Browbeat

Browbeat

Sorcery

Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards.

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Printings View all

Set Rarity
Masters 25 (A25) Uncommon
Duel Decks: Sorin vs. Tibalt (DDK) Uncommon
Premium Deck Series: Fire and Lightning (PFL) Uncommon
Planechase (HOP) Uncommon
Time Spiral "Timeshifted" (TSB) Rare
Judgment (JUD) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Browbeat occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Browbeat Discussion

Caerwyn on The Boros Legion has arrested my wallet

3 weeks ago

Did some playtesting with the new version against other decks with similar power levels (I assume you're going for a "tuned casual" level, rather than an outright competitive one).

Overall, the deck fared relatively well but had two major issues that should be fairly easy to address.

The first problems was consistency--when I fielded multiple group slug pieces early, the deck did swimmingly. However, if I got only one piece out, or no pieces out early, I started to run into trouble. However, with no pieces or only one piece on the board, the deck ran into a bit of a wall and had trouble closing out games. I think running Enlightened Tutor and/or the (recently reprinted Idyllic Tutor would help ensure you're burning them early and often.

The second major issue was protecting your own pieces from harm. Teferi's Protection and Apostle's Blessing would both be good inclusions.

Suns_Champion mentioned cutting Browbeat earlier, and I wanted to second that. Cards that allow your opponents to make a choice are generally mediocre since the opponent will always be able to make the choice best suited for their victory. With Browbeat, there will almost always be at least one person who is willing to lose life to deny you cards, and dealing 5 damage to the opponent best-situated to soak up the damage (or the player right before you in the rotation if everyone passes forcing the last guy/gal to take the damage) just is not worth 3 mana and a card slot.

Gattison on The Spell-Slinging Slasher

3 weeks ago

I could come up with a few ideas, yeah. Browbeat, for one. Maybe Foresee, Rain of Revelation or Sift. Secrets of the Golden City? Tezzeret's Gambit?

pokey on Torbran commander deck

1 month ago

I would also look at Electrostatic Field , Cinder Pyromancer . They both fit into your theme pretty well.

Flare has damage along with a draw effect.Also Dragon Mage is a bit high cmc but has a nice draw. Blood Sun can help shutdown Terramorphic Expanse along with a draw. Tectonic Reformation can also clear out dead land cards in your hand.

I would pull Grim Initiate doesn't really fit team, Cavalcade of Calamity only has like 5 creatures that activate this and you have some pump spells to negate it, Molten Influence and Browbeat since there is a choice your opponents will choose the one you don't want.

Suns_Champion on Torbran, TIME TO BURN EVERYTHING!!

1 month ago

Hey man, this is a really tight list! My suggestions are going to seem half-hearted, because there isn't a lot I would change here. All the key pieces I was looking for are already here. Well done.

I really like Torbran as a pressure and efficient boardwipe commander, so I'm glad to see both of those elements here.

Here's some cards to consider:

Immolation Shaman is another pressure card you're missing.

Satyr Firedancer is some cool tech with direct burn spells, plus the +2 damage from Torbran stacks!

Flamebreak , Slagstorm , Steam Blast are all good sweeper options to consider.

Shadowspear from the upcoming set might be awesome in here. You can target stuff and they lose indestructible. Huge.

Drakuseth, Maw of Flames is a great finisher, with Torbran he's actually dealing 9, 6, 5, and 5.

Let's talk about card advantage. If you add ANY of the cards I suggest, please let it be these.

Cavalier of Flame is a good self wheel/later damage, as well as Khorvath's Fury . Reforge the Soul is just a solid wheel and budget Wheel of Fortune. These plus the wheels/looting you already have go great with Glint-Horn Buccaneer , who's also solid on his own. Humble Defector is my second favorite magic card, and is a great political card or just combos with Homeward Path , which you already have. Tome of Legends has been finding it's way into most of my decks with low cost commanders, if you attack with Torbran you should consider it. Ignite the Future is basically Red's harmonize, and I suggest it for any red deck without blue. And since you're in one color, Endless Atlas is a solid draw engine. Finally, Light Up the Stage is an okayish little draw spell you might consider.

Here's some cards I'm not convinced by and you might consider cutting for my other suggestions.

Chandra, Awakened Inferno Emblems don't have a color, so Torbran doesn't affect then. Yeah she can wipe the board, but you can more easily do that for 1 mana instead of 6.

Electrodominance under-preformed in Neheb.

Volcanic Offering

Risk Factor / Browbeat can go for some of the better, reliable draw options.

Sundering Stroke I think is too expensive for what it does. It's hard to get 7 red without Neheb out.

By Force unless you really have to deal with artifacts every game. Add draw to get to the other removal you have faster.

Price of Glory under-preformed in Neheb, people just hold up mana rocks.

Urabrask the Hidden Haste at 5cmc is way too late. Replace with Cavalier if you really think you need it, or anything else.

Thran Dynamo this deck is hungry for red mana. I'd suggest finding a mana rock that gives red. Arcane signet maybe?

Magebane Armor is cool, but most of your sweepers don't kill your important creatures.

That's all I got for cuts, again. tight list man. Love it.

Tzefick on White's issues in Commander

2 months ago

enpc Your response makes me believe you didn't actually read the OP through. Further suggested by how you said earlier that I forgot to talk about White's ability to resource denial while I clearly had a shorter paragraph mentioning Armageddon , Ravages of War and Limited Resources and how I didn't believe that archetype was a very progressive way to forward white's multiplayer playability in Commander, even though it is one of white's more powerful archetypes but it has some nasty side effects on the political spectrum.

My main problem with white having to almost exclusively go to artifacts for fixing their problems on ramp and card draw is exactly because artifacts are plentiful in Commander and therefore many run artifact removal. It is quite tough as a white player that spent a lot of mana on dishing out mana ramp and/or card draw artifacts, just to have an opponent cast Bane of Progress or Vandalblast or be the target of an incidental Casualties of War or Aura Shards , and there's limited options for white to counter that, bar the expensive catch-all . Why green has better and more flexible counters that actually fits white more is a bit strange to me and I wish white had at least a comparable answer that didn't cost 40$.

In a way I wouldn't mind if white also got some artifact restoration as they did in the older days . Blue and red has some good artifact pulls but white did have that same affinity back in the day, so it is definitely part of their color pie . White just has a huge problem again with the symmetrical effects being a disadvantage in multiplayer unless they can fuel the graveyard - which they cannot by themselves.

One solution could be a Tempting Offer card that pulls back artifacts.

Tempting Offer Show

One of the mana ramp suggestions (in the OP) was indeed to return low CMC permanents, which could hit ramp artifacts as well - so pulling double duty and well within white's color pie. Getting extra lands this way is more resilient versus playing mana artifacts but requires extra steps compared to mana artifacts and will never be a true replacement but merely a supplement. And it's not the first time white restores lands .

I think it would be better if white players could included these types of permanent restoration cards into their decks and it was viable, rather than having to put Manalith into their deck.

Again these suggestions are unlikely to replace mana artifacts or become auto-includes, but they could provide good supplementary support. I advocate choice, but if improvements could be made to a color specific solution to a color that falls behind in the format, then I see no issue.

And none of the suggested cards are something I would imagine would swim rather than sink in eternal formats, but it's possible there's something I overlook.

It's also meant as a general take on a possible solution, and not necessarily the only thing needed to improve white's ability to compete in casual EDH. For instance if the land restoration cards I suggested was a way to go, then more cards that facilitate that line of play could be made. More functional reprints of Evolving Wilds , a variant on Flagstones of Trokair or basically anything that helps that line of play and doesn't need to be *the* fetchlands . Prismatic Vista was a very good alternative to the fetchlands, that sadly has taken a very similar price trend. Although I think that may have more to do with the price of the Modern Horizons set compared to what value was in there, than the actual card - a cash-back so to speak. Now I just hope for future functional reprints - even while owning 2 Prismatic Vista s.

White lands that end up in the graveyard Show

What I mean to say with the above, is that the suggestions in the OP and here is more about a direction of solutions to this perceived issue with white in casual Commander, more than it is "this card will single-handedly turn white into just as great a color as green for Commander". Therefore reflecting on these cards' viability in context to only existing cards would be against the point I try to make.

Think of red for a moment. For almost two decades, red didn't have actual card advantage. They had Browbeat as a punisher mechanic, they had Wheel of Fortune in the very early days but those are more exceptions than the rule. Then red got their temporary draw or draws with downside with an underlying theme "it's here in the now, use it or waste it". Card draw is so basic and essential to the game, that each color has come up with ways to achieve it. I think white needs to find a similar solution for multiplayer formats.


And finally, to quote you; "But if your argument is that they're not as good (the manarocks) and so you don't want to play them, then tough, welcome to how balancing works. And if that's not fair in your mind then you have some really bad double standards."

Does balancing need to include price tags? Joke aside.

But how come a large portion of the Commander community has expressed that white and to a lesser extend red are the least powerful colors in Commander, especially white when considering mono color? Red is getting support lately and is improving, but white falls behind.

Do you claim you know balance better than all those people?

DreadKhan on LOSER

3 months ago

I don't know how much of a hassle it would be, but it would help a ton for reviewers if you formatted this better. The program will auto-sort things if you input them in the correct fashion, separating things. This makes it very easy to figure out how your decks works at a glance, even if you don't have very much explanation.

Another thing that helps is if you offer a few tips on how the deck works, any key combos, that sort of thing.

Anyways, now to your deck itself. From my brief testing, it seems a very solid 'fair' deck, as in, one that isn't too big on dirty tricks, and isn't crazy fast. A very good choice for playing with friends or people you like.

Areas for improvement are increasing your land count a bit, probably by using basics or more Dragonskull Summit if you can afford them. Simple Evolving Wilds can be useful in a deck like this, but it has a delay and you don't have too much devotion cards in either color, so probably just use a few more basic swamps.

Rakdos Keyrune is a good card I think for a deck like this too, and helps get out some of the bigger cards. Lightning Bolt or Seal of Fire are very handy, with Seal being better vs control usually, and it's cheaper. I would consider a Browbeat or 2 might help draw spells, since you have lots of pressure on their life total if they aren't gaining life. Dash Hopes might be fun, but it usually benefits from being a 4 of, since each is better over all if you've already played one or more. Both choice cards are fairly casual cards IMHO, and might add some fun factor.

mghadley on Budget friendly burning dwarves

3 months ago

I like it, going to try something similar myself. What about a little more draw like another The Flame of Keld , Browbeat or Risk Factor . Just to get your hands on those dwarves a little sooner.

RNR_Gaming on

4 months ago

I believe the posts asked for 27 cuts. These are just my suggestions but this is more from a competitive stand point; card choices in commander are subjective and if you have fun with any of the cards I'd personally cut just keep playing them :)

Fog - a 1 time prevent combat damage is cute but it won't win you any games or allow you to trade up in resources.

Murder - cool name for a card but there are more and better options for removal. If Assassin's Trophy isn't within budget Purify does an okay imitation.

Browbeat - is a cool political card but in reality with a group of strangers especially at 40 life most will just take the 4.

Undercity Uprising - cool art lackluster card.

Alpha Brawl - is interesting but it seems over costed. Especially, since it only targets one opponent

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