How to Spend Your MTG Arena Wildcards for The Brothers’ War

If you’re a MTG Arena player with a limited budget, here’s the list of cards you can craft with your Arena wildcards on day one – guilt free – without feeling like you’re wasting any value. If you’re more interested in strategy than finances, then consider this to be the list of cards that I think will be most widely played from The Brothers’ War in Standard and the other Magic Arena Constructed formats. 

There’s no need to follow this power ranking completely. The most expensive thing to do on Arena is to switch frequently between decks and colors. On the other hand, if you can hone in on a smaller number of color combinations or strategies that appeal to you, all the better. Craft the cards that fit your preferences and ignore the ones that are likely to idle in your collection.


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You don’t need as many Mythic wildcards as rare wildcards, since staple four-ofs (like dual lands) tend to be normal rares. Nonetheless, your Mythics are often the most powerful cards in your deck, and it can be stressful to run out of wilds, particularly as a new player. Here are my picks for the most useful The Brothers’ War Mythics.

5. Arcane Proxy

Arcane Proxy

Arcane Proxy has a lot in common with the old Snapcaster Mage, which is one of the best creatures ever printed. I envision it being cast most often for its three-mana prototype mode. At that point, you can get a second use out of a discard spell (like Pilfer), a card-drawing spell (like Consider or Impulse) or a burn/removal spell (like Cut Down or Lightning Strike). To be sure, there will be plenty of cool uses for this card that I haven’t even thought of yet!

4. Teferi, Temporal Pilgrim

Teferi, Temporal Pilgrim

I love a planeswalker that draws me extra cards every turn. Teferi, Temporal Pilgrim offers that in a very clean way. Importantly, he also has a high loyalty. Very high, I might add. What appears to be a “0” ability is actually a +1. You also get loyalty every time you start your turn, and every time you cast a different card drawing spell, of which your blue deck is sure to have plenty. Once you’re sitting comfortably with a big pile of loyalty counters, you can wipe your opponent’s board or start churning out massive spirit tokens. 

3. Gix, Yawgmoth Praetor

Gix, Yawgmoth Praetor

Gix is decent as a standalone creature, but for me he’s all about the first line of text. Whenever any one of your creatures hits the opponent, you get to draw an extra card. Normally an ability like this would have some kind of “safety valve,” like a maximum of one use per turn. But no, you can cast Gix, attack with two creatures and draw two cards right away. You probably won’t spend the seven mana unless you can discard three or more cards to it, but if you’ve gone totally nuts with the card drawing ability, I can easily see that being a game winner. 

2. Urza’s Sylex

Urza's Sylex

Urza’s Sylex blows up the world, and it’s very, very good at its job. Normally cards like this leave something behind, like they fail to take out opposing planeswalkers or something like that. Sylex kills absolutely every nonland permanent for an affordable rate, and even allows you to set yourself up with a big planeswalker for the following turn. 

Sylex will be good in a wide range of matchups, but it will be uniquely strong against strategies that play to the board, like those centered around Oni-Cult Anvil

1. In the Trenches

In the Trenches

I wouldn’t say that I’m sure In the Trenches will be the best card from The Brothers’ War. Instead I’d say that I’m the most sure that In the Trenches will be a good card. After all, it’s a strict upgrade to an old favorite called Glorious Anthem, which typically sees competitive play any time it shows up in Standard.

In the Trenches permanently pumps up all of your creatures, no questions asked. This makes it appealing for token, tribal and weenie creature strategies alike. As a bonus, you can use it to take out a big blocker on a key turn, or anything else that might be giving you trouble. Linear creature decks can’t afford to play a lot of removal spells, so building a flexible answer right into the structure of your deck is a big deal. 


10. Gix’s Command

Gix's Command

Gix’s Command is my type of card! It gives you a ton of flexibility in choosing modes, and all of the modes have the potential to swing the game in your favor and/or generate a lot of card advantage. 

As a baseline, consider the “board sweeper” mode where you kill off all small creatures, plus your opponent’s most threatening monster. That’s a good deal for five mana!

More realistically, your opponent will either have a swarm of creatures or one big threat, so you can pick the mode that’s most appropriate while also getting a big life total swing, or picking up two creatures from your graveyard. The flexibility to do whatever the situation calls for makes Gix’s Command very powerful. 

9. Siege Veteran

Siege Veteran

I strongly considered putting Fortified Beachhead and Harbin, Vanguard Aviator on my list, as I do believe there will be a strong U/W Soldiers deck with the release of Brothers’ War. In the end, however, I decided to give the slot to Siege Veteran, which strikes me as the strongest rare Soldier. 

Veteran has the same ability as Luminarch Aspirant, which was so strong that it had to be nerfed in the transition from Standard to Alchemy! At the same time, you make your whole team resilient to removal spells, and continue flooding the board against opponents trying desperately to defend themselves. 

8. Mishra’s Foundry

Mishra's Foundry

Currently in Standard, I find myself building monocolored decks all the time, and yet really missing the presence of creature-lands and colorless value lands. Mishra’s Foundry enters the battlefield untapped, turns into a creature for an affordable cost and even gets stronger in multiples. For decks with solid mana that can afford a few colorless lands, this will be a massive upgrade. 

7. Painlands

BrushlandLlanowar WastesUnderground RiverBattlefield Forge

At the #7 position, you get four for the price of one. All of the remaining color combinations which were left out in Dominaria United now get painlands in Brothers’ War. These are all guaranteed to be format staples. That said, I think Brushland and Battlefield Forge will be particularly helpful for aggressive white decks looking to curve out in the early turns. 

6. Razorlash Transmogrant

Razorlash Transmogrant (Extended Art)

A very cool card design! Two mana for a 3/1 that can come back from the graveyard is a solid aggressive creature. Even when you pay the full six mana, this isn’t bad at all. However, against multicolor decks with greedy mana bases, you get to recur Transmogrant over and over again for the low price of two mana. This could be what black aggro decks have been looking for. 

5. Argoth, Sanctum of Nature

Argoth, Sanctum of Nature

In the #5 position we have another “value land.” Argoth, Sanctum of Nature doesn’t turn into a creature; instead, it can churn out creature tokens turn after turn. That’s very powerful for a land that produces colored mana, and can even enter the battlefield untapped under the right circumstances. 

Crafting your first copy of Argoth can’t be a mistake, since I think you’ll want one in just about every green deck. If you’re going for the meld ability with Titania, Voice of Gaea, you might want even more than that!

4. Brotherhood’s End

Brotherhood's End

Brotherhood’s End offers you a really good version of a highly-useful effect. In fact, it offers you a really good version of two highly-useful effects. 

I expect Brotherhood’s End to show up in sideboards of all kinds of decks across a huge range of formats. In one card, you get a board sweeper against token, tribal and weenie creature decks and you get an artifact hate card that can punish people for trying to set up complicated synergies. 

3. Tyrant of Kher Ridges

Tyrant of Kher Ridges

Tyrant of Kher Ridges is the quintessential Dragon. Cast it for six mana, and if it goes unanswered, it will win you the game very quickly. But on top of that, you get to dole out four damage right up front! 

If you need to stabilize the board, you get a big blocker and kill their best creature. If you’re fighting a card advantage battle, you can take out a planeswalker and guarantee some value even if they spend a removal spell on your Tyrant. If you’re trying to get them dead, you can deal four damage to the face and make it all the harder for them to stay in the game. 

2. Legions to Ashes

Legions to Ashes is a good, clean removal spell. Anything from a creature to a planeswalker to a troublesome enchantment can be taken care of, and by exiling it, you dodge “dies” abilities and any chance that the opponent might recur it. Such a reliable answer to a single permanent is already worth crafting. The possibility of taking out an army of tokens is just a cherry on top. 

1. Misery’s Shadow

Misery's Shadow

Misery’s Shadow is my favorite card from Brothers’ War, at least at the time of writing. Shadow dominates combat, especially at the early stage of the game where you first cast it. Exiling opposing creatures isn’t always something you want to dedicate a card to doing, but as an incidental effect, it comes up all the time. Heck, there are some cards and decks that this will utterly shut down!

I think it’s easy to underrate this card by thinking, “Hey, I don’t want to pump up my creature on turn three and four, I want to spend my mana curving out instead!” It’s a good point, but the reality is that this card is going to perform extremely well. On turn three, you play your land and attack, and the mere threat of activating forces the opponent not to block, at which point you can bank your damage and play another creature postcombat. Also, every Magic player knows that you don’t always succeed in curving out and spending every mana in every game. The ability to dedicate every unused mana towards extra damage on the opponent is awesome! It will add up to the point where threatening to dump all of your mana and make a 7/7 Misery’s Shadow will be too much for the opponent to ignore. 

Let me know what I missed, and which cards you’re most excited for coming out of Brothers’ War.


1 thought on “How to Spend Your MTG Arena Wildcards for The Brothers’ War”

  1. Plus Misery’s Shadow + Evolved Sleeper = Who gets blocked, who gets pumped, let’s dance.

    Makes the combat on the blocking or attacking against them extremely difficult.

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