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This is the story of my initial plunge into the format, a look at some of my philosophy regarding Brawl, and a dive into a couple decklists for your consideration. I hope that you enjoy this piece and that I will have the opportunity to write more about my new favorite Magic format in the future [ CEDitor's Note: We'll see, tough guy… ]. At the time I had read very little about the format and my interest was low. I was also concerned that Brawl would follow the same trend that Commander did with our group, where the arms race escalated in strange ways and the actual games were just terrible to play.
Nevertheless, Mike persisted with his nagging until I put a deck together. Once I had a 59 that I was happy with, Mike and I got to battling our midrange blue decks, and I was immediately in love with the format. There were sweet counter wars over high impact spells and every game felt unique despite somewhat similar play patterns. Most importantly, we were splitting games rather than one of us just getting beat up by the other, which strikes me as a feature of a lower-powered singleton format.
Some other players at the store had tried playing multiplayer Brawl and reported that the game ended in decking and the format felt a lot better heads up. I'm not huge on multiplayer anyway, so this was happy news for me. All the games that I played with this deck were heads up, though I imagine that you would have to make few, if any, changes to play this as a multiplayer deck.
From playing this deck I came to appreciate how important mana development is in Brawl. The bigger takeaway from playing this deck was that counterspells are just good in Brawl. Baral was frankly too good for the format, and we had banned him as a commander in our group well before the official change. At some point in the pursuit of sweet games, I outgrew my Locust God deck.
It served as a great first deck, and I learned a lot about how to approach the format, but ultimately it was just a stack of good cards. A low-synergy blunt instrument. I could do better. It's also worth noting that the change to twenty life makes it even harder for these decks to set up. At some point I might put the work in to figuring out these combo Commanders, but I haven't done so yet.
Instead, I put my faith in Adeliz, the Cinder Wind being a viable option. Adeliz is a card that I snubbed on initial evaluation for Standard play, but always having the card available when you hit your third mana without having to play extra copies changes a lot. Once I settled on building an Adeliz deck, I spent some time wading through Gatherer for all the appropriate Draft commons to properly construct the archetype.
My primary focus was on Wizards that cost less than three mana and cantrips, as these are the cards that most naturally complement Adeliz. I ended up with a pretty awesome tempo deck:.
The Wizard suite that I settled on was partly based on reasonable rates for aggressive creatures with a secondary focus on abilities. My initial list featured Baral, Chief Compliance, though that is no longer a legal inclusion. Baral was certainly one of the better cards in the deck, and while I think it would have been fine to simply ban Baral as a commander, it's an acceptable loss for the general health of the format.
My starting list for Adeliz had a Mox, but it was cut pretty quickly due to consistency issues. The deck is both flush with draw spells and given its aggressive nature it can really take advantage of the tempo swing.
It also happens to synergize well with Adeliz. These cards reward going wide more so than landing and attacking with one to three creatures, and this deck is geared for the latter.
This is actually one of my favorite things about this format. This deck is aggressive and Adeliz cares about specific card types, and the card pool is deep enough to fill the deck with synergistic support spells.
Being able to be aggressive against the controlling decks while also having the tools to slow down against aggressive decks makes this deck quite a bit more flexible, which I value very highly. It can be played as sort of a kingmaker strategy if that's what you're into, but I would frown upon such an approach to multiplayer games.
When I first built this deck the heads up format had a 30 point starting life total, and the prowess-like ability of Adeliz made dealing 30 on around turn 6 or 7 a pretty reasonable expectation.
In a twenty-life format Adeliz gets a lot better, and now I very strongly recommend Adeliz to players who enjoy tempo strategies. While we're on the topic of format changes, I may as well sound off with my opinion on the rest of them. The change to allow colorless commanders I would expect to be universally approved of. I currently have five Brawl decks together, and only one of them features a Spyglass.
It's a little too clunky to just throw into any deck, planeswalkers are very powerful commanders and warrant some counterplay, and to top it all off, artifact removal is extremely maindeckable anyway. I get the argument that Spyglass is not a particularly fun card in a format that leans casual, though the ban does strike me as a bit heavy-handed.
If you haven't gotten into Brawl yet, I cannot recommend the format enough. I love building the decks, I love playing the games, and it's really fun to see what other players come up with. It quickly became my new favorite Magic format, and if you give it a chance, it might just become yours, too.
Read more by Ryan Overturf.
They Call Me The Blue And Red Brawler
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