Magic the gathering commander
That might sound like a small change, but it's big enough to make Duel Commander a radically different format. Instead of playing against three opponents, you just have one. Lathril, Blade of the Elves by Caroline Garibaĭuel Commander, also known as French Commander in honour of where the format was made, is Commander's more competitive, one-on-one variant. And people have really taken to it – Historic Brawl is an incredibly active format on Arena, and it's benefited from the various additions to the Historic format over the years, like Amonkhet and Kaladesh Remastered or the various Historic Anthologies. Whether it's the Brawl originally devised or the vastly more popular Historic Brawl – which uses Historic's larger card pool and borrows Commander's 100-card decks – Brawl is the only way you can get your Commander fix on Arena. But Brawl has one huge, huge advantage over Commander: you can play it on Arena. People hated Brawl when it debuted, because it felt like a cynical attempt to pull Commander players into the Standard rotation where their cards would eventually become illegal. While you still have a Commander who dictates your deck's colour identity, you can only play cards that are currently legal in Standard (at the time of writing, from Zendikar Rising to Kamigawa: Neon Dynasty) in your 60-card deck. Unlike Commander, which is an eternal format that allows you to use almost any card printed, Brawl is based on the Standard rotation. Before we started getting the Commander precons regularly, we'd have Brawl decks (which were, admittedly, really good one even had Smothering Tithe in it). Brawl was Wizards' attempt at making a format like Commander that it alone could control, as Commander is run by fan-made committees with minimal input from Wizards itself. Some people may see the word "Brawl" and shudder, but just go with it for a second.