Last updated on December 22, 2025

Battle Brawler (Fate Reforged) | Illustration by Karl Kopinski
Arena's Standard Brawl format is constantly changing, from the effects of Standard rotation to internal meta shifts. Here we’ll provide an in-depth guide to playing MTG’s 60-card Brawl variant, as well as some strategy talk for deckbuilding. If you're looking for 100-card “Historic” Brawl, we've covered it.
Consider this your one-stop-shop for everything Standard Brawl, from paper Magic to MTG Arena and back!
What Is the Standard Brawl Format?

Savage Punch | Illustration by Wesley Burt
Standard Brawl is a game mode in MTGA that went live back in September 2019. It's kind of a Standard-esque substitute for the famous Commander format, with plenty of similarities. Commander is a popular format among veteran MTG players, and it's no overstatement to say that players love it.
Like Commander, Brawl is a best-of-one format without a sideboard.
Note the distinction between Standard Brawl and simply “Brawl” (formerly known as “Historic Brawl”). Today I cover only the Standard card pool and 60-card decks, whereas the more expansive Brawl format uses the entire Arena card pool and 100-card decks.
MTG Standard Brawl Rules
When it comes to Standard Brawl, the rules are kind of a mishmash between the Commander format and Standard. It’s a non-competitive format that tries (and in most aspects succeeds) to be the best of both worlds. So, let’s dive into what exactly that entails, shall we?
Rules for Your Deck and Commander
First, let’s get the basics out of the way: Your deck will contain 60 cards with only one copy of each card except for basic lands. You’ll have one “commander” card along with 59 other cards to support your commander.
All your cards come from the Standard card pool. First, you need to pick a legendary creature, vehicle, spacecraft, or planeswalker as your commander, which is placed in the command zone at the start of the game. This commander is available next to your hand in MTG Arena, and your opponent's commander will be visible as well:

Since your commander is not in your deck, you don’t need to draw it and can play it as soon as you have the mana. If your commander is removed from the battlefield (destroyed, exiled, sacrificed, etc.) then you can place it back in your command zone. Its mana cost increases by two () every time this happens, so you’re able to play it as many times as you can afford.
If your deck doesn't meet these deckbuilding restrictions, you get an “Invalid Deck” error message when to try to save the deck.
Color Identity
The next thing to keep in mind when it comes to choosing your commander is your “color identity”, which is dictated by your commander’s mana cost and any mana symbols () in its rules text. Your deck must then be built using cards that follow your color identity.
For example, if you pick Ral, Crackling Wit as your commander, you can only use red () and/or blue () cards for your deck. You don’t need to have every color from your color identity in the rest of your deck, so you can pick a multi-colored commander but build a mono-colored deck. Don’t forget that you need to fix your mana to cast your commander.
Quick note: If you select a colorless commander, you cannot use dual lands since those have a color identity that is not colorless.
Standard Brawl vs Commander

Mirror Match | Illustration by Steve Prescott
MTG's Standard Brawl is somewhat similar to the Commander format, but there are some differences:
- Players start the game at 25 life instead of 40.
- Your deck consists of 60 cards instead of 100.
- The commander damage rule (if a commander deals 21 damage to the opponent they lose) doesn’t apply.
- You get a free mulligan.
- Your deck must be Standard-legal.
Standard Brawl Ban List
There are no cards banned in Standard Brawl.
Standard Brawl can have a separate ban list from Standard, and though there are some cards banned in MTG Arena, none are for this format.
What it Means to be Singleton

Ayara, First of Locthwain | Illustration by Ryan Pancoast
Brawl is a Singleton format, which means that you can only include one copy of each card in your deck. Duplicating them during play with spells like Three Steps Ahead is fair game, though.
Singleton events show up on Arena occasionally and change the way you formulate your strategy. Because you can only have one copy of each card in your deck, you need to pick cards that have value on their own and don’t need multiple copies to work well.
Make sure that your cards have a good balance between value and synergy. Don’t worry, we’ll discuss strategies like this in just a bit.
How to Play Brawl in MTG Arena
What started as a special event is now a free, full-time play queue. Brawl has never been easier to find.
1. Select the orange “Play” button.

2. Go to Find Match, then find the Commander icon and select Brawl, then Standard Brawl. Select your deck, and hit the “Play” button once again.

The History of Brawl in MTG Arena
Brawlers' Guildhall
The Brawlers' Guildhall was the original MTGA Brawl Event from 2020, and it initially cost you 2,000 gems or 10,000 gold for the privilege to play for a month. The only reward was a copy of the “commander-of-the-month” after your first win. Yay.

Free Brawl Matchmaking Outside MTGA
To combat the exorbitant prices of Brawl—and limited availability, such as events like Brawlidays—third-party websites came to the rescue to help people play for free.
Although you can play Brawl with players on your friends list, not everyone has friends on MTGA and you can't add opponents to your friend list.
Why Does MTG Arena Have Brawl and Standard Brawl?

The two Brawl modes have different card pools and deck sizes. “Brawl” on Arena uses 100-card decks and the Historic card pool, while Standard Brawl uses 60-card decks and the Standard card pool.
Is Brawl Exclusive to MTG Arena?
MTGA is by far the most popular place to play Brawl, but you can also play via MTG Online or in real life if you want. Keep in mind, though, that there's no Commander on Arena, and there aren’t many players who invest in Standard Brawl decks for tabletop play.
The good news is that you can play paper Brawl with 2-6 players, so if you like multiplayer games it might be worth getting your friends to play with you.
Available Brawl Products
WotC does have some 60-card tabletop Brawl decks if you want to play with your friends or local Magic players. Check out Amazon for the Knight’s Charge or Faerie Schemes precon decks, or get all four Throne of Eldraine precon Brawl decks at once.
Unfortunately, that's about the end of the collection of Brawl products. Fear not, though! You can also check out CardKingdom or TCGplayer for Brawl decks or individual cards if you’re itching for more.
Brawl Strategy and Deck Building
Now it’s time to talk about strategy. There are two main things to keep in mind when it comes to Brawl decks: First, your deck needs to be singleton, and second, you need a good commander.
Selecting Individual Cards for Singleton

Vanish Into Memory | Illustration by Rebekah Lynn
If you're fond of playing decks that stack multiple copies of a card, sorry to say you’re going to need to change your strategy. If you want to jam a bunch of Ajani's Pridemates, you need to find close equivalents like Hallowed Priest, and beyond that you'd better look for recursion creatures.
When it comes to MTG Arena singleton decks, you need to both choose and play your cards more carefully. If your high-value card gets removed, it’s probably going to hurt more.
Most control decks are going to suffer in a singleton format like Standard Brawl. You can’t have multiple copies of the same counterspells, so you need a variety of similar yet different spells. This often makes it more costly to play Brawl with a control deck, and the same idea goes for any deck that relies on multiple copies of the same cards. Insert shameless self-plug here: If you’re in need of more cards, check out our promo codes article if you haven’t already.
Choose Your Commander

Master Warcraft | Illustration by Zoltan Boros & Gabor Szikszai
Choosing your commander can be tricky. It determines your color identity, it has to be a legendary creature or planeswalker, and thanks to Edge of Eternities, vehicles and spacecraft can also be your commander. If you want to get really crazy, you can even play a 5-color commander.
You need to stick with your commander's color identity when selecting the rest of your deck, and you have to account for the cost of your commander. Even though you can play it again and again with a higher cost, this can add up quickly if your deck isn’t well suited to protect your commander.
You should pick a commander that you’ll be able to use in coordination with your deck, and vice-versa. Commanders that have a powerful impact when they enter the battlefield or that immediately affect the battlefield somehow (by proliferating or giving your creatures some bonuses) are much more desirable than those that need to wait for your next untap step.
Also keep in mind that your commander is the one card that most affects your deck's Brawl weight for matchmaking.
Commander Recommendations
Anim Pakal, Thousandth Moon

Anim Pakal, Thousandth Moon | Illustration by Chris Rahn
Commander (1)
Planeswalker (1)
Creature (22)
Basri, Tomorrow's Champion
Lightstall Inquisitor
Warden of the Inner Sky
Clockwork Percussionist
Stadium Headliner
Ironpaw Aspirant
Neighborhood Guardian
Resolute Reinforcements
Spellbook Vendor
Voice of Victory
Arabella, Abandoned Doll
Ash, Party Crasher
Cosmogrand Zenith
Delney, Streetwise Lookout
Sanguine Evangelist
Sheriff of Safe Passage
Toby, Beastie Befriender
Imodane's Recruiter
Roaming Throne
Ertha Jo, Frontier Mentor
Aurelia, the Law Above
Overlord of the Mistmoors
Sorcery (3)
Song of Totentanz
Vengeful Possession
Midnight Mayhem
Instant (2)
Not on My Watch
Lightning Helix
Enchantment (4)
Grand Entryway
Caretaker's Talent
Warleader's Call
Virtue of Loyalty
Artifact (3)
Clay-Fired Bricks
Cori-Steel Cutter
Patchwork Banner
Land (24)
Captivating Cave
Cavern of Souls
Command Tower
Conduit Pylons
Crystal Grotto
Elegant Parlor
Evolving Wilds
Fountainport
Hidden Grotto
Inspiring Vantage
Mountain x4
Multiversal Passage
Plains x6
Sacred Foundry
Starting Town
Sunbillow Verge
For the aggro enthusiasts, Anim Pakal, Thousandth Moon will prove to be a fun deck to play. Since their ability naturally fits in token strategies, I decided to add some payoffs and anthem effects for when you go wide and want to overrun your opponents.
Laughing Jasper Flint

Laughing Jasper Flint | Illustration by Francis Tneh
Commander (1)
Planeswalker (1)
Creature (17)
Tinybones, the Pickpocket
Kellan, Planar Trailblazer
Deep-Cavern Bat
Vadmir, New Blood
Vial Smasher, Gleeful Grenadier
Inti, Seneschal of the Sun
Magda, the Hoardmaster
Lord Skitter, Sewer King
Kaervek, the Punisher
Possibility Technician
Tersa Lightshatter
Decadent Dragon
Hellspur Posse Boss
Gisa, the Hellraiser
Rakdos, the Muscle
Bonehoard Dracosaur
Dragonhawk, Fate's Tempest
Sorcery (3)
Binding Negotiation
Epic Downfall
Fell
Instant (9)
Bitter Triumph
Heartless Act
Long Goodbye
Shoot the Sheriff
Abrade
Galvanize
Lightning Strike
Hero's Downfall
Murder
Enchantment (3)
Tinybones Joins Up
Rakish Crew
At Knifepoint
Artifact (2)
Land (24)
Blazemire Verge
Bloodfell Caves
Cavern of Souls
Command Tower
Fabled Passage
Jagged Barrens
Mountain x6
Multiversal Passage
Raucous Theater
Restless Vents
Starting Town
Swamp x8
Laughing Jasper Flint is a midrange deck that wants to use your opponent's resources in your favor to gain insane card advantage thanks to its main ability. Of course, this gets better the more outlaws you run, so I decided to include as many good ones as possible. The rest of the deck is filled with removal and card advantage so as not to fall behind in long games, but in the early stages, the plan is to kill the small mana dorks that other decks run and add pressure with aggressive creatures against slower control decks.
Aang, Swift Savior

Aang, Swift Savior | Illustration by Tetsuko
Commander (1)
Creature (15)
Ademi of the Silkchutes
Mockingbird
Momo, Friendly Flier
Nurturing Pixie
Spyglass Siren
Wan Shi Tong, Librarian
Fear of Isolation
Malcolm, Alluring Scoundrel
Aven Interrupter
Tishana's Tidebinder
Beza, the Bounding Spring
Enduring Curiosity
Twining Twins
Quantum Riddler
Horned Loch-Whale
Sorcery (3)
Instant (12)
Getaway Glamer
Magic Damper
Phantom Interference
Spell Pierce
Three Steps Ahead
Parting Gust
No More Lies
Consult the Star Charts
Disdainful Stroke
Essence Scatter
Negate
This Town Ain't Big Enough
Enchantment (3)
Seam Rip
Airbender Ascension
Aang's Iceberg
Land (26)
Abandoned Air Temple
Cavern of Souls
Command Tower
Demolition Field
Fabled Passage
Floodfarm Verge
Fountainport
Island x9
Meticulous Archive
Multiversal Passage
Plains x6
Restless Anchorage
Temple of Enlightenment
One of the standout commanders from the new Avatar: The Last Airbender set, Aang, Swift Savior is incredibly good at locking down the battlefield. Think about it: By turn 3, you always have a soft counter or a temporary removal spell ready to slow your opponents just long enough for Aang to flip into a huge threat that buffs your entire team. When you add other flash creatures like Wan Shi Tong, Librarian or Tishana's Tidebinder, you can easily play a draw-go style and still keep momentum. This UW tempo deck punishes opponents who try to get ahead too quickly.
Tifa Lockhart

Tifa Lockhart | Illustration by Laurel Austin
Commander (1)
Creature (11)
Insidious Fungus
Sazh's Chocobo
Aftermath Analyst
Badgermole Cub
Bristly Bill, Spine Sower
Clifftop Lookout
Loot, Exuberant Explorer
Mossborn Hydra
Summon: Fenrir
Icetill Explorer
Mightform Harmonizer
Sorcery (4)
Primal Might
Bushwhack
Chocobo Kick
Grow from the Ashes
Instant (7)
Snakeskin Veil
Tifa's Limit Break
Trash the Town
Bite Down
Strength of Will
Prishe's Wanderings
Archdruid's Charm
Enchantment (4)
Ordeal of Nylea
Ride the Shoopuf
Earthbender Ascension
Bioengineered Future
Artifact (3)
Adventuring Gear
Lavaspur Boots
Larval Scoutlander
Land (30)
Ba Sing Se
Demolition Field
Eden, Seat of the Sanctum
Escape Tunnel
Evolving Wilds
Forest x23
Promising Vein
Terramorphic Expanse
Tifa Lockhart offers a completely fresh take on green commanders. Instead of ramping into massive creatures, Tifa converts ramp into pure damage by growing through landfall. With the right protection, Tifa can take out an opponent in a single turn. It’s not quite as explosive in Standard Brawl as in Historic Brawl, but the deck still keeps the pressure high. If you enjoy a strategy that snowballs fast and ends games out of nowhere, Tifa is a blast to play.
Terra, Magical Adept / Esper Terra

Terra, Magical Adept | Illustration by Clare Wong
Commander (1)
Creature (21)
Kavaero, Mind-Bitten
Gene Pollinator
Llanowar Elves
Fear of Missing Out
Badgermole Cub
Joshua, Phoenix's Dominant
Summon: Fenrir
Overlord of the Floodpits
Harvester of Misery
Overlord of the Balemurk
Yuna, Hope of Spira
Overlord of the Hauntwoods
Summon: Titan
Marang River Regent
Summon: Primal Odin
Overlord of the Boilerbilges
Trumpeting Carnosaur
Overlord of the Mistmoors
Summon: Knights of Round
Ardyn, the Usurper
Summon: Bahamut
Sorcery (2)
Artifact (1)
Instant (2)
Enchantment (9)
Seam Rip
Momentum Breaker
Nowhere to Run
Dredger's Insight
Up the Beanstalk
Awaken the Honored Dead
Outpace Oblivion
Rakdos Joins Up
Omniscience
Land (24)
Bleachbone Verge
Cavern of Souls
Command Tower
Commercial District
Floodfarm Verge
Forest
Hedge Maze
Hushwood Verge
Island
Lush Portico
Meticulous Archive
Mountain
Multiversal Passage
Plains
Raucous Theater
Shadowy Backstreet
Starting Town
Sunbillow Verge
Swamp
Thornspire Verge
Thundering Falls
Underground Mortuary
Wastewood Verge
Willowrush Verge
In Historic Brawl, Terra, Magical Adept focuses on reanimation, but in Standard Brawl the plan shifts a bit. You still have tools like Yuna, Hope of Spira and Kavaero, Mind Bitten to bring creatures back, but the deck leans more toward a value-based enchantment strategy with strong enter-the-battlefield triggers. Impending cards become especially powerful—Overlord of the Balemurk practically doubles in value, because Terra copies them and stacks multiple ETB and attack triggers. Sure, cheating in Omniscience with Yuna is the dream, but the deck doesn’t rely on that to win. Terra keeps your resources flowing so you never fall behind.
Roxanne, Starfall Savant

Roxanne, Starfall Savant | Illustration by Ina Wong
Commander (1)
Creature (21)
Llanowar Elves
Ruby, Daring Tracker
Wandertale Mentor
Badgermole Cub
Druid of the Cowl
Goobbue Gardener
Hardbristle Bandit
Tender Wildguide
Twitching Doll
Hotfoot Gnome
Kavaron Turbodrone
Jolene, Plundering Pugilist
Mossborn Hydra
Outcaster Trailblazer
Springbloom Druid
Roaming Throne
Enduring Courage
Halana and Alena, Partners
The Earth King
Overlord of the Hauntwoods
Summon: Bahamut
Sorcery (1)
Instant (4)
Burst Lightning
Redirect Lightning
Abrade
Archdruid's Charm
Enchantment (3)
Up the Beanstalk
Ferocification
Earthbender Ascension
Artifact (6)
Lavaspur Boots
Arcane Signet
Buried Treasure
The Irencrag
Herd Heirloom
Lumbering Worldwagon
Land (24)
Ba Sing Se
Cavern of Souls
Command Tower
Commercial District
Forest x10
Mountain x7
Restless Ridgeline
Stomping Ground
Thornspire Verge
Roxanne, Starfall Savant blends ramp and board control in a really fun way. Every time it enters the battlefield or attacks, it creates a Meteorite that pops something for 2 damage, giving you value just for keeping it active. What makes Roxanne especially strong is how hard it is to shut down—if your opponents deal with Roxanne, it ramps you on the way out, meaning you just need to play one land and it’s back on the field. Over time, this steady chip damage and natural mana growth set up massive finishers like Summon: Bahamut, turning the late game completely in your favor.
The Seriema

The Seriema | Illustration by Sergey Glushakov
Commander (1)
Planeswalker (2)
Ajani, Caller of the Pride
Elspeth, Storm Slayer
Creature (24)
Ademi of the Silkchutes
Yera and Oski, Weaver and Guide
Venat, Heart of Hydaelyn
Basri, Tomorrow's Champion
Lightstall Inquisitor
Momo, Friendly Flier
Momo, Playful Pet
Novice Inspector
Zack Fair
Ambrosia Whiteheart
Cathar Commando
Spellbook Vendor
Voice of Victory
Delney, Streetwise Lookout
Fortune, Loyal Steed
Haliya, Guided by Light
Toby, Beastie Befriender
Aven Interrupter
Suki, Courageous Rescuer
Werefox Bodyguard
Dion, Bahamut's Dominant
Appa, Steadfast Guardian
Beza, the Bounding Spring
The Wandering Rescuer
Instant (1)
Enchantment (6)
Seam Rip
Airbender Ascension
Case of the Gateway Express
Sheltered by Ghosts
Aang's Iceberg
Virtue of Loyalty
Artifact (2)
Perilous Snare
Unidentified Hovership
Land (24)
Lastly, I wanted to add a spacecraft as a commander since, with the new rulings from Edge of Eternities, we can run them as commanders. The Seriema is one of the most interesting choices you can build around. When it enters the battlefield, it tutors for any legendary creature, which keeps your deck consistent. Its station ability lets you tap your creatures to build up charge counters until it becomes a 5/5 flier, and once charged, it gives all your tapped legendary creatures indestructible. This creates a steady flow of value and protection that makes it easy to keep your best creatures safe while applying pressure.
Wrap Up

Gratuitous Violence | Illustration by Christopher Moeller
And that about finishes it all up for this guide on the third installment of the Super Smash Bros. franchise. Just kidding, thank you for coming, hope you had fun, don’t forget to tip your waitress!
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5 Comments
Thanks for the Article! Helped me a lot as I’m new into MTG Arena. Didn’t even know about the Promo Codes…
The rules text on Seven Dwarves allows you to play 7 copies even in singleton formats like Brawl or Commander.
Thanks for the correction, the article has been updated accordingly!
How do you move the commander back into the commander zone after putting it into graveyard?
Not sure exactly what you mean – this is just what happens in the rules. Is there a particular card or effect you’re referring to? Can you give a little more info?
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