Let's start with 0 duals, in a 24-land manabase split evenly.
That's the first mistake I see everybody making in this format. 24 lands are not enough! You need 25 - 27. If you play Evolving Wilds, then that counts as a spell rather than a land. My hard rule is 25 base - plus one land for every fetch land in your deck. I also have a soft rule that states that an additional land for each 2 CMC over 4 of your commander (unless your commander is a decorative fashion accessory).
The reason is you play a commander with say a CMC of 5, then you want to hit a land drop a turn for 6-7 turns. This way you can cast your commander twice, first on turn 5 and then on turn 7 when he gets his butt smacked the first time.
Also in multiplayer, an efficient 2 drop will do nothing for you on turn 15. Games will go long, and you are better to plan to thrive in the late game.
That being said, you can't play lots of double and triple coloured cost spells, unless that is your primary colour.
This is an interesting math heavy take on land ratios.
I would have said that there was more chance of Sol Ring coming back before Trump being elected President. I do know that Sol Ring would single highhandedly kill Magic, so it is never coming back in Standard.
I like a lot of those choices! Here's the 4 that I currently have in the Gauntlet, but I think I'm going to add a few. Specifically Kambal (maybe in place of azor, we'll see)
One of the other things I'm trying to do is make sure that a number of cards are represented (even if it's just in one deck) to see how they do. Had to make sure there was at least one Immortal Sun somewhere in the gauntlet for example. There's probably a few other powerful cards that need to be somewhere in the pile, but this is a start.
First reaction is that all of your decks are too lite in land, and some are way too lite in the critter stakes. I feel like 25 lands is the minimum you should be playing.
The way I see it, both formats offer different things. Commander is a format for enfranchised players who want the freedom to try any potential combinations of cards. Letting players do anything can be awesome but it also lets people break the format if they wish. Brawl is for new players, or people who want a format where fairness is built into the rules rather than social contract.
You have to consider that 50% of people who play magic last less than three years in the game. For those people, This is a good format.
This format is not for those people who like a deck which does the same thing every game. It's also not for Combomnader players. It's for those of us who enjoy actually like games with some interaction in the game instead of seeing who can assemble their combo first.
Nissa's Encouragement and Tezzeret's Betrayal look very good. Nissa probably not so much, although having her in the 59 as opposed to the commander slot would work.
Sweet art! "Time of Ice," though? Why not "Ice Age?"
Think of it from people living in the world. As ancient history, referring to it as Time of Ice is more likely. It is a bit like the Chinese categorizing things as Ming Dynasty - It only became Ming Dynasty many centuries after the events occurred.
I wouldn't expect there to be a Mirage/Visions named event - those words were the packaging labels of a set of cards designed to show the events in question. The Mirage evens would probably be known as the "Triangle Wars"
The tapestry art is awesome. It tells a story in and of itself but leaves it up to your imagination to discover what's going on, and that's what I like about it.
There is a lovely nostalgia vibe about this set. Like coming back to visit the town where you grew up!
If I am playing say the locust god.. my opponent plays the scarab god well I lose and there is nothing I can do to remove the scarab god from relevance in game. there are no cards in UR to deal with the scarab god. or Hazoret either or any of the other gods.
Counterspell?
Standard Rotation! That'll get them gods every time!
Sounds kinda gross tbh, like a bastardization of all highlander formats in a bid to sell more standard legal sets.
I guess this is designed for those people who want to get into commander but only have draft leftovers to build a deck from.
As someone who has been playing Standard 60 Card Highlander multiplayer since 1999 this is pretty cool.
Let me just add here that Commander by comparison sucks as a format. The key points in Brawl's favour is that there is a natural balance - its not a format where you have to play combo to be competitive. The fact that you have 10 less life means that beatdown/creature agro has a chance of doing something meaningful and you don't have a boring game of who can assemble that broken combo first to win. As an aside, even creature strategies in Commander are combo's. You don't win by incremental damage, you win by casting Craterhoof Behemoth....
You can't judge it until you try it - seriously give this format a crack as you may be surprised.
EDIT:
For a time frame perspective. I'm not sure why we are trying to create a new modern. Let's say for a minute that the format doesn't start at at magic origins. Let's say we create a new legacy with the 16x proxy rule as a pillar rule of the format. Wizards prints all kinds of special products that aren't allowed in modern but are allowed in legacy. All commander products are legal, conspiracy is legal, every dual deck, all special products are legal. That is another problem that modern has. What if Frontier started at Starter 1999. The last set with cards on the reserved list is Urza's Destiny. I excluded Portal 3 kingdoms to made for an easy time line for people to follow. Frontier could start right after the reserve list ends. The resulting card pool would be huge. The number of cards combinations very complex. That would be a very good selling point. There would not be a cost issue either with the 16 proxy rule.
I personally would like to see frontier to be the equivalent of old extended. Something like between four to six years of cards. Otherwise, what is the point of the format apart from being modern light? The rotation element would be a key difference between Modern and Frontier. It would bridge the gap between Modern and Standard, allowing archetypes last longer but having the ability to be always accessible to new players.
You get rid of fetches, you give up any 3 color decks. I would be happy with no shocks, and you have to play with Battlelands and tangolands.
Why ban fetch lands? Without the Ravnica lands what is there to fetch that you can't get with Evolving Wilds? The Battle for Zendikar lands are ok, but not fast...
Really? Why not? Sure its not a titan but it is not trash.
That's the first mistake I see everybody making in this format. 24 lands are not enough! You need 25 - 27. If you play Evolving Wilds, then that counts as a spell rather than a land. My hard rule is 25 base - plus one land for every fetch land in your deck. I also have a soft rule that states that an additional land for each 2 CMC over 4 of your commander (unless your commander is a decorative fashion accessory).
The reason is you play a commander with say a CMC of 5, then you want to hit a land drop a turn for 6-7 turns. This way you can cast your commander twice, first on turn 5 and then on turn 7 when he gets his butt smacked the first time.
Also in multiplayer, an efficient 2 drop will do nothing for you on turn 15. Games will go long, and you are better to plan to thrive in the late game.
That being said, you can't play lots of double and triple coloured cost spells, unless that is your primary colour.
This is an interesting math heavy take on land ratios.
https://www.channelfireball.com/articles/how-many-lands-do-you-need-to-consistently-hit-your-land-drops/
First reaction is that all of your decks are too lite in land, and some are way too lite in the critter stakes. I feel like 25 lands is the minimum you should be playing.
You have to consider that 50% of people who play magic last less than three years in the game. For those people, This is a good format.
This format is not for those people who like a deck which does the same thing every game. It's also not for Combomnader players. It's for those of us who enjoy actually like games with some interaction in the game instead of seeing who can assemble their combo first.
Think of it from people living in the world. As ancient history, referring to it as Time of Ice is more likely. It is a bit like the Chinese categorizing things as Ming Dynasty - It only became Ming Dynasty many centuries after the events occurred.
I wouldn't expect there to be a Mirage/Visions named event - those words were the packaging labels of a set of cards designed to show the events in question. The Mirage evens would probably be known as the "Triangle Wars"
There is a lovely nostalgia vibe about this set. Like coming back to visit the town where you grew up!
Standard Rotation! That'll get them gods every time!
As someone who has been playing Standard 60 Card Highlander multiplayer since 1999 this is pretty cool.
Let me just add here that Commander by comparison sucks as a format. The key points in Brawl's favour is that there is a natural balance - its not a format where you have to play combo to be competitive. The fact that you have 10 less life means that beatdown/creature agro has a chance of doing something meaningful and you don't have a boring game of who can assemble that broken combo first to win. As an aside, even creature strategies in Commander are combo's. You don't win by incremental damage, you win by casting Craterhoof Behemoth....
You can't judge it until you try it - seriously give this format a crack as you may be surprised.
I personally would like to see frontier to be the equivalent of old extended. Something like between four to six years of cards. Otherwise, what is the point of the format apart from being modern light? The rotation element would be a key difference between Modern and Frontier. It would bridge the gap between Modern and Standard, allowing archetypes last longer but having the ability to be always accessible to new players.
Why ban fetch lands? Without the Ravnica lands what is there to fetch that you can't get with Evolving Wilds? The Battle for Zendikar lands are ok, but not fast...