Building Brawl
Hello! It's Michael Majors again, and although I've been on a several-month hiatus from the written word, I'm back and ready to talk about Brawl! Brawl is a brand-new Standard-legal-only Commander variant designed for multiplayer that recently released on Magic Online with Dominaria, featuring 1v1 Leagues.
Wait, what?
One might assume that Play Design and Brawl just don't mix, with most of our purview being the health of competitive Standard, but that couldn't be further from the truth! Many of the Play Design team, including myself, have been brawling since the format's inception, and we want to make it clear that we're invested in it.
With players already playing multiplayer Brawl and data from Magic Online starting to come in, we want to make sure that we're hearing the feedback from across the community.
We understand that there are two distinctive types of Brawl experiences and we want to help support and make adjustments to them as necessary. Let us know your perspective!
Now at this point, it's possible you're questioning why I'm the guy writing this article. That's a great question that provides a perfect segue into some of my personal favorite attributes of Brawl, especially as a 1v1 format.
Brawl provides unique gameplay with cards you've never been able to play competitively before.
Have you ever had that sinking feeling after you've built and tested a Standard deck that it just barely wasn't good enough for competitive play? You've executed on your build-around, or grown fond of an interaction, but they were just pushed out on rate or by the pressures of the format?
I have. In fact, this was basically my job on Pro Tour teams. The role of the prolific deck builder is to try and fail repeatedly to make sure that nothing falls through the cracks for the team.
I've come across tons of decks and cool interworking pieces that I've fallen in love with throughout the years, but never had a formal setting to let them shine.
Brawl is the representation of that to me, and why I'm so excited about it. I can build my decks to support a bevy of interactions while being promised a huge variety of gameplay.
Brawl is a brewer's dream.
Some Brawl Basics
I promise I'm going to get to some decklists, many of which show off some sweet Dominaria cards, but first let's tackle some basics of the format.
Picking a commander doesn't have to be daunting.
Not sure what interactions you want to build around? Let's just start with some colors you're interested in and a legendary card you find sweet. The beginning of the process can be as simple as internalizing "Okay, I'm going to pick 35 cards I like."
I'm only being a little sneaky. This leads me to my next point:
Play more lands than you might be accustomed to.
Brawl doesn't have as many options for mana-fixing as Commander, which naturally means your mana base will be less reliable.
The format is also much slower than normal Standard, as it's without four-ofs and has a higher starting life total. You're also, of course, operating with a commander.
These factors, especially highlighted by the fact that every deck starts with a built-in mana sink, mean you should be playing more lands than normal. I often default to 24 or 25, which also makes it easier to play a few awesome colorless lands like
Colorless cards are a great place to start filling in your deck.
Kaladesh and Ixalan blocks have a huge amount of options for artifacts, including more specialized varieties like Vehicles or the card-advantage-producing transformation artifacts. Dominaria helps contribute to this as well, headlined by
Artifacts being a staple of Brawl also means that artifact removal is at a premium in the format. Everyone plays artifacts, and we're playing one-game matches, so be prepared to pack those
Decklists
Are you a blue mage who's interested in something different than
In addition to making giant monsters at instant speed, we also have a few weirder tricks up our sleeve, from
Have you missed
This Rashmi deck is a great example of the creative ways in which Brawl affords opportunities to create redundancy and cohesiveness even in a singleton deck. How do we gain enough access to
Rashmi is a part combo, part beatdown deck, with just enough tools to control the battlefield through some of our top-end blue spells like
If you read Andrew's piece two weeks ago, you might already know that I have a certain fondness for
Why, yes, there are nine
This deck has a variety of back-door dramatic win conditions, from
Raise your hand if you tried to make
Me too.
Often the issues with these types of combo decks is that they're weak if they don't draw the engine cards that make them tick. Ironically, when one has access to their engine piece at any time, this singleton deck might be more consistent than normal Standard fare.
So, what is this behemoth capable of?
I'm barely scratching the surface here. I can only imagine that
Dominaria not so quietly features a Jund Dragon legend. Midrange players, rejoice! My take is a little bit more on the ramp side, though, combining powerful sweepers with black disruption and a touch of heavy-hitting reach using
Before Dominaria released, ramp decks featuring
I've since updated the deck with Dominaria, picking up a few goodies, most prominently
This has been a lot of content to digest, but I hope that I've inspired you to jump into Brawl or try out some brews featuring Dominaria! Again, I want to reiterate that we're really excited about the possibilities of this new format and welcome all perspectives and feedback.
Don't expect this to be the last time you hear from me about Brawl's possibilities!