Tier2 (68)

Tier3 (40)

Tier 4 (1)


WELCOME TO BRAWL

Welcome to Wizards' Newest format! This article is meant to help players who don't know about Brawl be able to get into the format easier. Brawl is a format that is similar to Commander/EDH but with only standard legal cards. This allows you to use your bulk from packs and not have to worry about as many dead cards in your collection. This new format may not be your new go to format, but I imagine if you love EDH, you will at least enjoy a game of Brawl.

The second half of this article is going to be a Tier List of Commanders. This is going to based on research gathered on the current meta game, as well as the community. If you feel that a specific commander should be in a different Tier, please leave a reasoning as to why, and make sure it fits the description given for each Tier. Do not post a link to your specific deck as that is adaptive to your local meta game, and also gives bias towards that specific commander.

There will be three tier lists for tier one. This is to differentiate Group and 1v1 play as well as commanders that are tier 1 in both. This is because of the drastic difference I have seen in 1v1 play vs group play. If you feel this should be condensed or more focused on one vs the other, please leave a comment and let me know.

NOTE THAT THE FORMAT IS NEW SO THIS LIST WILL EVOLVE

This format has you start out with a 60 card deck with only cards legal in Standard. This is a singleton format, so only one copy of any card in the deck excluding basic lands. In those 60 cards, you will want to pick out a Commander. Your Commander can be any Legendary Creature or Planeswalker in Standard.
When starting out a game, you will put your Commander face up in the Command Zone. Each player in the game will start out with 30 life. You are able to cast your Commander anytime that you have the mana available to do so. If your commander dies or gets exiled, you can choose to put them back in the Command Zone instead. If you do, your commander costs more to cast. There is no Commander Damage in this format.
These are the Commanders that are overwhelming to play against, whether its an overwhelming control capability or Powerful tribal elements, these are the decks that you are scared to go up against in any match up. These also will consist of commanders overwhelming ability to win the game.
These are the Commanders that aren't as game dominating as tier one, but still brings a serious threat to the table. The Commanders listed here aren't going to make the game feel unwinnable if you aren't playing the best deck in the format, rather give you a fun challenging game.
This section consist of the commanders that you would generally build just for fun, not bringing a serious threat to the table in most instances. This is the section that is good for doing janky combos or game play style, or just doesn't have a lot of synergies available in the card pool.

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