One last look at Brothers’ War

The Brother’s War is here and ready to change the balance of many formats. Today we’ll take a final look at the cards that could be the most impactful and even lead to the creation of new decks.






This card’s comparison with Luminarch Aspirant was the first thing to come to mind. It’s no small disadvantage that it costs an extra mana in an aggro deck. The extra mana can be justified by how it fields a 1/1 soldier when a non-token solider dies, thus letting you restart from mass removals. If Soldiers becomes a popular deck, this will be an impactful card.





What if the Soldiers deck we were talking about earlier will be UW? This card would surely make a difference. It’s a flying creature that makes the board by itself and taps untapped Soldiers that you control to force card draw. You want a card like this in these kinds of decks, but remember that it can be played in non-tribal decks. Even on its own, it’s capable of creating a great advantage (Esper Midrange may be an example where it can be helpful).





I like this artifact. It’s the typical card that you want to play at least one copy in any control deck. The ability to make you choose whether to have a removal or draw two cards is important. It also gives you two colorless mana, which is good, too. The synergy with Urza is nice, but it’s not important for the playability of this powerstone.





Fauna Shaman makes a return to Standard! It’s a card that has continued to see play over time, especially having many interactions with creatures returning from the graveyard (Vengevine, for example). In this expansion, the unearth ability returns and there might be some nice synergy that makes the most of this card’s potential. In any case, it remains a solid two-mana drop for green-based decks that also allows you to play 1x creatures in the deck and be able to search for them at the right time of the game.





This card is versatile, and it can be useful in many decks with all the ways there are to make colored mana. In a blue-based control, for example, it can be a six mana that makes you draw three cards when it comes into play. It can also make you draw two and force your opponent to discard one if you play black. If you play red, it could be a good closing or act as a major threat to your opponent. You almost always want to play one or two copies in your control or midrange decks.


We just have to wait until we can try the new cards, watch how the meta’s balance will change, and see that new decks that will be created and how existing ones will adapt.


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