In brewing and deckbuilding there’s no such thing as good or bad decks. You should run around 34 lands if you have a deck that’s 60% 1- and 2-drops, 30% 4-drops, and 10% 5-drops, which is valid for aggro decks. Midrange goes in between those numbers and it depends on how many mana rocks you run and what your curve looks like. 34 would be the norm for any aggro deck and 42 for any control or ramp archetypes. In a 100-card deck you should have around 34 to 42 lands depending on your curve and archetype. If you’re in an aggro archetype and your curve is really low, you can run fewer lands than a control deck that relies on 5- and 6-drops to win games. The more colors you play, the more complicated it gets to play lands that produce just one color or even colorless mana.Īnother important piece is to rely on both your curve and the archetype you’re in to determine how many and which lands you should run. You should prioritize building your mana base by adding lands that add more than just one color as a rule of thumb. Probably the most important in fact since you can’t cast your spells without lands, as someone once said. Your mana base is one of the most important aspects of deckbuilding. Hint: there were a lot of mill-based decks in the previous sets and we now have some recent cards that can help you trigger them multiple times. Jokes aside, there are a lot of hidden combos that can be very rewarding if you can manage to pull them off. I have a love-hate relationship with the mutate mechanic. You can combine adventures with mutations, riot with mutations, or tokens with mutations. Since you have access to a lot of sets, you can easily find some combos that work miracles. Building the Best Deckįinally, the most important thing that decides whether you win or lose is creativity. Something to note when you’re building a “Friendly Brawl” deck in MTG Arena (which is used for playing Historic Brawl) you can still build your deck without any errors, but any cards that are banned in either Brawl or Historic shouldn’t be used anyway. There are some cards that are banned in just Brawl or just Historic, but these separate ban lists don’t apply. Keep in mind that this banned list applies to Historic Brawl events as well.
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You don’t need to draw your commander since it waits patiently in the command zone looking over the battleground, and its’ cost raises by 2 mana each time you cast it. Your commander defines your color identity, which means that you can only use cards that have the same colors as your chosen commander. When it comes to Brawl’s general deck building rules, you choose a legendary creature or planeswalker as your commander and pick a single copy of 59 other cards within your color identity to build your deck. Do you remember what it was? That’s right, you can use cards from the Historic card pool including the Anthologies and any other cards released during Brawl events.
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Historic Brawl decks follows the same ruleset as Brawl decks, except for a single, important difference. Slimefoot, the Stowaway | Illustration by Alex Konstad
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It was even extended for an extra day because of how popular it was! It was first introduced on during the Festival: Erebos’s Memoir of Death event in March. It’s fair to say that players really enjoy the format as it’s become a pretty popular play mode in Arena.Īs for Historic Brawl, as the name suggests, it’s a variant of Brawl format. If you’re not familiar with this other format, Historic is a constructed, non-rotating game format introduced for MTG Arena in late 2019 that includes sets that have rotated out of Standard. The Difference Between Brawl and Historic Brawl.