Too Much Ramp
I don’t know if it’s a recent update since TMNT came online, but the ramping of Brawl commanders whose CMC are 4+ is insane. Raph & Mikey has a 7 CMC. How are they coming out on turn 5 every single time? Every turn 2 is a rampant growth or mana rock. Turn 3 is always some form of cultivate. They play a land for turn each turn without drawing new cards. So by turn 5, they’ve played 5 lands for turn, plus mana rocks/extra lands from instants/sorceries. What’s the point? They don’t play any creatures except for mana dorks. Then they drop R+M, the ability always brings out some Eldrazi 10+ CMC creature. I’ve played against this deck numerous times. It’s always the same thing. Even if I Counterspell R+M or exile it as soon as his drops, it doesn’t matter because the player already has half their lands on the field or in their hand. It doesn’t make sense. Unless you’re saying out of 99 cards, they have 60 lands + their ramp package.
And the amount of players using the deck, I think I’ll just concede right away, because I’m over it. So if anybody is reading this and wants some free wins, use this deck and match with me.