The Brother Wars is looking to bring a refocus back to battle cruiser Magic game play and my commander cube is excited for it. From doing the general set review for traditional cube, I was seeing a ton mana ramp and huge, scaling creatures a perfect environment for explosive late game plays. In addition, there is a huge emphasis (as there should be) on artifacts and artifact creatures, which is a great follow up to the Necron Warhammer 40K commander deck. Aside from that, there is a noticeable amount of cards that will scale up in multiplayer games or maintain their impact.
Dominik Mayer's Vision of Phyrexia is my favorite piece of art from this set |
For this post, I'll be discussing the cards from The Brothers War that I plan to run in my commander cube. I will be categorizing cards based on their function in Commander cube since the format is constructed differently from traditional cube. The categories will be Recommended, Recommended as Commander, and Cards of interest. Each category will be explained in their own section.
- Titania, Force of Nature
- Blast-Furnace Hellkite
- Demolition Field
- Arcane Proxy
- Portal to Phyrexia
- Hurkyl, Master Wizard
- Loran of the Third Path
- Over the Top
- Hostile Negotiation
- Gix, Yawgmoth Praetor
- Meticulous Expedition
- Urza, Lord Protector / The Mightstone and the Weakstone // Urza, Planeswalker
- Mishra, Eminent One
- Urza, Chief Artificer
- Ashnod the Uncaring
- Sardian Avenger
- Staff of Titania
- Scavenged Brawler
- Kayla's Music Box
- Scholar of New Horizons
- Cityscape Leveler
- Fade from History
- Drafna, Founder of Lat-Nam
- Myrel, Shield of Argive
Demolition Field is an alternate choice to Field of Ruin. Field of Ruins allowed all players to fetch a land even if their land wasn't the one being destroyed. Demolition Field fixes that just so it's just you and the other player.
Arcane Proxy is looking to be an exciting card for a traditional cube and I am looking forward to it making an impact in commander cube. This checks off a lot of things that I wanted for a blue creature in commander cube. The card is an artifact wizard that cares about instants and sorceries with two modes for different points of the game. The allows the card to fit into a variety of deck build since the ETB ability makes the card good in every deck, though commander cubes tend to run a higher average MV. Though I compared it to Eternal Witness for my traditional cube review, I realized the card feels more like a limited, flexible Torrential Gearhulk. This alone would have merited the card a consideration however, the card incidentally being a wizard and an artifact adds more density to these archetypes. The card may seem limiting since you can only cast spells based on the creature's power, remember Wrath of God is 4 mana.
Portal to Phyrexia is a card I wanted to main list for traditional cube because it seemed so over the top, however I had to reconsider when I thought about its true impact, it wasn't good. Fortunately, it seems like a much better card for commander cube. It actually reminds me a lot of Sheoldred, the Whispering One, which I already run, with an even bigger effect. The card has an ETB effect that forces each of your opponents to sacrifice 3 creatures. This effect remains the same regardless of the number of other players you are playing with, which is always great for multiplayer since effects normally get watered down. The sacrifice effect helps support the reanimation effect on the card since it can pick from anyone's graveyard. What makes me rate this card so highly is that it is a colorless artifact, opening up reanimator to any color that is willing to support it. As an artifact, the typical artifact synergies apply with Goblin Welder and Daretti smiling happily at their new toy. The card is clunky to play with at 9 mana, but ramping is available in artifacts and cheating it out is always an option as well.
Hurkyl, Master Wizard is extremely versatile, while appearing as a card that does nothing. To start off, the big setback about this card is that if you are not casting noncreatures, this card is doing nothing. Once you do start casting them, it turns the first of each noncreature type into a potentially delayed cantrip with an unlikely ceiling of drawing 5 cards. This ability helps the card to fit into virtually any creature light deck because every deck likes card advantage. For commander cubes aggressively shoving in as many archetypes, while trying to ensure they are decently respectable, this card is a godsend as it is a card advantage engine in a lot of decks. The card is also a human wizard if you are running cards that care about those tribes and awkwardly advisors also received some love with the new commander they released.
Hostile Negotiation is a card I'm really looking forward to in commander cube for all of the same reasons I am excited about it in traditional cube. Black graveyard fillers was something I was concerned in commander cube and this card hits all of the marks for what I am looking for.
Gix, Yawgmoth Praetor is a black Edric and excites me for this reason. Edric has been a card I've been wanting to run because it encourages players to hit each other. I have been having trouble adding him in because of the limited slots in Simic. This does much the same but fits in the black section, which is a more aggressive color and can better make use of the on hit ability. In addition, players will lose life if they want to draw, which helps speed up the game. The activated ability is more relevant in the multiplayer format than it is in 1v1 scenarios since you are more likely to have the mana available. This can be useful, though expensive, for feeding any graveyard strategies you have, while also letting you dump off any unwanted cards to steal your opponent's cards.
Meticulous Excavation is a card I would have overlooked had I not had the chance to play with it during prerelease. The card felt busted to play and I wonder what impact it can make in cube. For context, I was bouncing and replaying The Mightstone and Weakstone because of this card. The card allows you to bounce any permanent you control back to your hand. This enables you to replay them and get any ETB or cast triggers that matter to you deck, which is highly sought. The card seems expensive, but looking through other cards, this is the only card that can hit any target and the activation cost is the cheapest I've seen for unconditional usage. The card is universally playable in any deck since it can return anything. The main downside is that you can only activate it on your turn. What I found when played this card was that it felt a lot like playing Recurring Nightmare, but much more costly, which is find in a slower, mana heavy environment like commander cube. The card can even bounce itself if someone tries to stop it.
Mishra, Eminent One is looking to be a solid option for taking Grixis into the artifact direction, which hasn't been explored enough. This plays well with all of the noncreature artifacts that have ETB and LTB abilities like Ichor Wellspring and Prized Statue. Additionally turning them into a 4/4 beater creatures creature synergies that shouldn't be there. The tokens you create are going to sacrifice themselves anyways, thus they make great fodder to sacrifice outlets. Outside of that, being able to get an extra copy of an artifact with abilities you like is always a huge plus. Do be aware that you must enter the combat phase for Mishra's ability to trigger. This ability feels strong, but not overbearing and scales well with the power level of your cube. It's impact is based off what noncreature artifacts you choose to include in your cube. Mishra's ability is well suited for welder artifacts decks that were already prominent in Rakdos. Tacking on the blue expands your options significantly since blue is where most of the powerful artifact synergy reside. Being able to play cards like Fabricate and Tezzeret is a boon to any artifact decks.
Urza, Chief Artificer takes artifact builds in a different direction than traditional esper artifact decks. He plays more into the creature based affinity builds that are more commonly seen in pre Modern Horizon modern. As a whole package, this is a commander that can shine on his own without a build around, though he does seem lackluster when you do so. He has inbuilt cost reduction with affinity, which means that as long as his player maintains a board state of artifact creatures, he will always cost 3 mana. He supports this entire game plan on his own by creating a construct token every end step and these tokens scale with your artifact count, making these great at any point in the game since they will have menace from Urza. The longer he stays on the battlefield, the more likely you are to win the game. Beyond the vacuum, the card easily marries the 3 colors and thrives at the helm. Blue already has a go wide artifact game plan that employs Thought Monitor and Research Thief that fits well into the Urza builds. White has the support for token strategies with anthems and token generators. Black has the tools to interact with the tokens.
Ashnod the Uncaring is looking to be an interesting build around commander for aristrocrats and welder decks. Her inclusion will add more variety to Grixis as a color as there isn't a ton of interesting routes (or at least I'm ignorant of them) for builds. Typically, it is a value based control deck or a spells matter deck. She is a narrow commander and does need a build around to support her, but since sacrifice cards are common place in cube and commander, this shouldn't be a huge problem. Pay attention to the wording on her. She wants the sacrifice to be part of the cards and they can't be for mana abilities, so funnily enough, she doesn't work with her own altar. Cards like Breya and Ghoulcaller Gisa do play really well with her ability, however Goblin Welder would not because the sacrifice is not part of the cost. Cards that can turn other cards into artifacts or creatures are equally excited to play with her since they open up more cards to her.
Saridian Avenger is an interesting choice as its utility is entirely dependent on your cube and meta. The card functions as punishment for playing artifacts. Within the past year, treasures have become increasing more prevalent with MTG as a whole and this has bled over into commander cube as it is how some of the weaker colors generate mana for ramp. As long as the card remains on board, it is punishing you for cracking your treasures or having a stockpile of artifact rocks. I can honestly see this card being a huge annoyance to artifact players and that is not a bad thing. Last thing to note, it is a goblin warrior and has tribal synergies with those types.
Staff of Titania is an interesting choice for equipment due to its versatility, though it does seem really strange. The card feels like a mix of Captain's Claw, Sword of the Animist, and the Blackblade Reforged. You do not need to play this card in a green deck for it to thrive, though it does function best in those color. The equip cost does seem huge, especially if you choose to compare to one of the swords of X and Y, but commander cube is a slower format and can accomodate the larger costs. The card does scale up with each Forest you have and it generates a forest dryad with each swing. Thus it powers itself up and creates a new body that can hold this equipment. Furthermore, the tokens it creates can tap for green mana, functioning essentially as a ramp spell. Since the tokens are lands, cards that hit all nonlands permanents like Cyclonic Rift can't affect the tokens.
Scavenged Brawler seems like a nutty card that's just stacked with keywords. The card makes for an excellent attacker and blocker because of flying and vigilance. That alone makes it already an interesting card because it becomes a colorless Serra Angel, but tack on the trample and lifelink and you have a pain to deal with. What's more is that even if this card has died or is in your graveyard, you are able to "scavenge" it and put its stats onto any other creature. This is insane as it will turn any of your cards into a serious threat. The scavenge ability is takes this card over the top and is a real option for any deck since the card just needs to be in the graveyard.
Kayla's Music Box might be able to make a huge impact for white decks. This card is a source of card advantage for white. There are several problems with this card that should be noted. The card is slow because unlike red's impulse style of drawing cards, you are unable to play the cards right away. Instead need to wait until the box untaps, so you can activate that second ability to be able to play the cards. Since you generally are not untapping the card multiple times, you have to seriously think about how to use this card. The cards are also tied to the music box, so if your opponent destroys it, you lose all those cards as well. The card is still more than serviceable as you can dump extra mana into it for each untap.
Scholar of New Horizons seems like a pretty sweet addition to white trying to generate. The card will fetch you any plains card including any multicolored lands with the basic land types such as any of the Triomes. In typical white fashion, you are ramping if you are behind in lands or drawing a plains to play it next. What's nice is that you do need to remove a counter to use the ability and it already comes with one +1/+1 counter. The counter can be taken off of any card you control to pay the cost meaning you can use planeswalkers to fuel this card.What's holding this back is that the land always enters tapped and that you have to tap to activate the ability. This delays the ability by a whole turn.
Cityscape Leveler is another option as a finisher with a devastating effect. The creature is massive and the effect on it is not laughing matter. The stats on the card make it great at pushing damage. The cards reminds me of Argentum Armor, but as a creature. The abilities can be played pretty dirty since you can swing as a random person and still hit someone else's board. Unfortunately the wording on the card prevents you from abusing ETB triggers, which makes the card way less busted. In fact, the lack of interaction makes this card less interesting to play especially nn a format where huge creatures are the norm. The stat lines and ability don't really stand out and with the multiplayer environment, this card is less concerning to deal with.
Drafna, Founder of Lat-Nam is looking ripe to be broken. You can consider him to be the blue Temur Sabertooth for artifacts. This is because you can use the bounce ability to rebuy ETBs like with Meticulous Excavation. What's more is that you can make more copies of your artifacts with the 2nd ability. So as a whole package, this card is great for bouncing your artifact late games and make extra tokens for value to help overcome your opponents. Outside of these things, the card does very little.
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