get it. To save you some headache, you need around 16 creatures (if you go too low, there won't be enough shit to enchant and if they kill your only creature, you'll be sitting on your hands).
Your stuff mostly costs 1-2 mana, so 20-21 lands should be enough (not lower because you actually want to go to three lands rather reliably. The deck likes to keep 1-2 mana open).
Rest is enchantments and protection. The basic idea here is to get a creature on board and keep enchanting it until it turns into a 10/10.
Always keep one mana up, so you can protect it with Kalimera, God's Willing and Lifes' Bounty. Blessing can protect you from really nasty stuff, including Shatter the Sky.
Good hands are 1-2 creatures, protection and All that Glitters. Especially the latter is your prime way of dishing out the damage.
What can still touch you are sacrifice effects, especially Priest of the Forgotten Gods has gotten popular, and Extinction Event, so keep those in mind.
The Magic Negro can also be a problem, cause he stops a bunch of your protection. Arseling can still sacrifice, but Stonecoil Serpent can solve this problem rather nicely.
If you get caught with your pants down, drop a Lurrus and start rebuilding your board. You need at least 5 mana for it, cause in the ideal case you'll be immediately bringing an Arseling back and need to be able to use it.
This deck is a decent midrange, can be rather good vs. aggro, cause a 5/5 lifelink trample can be a pain (as long as you're quick on the setup and they don't kill your stuff too much), and you can protect your pieces vs control.
Biggest problem is that it doesn't really interact with the opponent, but it's a decent budget thing you can throw together and take it places.
You can add cards like Blast Zone (so you actually can interact with things, mostly costing 2-3 mana), other cheap creatures that have interesting abilities (Beloved Princess, Giant Killer, Hushbringer, critters with Afterlife),
it's also possible to add a color, though you pretty much only want Season of Growth from green. Makes your game more explosive, but adds a bit of complexity when it comes to mana which can slow you down a bit.