Housemeld Breaks the Spirit of Brawl
Housemeld seems unreasonable for Historic Brawl, given how it can often render a Commander completely unaccessible for the rest of the game (especially for Red decks).
Given that this is a digital card, the card should be tweaked so that it is not so warping when played on Commanders.
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acsmars#61935
commented
This is, by a wide margin, the most toxic card ever designed for brawl. It was clearly designed by someone who frankly doesn't understand the entire core premise of command zone based formats.
I scope every game I see it cast in and it's easily the worst taste in my mouth when playing Arena. I wish I could tell when it was in someone's decklist at start so I could just scope before the mull. I hate it that much.
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Blaidydd#18138
commented
Adding another voice to this choir. At the VERY least if this card is left as-is, your internal points system should rate this card MUCH higher, because it is just not a fun card to play with as it currently plays in the tier levels I see it in.
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dwichern#63245
commented
Same issue. Wondering why I did not have the option of moving commander to command zone after exile.
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ch4meleon#99920
commented
I 100% agree! This card is so much worse than an Imprisoned in the Moon type effect, and is much harder to remove in Red (lots of lands can destroy other lands, but red has almost no enchantment removal). I'm fine with it hitting any of my other creatures, but the fact that it steals my Commander and turns it into an enchantment is just too much in my opinion. Could it be reworked so that if used on a Commander you have the option to send it back to the Command Zone? That would solve this card in my opinion.
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Passascats#84429
commented
This card is worded in a way that it should allow you to return your commander to the command zone on exile, but that does not happen. this makes Brawl games pointless and just results in a scoop. Please fix this interaction. I have confirmed this interaction in multiple games.