Sunday, April 15, 2018

Standout Brawl Cards

I've been spending some time building some brawl decks so my playgroup can try out the new format. I have noticed some cards that really stand out, so I've decided to make my top brawl card list. If you are thinking about making a brawl deck, these are cards you should look at. Even commander players should probably take a closer look at some of these cards for their decks.

As a note: These are all brawl legal cards prior to Dominaria's release. I'll make another post about them later.

Top Colorless:

Mirage Mirror- This card is really versatile and will likely do many different things during every game. It can copy enchantments such as anthems to get double the effect. It can be a second copy of a special land getting a second effect from primal wellspring- or even a basic land that you are missing if needed. It can always become the best creature on the field while avoiding targeted removal.

Dowsing Dagger- This is a 4 mana ramp 3 spell in any creature based deck. Give the tokens to the player who has blockers already and attack the other. Even in situations where it slows down due to blockers +2/+1 is not a bad boost. This card is exceptionally good in non green decks due to a lack of ramp spells in the format outside of green.

Sorcerous Spyglass- If an opponent is playing a commander with a nasty activated ability, this is your answer. Scarab God and any planeswalker commanders instantly come to mind as good targets to name. If not needed against a commander there are still many targets to hit during a game.

The Immortal Sun- This card is nuts, especially if you are not using a planeswalker. drawing an extra card is very strong in multiplayer where card advantage is normally how you win. Giving your creatures +1/+1 is great. Cheaper spells is always nice to have, especially when you are drawing extra cards. Shutting down planeswalkers is gravy on top of an excellent card.  Expect to see alot of this card.

Vanquisher's Banner- There are alot of tribal synergies in this standard and more coming. Tribal is typically a popular casual theme. Anthems are great, but the card draw helps to solve the problem of over extending by refilling your hand.

Top White:

Call for unity- Prepare to see this card. This is one of the strongest anthems in the format. If the format is as slow as I think it is this will have plenty of time to set up.

Fumigate- One of the only pure wrath effects. If you are playing against white be ready.

Gideon's Intervention- Another card that will solve any problem you think is coming or just negate your opposing commanders.

Radiant Destiny- The anthem is pretty standard, but vigilance to your team is especially good in a multiplayer format. Expect this when you see dinos, vamps, or soon knights.

Settle the Wreckage- This card is amazing. Play around it when the white player has 4 mana open. Bluff it by leaving 4 mana open when you don't have a better play. The creatures don't even have to be attacking you...

Top Blue:

Commit // Memory- Both commit and memory are good. Getting rid of a problem permanent even for just a couple turns can change the game. Drawing 7 had always been a staple of blue and there are still a few ways to take advantage of it in this format.

Kumena's Awakening- cheap repeated draw if you have the city's blessing.

Metallurgic Summonings- Blue loves instant/sorcery matters decks and this will be great in those decks.

River's Rebuke- a more fair version of cyclonic rift, but still good in this more limited format.

Saheeli's Artistry- Very strong clone maker.

Top Black

Arguel's Blood Fast- This is not listed to for the flip side, but the trade of 2 mana and 1 life for a card with no limit on uses is very strong. One of the best draw options in the format.

Bontu's Last Reckoning- An interesting wrath that I think will see a lot of play in the format due to the limited pool of cards.

Gonti, Lord of Luxury- This guy gives you some nice card advantage. I think he may make an interesting commander. If someone can find a stead recursion engine he will go nuts.

Hour of Glory- one of the best single target creature removal spells.

Never // Return- Another of the best creature removal spells in the format. This one also hits planeswalkers. If you have no way to recast it from your graveyard then it doubles as a graveyard hate card that makes a zombie. This will be played for the never side.

Torment of Hailfire- This is black's finisher spell. Counter it or lose. This will turn almost any game in the blink of an eye.

Twilight Prophet- Card advantage and hurts the opponents. This will eat removal as soon as you have the city's blessing.

Vona's Hunger- edit is good, a stronger edit is even better. This also hits all opponents and is instant speed.

Top Red

Hour of Devastation- close to a wrath that hits planeswalkers too.

Star of Extinction- This is a bit more expensive, but almost nothing ever survives.

Vance's Blasting Cannons- One of red's, especially aggro red's, main weaknesses is entering top deck mode and not having anything to do. Both sides of this card help battle that problem.

Violent Impact (and demolish)- There are going to be problem lands; there are going to be problem artifacts. This solves both of these problems.

Top Green

Creeping Mold- Again nothing exciting, but being able to deal with three problematic card types will likely make it a staple for any deck.

Ghalta, Primal Hunger- has interesting implications as a commander, so expect to see it there. It's really just the big french vanilla creature of the format.


Path of Discovery- This card has value written all over it. for every creature that enters your battlefield you get to draw or put a +1/+1 counter on it and sort of scry. This will tilt the game in your favor without being obvious about it.

Path of Discovery- Using this with any sacrificial land is pure value every turn.

Rhonas the Indomitable- If I was going to make a mono green deck, this would be my commander. 5/5 for 3 with no drawback is huge. It works well with fight mechanics and pumps friends making sure they make it through.

Uncage the Menagerie- Search for 3-4 creatures and put them into my hand? I'll take it.

Top Multicolor

The Scarab God- My understanding is this is thought to be the best card in standard. Obviously a good card in a format that slows down from standard speed. The ability to use it as a commander is just gravy on top.

The Scorpion God- repeated creature kill and card draw. This should be a staple in any deck that can play it.

Profane Procession- Just side a says exile three creatures. It's slow, but you should have time to set up.


Journey to Eternity- There aren't a ton of ways to reuse creatures, this is one of the better options.

Planeswalker note

I left planeswalkers off the list. They are obviously really strong and now being able to be commanders makes them even stronger. I didn't feel like listing nearly all the planeswalkers in their sections would make for an interesting list.

So, what do you think. What cards am I overrating? what did I miss?

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