[Re:Commanders] Central Hub

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Yatsufusa
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Post by Yatsufusa » 2 years ago

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Introduction


Welcome to the central hub of Re:Commanders, a suite of 8 decks I've established since 2015 to achieve what I personally felt would be a balanced combination of decks that I could "retire" from MTG with, after 11 years of playing the game itself, including 4 years in this wonderful format of EDH, one I've dubbed as "Dungeons and Dragons in Cardboard form" (or at least the closest thing to it I've ever felt).

As of when this series of threads was posted (2021), it's been 6 years since I embarked on that "retirement" project. In my active years in the game, especially during the 4 years I spent in the format before I started Re:Commanders, I was pretty active in the online discussion landscape (back then it was on MTGSalvation). Once I started embarking on this project, my participation in said landscape started dwindling. I was still around to see the formation of MTGNexus, but at that point I could be said to be barely active anymore, as my post count relative to my account age can testify.

Without further ado, I present the 8 decks of Re:Commanders (Click on each image to get to the deck's individual thread). Also, if you have the luxury of listening to music whilst reading this thread, enjoy the appointed official song of Re:Commanders: gravityWall


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Why write Re:Commanders?


Honestly, I could've easily ridden off into the sunset and actually "retire", but I decided after years of having participated in both online forums (and actually the official Wizards one, but that one preceded EDH even) and that after 5 years I could consider Re:Commander a success at least in its purpose of stability to actually write a series of decks guides for them, as sort of a "repayment" to what the community as a whole helped me back then (and even now, on a smaller scale).

When I was much more active I did entertain the idea of writing guides for EDH decks, but during the four years in the format prior to Re:Commanders, I was pretty fickle, constantly building new decks, disassembling them, then either building other new ones or even rebuilding old ones after a while. Then I could also see pretty obviously there was no way for me to maintain guides at all, so I only entertained writing guides as a thought and nothing more.

Quirks of Re:Commanders Guides


There are "conditions" I set up when I wrote them though. Firstly while I enjoyed the style of primers and their writings and sought to emulate them to some degree, I do not intend them to be actual primers, as my intent to actually "retire" is still real and it is up to my whims to when I wish to update my decks (primers require pretty regular maintenance).

There will be no changelogs, I might just stealth edit the threads at times, I've reached the point of exhaustion with the pool of the game and its rate of growth I deem there's no real need to keep a log of progression, my decks may not be the top-tier / min-maxed, but after all these years I'm comfortable with their power levels that changes are done for minimal progression.

I'm also not including credit sections, because to be honest, I've also been partially detached from the community for the long to explicitly remember where all my ideas drew themselves from specifically. Likewise, if someone chooses to engage in discussion within my threads I definitely condone it, but there are no promises on whether I may reply or not. I may have sculpted my guides to be like primers, but as I say I don't intend on them being actually primers and I'm certainly not taking the active professor route (nor am I actually an expert in my own decks, given my own frequency of actual play in recent years), more of the grumpy-grandpa-retired-professor-who-gave-his-notes-once-and-occsaionally-pops-in.


Why does this thread exist?

The second major "condition" is I've consciously chosen to cut the length of my guides in terms of wording. I understand a lot of people in this forum actually enjoy the lengthy writings in primers but personally as I've started moving out of the forum medium, alongside into moving into other hobbies that don't even have a traditional forum presence that as a whole modern fandom generally prefer easier-to-digest content. When I write out essays of guides people tend to get lost (in other hobbies), but when I either convert my own content or even of other's into bite-size, I get tremendous feedback on how my simplification was some sort of miracle-medicine for their understanding.

This, unfortunately for (this) traditional forum(s) in particular, also holds true for MTG, as more of game's overall media moves towards formats that support bite-sized products. Even other flexible formats like videos tend to often get flak for lengthier ones that lost their viewers' attention or try to cover more than their viewers can digest. I myself also found it pretty beneficial and could see a lot of people also having adapted to the times.

As I said, I understand the core current viewership of these forums still prefer lengthy detailed guides, but I'm not really doing this to cater to that, it's more of an experimental run to see if shorter guides can still work out here (not that I'll lengthen it if it doesn't work out anyway). As I said, the trends have changed and honestly the dwindling population in forums (which I'm self-admittedly part of) is evident of that. However, fact remains forums are still a good place to put a solid guide (as modern social media would essentially wash the entire thing away in a while because it's that fast it may be bite-sized but it overfeeds the quantity of those bites), so I'm here with a paradoxical experiment.

Perhaps one day fandoms will partially trend back to forums for stability (and I'll actually get results), but even then I believe the preference for streamlined content will not immediately twist back with the trend, perhaps even my form of bite-sized forum guides might be the way forward. But I'm still just doing this on a whim of fun and not of any real ambition in that direction.

Here's the ironic part, you've read through four paragraphs to get here, and for those who knew me in some forum capacity know I have a tendency to overwrite a lot of text to the point I walk circles around the main point (even if those walks do help supplement the point), so here's why this thread exists: so that all that excess ranting I felt excessive when I reviewed my threads had somewhere to go and consolidate. It felt stupid talking about the shared history of my decks' formation felt it was a few degrees away from the exact same text of another thread, and they all turned out to be 2 pages long in each thread, defeating my own intent/conditions. I could not let it go, and hence I determined I really needed this central hub.


It just doesn't stop, does it?

Note that I said 5 years of stability convinced me to start writing guides, but it's been 6 years since I've embarked on Re:Commanders at the point of publishing? Yes, the writing for Re:Commanders itself took about a year and a half before I even considered publishing it here. The first drafts of each deck guide themselves took quite the time (although to be fair the same factors of an ongoing pandemic that opened up the opportunity to write them also made it that I could not be writing them at a consistent pace, there were periods of a month or two I literally never touched the word documents), then upon first review I found them contradicting my shortened intentions and I needed to create this central hub to re-consolidate everything (which takes more time again by itself). At the same time the decks themselves also underwent some minor changes, so I needed re-tweak each thread once again in a second wave nearly to the level of a re-write in some sections, but thankfully not as slowly as the initial first wave of writing.

There you have it finally, this thread exists as the black hole to swallow the excessive blabbering I like to naturally lean to but wanted to actively avoid in my deck threads. It's also supposed to do multiple other things, including presenting my overall MTG history and the overall history of the formation of Re:Commanders, but my blabbering right now means you might have already gotten tired just from reading even before I even got started with that.

General Personal MTG History


I've started playing MTG in 2004, simply by walking into a Champions of Kamigawa Prerelease event (back then in my area and many more to my knowledge, Prereleases were not LGS-sized, they were like mini-Grand Prix events held at convention areas or similar spaces). For the first few years I was largely a casual player only playing Prerelease events, then I started also playing other FNM-level Limited events as I started moving into the LGS scene (although I was still pretty much a casual).

Years later (2009), my only "serious" constructed stint was Alara-Zendikar Standard (where I played Jund), but my highest/only achievement is being in the Top 8 of the Worldwake Game Day at a LGS (and probably did win some regular FNMs, but who remembers?) I knew I wouldn't get actually serious as I didn't like the rotational nature of Standard, so I always knew I was only in it for that season. It was mostly to see how it felt to be a serious player for a while.

Nearing the end of that stint (basically around the later 6 months of 2010) it did start feeling empty for a while, as Legacy wasn't really a thing locally then (and I wasn't in a position to get in either, having started the game during the Modern-frame era and wasn't willing to splurge out for a relatively less-played format compared to standard back then) and Modern wasn't even an actual thing. Extended (an official 7-year rotating format that existed before, for those who never heard of it) wasn't appealing for the same reasons Standard was, although I did keep a mind to keep my enemy fetchlands in case I changed my mind (and that paid off obviously).

That was when I heard of EDH, which my earliest impression was basically "Legacy but singleton with much more variance so you don't need/have to splurge on pre-modern cards" and honestly that was appealing. But at that point, my own experience was Limited and 60-card and the complexity of the deck building felt daunting. Fortunately, it was also that time WotC caught on to the format and announced the first precons, and I made my decision to wait for those decks to start the format, and when they came out in the middle of 2011, I started my EDH journey with my Mirror Mastery precon.

The Beginnings of Re:Commanders (& Budget Disclaimer)


In mid-2015, when the Tarkir block had wrapped up, I started feeling the fatigue of constantly building, disassembling, and then rebuilding EDH decks, which was what I was basically doing for the 4 years since I've started playing the format. It was then I decided that with my 11 years of experience across different formats, including 4 within this format that I could reasonably establish a suite of decks with archetypes I know I enjoy and maintain those decks moving forward without the need to ever build new ones again.

I also took this as an opportunity to streamline my bloating 11-year collection (Magic player is a cardboard hoarder, surprise!). I've always seen the higher-end players blinging their decks and couldn't justify it myself for rotating formats, but I could justify it for this "retirement" plan of decks. I would generally lose a bit out on direct/indirect trades especially when I had to deal with player-shop trades, but I had the quantity, so as long as I was patient and observed the secondary market sort of like an "investor" (but on a personal level and still as a hobby, so I didn't need to min-max-penny-pinch), I could still essentially convert my quantity of cards to valuable bling while incurring minimal costs. And that's what I did and honestly am still doing to this day (this is how slow and patient it has to be).

I take this chance to disclaim that my decklists contain a lot of powerful options that certainly aren't budget at any given time a reader is reading them, it's not like I set the deck up and bought them all in a single day, I was already sitting on a pretty bloated collection (alongside with a basic skeletal structure of my decks) when I started out on Re:Commanders and years of partially calculated opportune trades transformed a bulk of my collected chaff into even more bling-power to what it is today (and it isn't even complete by any means).

The purpose of my guides is to establish an understanding of what role a card plays in the deck and while I might be using the upper-end of what's available for that role, anyone who understands that role should be able to look for their own substitute for that role from their own budget/collection. The game just keeps growing and the market changing, I can't account for every card/change, so I do not intend to provide "budget" options in my guides. I consider the success of my guides is to establish the understanding the role of a card within the deck, in which afterwards they need to find their own alternatives in this ever-growing/changing game.


Looking Back

Hold on a minute, I mentioned starting out EDH in 2011 and Re:Commanders in 2015, but what about the 4 years of building & playing in between? Truth be told, this thread isn't going to be going to be going in detail about that. Many of the Re:Commander decks are successors of some kind (direct, indirect or spiritual) to the many decks I've build and disassembled during that 4-year period and it's much better to discuss those links in their respective threads (and I've got to leave something for the deck's history section, because their history within the context of the Re:Commanders section is covered here due to their interconnections).

However, to give a clearer picture of what state I was in around the time I started planning for Re:Commanders, here's a list of brief list decks I've built across that period with their general archetype in parenthesis. I did not build two decks of the same color identity at any given same time, so multiple Commanders in the same identity meant I moved from one Commander to another (sometimes directly, sometimes after dissembling the previous deck and waiting a while), with no specific timeframes here (covered in the respective threads).

URG: Animar, Soul of Elements (Battlecruiser)
UBR: Thraximundar, Lord of Tresserhorn (Tribal)
WBG: Teneb, the Harvester, Karador Ghost Chieftain (Reanimator)
BRG: Kresh the Bloodbraided (Punisher)
WUB: Sen Triplets (Control)
WUR: Narset, Enlightened Master (Control/Combo)
WBR: Zurgo Helmsmasher, Alesha, Who Smiles at Death (Aggro/Voltron)
I've also played the 2014 precons unmodified with friends, as that was the only year I bought all the precons (under the justification that mono-colored cards can easily fit in multicolored, but not vice-versa).

The Color Conundrum


Looking at my deck-building history list, it is plain as day I only had played with 3-colored decks (the precon experience being mostly self-contained) up to that point. In fact my lack of experience with non tri-colored decks after playing with the precons was a major reason I started contemplating about having to establish a suite of decks that takes into account a balance of the number of "number-of-colors" decks I had. I always knew two-colored decks and even mono-colored decks weren't terrible, it was just I was so used to the flexibility of three I never really could bring myself to build a two-colored deck when building spontaneously.

First was the total number of decks I wanted to "retire" with. It wasn't actually eight initially. It was seven, mostly because I could remember from the Harry Potter series that "Seven is a strong Magical number", but because I also felt it was the loose-guess of a reasonable number to manage the number of archetypes I knew I enjoyed and would continue to do so while also filling in archetypes I didn't enjoy as much but didn't dislike, so that there was also variety.

I knew they all couldn't be three-colored decks, and after some quick pondering I found out that planned combinations of three three-colored decks could account for 8 color-pairings being represented (it's not possible to cover 9 color pairings with it, you can try for yourself) with one overlap. This meant there would be two color-pairings unaccounted for, and that's when it fit perfectly into my plan that running 3 three-colored decks and 2 two-colored decks would cover all color pairings (almost) perfectly (one overlap was acceptable).

The second major discovery was the combination of 3 three-colored decks and 2 two-colored decks would also represent each individual color 3 times… with the exception of 2 colors, which are represented twice (results vary on which initial combination of tri-colored decks you used). This meant an addition of two mono-colored decks of those two colors would mean each color is represented exactly three times in the suite.

It was then I was fully convinced this plan would go forward perfectly. 3 tri-colored decks, 2 two-colored decks and 2 mono-colored decks was a nice balance and the result of each individual color represented thrice and each color pairing represented once (with only one represented twice) for a total of 7 decks was the formula I was looking for. Not mathematically perfect and I had to make minor concessions, but it came together vastly better than I would have imagined.

The Re:Commanders Color Balance Formula


But the real issue only began after figuring that formula out, what three-colored decks I wanted the most and how I could plan to mix the archetypes into decks with less colors than I was used to in my 4 years prior. I did not give any examples for my formula above (because I know I'll go off-tangent), so I'm going to use the actual historical process as it, you are free to experiment on your own.

You could technically start off with a mono-colored or two-colored deck first (especially if you already have a favorite deck you know you want in), but generally it's much easier to start planning the tri-colored decks first so the process of elimination is easier to visualize. Any tri-colored deck essentially represents 3 color pairings within itself. For me, Animar was my flagship I was never going to let go, so I started off like this.

Pairings represented: RG, UR, GU
Color representation chart:
0U0RG
00000
00000

My strongest contenders for the second tri-colored deck were either Abzan (reanimation) or Grixis (zombies). To simplify matters I'm not going down the alternative path with examples. In the end Abzan won out and the data now looks like this:

Pairings represented: RG, GW, WB, UR, BG, GU
Color representation chart:
WUBRG
0000G
00000

At this point the restrictions became obvious. I was only allowed one overlap and there was only one enemy pairing left (RW). Whichever choice I made for the third tri-color deck must be of a combination that consists of two of the four missing pairings I lacked (WU, UB, BR, RW) and would overlap one pairing (which I have to provide a concession), this meant my only options were Esper (overlapping WB), Grixis (overlapping UR), Jeskai (overlapping UR) and Mardu (overlapping WB).

Any choice would result in 2 two-color pairings left, and those would immediately serve as the two-colored decks of the suite. For simplicity's sake again, I would proceed with my actual choice of Mardu.

Pairings represented: BR, RG, GW, WBx2, UR, BG, RW, GU
Color representation chart:
WUBRG
W0BRG
00000

My missing pairings were Azorius and Dimir, so that automatically fills into the Color representation chart (the pairings representation being completed, I will stop listing):
WUBRG
WUBRG
WUB00

That leaves R and G as my mono-colored decks. Fun fact: because of my decision of my first two tri-colored decks having used up all color pairings with G in them and locking the choice for the third deck to be unable to overlap a pairing with G in it, I basically doomed myself to a G deck regardless.

Other Ways to Approach the Formula

There's a myriad of ways to approach the formula even when only starting out with two tri-colored decks. I went with a path of two Wedges that didn't overlap pairings and ended up with these restrictions (and if you started out with two Shards that didn't overlap the restrictions are similar). It's possible to go with two Shards or Wedges that share an overlap, or a Shard and a Wedge without overlap, or also a Shard and a Wedge with an overlap and you'll end up with a slightly different set of restrictions. But ultimately as long as you keep by these restrictions, the overall formula ends up the same, 3 tri-colored decks, 2 two-colored decks and 2 mono-colored decks representing all color pairings at least once and all individual colors thrice.

Outside of that, starting out with a two-color deck would mean none of the tri-colored decks can involve the color pairing already taken, as the overlap must be between two tri-colored decks, and not between a tri-colored deck and a two-colored deck (as three tri-colored decks will always overlap).

Starting out with a mono-colored deck would present too many strategies for me to reliably discuss, so the only simplest one I can offer is to reverse engineer my results and go with two Shards or Wedges that use up all the color pairings that involve your mono-color of choice so you're essentially locked for the mono-color you want to use.

The Archetype Divisions


I skipped the actual decision-making process in order to simplify presentation of the formula mathematically (so I wouldn't side-track explaining every color-combination decision due to its archetype in the middle of explaining how the color-balancing formula plays out), but in reality I had to think about this section in tandem with the color-balancing in order to get to where I am.

The shortlist of decks I've built in the years prior to Re:Commanders also pretty much cover the archetypes I was interested in (and enjoy enough to know I want a deck of that type). The process of elimination was fairly simple and I feel the details would be better suited in the individual threads so you could see why the decks are the successors they are, but I would leave a brief summary here of the general order of decisions.

Animar was the flagship and secured a tri-colored position for Battlecruiser as my starting point.

The debate over the second tri-colored spot was between my Reanimator and Zombies. The deciding factor was that I was more favorable of the possibility of my Zombie deck potentially going down a color to fill a two-colored deck slot than my Reanimator doing so, hence I let Reanimator take the second slot.

I've played all 4 tri-colored combinations I've locked myself into (pretty convenient, but sometimes life does line things up nicely for you). I had the opportunity to still put my Zombies in, but considering my remaining other choices were basically my aggro and control/combo decks and I was less confident about the idea of having both of them downgrade a color, it basically ensured my Zombie deck would be one of my two-colored decks, being UB. This in turn further locked down my options to either Jeskai (Control/Combo) or Mardu (Aggro) as Esper would not provide an UB opening I now preferred.

After some pondering I decided my Aggro strategy needed the support of more colors more than my Control/Combo did (I'm good at neither, to be honest) and so I consolidated my choices to Mardu (Aggro) as my third tri-colored deck and having to focus my control into the remaining pairing of Azorius.

This left with me with R and G as my mono-color decks, and with no real archetypes to succeed either. Fortunately around the time I was deciding to "downgrade" my Zombies I toyed with the idea of building a deck around my technical first Legendary creature I owned, which was the Champions of Kamigawa Prerelease Ryusei, the Falling Star to fill the mono-colored problem, but I didn't really emphasize on it. When the pieces fell into place with my Mardu/Azorius decision, it definitely didn't long to jump on this idea. The deck loosely spiritually succeeds my Kresh punisher attempt due to its double-edged nature, but otherwise is pretty much its own thing.

I knew I was doomed to have a G deck from the moment I made the Abzan decision, and its story is a pretty interesting one and separate enough from the whole Re:Commander creation process (outside of being locked-in from almost the start) that I think it's better told in its own thread.

The Eighth Deck

Wait, the formula makes sense and all that, but Re:Commanders consists of eight decks, not seven. The loose-guess-estimate led me to the nice formula, but about a month after loosely establishing the seven decks, I felt that a theme I dropped from the G deck deserved a chance and that eight decks made for a much better divisible number. I obviously didn't want to drop the formula I spent months planning and finally getting together, so the restriction was simple – it either has to be colorless or five-colored. As it was a pretty separate process with history to only one other deck in the suite, I've also left its history within its own thread.

As a side note, when I started planning for Re:Commanders, 4-colored decks weren't existent yet, but I did briefly think forward about the future possibility. My conclusion was that it was not worth it because it was close enough to 5-colored decks that I would just build a 5-colored deck and the statistical work of calculating color balance with (then-future-potential) 4-colored decks wasn't worth the work (and if I wanted representation of all tri-colored combinations the number of decks I needed across the board would exceed what I would've liked and at that point might as well just go down a full 32 all-combination suite instead, which I explicitly didn't want for myself, blinging 7/8 decks is as tedious as it already is). That was also a minor factor why I was also pretty enthusiastic about making the eighth deck as five-colored, as it could cover the 4-colored as a whole if they came out (which they did, but they couldn't fit the theme, but I felt that nothing was lost as the eighth deck already picked up a leftover theme I wanted pretty successfully already).

The Re:Commanders Vision


So now you've gotten the general geist of how I've formed essentially all of my decks. Due to the nature of them being formed (almost) together, they also generally follow a set of rules that define a Re:Commanders deck. I could argue that they're all "75%" decks to some degree.

High-Powered Cards - Due to my meta being high-powered with cEDH players sprinkled in and myself having a pretty wide collection of cards (that I also consciously trade-on-opportunity), Re:Commanders deck often contain a lot of high-powered, cEDH-worthy cards that can be easily deemed unaffordable to the random viewer seeing the guide at any given time. I do not see a need to de-power myself just to write a guide (obviously), nor do I feel the need to feature budget options as those changes with the times, as my focus on presenting the guide is to establish an understanding of what role does a card play in the deck, and the discerning player with the understanding should be able to find their own substitutes for that role within their own budget/collection/time. I merely used my own high-powered example because I have it, nothing more.


Thematic First - They can't be cEDH decks because they aren't completely "just built to win", they're first built thematically, and then built with two distinct functions – first, a way to win within context of the theme, then secondly all decks usually have an infinite outlet (or at least a substantially huge wincon) or combo or some sort because I believe that a deck should always have a way to close the game when the primary plan/theme fails. Even a bland infinite combo used as a last resort is a better game-closer than you durdling an entire game playing Kingmaker/trying to lose last. As much as possible I try to also make sure the infinite combo is on-theme, or at least share some synergy with the deck. On top of that, some of the decks also feature multiple (sub)themes (sort of like a precon), a result of my archetype division/mixing process, which does somewhat lower power-levels, even if I try to find synergies and have my high-power card try to prop up.


Personal Quirks - I have some small aesthetic quirks, the most common easy example being I don't play off-color fetchlands and I don't play ABUR duals because they can't be foiled. A lot of these small factors go a ways to lower the power level of my decks in small doses. I also try to diversify card options across decks, so while there are staples I play across all decks (mostly colorless artifacts and lands), I try to keep a variety of colored cards (and for those I don't I even try to get different art/frames to compensate) across my decks. If some colored staple feels missing, that's likely because it's housed in another deck in the suite I felt was just better for it (or I just lack it in my collection, I don't have everything, after all).


Tutors - I don't shy away from tutors (although they're the most subjected to the diversity rule). This combined with the combo aspect does really ramp it up to feel close to cEDH levels (and almost certainly pubstomping in the wrong cases), but ultimately I built the deck for me, myself as the pilot. The Commander RC has a policy of "build casually, play competitively", but due to my wide-range meta (that can contain anywhere from new players to cEDH players depending on time), I adopted a custom formula – "Build enough to face competitive opponents but without abandoning the theme, then play accordingly to the table in question". My decks are designed that they should have at least the chance to tutor-into-combo to at least have a realistic chance at cEDH tables (multiplayer though, it's substantially harder in 1v1), but in casual games can have a thematic game-plan (that turns the tutors into just consistency-draw and the combo to a last resort, hence my closer-policy). The tutors are to smooth the theme progression the same way the RC views that many typical broken combo cards can be played fairly.


In a Nutshell

This is my vision on how a singular deck can be flexible both-ways (hence "75%") without having to simply have multiple decks specifically catered for each kind of table (despite actually having multiple decks). I'm aware some people feel like it's an insult to not "play at maximum" at a table, but I just don't see that way, I have a thematic way to (attempt to) win that's not too far above the casual table and my combos are now my last resort game-closers, something I see purely-casual tables lack and end up being a game of too-much-politics-and-kingmaking compared to Magic played when thematic plans fall apart, while tutors are the epitome of flexibility that can be either used to smooth the theme or assemble the combo depending on the table in question.

Re:Commanders may be a suite of decks, but I didn't want a deck to be substantially weaker/stronger just to meet at an LGS table. All eight decks are designed in a way to form a "Constructed Cube" and can play against each other at roughly the same level, provided communication was done beforehand (internally it has to, because I own the whole cube). But individually when one deck brought to the LGS I believe the Re:Commanders "75%" formula is also the incentive for you to at least identify the table power-level through at least the minimal amount of communication and adapt accordingly, or if you don't communicate, play at a lower level first, observe the game and you can get your information whilst still playing a deck that can adapt to it.

Flavoring


I didn't mention this in the general personal history, but I was a pretty big Vorthos in my earlier, more-active years of Magic. I always have a soft spot for Kamigawa, being my first plane/story and was fascinated greatly by Eldrazi, all reflected in my deck choices/preferences (a deck led by my first Legendary card and loosely themed around the plane and my flagship Commander being one of the easiest ways to cast Eldrazi Titans for free).

But I recognized that it's likely a Commander deck cannot abide by pure Vorthos accuracy, especially when my meta is pretty quick on the arms-races with some cEDH players sprinkled in. So I do not abide by Magic flavor for my own decks ironically and each deck is loosely coated with flavor of other forms of entertainment I enjoy (so I can take the loose associations a bit better), which is my case, is mostly Anime/Manga. Yes, I don't actually take Western Fantasy as my default genre of entertainment, I still enjoy it of course, and MTG is actually a big driver in the genre for me as far as I'm concerned, but the bulk of my entertainment still comes from the East (and yes, mostly Japan).

Re:Commanders itself is no exception, it was loosely flavored after an Anime called Re:Creators. That show was about an event causing fictional characters to manifest in the real world and the inevitable conflict in both between the creations and also between them and their creators (would you create a Crapsack World if you knew you're actually causing something you created to suffer?) I liked the idea that multiple creations from different works could act as a parallel to multiple EDH decks led by multiple Legendary Creatures that by right, shouldn't come into contact with each other to begin with.

And so that's what I chose to coat this suite of decks with. The design aesthetics of the banners are also loosely based on the opening of the Anime (and its openings serve as the united theme song of all 8 decks together). I enjoy the flavor I cobbled together for myself no less than the ones the game itself provides and I also do hope you find some finesse in it as well.

For those who can view videos (disclaimer that it's safer to assume every link is NSFW than vice-versa so make sure you're in your safest environment before pressing any links), the Anime/my decks in a music-video nutshell:


Just in case someone points it out, yes, the Anime only came out in 2017 (with no original source material) and I started this suite in 2015 and I'll just state the obvious it didn't always had this name, I just loosely called it something like "Project EDH" for the first few years when I wasn't even sure it was going to work out anyway. The flavoring just arrived at an opportune time when I felt the project could be called a success and deserved the coating (and since then has stuck, considering I also have banners made for Commanders that have lost favor within the system).

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Closing


And that brings us to the close of what is basically an introductory thread for Re:Commanders as a whole. The major reason this thread exists is because I would have felt the bulk of this introduction would have been necessary for each individual deck thread, but at the same time it would have been an overwhelming bulk of information that's redundant on a reading of a second deck thread because they all share so much in this particular point of origin and it isn't exactly a short paragraph of words with all its formulas and what-not. Hence my decision to create this thread and have every individual deck thread re-direct here instead for their history in relation to the suite as a whole.

Afterword


In addition to being the point of shared history, this thread moving forward will also serve as my own reviews for new cards/sets of MTG, as nowadays I only view cards through the lens of how they would fare in my decks, as I no longer play any other formats and am unlikely to greatly shift the balance I've established for this suite either.
To respect those who do not partake in spoilers, I've decided to only publish reviews earliest on the Pre-release weekend of a set. Yes, it's called Pre-release, but that's the point most people who shun spoilers would have encountered the new cards, with it being the premier Limited-format event for a set and especially with how much product push WotC has moved forward to Pre-release anyway. Pretty much anyone who skipped Prerelease for Release are most likely just waiting for the premier products and likely already gone through the full spoilers themselves already.

That being said, it's more probable I'm late or don't even show up for a set review as I've honestly been distancing myself from the game for about two years before the pandemic happened (so around 2018) and the pandemic just meant an extended break I didn't actually mind too much.
Last edited by Yatsufusa 1 year ago, edited 27 times in total.

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BeneTleilax
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Post by BeneTleilax » 2 years ago

The image links don't seem to work.

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Yatsufusa
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Post by Yatsufusa » 2 years ago

BeneTleilax wrote:
2 years ago
The image links don't seem to work.
Sorry about, the threads don't actually exist yet and I promptly forgot to put up the plan going forward. Thanks for pointing it out, I've edited in another disclaimer.

I set this thread out early so I have some time to test around with the BBCodes, expect the first thread to be up this coming weekend.

My intention going forward is to start a new thread every friday/weekend (subject to my schedule) for each of my decks, then spend the week after sprucing it up, which, if going as planned, will end along with the year. As such, links referred in this thread will not be fully functional until end of the year.
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Post by Treamayne » 2 years ago

Yatsufusa wrote:
2 years ago
I set this thread out early so I have some time to test around with the BBCodes, expect the first thread to be up this coming weekend.
Don;t forget that there is an entire section of the community (Testing Area) here, that is set aside for nothing but testing BB code for threads. Any thread started there is only viewable by you (and admins, I guess). Once you have it the way you want it, you can copy/paste it into a final thread where you want it.
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Post by Yatsufusa » 2 years ago

Kamigawa: Neon Dynasty Set Review



As I've said, I did create this thread for the express purpose to making set reviews in relation to my suite of decks easier and that I may or may not do it for any given set depending on my available time.

Overall Flavor/Lore Review
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Kamigawa is special to me, being the plane where I started playing Magic (stepped right in a Prerelease and had my opponents teach me). It presented the greatness of Magic's lore-creation to me, and as a relatively standalone story, it always stands as a fond magical memory of Magic's lore to me, even when I drifted out of the game and its lore in the past years.

For a plane that took 18 years to return and has more than a handful of issues, I daresay they handled it pretty well. Story-wise the planeswalkers and Phyrexians take main stage, with the new re-distribution of conflicts (Technology VS Nature/Kami, Control VS Freedom) being largely a backdrop, but I'm okay.
The OG Kamigawa was a relatively 2-sided affair (Kami versus Non-Kami, even if there were individual cases of co-operation and manipulation in between, the battle lines were still clear) and to reintroduce how much the lines have essentially frayed all over in the past 1,200 years meant that we honestly couldn't have a plane-orientated plot like the OG, especially not in one set. The name and tribes might be familiar, but everything has changed to the point mechanically the plane needs to be re-introduced again. There was no way to squeeze in an Epic like the Kami War without making the set feel constrained (OG was a full 3-set block). Being a vehicle to put new characters into their positions for the next multiverse storyline is perfectly fine.

That being said, if we ever get another return to Kamigawa again, I think the potential fallout when the Asari do somehow overthrow the Imperials (which in turn means the Futurists and Jukai likely can't stay stealthy anymore and have to take action) would be a neat on-plane plot. I don't actually think Kamigawa will be involved with Phyrexians anymore (Jin got what he wanted and while they would like the compleat the plane for sure, the main invasion being on Kamigawa doesn't really make sense, especially when they made all the main players planeswalkers, so it's either just a mention when the actual action happens elsewhere or they fall before they can return to Kamigawa themselves).

Also, I need to know exactly what happened to Hidetsugu. Clearly he was severed from the bulk of his consumed power when Kyodai banished the Oni (losing his spirithood), but he was still strong enough to survive 1,200 years without it (while almost everyone else from Old Kamigawa is now more or less a Saga, even the Spirit Dragons went through a rebirth process shedding their old identities). This was the Ogre that just went "hmm you spent all that time to stealth-leave the Hyozan Reckoners when I could have subverted the pact even if I killed you from the very beginning" to Toshiro Umezawa, a trickster of caliber himself. Hidetsugu was my favorite character from my very start and honestly, that has never changed in these 18 years (the Eldrazi were fascinating, but never really had character so…), I'm quite flattered they kept him literally alive alongside Kyodai and bestowed him with the most exclusive of treatments.
Okay that's enough me gushing over my favorite plane/character, time to actually move on to the cards.

Obviously I will not review every single card. I'll start with a quick review of the set's mechanics, then only focus on individual cards that interest me, which would mostly be Rares and Mythics. Plenty of Commons and Uncommons are either just Limited Fodder or "Card with Set's Mechanic", which means they're already covered in the mechanics.
I do not review with a general view in mind, but with a lens through Re:Commander decks as a whole (which is why I post this here instead in the unrevealed cards thread), but if something is fantastic for a strategy I don't employ, I wouldn't hesitate to point it out either.

Mechanics Review
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Ninjutsu
I don't have a dedicated Ninja/Ninjutsu deck, so take note of that when I review individual cards, I usually assess it from a "is this a powerful enough effect to justify sneaking a Ninjutsu on basis of opportunity" perspective rather than a "I have a deck built to utilize Ninjutsu". Other than that, Ninjutsu is actually a pretty straightforward ability (it's just the cool flavor that makes it feel a lot more sophisticated than it actually is).

Channel
Honestly I never really remembered Channel. It was introduced in Saviors, and we all know how Saviors was power-wise, it was so low-powered the set itself was forgotten and Channel effectively died with it. It was so bad when they brought it back I was like "why?" instinctively because I already associated with "bad". Well, I daresay Neon Dynasty actually redeemed the mechanics. By design, it will never be a main feature and well, admittedly they did turn it into Cycling to some degree, but at least it's a serviceable mechanic with a dash of great utility, a far cry from the dismal failure I even forgot long ago.

Samurai Warrior "Exalted"
Internally it's actually a great mechanic, because it frees up creatures for Vehicles shenanigans. But outside of that context, for the general EDH population that likely doesn't have a theme that co-operates with it, it can seem rather lackluster. Even if you had Warrior Tribal, there's little incentive to run this if you also didn't already utilize attacking alone. It has much more variety of effects than Exalted, yes, but restricting it tribally means the decks that find this the most appealing must also build themselves alongside the Limited Mechanics of the set to utilize it. It's the synergy glue that rewards big for the people with the two categories and likely outclassed everywhere else that doesn't (want to) meet its requirements.

Sagas (& Shrines)
Flavor-wise I love them. Game-wise though… Sagas are just too slow. You'd need a dedicated deck to accelerate them (otherwise it'll be inconsistent and even more not-worth-it) and even then, I'd think you'll be better off with Shrines. Even those with powerful effects are offset by the fact you've just announced to the table what's coming. If Shrines become more popular in your meta, so will enchantment removal and well Sagas aren't going to take the heat well.

I might as well talk Shrines here, they'll mostly going to be their own "tribal" deck (not a creature type by the way), capable of going off like some tribes, but also there's only 17 of them in total, so the highly tuned ones are going to operate like tutor-combo decks and the really bad ones are just going to flounder about. The ones in-between will probably operate more like Enchantment/Enchantress decks with the Shrines as a side-dish or combo finish and I suspect that's how most Shrine decks will end up if they don't go down the hyper-tuned path.

Modified
Come on, we all know it's just a reward for what it checks for. Have an equipment, aura and/or counters deck? Congratulations, please go pick out the singles that synergize and reward you the best. Even if it's not a theme but you utilize enough of any combination the higher-powered cards/rewards are likely also worth it. It might drive you to favor towards for what it checks for some decks, but I don't see it uniquely generating a "Modified" deck that isn't just the best equipment/aura/counter decks out there already.

Reconfigure
Licids, but as Equipment instead of Aura. If there was a defining mechanic for Neon Dynasty (the one we will remember Neon Dynasty in particular when the mechanic is brought up), I think this is it. It's a straightforward ability, equipment that's a creature when not equipped. Vulnerable to removals of both sides, but that's the price you pay for being able to attack/block/do-whatever-a-creature-can while unequipped instead of being "just artifact count". The same vulnerability to removal also opens it to reanimation, equipment being considered as artifact creatures in the graveyard.

Also, as long as you pay the reconfigure cost beforehand, it can dodge your own wraths. In equipment-themed decks that let you attach at instant speed (note Reconfigure is not Equip, they are distinct abilities, hence Reconfigure cards are unaffected by effects that affect Equip specifically, but notably can still be granted functional Equip abilities by the cards that do grant them), they could potentially also dodge other forms of removal, but that's the reward for fitting into the niche/theme.

There we have it, the mechanics of Neon Dynasty. All-in-all, none of them are particularly innovative alone (you could technically see them as sub-groups or rehashes of some other mechanic elsewhere, or just synergy glue for other mechanics already out there), but they do open doors for niches with their rewards (and for future designs).

Reconfigure will be my standout mechanic for the set, although I can see the ones with the niche/synergies payouts being more powerful overall.
Now we FINALLY move on to the individual cards. Oh boy I'm starting to see why I'm going to slack or skip sets going forward (I'm fuelled by pure love for Kamigawa to do everything I can think of for this set, and likely only this much for this set for a looong time).
White
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Ao, the Dawn Sky
5-Mana for a 5/4 Flying Vigilance is a sizable threat, especially with the death trigger deincentivizing removal to some degree. Both death choices are respectable, either expanding the board presence or rewarding a wide creature/vehicle board with growth. There exists a small chance when you whiff on the first choice (and didn't pick the second because of lack of a board), but it's small enough to not degrade this card. I would run this card in Karador, where sacrifice outlets make exile removal less of a threat, but as saturated as my card choices are, it's not a must-grab card for me.

Banishing Slash
2-mana removal for a pretty good selection of card types is swell and it comes with a 2/2 token with Vigilance (already worth another 2 mana) for free if you control both an artifact and enchantment. Notably the removal states "up to", so you could use this as a token spell if you wanted to (but note it checks for the permanents on resolution, so if you lose one type without declaring removal targets it basically whiffs).

On the other end, it's color-intensive and sorcery speed, so if you can't guarantee the token, solely as removal it can be said to fall short to the typical staples. Can replace staples in the decks that can meet its conditions easily (the bonus should make up for its shortcomings) and still perfectly functional removal choice for newer players who might not have acquired the staples yet, even without its synergies met for maximum benefit.

Brilliant Restoration
Finally, one-sided Open the Vaults. One mana more (and much more color intensive), yes, but saves you the hoops of having to calculate/exile graveyards to not have it backfire on you potentially. But like Open the Vaults, its cost means not all decks will want it even if it's one-sided, but it's a greater reward for the decks that already wanted it (chances are the higher cost and color intensity is a thing those decks that already want it are willing to pay/risk).

Cloudsteel Kirin
I feel like this might be overrated by some players. Sure, it's a Platinum Angel that split its cost (so it's more expensive overall but can come in earlier), but Reconfigure being sorcery-speed leaves too much to be desired. Even in equipment decks leaving such a splashy effect announced on the board is at best an intended removal magnet. It's still a fun toy, make no mistake, but it's one of those things where the splashy effect never makes the performance impact it seems to advertise.

Farewell
As long as the deck don't care about the Mana Value of its creatures and/or graveyard/reanimation, I'd daresay this is generally a superior choice to Austere Command and even if it cared, the modal system of the card means you can still minimize losses to some degree. In a vacuum this is better, but in practice both have their merits and potential drawbacks neither is strictly better, this being probably slightly better generally.

Imperial Recovery Unit
Sun Titan this is not, but if you reliably crew this, it can do some work generating value for you.

Invoke Justice
Another color intensive card. Make no mistake, it's absolute value for its cost (and also much less niche than Brilliant Restoration), but the sheer intensity and being generic means it might still lose out to recursion choices with more synergies in their respective decks despite being loaded for its cost.

Lion Sash
Scavenging Ooze for White. Starting out smaller doesn't really matter in the format and it grows based on any permanent, not just creatures. No lifegain, but gains the benefits (and weaknesses) of the Reconfigure cards, might even be the most powerful of them generally speaking due to sheer utility.

Lucky Offering
Mostly for newer players, but never underestimate the ability to just destroy an artifact for 1 mana, even if it has a mana value restriction. This is the Sol Ring format after all. You'd favor the removals with more synergy down the road and its sorcery speed is the bigger crippling factor, but for the new budget player it's the kind of card you pack to make you realize the value of cheap removal.

March of Otherwordly Light
Sort of the opposite to Lucky Offering, it's instant, it's flexible, but it also costs more (even with its scaling also allowing it to cost low and ability to exile-pay). In an ever-expanding game with so many choices, I wouldn't call this an all-star, but I wouldn't call out someone who decided to play this because they didn't have access to other choices either.

Selfless Samurai
Between this, Selfless Spirit and Selfless Savior, I feel like this is the "weakest" of the lot, but mostly because its ability is fringe compared to Flying / costing less and stats matter less on this kind of card. That being said, if you really need the redundancy or can't get the others (or don't want to sacrifice a dog), it's not significantly worse than the others.

Spirited Companion
Elvish Visionary without the tribal synergy, but in the Blink color. And much more adorable.

Touch the Spirit Realm
Oblivion Ring with more type restrictions, but with a blink-channel option stapled on. Usually this kind of "Two C-Minus effects for their cost stapled together becomes good in Limited" cards are still pretty mediocre in EDH, but this one punches slightly above the weight class mostly because Channel is instant-speed and this one can be used defensively (and defensive cards are better when stapled with another function).

The Wandering Emperor
Folks, I have a Yorion deck that revolves around "phasing" & superfriends. I've never seen a planeswalker more tailored for that deck. Generally speaking though, she's only alright. On one hand, she does generate good tokens and the obvious flash at-end-of-turn-for-maximum-effectiveness stunt is there, but ultimately all her abilities are just small utilities and don't build up to anything (which precisely makes it perfect for me, but will feel meh elsewhere).

Yoshimaru, Ever Faithful
Who's a good puppers? Yoshimaru is! Okay, but it's obvious the doggo goes for the fast aggro route, because honestly there isn't much thing else going for him other than waiting for his master. I might be tempted to toss him into Yorion to just watch him grow when the Wanderer keeps coming back for flavor points but functionally I don't really have the space for his synergy.

My Top 3 Functional Cards
#3 Invoke Justice (It's just strong)
#2 Lion Sash (Probably the actual #1)
#1 The Wandering Emperor (Biased)

My Top 3 Favorite Overall Cards by Art & Flavor
#3 Lucky Offering (I like the Lucky Cat reference)
#2 Yoshimaru, Ever Faithful (Who doesn't like the puppers?)
#1 The Fall of Lord Konda (Establishing what happened in the books in a card = Win)

Honorable mention to Sunblade Samurai (Samurai Frame) for being my favorite art in White. That's the vibrant Anime style art I just adore.
Blue
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Acquisiton Octopus
Generally more flexible than Sea-Dasher Octopus, being able to relocate its target and doesn't die with its host. I might just find space for both in Animar.

Anchor to Reality
It's a niche card and looks costly outside, but with the dedicated equipment deck this can easily be tutoring Kaldra Compleat from the library to the battlefield at much cheaper rates. Let's face, scry 2 ain't worth the loss in this format, it's about the mana gain.

Invoke the Winds
Straight-up control with no clinging liabilities is actually pretty rare, although its color intensity presents the same issues as its White counterpart and technically this is still subject to board scenarios, so it's worse in that way.

Jin-Gitaxias, Progress Tyrant
Like every Praetor before this iteration, you drop this, you immediately start attracting attention/removal. At least Jin protects himself from one instant or sorcery per turn, although he does still pretty much fall to every ability under the sun. Like every Praetor before, you'd better be steering hard towards winning when you land him, otherwise he's more of a trouble magnet than it might be worth.

Kairi, the Swirling Sky
Probably the dragon I'm least impressed by. The death trigger in by itself is a Ward, so having actual Ward sort of feels pointless (but it does fit color-wise of course). The bouncing limit seems to be heavily curbed by the nature of the format and I personally don't like spellslinging, so while I am sure not to underestimate returning 2 spells, it doesn't appeal to me either.

March of Swirling Mist
Like its White counterpart, not the all-star choice of its function, but a respectable one. It's mana/card-hungry, but scales to your needs/wants. 2 mana to preserve one important creature during a wipe is still a fair deal, losing another card in hand to protect a board of 3 that might win the game isn't unfair either.

Mindlink Mech
This is the cool/weird tech for creatures with abilities relying on power. Not my ballpark, but I can imagine people in its target range being very excited for it.

Planar Incision
I just want to comment that Jin-Gitaxias hijacked Otherwordly Journey very literally. It's even in the flavor text. It's still passable, although likely outclassed nowadays (at least there's Modified synergy this time I guess).

The Reality Chip
Its equipped effect is one the format likes and while it has split costs and a 0/4 body to block when inactive, I feel like the format will just stick to the old ways to get its effect more effectively, the benefits of the Chip here are fringe at best (although stellar in Limited).

Replication Specalist
I'm actually quite shocked to see Mirrorworks as an uncommon, even if it's on a more fragile form (and needs color). The flaws are there and some might deem it enough to be not worthy, but the effect is still rare and powerful enough that others will risk it for redundancy.

Tameshi, Reality Architect
This is almost a one-card synergy machine. It's like they knew bouncing lands was the reason the Moonfolk were so underpowered they decided to just stack it all on this one card to negate it. Channel synergizes with it (although that may be irrelevant to EDH at-large), but more importantly you get an artifact back AND draw a card to compensate for that tempo loss (I mean even if you got a 2-cost mana rock back you did spend quite the resources to get it back). It also has external synergy since the bounce-draw clause is generic, but unless you capitalize on that synergy I doubt many decks will actually run this.

Tezzeret, Betrayer of Flesh
Tezzeret is actually pretty powerful, even if uninspired, reducing costs and netting cards in the right deck is an alright initial fast push. Of course, in turn, he basically can't protect himself (without dialing back on loyalty), so he's the glass cannon. I wouldn't call him outright bad, but if you're stretched out on resources, he's going to shatter pretty easily. Of course, you could ultimate straight with Doubling Season, but you'd better be planning on winning on that turn otherwise everyone else's coming for your head.

Thousand-Faced Shadow
Yes, I skipped the Ninjas mostly because they're pretty obvious in application, but I've gotta praise this one in particular for being pretty much useful any stage of the Ninja game. 1/1 Flying for 1 isn't exactly unblockable, but passable for one also loaded with the ability to create a permanent clone of another attacking creature in the later game, and it that Flying should open the opportunity for itself to bounce back for another go with another Ninja in hand. If you're playing Ninja tribal and this card isn't in it I'd question its legitimacy. Outside of it though, it's pretty much a late-game card if you can't bounce it, so it's lackluster.

My Top 3 Functional Cards
#3 Jin-Gitaxias, Progress Tyrant
#2 The Reality Chip
#1 March of Swirling Mist

My Top 3 Favorite Overall Cards by Art & Flavor
#3 Skyswimmer Koi
#2 The Modern Age
#1 Planar Incision

Honorable mention to Prosperous Thief (Ninja Frame) for being my favorite art in Blue. I might have laughed a bit too hard at the stolen fish.
Black
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Blade of the Oni
While the card is about as typical as you expect, it's loaded enough that the benefits of being an Equipment creature start really work for me. I can easily cast this from the graveyard for 1B in Karador and have a 3/1 menace sacrifice fodder that can turn something into a 5/5 should I need to. It's a tad uninspired power-loaded, but that is exactly needed for the Reconfigure to shine in higher-powered decks.

Dockside Chef
This is Vampiric Rites without lifegain in creature form. Take the advantages and disadvantages as you will.

Gravelighter
Fleshbag Marauder variant. This one has different tribal applications, has Flying and a changes to drawing a card if Morbid is met. Might be a tad unstable if you really want the sacrifice effect, but otherwise generally provides a better body (with evasion) if you don't have tribal concerns (or your tribe is Spirits, even better).

Hidetsugu, Devouring Chaos
He's not bad, alright even, clearly designed for a big-mana deck so you can utilize the second ability (the first is there mostly to set-up for the second, the mana cost invalidates it being a Viscera Seer). In a way he reflects his past self (for big damage) in a different way (setting-up). You need a lot of mana to get both the damage and the "draw", though. He'll never be as iconic as his original, but he's not the focus of the set storywise and the only one besides Kyodai to come from 1,200 years ago "intact" and only he gets the Neon treatment.

Invoke Despair
Compared to the blue one, you get to benefit regardless of board-state, but it being a sacrifice clause not of your choice and netting 3 cards at most puts this at a resounding bad for its mana cost and color intensity. I'd risk the board state for the Blue one if I had to run between the two, to be honest.

Junji, the Midnight Sky
Junji didn't squander Kokusho's legacy. Menace amplifies his evasion (although you could argue it is overkill and Vigilance is generally better). His first mode affects EACH opponent and his second reanimates any creature for 2 life. I won't be surprised if like his predecessor he turns out to be the most powerful dragon of the 5 generally.

Lethal Exploit
In the correct deck this might be premium creature removal. Has a floor of -2/-2 so can't completely always whiff, doesn't really need to scale up that much to be effective, is 2 mana instant that isn't color-intensive and gets past indestructible.

March of Wretched Sorrow
Uhhh this is just lackluster compared to the White and Blue ones. Only hits creatures/planeswalkers for damage and can't be used as a finisher.

Nashi, Moon Sage's Scion
I know Etali, Primal Storm costs six and is a different color, but this needing to connect (even with Ninjutsu making it pseudo haste-guarantee hit), can only cast 1 spell, has to pay life and is a Mythic just makes this feel like incredibly underwhelming. It's not even particularly synergistic with Ninjas outside of Ninjutsu (although to be fair it doesn't need to be).

Okiba Salvage
I just wanted to point out this beside Invoke Justice and well we can see all the differences. Sure, it's much easier to splash and it's different colors, but even if you met all those conditions you'd get less in return.

Reckoner's Bargain
Village Rites #2. The extra mana for potential life (tokens are 0) isn't worth it, but there's noted extra flexibility in sacrificing an artifact instead.

Soul Transfer
Hero's Downfall, but exiling at sorcery speed instead of destroying at instant, with a recursion bonus if Harmony is achieved. Like with most removal, it's just a matter of priorities, is the reaction timing more important, or the effectiveness/bonuses of the removal?

Tatsunari, Toad Rider
Personally, if I built around this, I'd built Enchantment-Drain over Ninjas. Throw in some clones and mirrors, it'd be a much more interesting premise than just supplying Ninjutsu fodder. It could even use creature-type altering enchantments to make everything Frogs for more mischief.

OMAE WA MOU SHINDEIRU
NANI? (As a 1-mana cantrip, this is definitely playable in the right decks, plus the format usually leads to nonlethal damage dealt at some point anyway).

My Top 3 Functional Cards
#3 Soul Transfer
#2 Reckoner's Bargain
#1 Junji, the Midnight Sky

My Top 3 Favorite Overall Cards by Art & Flavor
#3 Return to Action
#2 Life of Toshiro Umezawa
#1 Nezumi Bladeblesser

Honorable mention to Mukotai Soulripper (Regular Art) for being my favorite art in Black. There's something about the menacing hulking machine walking in that background that makes it feel like it's a boss (or at least a tough enemy) in a video game.
Red
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Atsushi, the Blazing Sky
With trample, the ability to either "exile-draw" 2 cards or generate 3 treasure tokens on death, I can see Atsushi being the most efficient dragon of the five. I'm still biased towards Junji as I like the splashier effects (that's still efficient), but I won't be surprised if Atsushi is the most efficient one overall.

Experimental Synthesizer
Ichor Wellspring, except customized for R. Less effective than actual draw, but it costs less to cast and comes with its own built-in sacrifice outlet. Might try for a test run in Ryusei for me.

Invoke Calamity
I don't spellsling, but I recognize the potential of being able to cast 6 mana worth of spell(s) from the graveyard for 5 mana. Like Invoke Justice, the mileage varies game to game and this potentially has the highest variance.

Lizard Blades
It's a relatively cheap way of supplying Double Strike. As a creature it also stands to benefit greatly from power boosts even if you don't want to Reconfigure it as an equipment.

March of Reckless Joy
Rather underwhelming, but still better than the Black one, at least you pitch a card for a 2-for-2 gamble exchange.

Ogre-Head Helm
An interesting twist on Bedlam Reveler, but will probably fall short of all the typical wheel choices as well, as near-hellbent status isn't usually favored in the format, short of a few decks.

Rabbit Battery
Might be the most fun haste-enabler yet, even if it's more vulnerable than the usual choices.

Reinforced Ronin
Glitterfang, but new and improved (small note, the Ronin stays until the end of YOUR turn, not every turn, so there might be applications if he was sneaked in). In my earliest days Glitterfang was a pet card for Animar, so I have a soft spot for this too (although I might not have the space for it).

Scrap Welder
Goblin Welder at home in Kamigawa. Costs 3 mana (but at least it's 3/3), can't mess with opponents and can only downgrade mana value. At least he has the courtesy to grant haste and doesn't cost mana to activate (but I honestly wished he had haste at least, even if he was a 2/2 for it).

My Top 3 Functional Cards
#3 Lizard Blades
#2 Rabbit Battery
#1 Atsushi, the Blazing Sky

My Top 3 Favorite Overall Cards by Art & Flavor
#3 Upriser Renegade
#2 Fable of the Mirror-Breaker
#1 Kumano Faces Kakkazan

Honorable mention to Heiko Yamazaki, the General (Both) for being my favorite art(s) in Red. Both arts reflect distinct styles yet seem to send a message like she was in a video game but had different posters for different regions, yet both could lead to the same message. If there was a single card I would pick to represent Kamigawa through art(s) it would be this (but then again I have a bias for Red on Kamigawa, given my EDH deck).
Green
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Invoke the Ancients
8/10 for 5 mana is great value. It has the least variance of the cycle, but its floor is so solid that it might be the actually the best one of the lot. Freyalise might provide a home for this as the value it provides is fantastic for a deck that can't run creature cards by design.

Kodama of the West Tree
Anyone who's using this knows what they're doing with it and anyone who doesn't recognize it as a threat has worse threat assessment than letting Rhystic Study draw. Animar, by design is already broken and this just breaks it somewhat more, but I wouldn't be crying over it if I didn't get one into the deck either.

Kura, the Boundless Sky
A bit underwhelming, deathtouch is okay at best on a 4/4 flier for 5. Searching for three lands (of any kind) is sort of nice for my Najeela Lands-Matter deck and generating a huge token might be fun in said deck, but otherwise its synergy isn't fully integrated so I'm on the fence. Generally speaking though, it's pretty unexciting for other decks.

March of Burgeoning Life
Okay, maybe I've been too hasty on judging the B one. This has so much requirements, doesn't work with the nature of the format (and hence relies on opponents) that I'd probably just take the B straightforward and boring removal over it still.

Season of Renewal
You're locked-in for choices, but two cards for 3 mana is deal for Regrowth effects. Too bad one of them is creature so Freyalise can't utilize it.

Shigeki, Jukai Visionary
Depending on meta, he might be too slow in tilling the deck for lands (the tap ability really slows him down, especially in combination with the bounce). If you can't utilize his other properties, stick with Wildest Dreams for recursion. Might test-run in Karador since he does cost cheap.

Storyweave
They're trying, but this will not save Sagas in constructed, and especially not in EDH.

Tamiyo's Safekeeping
Heroic Intervention for one. Not the worst thing if you really needed that form of protection for a single card (any permanent at least), but without a cantrip, it's really underwhelming.

Weaver of Harmony
I don't play Enchantment/Enchantress decks, but this is obviously a solid choice, a 2/2 lord with the typing and the ability to copy activated/triggered abilities of enchantments at a low cost.

Azusa's Many Journeys
One of the few Saga cards I'll mention here, this one of the few I think has the initial impact good enough to consider. Sure, it's a weaker Explore immediately and everything else is still slow, but the draw isn't that critical if you have other draw sources whilst the immediate ramp will improve the quality of turns to come, even later in the game.

My Top 3 Functional Cards
#3 Season of Renewal
#2 Invoke the Ancients
#1 Kodama of the West Tree

My Top 3 Favorite Overall Cards by Art & Flavor
#3 Tales of Master Seshiro
#2 Jugan Defends the Temple
#1 The Dragon-Kami Reborn

Jugan Defends the Temple (Regular) gets an additional mention for art in particular, the leaf cutting painting is just a masterpiece, it almost embarrasses literally every other art in the set, alternate or not.
Before we move on to multicolored, I'm gonna do a quick ranking of some of the cycles in the set.
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Invoke Cycle
#5 Invoke Despair
#4 Invoke the Winds
#3 Invoke Calamity
#2 Invoke Justice
#1 Invoke the Ancients

March Cycle
#5 March of Burgeoning Life
#4 March of Wretched Sorrow
#3 March of Reckless Joy
#2 March of Otherwordly Light
#1 March of Swirling Mist

Dragon Cycle
#5 Kairi, the Swirling Sky
#4 Kura, the Boundless Sky
#3 Ao, the Dawn Sky
#2 Atsushi, the Blazing Sky
#1 Junji, the Midnight Sky

Myojin Cycle
#5 Myojin of Roaring Blades
#4 Myojin of Blooming Dawn
#3 Myojin of Towering Might
#2 Myojin of Cryptic Dreams
#1 Myojin of Grim Betrayal

I didn't talk about this cycle because honestly, they aren't good. They're better than their predecessors and have synergy with other indestructible tokens, but at the end of the day at 8-mana with the same hand restrictions they all fall short of the haymakers of today. I favor B because it interacts well with/against wraths and U you aren't really casting these for their stats or indestructibility but their potential. W also has explosive/combo potential, but for 8 mana, again lacking, so I favored G for relative stability. I don't even think I need to explain why R is the most underwhelming of them all.
I'm not ranking Shrines, because let's face it, you're running them all anyway.
Multicolored
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Colossal Skyturtle
This is similar to Touch of the Spirit Realm, but more of "3 D-tier effects stapled together to form an acceptable card". The way I see it, it's mostly a 3-mana Regrowth with a 2-mana Unsummon and a 7-mana 6/5 flier stapled on.

Eiganjo Uprising
One rebel army cannot fight three regimes. So, please don't.

Hinata, Dawn-Crowned
Not quite as annoying as Grand Arbiter Augustin IV, but people still don't like their targeted spells taxed, so I'd expect about equal retaliation, especially when it's pretty stacked in stats as well.

Isshin, Two Heavens as One
Honestly if I didn't already dedicate a deck to Kamigawa and decided to head down a different route for my Mardu deck, Isshin would have been a stellar choice. I'm not sure if I can squeeze him into my Mardu deck as it is now (probably not), but I'd keep an eye out for him should I ever want to twist directions again. Hesitation is defeat.

Kaito Shizuki
Honestly, Kaito fits into Grimgrin quite nicely mechanically. While Zombies certainly are way less stealthy, Kaito only cares about attacking anyway, so even if he nets 2 cards it isn't a loss for 3 mana. Zombies also arguably make for better blockers to defend Kaito, although no one's going to let them ultimate activate, so it's mostly a battle to keep the cards drawing.

Kotose, the Silent Spider
Extirpate isn't a thing in this format, but even exiling a graveyard card and casting it isn't too shabby of an effect, even if it feels underwhelming compared to the whole text (well, you can search the library for information and to assert dominance).

Raiyuu, Storm's Edge
A far cry from Godo, Bandit Warlord, but still a decent card to play around with. Notably he still untaps the lone Samurai/Warrior regardless of combat phase, so he grants pseudo-Vigilance that way. Probably the linear Commander for the Boros "Exalted" build.

Risona, Asari Commander
Honestly I wished she could stack indestructible counters just for the heck of it (so she has multiple layers of "defense" in a way), but with a Pariah on, it doesn't really matter.

Satoru Umezawa
Satoru isn't really for a Ninja deck (even if they do make his drawing a lot easier to trigger and he does fit), the real fun gimmick is that he turns every creature into a Ninjutsu user. I might give him a spin in Grimgrin just to see if I can get a zombie changed into one of my bigger plays, but I'm not expecting it to work out. In a non-Ninja deck his first ability feeds off his second, but it's costly. In a Ninja deck the first ability is efficient, but the second would be mostly redundant.

Satsuki, the Living Lore
Once again, I do not see Sagas being an archetype even with support. They're like AFR dungeons in some ways, and I do not recall either dungeons or older Sagas being a thing.

Spirit-Sister's Call
This really feels like an Orzhov version of Deadbridge Chant. No random selection so you don't have to mess with your own graveyard, but you must sacrifice a permanent of the same type to exchange for your target (easily subverted with tokens) and the returning permanent is exiled when it leaves the battlefield. Overall a lot stronger, it also costs 5 mana instead of 6 and triggers EOT instead of the upkeep, so you'll almost always get a trade in first. The exile clause hurts, but in practice just go for target that wouldn't return more than once anyway.

Tamiyo, Compleated Sage
Compleated is the shiny new mechanic people are excited to see, but as a planeswalker, Phyrexian Tamiyo is rather lacking. Her plus barely protects her, especially in the format, her minus is likely to end her to get anything worthwhile and her ultimate isn't an emblem, it's an artifact token prone to destruction, so unless you combo'ed off with it almost immediately, it's a prime target for destruction. To be honest, while the most exciting/sad planeswalker story-wise, she feels like the weakest of the four overall in the set (Kaito and Wanderer usually generates sufficient utility value and Tezz is at least a glass cannon).

Hidetsugu Consumes All
A very double-sided wipe, followed by a graveyard wipe makes this the most notable Saga of the set (not that there are many). The back-end is mostly a meme, but the brutality of the front-side alone makes this the most playable of Sagas, even if you must manage your own board carefully around it.

My Top 3 Functional Cards
#3 Isshin, Two Heavens As One
#2 Kaito Shizuki
#1 Hinata, Dawn-Crowned

My Top 3 Favorite Overall Cards by Art & Flavor
#3 Eiganjo Uprising
#2 Tamiyo, Compleated Sage
#1 The Kami War

All arts of The Kami War are my favorites, I mean it's literally the entirety of the previous block condensed into one Saga masterpiece.
Artifacts
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Circuit Mender
Filigree Familiar, but triggers on just leaving the battlefield, not just death and comes along with 1 extra toughness (and arguably a slightly better supported tribe, since Foxes aren't really supported as a tribe, despite us being on Kamigawa).

Containment Construct
Probably the chase uncommon of the set, it essentially turns all discards (effects or payments into optional Madness triggers), clearly meant for Channel in the set, but it also co-operates with a ton of mechanics of the game, such as cycling (and regular discard-draw effects, including wheels as well). It's incredibly flexible, yes, but I think it might fall into a "often overrated" category like Reliquary Tower, because unless you already constantly discard, this is often just a 2 mana 2/1 artifact creature that does nothing else.

Eater of Virtue
Fun toy, but also with obvious weaknesses (it's record isn't permanent and subject to blanking out upon leaving the battlefield and returning as a new object and what's exiled stays exiled). But it's also extremely cheap mana-wise and equip-wise, so it's mostly a debate on whether you mind the exile for Odric bonuses on a Bonesplitter. Zetalpa, Primal Dawn strikes again.

Mechtitan Core
An even more fun toy, but remember it still does cost 5 mana to activate, alongside losing potentially a lot of tempo for what is essentially a just a very stacked beatstick. I feel like folks will just jam this in for the opportunity to merge it once, then drop it because at the end of the day I don't see this performing as well, it's the sheer act of combining that's fun.

Mirror Box
I don't need to explain why this outclasses Mirror Gallery hard, but it's still a niche & rare effect and the decks that really want it will likely still run Gallery for redundancy. Funnily enough, I might be tempted to toss it into Karador because it is a pretty effective anthem for both the Legendaries and tokens of the deck while ignoring the Legend Rule cancelation portion for most part.

Reckoner Bankbuster
In vacuum it's still a pretty effective tome of sorts, netting 3 draws, a treasure token and a pilot, while still being able to be crewed to be a 4/4 at any time (although it does cost the draw due to tapping out, I can see this being an emergency blocker until EOT for draws and it does expose it to more removal). The most notable part of the card is that it uses and checks for charge counters, so if you have a way to place new charge counters (e.g. Coretapper), you can activate it every turn for all its bonuses effectively. Proliferate unfortunately doesn't work because the counter is always emptied out by the time of its resolution (although you could just use it for just cards).

Towashi Guide-Bot
Mostly just for me, but it's considerable for Animar, it would essentially be a "free" version of Deepwood Denizen in the deck, this does require a more established board than just Animar with a truckload of counters, even in a deck that revolves around counters.

My Top 3 Functional Cards
#3 Circuit Mender
#2 Eater of Virtue
#1 Reckoner Bankbuster

My Top 3 Favorite Overall Cards by Art & Flavor
#3 Mechtitan Core
#2 Automated Artificer
#1 Searchlight Companion

The Soft Glow art of Mechtitan Core wins best art for me, although the small snippets of Kamigawa life edge out the other choices.
Lands
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Boseiju, Who Endures
The chase rare of this set, its effectiveness cannot be denied, but one must note that you ramp an opponent for any land with a basic land type, not a basic land and that's a tremendous difference in a format that likes its typed duals. Being stapled onto an untapped land makes it still a potent card nevertheless, although one must remember not to channel it willy-nilly on any random artifact/enchantment lest mana fixing your opponent screws you over more.

Eiganjo, Seat of the Empire
Not quite Boseiju in flexibility, but removal stapled on is still stellar performance. Honestly unless you have a concern of the count of Basics in the deck (and the meta is very nonbasic unfriendly), all these lands are pretty solid additions to any 2 colored-decks (3 is possible, but may be very iffy depending on the deck and manabase in question).

Otawara, Soaring City
Probably feels underwhelming compared to actual removal, but again, it's still a bonus alternative stapled on a land.

Roadside Reliquary
The conditions aren't too hard to meet, it's the sacrifice clause that makes me decide this isn't the all-star staple it can easily seem at first glance. It's still a good card, it's rare that lands net you card advantage this fast, but if you're comfortable with draw, you're usually better off with other (preferably repeatable) utility effects.

Secluded Courtyard
Better Unclaimed Territory is better. If you were already running one, then this one is the straightforward no-brainer addition (or replacement if the deck somehow deems one of such effect is enough).

Sokenzan, Crucible of Defiance
Assuming you can get its cost down 1 or 2 mana for 2 surprise creatures is still great, probably generally better than Otawara and on-par (or slightly below) with Eiganjo.

Takenuma, Abandoned Mire
Recursion is also a solid ability to staple on a Channel land. Honestly nothing bad to say about the entire cycle as a whole, even the most underwhelming one is serviceable.

I'm going to just rank the all 5 Channel lands for my land rankings. Honestly they're all close enough and useful it's more of my own personal preference.

#5 Otawara, Soaring City
#4 Takenuma, Abandoned Mire
#3 Sokenzan, Crucible of Defiance
#2 Eiganjo, Seat of the Empire
#1 Boseiju, Who Endures

I'm also going to just rank their frameless arts, even more subject to my personal preferences.

#5 Sokenzan, Crucible of Defiance
#4 Eiganjo, Seat of the Empire
#3 Otawara, Soaring City
#2 Boseiju, Who Endures
#1 Takenuma, Abandoned Mire
On a side note, the basics are indeed pretty, but they feel even more disconnected than the alternative arts of nonlands so I'm not really picking favorites for those.
Before I leave, I'll compile a Top 10 list for both function and flavor, just using my own filters as a rough gauge.

Top 10 cards of Kamigawa: Neon Dynasty (By Function)
#10 Eiganjo, Seat of the Empire
#9 March of Swirling Mist
#8 Lion Sash
#7 Invoke the Ancients
#6 Kaito Shizuki
#5 Hinata, Dawn-Crowned
#4 Boseiju, Who Endures
#3 Atsushi, the Blazing Sky
#2 Junji, the Midnight Sky
#1 Kodama of the West Tree

Top 10 cards of Kamigawa: Neon Dynasty (By Flavor)
#10 Life of Toshiro Umezawa
#9 Tamiyo, Compleated Sage
#8 Planar Incision
#7 Nezumi Bladeblesser
#6 Kumano Faces Kakkazan
#5 Tales of Master Seshiro
#4 Jugan Defends the Temple
#3 The Dragon-Kami Reborn
#2 The Fall of Lord Konda
#1 The Kami War

Top 3 Arts of the Kamigawa: Neon Dynasty
#3 Heiko Yamazaki, the General
#2 Mukotai Soulripper
#1 Jugan Defends the Temple

With that we've come to the end of my Kamigawa: Neon Dynasty set review. Ultimately these are all just opinions and it's not objective exhaustive list of the best cards of the sets. Considering I did this review when was actually tired but just wanted to push through I'd expect to miss out on cards both intentionally and unintentionally, let alone my judgment on the cards I actually did while falling asleep, so just take this review with that knowledge in mind.

Now watch me just disappear for the next dozen sets because we're not on Kamigawa.
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Yatsufusa
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Post by Yatsufusa » 2 years ago

Streets of New Capenna Review



I had the time to spare for a speedy review. Helps I'm much less attached to the set than I did Kamigawa (then again, I started during Kamigawa, nothing will be special as it to me personally). Also, I have no Shard decks in Re:Commanders (they're all Wedges), so disclaimer that any comment I make on tri-colored cards especially is mostly just a skim-through, considering I do reviews mostly with relevance to my own suite of decks.

Overall Flavor/Lore Review
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I didn't read the story (honestly, I haven't since the end of the Eldrazi, Kamigawa excluded), so I'll only comment on the general aesthetic of the plane. I've never really cared for the mafia aesthetic regardless of medium (shows or games), it's the acting/character/gameplay in the end that determines whether I like a game using the aesthetic, pretty much never the aesthetic itself. In the same vein I never fault the aesthetic for the medium's other faults (gotta admit, quite a lot of mafia video games just bore me mechanically) and because I separate the two too well it has never really soured either, it has always been "Looks cool, but not my personal kind of taste-cool".

The same applies to New Capenna in Magic, regardless of regular art or variant, I see it fits exactly where they (and their target market) want it. I can see the target market happy over this the same way I did for Kamigawa. For me, I will assess it mostly mechanically and what few cards that make the cut will be a nice positive reinforcement for the aesthetic in some corner of my subconscious.
Mechanics Review
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Connive
Looting with a minor benefit. The benefit might be minor, but keywording looting actually opens up slightly more ambitious designs they wouldn't usually do with the mechanic, because otherwise it usually gets regulated to some minor Limited-smoothing tack-on, rather than something with more payoffs, which makes it even more lackluster in EDH.

I've always been on the cautious side with looting/discard-draw/self-milling even in graveyard decks because they're not traditional card advantage (and the graveyard is prone to blowouts). Looting traditionally provides the most "control" of the lot but the lack of other payoffs (card advantage itself is draw's own payoff) still steered me away. Connive itself might not make the cut short of a couple powerhouses, but it does open a lot of future possibilities. Ultimately, it's boring but practical.

Casualty
It's basically "sacrifice a creature to copy a spell" being keyworded like Connive did, but unlike looting (which was a smoothing mechanic), Casualty is more of the immediate payoff, but a specific payoff meaning it was less omnipresent than looting was when they were not keyworded, which means as a keyword Casualty feels more fresh than Connive is. It's technically less practical in a vacuum, but it's also simplistic enough to thrive in plenty of limited environments or EDH decks.

I love the mechanic, especially in my Mardu deck trying to balance between equipment and spellslinging, and my Zombies deck can support it pretty well. I may not find the exact cards in this set in particular, but the mechanic itself is a trove of potential.

Blitz
Dash, but replacing itself with another card instead of bouncing to the hand. I like it better than Dash because it's basically the combination of dash and looting instead of being something that's probably broken on a couple of cards for combo reasons. It encourages general game progress with the card draw instead of the bounce, which either feels like a whiff on weaker cards or a combo piece on stronger ones.

Alliance
It's just ETB, folks, do I need to explain anything? ETB has been prevalent in the format for as long as anyone remembers, and ironically I think highlighting it probably shoehorned it instead comparatively to the other mechanics, so I won't surprised if it feels underwhelming when compared to many other things.

Shield Counters
Another simple, yet effective design, Totem Armor in counter form. Probably my favorite one, actually, you place it on one or two creatures among five and suddenly that wrath looks more/less appetizing to cast (depending on who). On the flipside the shields drop off on any amount of damage, not just lethal damage, but at the same time if Shield counters are prevalent that encourages 1-damage pinging, something seldom seen outside of deathtouch combos, so even that weakness can drive a new form of diversity in the format. I'd daresay the most innovative of all the mechanics (they're all simple actually, but the rest also lacked innovation to this comparatively).

Hideaway
It's back, but let's be honest, as a straight-on payoff mechanic, you can't really judge the mechanic in a vacuum itself, it's more of the individual cards themselves. Can't get to the payoff, the mechanic can be terrible. Can get it too easily, it's potentially broken (depending on what else the card does). Still more fun than just reminding us ETB exists.

But just in a vacuum, from my favorite mechanic to least:
Shield > Blitz > Casualty > Connive > Hideaway > Alliance

Just a side note on Treasures, while I understand they're deciduous and more of them are around because this is a tri-colored set, I can see the worry about its rising power levels, especially with the recent rise of splashy mythics that utilize them and good ol' Dockside Extortionist being one of the format's favorite talking points. This set pretty much attacking on all fronts regarding treasures (some of those commons are high-end common cube materials right there) does raise some alarms, but I think it's safe to still wait and see as long as it's confined in this one set and doesn't overextend like DFCs arguably did (it's gonna be worse than DFCs if it does, though).
White
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Depopulate
Wraths are usually only played when you either can get a huge advantage out of it (multiple opponents with much more creatures than you) or something endangers you enough that it doesn't matter. You can't control too much whether an opponent has a multicolored creature at any given time, but what's important is that them drawing a single card is unlikely to tilt the point when you usually play a wrath to begin with, so as a 4-mana wrath (the classic premium point), the only consideration is that you must almost always be able to draw your card to consider playing this, otherwise it's pretty much outclassed by the other options.

Elpseth Resplendent
Within the context of Yorion, Elspeth is pretty meh, especially when she clashes in mana value with the Commander. +1 doesn't really do anything a deck that blinks and -3 is card advantage, but so narrow/specific I'm better off just drawing cards even if the deck can easily meet the criteria. Not worth clashing with the Commander at 5MV, but I wouldn't call it terrible, just bland enough that it's mana cost makes it just not worth it.

Extraction Specialist
Really small Karmic Guide with restrictions and "drawbacks", but just the fact it provides two sacrifice fodder (including itself) at 3 MV is the real value of the card. I'm tempted to get one for Karador or Extus.

Giada, Font of Hope
Not for me and it's obvious who wants it, but I just want to point out one card like this alone isn't going to turn Angel tribal into the ruthless machines other tribes are known for. That being said, should they encroach that point, Giada will almost always part of the deck, so for those who want it should still definitely pick up their copies.

Halo Fountain
Big splashy Mythic that draws too much attention. No mistake, I see the potential in its first two abilities to generate advantage, but there are still simple hoops to jump through while that last ability draws all the removal attention. You'd have to pay everything at one go (casting and activating in the same turn) to remotely have a chance of the third ability go through, otherwise, it's just removal-magnet flavor text on what otherwise might have sneaked under the radar for a while longer at least.

Rabble Rousing
It's like a really budget version of Anointed Procession that would attract the same attention, especially when people look at the board state, but folds extra-hard to wipes. The hideaway payoff is reliant on the same weakness, so basically you have to land this and have it payoff on the same turn, otherwise things can go south real quickly.

Raffine's Informant
Simple, but one of the highlights of Connive for me, especially in the likes of Karador. 2-mana 3/2 draw a card and send another creature card to the graveyard is smooth engine oil and can be cast from the graveyard itself (or brought back by Extraction Specialist).

My Top 3 Functional Cards
#3 Depopulate
#2 Raffine's Informant
#1 Extraction Specialist

My Favorite Overall Card by Art & Flavor
Mysterious Limousine (It was too clunky for its mechanic-space I didn't even bother reviewing it, but kidnapping car is hilarious and my favorite white card in flavor).
Blue
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Backstreet Bruiser
Not so much for EDH, but the earliest common that impressed me from a Cube perspective (yes white didn't really achieve that for me). Even if it can't attack, a 2-mana 3/3 defender changes a lot of early limited combat math.

Even the Score
It's straightforward and it can be argued that while X-for-X cards is definitely above the curve and the condition is relatively easy to meet (Brainstorm is still a good card), it's not exactly revolutionary and folks might just be willing to pay more mana / draw less cards for other additional effects instead of waiting around for a discount.

An Offer You Can't Refuse
This is NOT Swan Song. In fact, in a vacuum, two treasures is too much compensation outside of having to counter a spell that would otherwise cause you to lose the game. If you aren't countering something like Expropriate at the very least with this, chances are you end up setting up for something worse.

Public Enemy
This is mostly removal, but there exists the tiny chance someone is stubborn enough to try to keep their creature and that leads all sorts of politics (although it's guaranteed you're the public enemy's public enemy as they go through that).

Slip Out the Back
March of Swirling Mists for one, but costing 1 and with a minor boost means this small trick might be all the difference during/after a board wipe.

Wiretapping
In a vacuum, this is very slow and not worth it, but card drawing is so prevalent in the format (and color) that in the right deck, it can pretty much payoff its hideaway the very next turn, but even then after that as a 5-mana enchantment that only nets an extra card per turn cycle it's underwhelming, so it's more like a luxury toy for blink decks (since it resets hideaway). I'd be tempted to try it, but it clashes with Yorion's MV, which makes it not worth it for a luxury toy.

My Top 3 Functional Cards
#3 Public Enemy
#2 Even the Score
#1 Slip Out the Back

My Favorite Overall Card by Art & Flavor
Reservoir Kraken (It's like a partially domesticated Kraken that's too annoying to get rid of from the Reservoir but can bribed and that's just funny).
Black
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Angel of Suffering
I actually sort of wished this had less power, because a 5-power flier is a pretty good removal magnet and the having the mill be a soft-prison effect in Karador sounds hilariously fun, but 5-mana to get it back every time someone feels the Angel is too threatening aggressively would get annoying fast.

Body Launderer
If the Angel was fun for Karador, this ogre is business. Sacrifice outlets can easily get his conniving engine going and he can reanimate something much bigger easily, then be recast for a mere 4 mana.

Cemetery Tampering
Another Karador benefit, although there's the argument people are already on graveyard-exile duty knowing the commander that a Hideaway card that pushes for a stocked graveyard even more is just asking for overextending blowbacks, so it might not make the cut.

Illicit Shipment
Just like pretty much any other tutor that searches for more than one card, this isn't exactly cheap either, but I just want to note in the right deck it can be "cheaper" than all alternatives so should there ever be a niche for it (or the tiny market that wants these effects regardless of cost), this is actually an improvement within its zone. Not enough to elevate its status completely, but flexibility is there.

Raffine's Silencer
Like Raffine's Informant, costs more and is smaller, but comes with its own removal payoff. I'd daresay I still prefer the informant and rely on other cards to generate payoff instead, but this is reasonable for what it does and would be the closest to redundancy of that set-up.

Rogues' Gallery
All Suns' Dawn, but only for creatures, but also only costs 3 and doesn't exile itself. I can see potential even in returning 3 low-MV creatures in a 3C deck to essentially make it a slightly more convoluted reanimation spell of sorts. It's mostly saved by the fact it costs 3, freeing up mana, but can still be unremarkable as most return-to-hand spells end up like.

Sanguine Spy
Conditional Phyrexian Arena on a stick that also works as a sacrifice outlet. Strictly speaking it does none of its jobs as effectively as the best of each do, but the fact it's all slapped onto one card and can do its job pretty effectively due to the nature of the format means it might go under some radars.

Shakedown Heavy
The fact that this can still block after being bribed means I can see this actually swinging for damage instead. Then again some folks are bad at assessing Rhystic Study so… 6 power for 3 mana is also no joke for sacrifice effects. Remember old Magic when cards like these actually just gave you drawbacks and not Browbeats?

My Top 3 Functional Cards
#3 Shakedown Heavy
#2 Body Launderer
#1 Sanguine Spy

My Favorite Overall Card by Art & Flavor
Shadow of Mortality (This single card probably encapsulates the entire plane, honestly. And the art is just chef's kiss, literally embodied malice contrasted on its living plane).
Red
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Arcane Bombardment
In theory fun, but I can see in practice it being removal magnet almost immediately and you don't want your 6-mana enchantment to be that. Random also adds an element of set-up that makes this worse, although it might let opponents allot it to work once before eating removal.

Glittering Stockpile
It's a 3-mana rock, but it stashes as it's tapped for mana, unlike Coalition Relic or Fungal Reaches. Sure, it's locked to R + decks, but this one of the more interesting 3 MV rocks for sure. I might give it a test run in Ryusei.

Goldhound
Another limited common strongarm, but being a 1-mana creature with 3 abilities means this can be a mana transfer early-mid game and still be a good equipment-wearer later in the game even in EDH.

Jaxis, the Troublemaker
I've never played Kiki-Jiki, Mirror Breaker in Animar because of its mana cost and while Jaxis is technically different, the ability to "cycle" cards while duplicating my battlecruisers certainly appeal to me, especially when it's going to cost R.

Structural Assault
Vandalblasphemous Act. This also "counters" treasures since it checks for all artifacts that turn, including those sacrificed before it. I might give this a test run in Ryusei in lieu of an X-mass-burn-spell, since Repercussion combined with this could mean artifact + creature lethal board states.

Urabrask, Heretic Praetor
Just like his original, I'm afraid Urabrask is the most underwhelming Praetor once again. Sure, he isn't bad, he nets you an additional "draw" a turn and converts each opponents' draws during their turn to "draws", but it feels like the secondary ability isn't effective enough (doesn't affect other opponents during another's turn) but annoying enough to whoever it is affecting and it's on a 5MV 4/4 body vulnerable to removal. I'd rather just play Outpost Siege, to be honest.

Widespread Thieving
Color Identity is 5C. Technically the easiest one to trigger payoff as a Hideaway card, but getting a treasure back for each multicolor spell, while good, doesn't seem to really drive any game plan.

Witty Roastmaster
Purphoros, God of the Forge this is not, but it does stack and is redundancy, so for all its weaknesses/vulnerabilities, it does still carry a wanted effect.

My Top 3 Functional Cards
#3 Jaxis, the Troublemaker
#2 Goldhound
#1 Glittering Stockpile

My Favorite Overall Card by Art & Flavor
Urabrask, Heretic Praetor (Not related to the plane, honestly it's mostly just brawling in Red, so while his card is merely okay at best, it's still good to know what the most interesting Praetor is up to in the first place).
Green
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Bootleggers' Stash
Oh no. The big splashy treasure mythic (at least it's not a dragon). The saving grace is that it's an artifact and it costs 6… which means it doesn't actually cost 6, otherwise whoever cast this is almost guaranteed to have wasted 6 mana. Even a 1-for-1 means you need 6 untapped lands for this to payoff the bare minimum immediately… although you could pay for this with treasure (coughdocksidecough) so this can be terrifyingly fast in the correct deck as well. If there was a card that would turn out to be a mistake in this set down the road, this card will be high on my watchlist.

Fight Rigging
One of the easier to payoff Hideaway cards, but like the others, can be also said to be underwhelming as an enchantment. The type of card my immediate reaction would be "fun in Animar", but quickly decide that I didn't want another noncreature in the deck.

Jewel Thief
The jewel example of "this, a common?" of the set. 3 mana for a 3/3 with two abilities and it ETBs with a treasure refund? Even in EDH, it's value. Sure, ultimately it might not make the cut if there's no synergy due how tight-knit decks are nowadays, but for a common it's stellar. I'm getting one for my cube 100% no questions asked.

Topiary Stomper
A Wayward Swordtooth that's more generally-friendly. Yes, it's more color intensive, is smaller, is arguably harder to "let free" and only ramps once, but it provides actual ramp from the library. The Swordtooth would still be more preferable in land-focused decks (like Najeela), but I see Stompy here being better for decks with less focus (like Karador).

Vivien on the Hunt
All creature-focused planeswalkers face the same problem in Animr for me – I'd rather just put more creatures. Vivien doesn't really do much work in Karador either – I don't really care for Podding effects in the format, actually (I'd honestly just pay mana and Fiend Artisian something out nowadays).

Workshop Warchief
Thragtusk this is not. Yes, this has some minor advantages over Thragtusk (trample, bigger token and Blitz choice), but Thragtusk is mostly valued for triggering on leaving the battlefield, not just dying, which opens a lot of different opportunities the Warchief here doesn't provide. Of course, if it's just goodstuff value either could serve as redundancy copies for the other.

My Top 3 Functional Cards
#3 Jewel Thief
#2 Topiary Stomper
#1 Bootleggers' Stash

My Favorite Overall Card by Art & Flavor
Topiary Stomper (It's a FRIGGIN PLANT DINOSAUR, but probably behaves like Bonsai).
Multicolored

Two-Colored
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Celestial Regulator
That ETB could get really annoying for opponents in Yorion, especially if I manage to ensure a counter on a creature at all times.

Corpse Explosion
Not for me as Extus doesn't really have large creatures, but I could see this being a good wipe choice for other decks like the Kaalia (and/or) tribal decks.

Ob Nixilis, the Adversary
Honestly, the way I see him, he's 3-mana, sacrifice a creature with power 7 or greater, lose 7 life, draw 7 cards. He's balanced well for a 3-mana planeswalker in a vacuum, but that means he and his copy will be underwhelming in the typical regular multiplayer EDH game. As with Corpse Explosion, I don't have the deck that can house him.

Scheming Fence
Mr Steal-your-activated-abilities would likely have a myriad of targets in the format, but as with most low-cost UW "stax" creatures, he's going to need external protection (unless he what he steals protects him, of course).

Tainted Indulgence
I love this card. 2 mana draw 2 instant is powerful and discarding one is barely a drawback for my Zombies deck even should I fail to meet the MV-Threshold. For me this is easily the most powerful multicolored card in the set. I'm not ranking anything here because of how restricted it is.
Tri-Colored
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Full disclaimer that I don't have any shard decks and while I have a 5C deck, it's land-matters and it's unlikely anything from this set would fit in that deck, so I'm likely just observing these cards from a vacuum. They're also conveniently in cycles, so I'll review them in that manner.

Uncommon NonLegendary Cycle
Brazen Upstart, Corpse Appraiser, Crew Captain, Disciplined Duelist, Nimble Larcenist

The ones that meddle with cards are ahead of those with just protection abilities, so I'll roughly rank them Appraiser > Upstart > Larcenist > Duelist > Captain. None of them are particularly stellar, but I would put the Appraiser higher than the rest because of how much card manipulation it can invoke.

Uncommon Legendary Cycle
Cormela, Glamour Thief, Lagrella, the Magpie, Mr. Orfeo, the Boulder, Queza, Augur of Agonies, Rocco, Cabaretti Caterer

In terms of power (in the correct deck, 99 or Commander), I personally think Queza > Cormela > Rocco > Mr. Orfeo > Lagrella. In terms of innovation or just personal interest (especially as Commander), it would be Lagrella > Cormella > Rocco > Mr. Orfeo > Queza. They're uncommon, can't really expect too much from them from either critera.

Charm Cycle
Brokers Charm, Cabaretti Charm, Maestros Charm, Obscura Charm, Riveteers Charm

I'll be honest, while Charms are flexible (and pay the price of power for it), I find tri-colored charms to be way too underwhelming in a multiplayer format most of the time, especially when they cost 3 mana, the flexibility just isn't worth it, I'll rather just pack value in other cards and draw. That being said, ranking them solely between themselves in the hypothetical scenario I have to run them my preferences are:
Riveteers > Brokers > Obscura > Cabaretti > Maestros

Rare NonLegendary Creature Cycle
Fleetfoot Dancer, Maestros Diabolist, Obscura Interceptor, Soul of Emancipation, Ziatora's Envoy

Soul of Emancipation is a clear winner for me, being a Terastodon variant (that's cheaper). The Envoy and Interceptor have interesting applications, but might not make the cut power-wise. Diabolist and Dancer are just boring, especially the Dancer keyword soup when we have commons doing the same.

Rare Nonlegendary Spell Cycle
Endless Detour, Hostile Takeover, Incandescent Aria, , Unleash the Inferno, Void Rend

I feel like Unleash the Inferno has the highest value of the cycle, being likely able to 2-for-1 since there are so many low-costed artifacts out there. Aria is second, archetype-specific but really good in said archetype (at the cost of not affecting others of the same archetype). Void Rend is third, uncounterable instant Vindicate is good, but unless you're that worried about your removal being countered due to meta, generally you either use Anguished Unmaking or cheaper alternatives. Endless Detour is Brokers Charm #2 (and carries the same weakness for flexibility), but it's ahead of Hostile Takeover, which costs way too much for what it does in this format.

Rare Legendary Creature Cycle
Evelyn, the Covetous, Jinnie Fay, Jetmir's Second, Ognis, the Dragon's Lash, Rigo, Streetwise Mentor, Toluz, Clever Conductor

Jinnie Fay is probably the most interesting of the lot, changing tokens (any tokens, including food, blood and treasure) into cats and dogs. As her ability is optional, it doesn't exclude putting bigger token generators for protection (since her tokens aren't that big), which also benefit from other token-adjacent effects likely in the deck. Might not be the most powerful, but arguably the most fun.

Evelyn would be the second most-interesting one, as library theft effects are fun for the caster. She's also most likely the strongest of the cycle since she runs on tribal support (which Vampires have plenty). However, library theft can also be annoying to other players (especially online-camera ones), so her fun ranking is solely based to the owner.

Toluz and Ognis provide an interesting twist on subverting discard and haste-tribal respectively, but I suspect the tediousness of managing everything (for Toluz) and the relatively tame payout (for Ognis) might frustrate some players, although I can see them exceeding Evelyn (or even Jinnie Fay) in fun if one gets them working right.

Rigo is just boring, just wennie-attack-into-draw. I honestly thought they would do more with (shield) counters in this space since Jinnie Fay already settled the Citizen token territory.

Ascendancy Cycle
Brokers Ascendancy, Cabaretti Ascendancy, Maestros Ascendancy , Obscura Ascendancy , Riveteers Ascendancy

Riveteers ascend best, even with the once per turn clause, as long as you pull it once it usually already recovers its value back (and it's each turn, not only your own turn).

Maestros I would place second as you can also utilize it as soon as it lands, it's much costlier due to the sacrifice, but also provides a higher ceiling than the rest of the Ascendancies.

Brokers and Cabaretti are around the same, they're static benefits, Brokers gets to trigger ealier and is less vulnerable to removal itself, but is subject to board state. Cabaretti is more prone to removal, but the draw/scry takes place regardless of status, although it can feel really weak/do-nothing if you saw a land you needed.

Obscura… it's not bad, as long as you can meet its criteria of casting spells in incremental MV, you basically get a 2/2 flier per spell and it can theoretically just launch faster than even Maestros, but in practice there's a solid chance you can't meet its requirement when it wants it due to game states and it becomes a dead card (with Riveteers and Maestros it's much easier control critieria). The big payoff being for spirit tribal also seems a bit off the left field in context of the set (although with Innistrad and Kamigawa not so much).

The Mythic Leaders
Falco Spara, Pactweaver, Jetmir, Nexus of Revels, Lord Xander, the Collector, Raffine, Scheming Seer, Ziatora, the Incinerator

Falco is a clear winner for me in innovation because he plays around the space of playing cards of the top of library with any counter type on creatures. He's the ideal proliferate commander if you don't want to risk Atraxa and either slipping into and/or others assuming you're playing superfriends again. If I was tempted to build a deck out of any Legendary in the set it would be Falco.

Ziatora would be second, because she either Flings a large creature for DAMAGE or convert a small creature into treasure tokens. There is flexibility regardless of the stage of the game. Her mana cost and need for protection are the major standing points against her (especially when compared to Falco and his innovation).

Xander has similar problems, with slight reprieve against removal because of his death trigger, but because his abilities only target one player at a time, if you play him normally that's a lot of careful politics you need to play (and that gets tougher in random LGS groups). If you combo you basically make yourself archenemy because his effects are pretty devastating and his mana cost means it's not easy to recover.

Raffine… is Connive incarnate. As I said the mechanic was "practical but boring", so is Raffine. Sure, Connive X seems interesting, but after a while it's going to make Raffine feel like he's just another "draw/filter" commander and the wincon wasn't really due any unique aspect of his since he just made you draw through your deck like many others. Raffine and Connive together do amplify a combat aspect, but I doubt it would go too far since it involves just some +1/+1 counters. Xander might be trouble magnet, but at least he forces political play.

Jetmir might look like the most fun leader visually, but I've never seen a bigger alarm bell if he's in the Command Zone. Everyone's going to hard-check your boardstate all the time because if he lands correctly he's basically Craterhoof Behemoth in a slightly different flavor. Yes, he has different thresholds, but every single one just elevates your opponent's temptation to board wipe (and you don't want to pay for him over and over again, the cost does pile up even if he starts out rather cheap). He's not bad, of course, problem he's just Craterhoof and trust me, you don't want Craterhoof in your Command Zone warning people, you'll want it safely in the 99 for the ambush.

Overall Family Rankings

I probably should have done this earlier, but I already typed everything out and am too lazy to re-order everything, but here's a general overview of the tri-colored Legendaries within each Family and how I rank them as Commander (not 99). The families are also in order of which I prefer based on their individual #1 Commander I preferred (#2 and #3 are not necessarily in order, I'd definitely place Rigo below Cormela at least, for sure).

Brokers
Falco Spara, Pactweaver > Lagrella, the Magpie > Rigo, Streetwise Mentor
Cabaretti
Jinnie Fay, Jetmir's Second > Rocco, Cabaretti Caterer > Jetmir, Nexus of Revels
Riveteers
Ziatora, the Incinerator > Ognis, the Dragon's Lash > Mr. Orfeo, the Boulder
Maestros
Evelyn, the Covetous > Lord Xander, the Collector > Cormela, Glamour Thief
Obscura
Toluz, Clever Conductor > Raffine, Scheming Seer > Queza, Augur of Agonies
Artifacts
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Brass Knuckles
4 mana for 2 copies is actually a pretty good deal in an equipment deck, since it only checks for any other equipment (not necessarily the other one of itself), so you can grant two creature double stike. Extus already having double strike might put a damper on it, but I might still test run it for fun (I do run Kemba, Kha Regent in the 99 after all…)

Luxior, Giada's Gift
If you're not combo-ing with it, it's just a fancy way of somewhat protecting planeswalkers or even worse, just a big stat stick. Honestly it's less exciting than how it looks at first glance the more you think about how to fit it in.

Unlicensed Hearse
Honestly you look at Dermotaxi and probably could think of it as a un-card parody of this card. This is much more efficient at graveyard removal and can pretty much only get bigger and bigger, but let's face it, the vehicle emulating Mimic Vat is much more fun. That being said, I'm liking just running both in Freyalise.
Lands
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Common fetches (Brokers Hideout)
These lose on the tempo of the Panoramas (Bant Panorama) since they essentially search on trigger and can't produce colorless, but they don't cost mana to fetch, so they provide color-fixing for "free" (both lose tempo when fetching anyway). Given you only run one in a tri-color deck and assuming you're playing plenty of other lands that don't lost tempo, I daresay these are actually better Panoramas simply because you don't have to pay another mana for it, even if you lose the ability to time your searches (which doesn't matter most of the time if the basic enters tapped anyway).

"Triomes" (Spara's Headquarters)
Just with the actual Triomes, they're great in tri-colored decks, but pretty much nowhere else because the typical fetch-dual/shock combo provides more than enough mana fixing in 4C and 5C there's literally no space for these lands (although they're still serviceable for those on some budget).
Before concluding, here are the top 10 non-tri-colored cards of Streets of New Capenna by function, heavily affected by my own bias. I find the tri-colored cards very hard to judge because I won't utilize any of them, plus I pretty much did all their internal rankings already.

#10 Even the Score
#9 Unlicensed Hearse
#8 Slip Out the Back
#7 Shakedown Heavy
#6 Topiary Stomper
#5 Extraction Specialist
#4 Body Launderer
#3 Sanguine Spy
#2 Tainted Indulgence
#1 Bootleggers' Stash

There will be no flavor ranking, and I will simply award the most flavorful card (and card art) to Shadow of Mortality, the normal art. I just love how the card was designed and painted from head to bottom, even if it's just a stat stick functionally.

With that, we conclude my Streets of New Capenna review. Heck it went on longer than I expected, especially when I have much less interest in the set than I did Kamigawa for obvious reasons, but it was still refreshing to do these reviews. Just don't expect objective analysis out of them, especially when I decided to just rush this because I don't want to leave this hanging undone halfway (it would have soured fast for me).

I probably won't do a review for Commander Legends 2, because the set is too saturated towards the format (and it's actually pretty exhausting typing all of these). Whether I can/will do it for Dominaria United, time will tell.
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Post by Yatsufusa » 1 year ago

Baldur's Gate 3… I meant Commander Legends 2: D&D Boogaloo "Quick" Review



I said I wouldn't do a review for this set, but I did it anyway. There are some interesting cards, as per with every set these days committing to the format one way or another. I could care less for the flavor (I don't play D&D) and from a power perspective it is indeed a step down from the first Commander Legends (even the more powerful cards here are… whimsical), but that's not necessarily a bad thing.

Mechanics Review (as I said, I can't care less about the flavor of the set)
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Myriad
I can see the obvious reasons/benefits this mechanic was created for and does, but I personally never liked the mechanic because it sort of attracts "archenemy attention". Yes, it forces interaction, but also can be net negative politically for you (and the combat math might not favor you). I much prefer stealthier methods for forcing interaction like Goad (and people tend to overlook you as a threat if you don't build up on other fronts since Goad also reads defensively while Myriad is straight-up Leeroy Jenkins). CL2 did not change my mind on the matter.

Adventure (on noncreature permanents)
Much less offending than Myriad for me, but I have a similar dislike for it, but that's because it exists in the same vein as charm/command cards (especially three-colored charms), where the versatility comes at the cost of mana efficiency and I naturally incline mana-efficient plays (and with so many other cards at my disposal it's easier to cover up the efficiency than vice-versa).

Gates
Well, there some gates that don't ETB tapped now, but those obviously don't fix mana upfront in a vacuum, so they're relegated to either being budget mana-fixing, or a niche archetype like Shrines. The same opinion I had of shrines applies here, but at least as lands these do serve a budget practical purpose (I doubt there's too much hype around the archetype to price it out).

(Choose) Backgrounds
A variant of partner, and a smart decision to keep them enclosed as mono-colored so we don't end up with a hodge-podge of 4C decks all-over the place again. I couldn't really care less about the creatures that choose a background as Commanders (though some of them are individually interesting in the 99), but the Backgrounds themselves are noted that they work as normal enchantments in the 99 and have synergy with partner since they affect Commander cards and Partners means two.

Heck I'm expecting more potency from Partner decks with Backgrounds in the 99 than actual Backgrounds in the Command Zone. Due to their unique nature I will review Backgrounds in its own section later.

Initiative (Dungeons)
Venture meets Monarch. I would say the various effects of the dungeons is comparable to "draw a card" for Initiative to work politically like Monarch, but also like Venture before it, the book-keeping can be annoying compared to the simplicity of just drawing a card, so while people might be politically inclined to take the initiative, it might make dungeons more visibly frustrating now (one-sided dungeons were barely played by people I think and now one guy politically incentivizing others to get into the bookkeeping mess is not going to be a pretty sight I suspect). I can see people trying it out and deciding to drop them just to avoid the mess altogether (myself are tempted by some cards, but not because of their initiative itself, in fact I'd rather they just ventured).

Dragons
If you're a dragon collector, or have a dragon tribal deck, your wallet might not like this set. I don't do either and I can see from a mile away all the temptations of the hoard of dragons. Other than that all I'm going to say I'm going to review the 5 nonlegendary Elder Dragons separately like the Backgrounds. Also, since we can't use them as Commanders, do we need to rebrand to L(egendary)EDH now?
White
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Archivist of Oghma
One of the chase cards of the set, and rightfully so. Unlike Opposition Agent, this doesn't put a "hard" stop to searching libraries (agent technically doesn't either, but functionally in a vacuum it's doing that). The Rhystic Study effect will kick in, people will often give the opponent an advantage rather than restrict their movement and searching is much bigger movement than 1.

You're not running this as an effective stax/hate effect, you're running this as a card draw engine from your opponents' actions, which means it's not an absolute staple of any sorts and is meta-dependent, but as the format starts tilting towards more and more searching (ramps being a huge component), this will tilt towards being a reliable engine, so I wouldn't call it niche-great either, rather something in-between that and a staple.

Contraband Livestock
Also a far cry from being a staple, but if you're constantly removing threats bigger than a 4/4 in your meta, than it's a cheaper Crib Swap for players at the lower end, but I can see it falling hard short to the usual removal suspects since it still costs 2 and replaces with a creature.

Cut a Deal
This scales with the number of opponents. In the typical 4-player game, it's basically an evenly-split version of Secret Rendezvous, but it gets worse if players drop out from the game as it goes on. I still favor Rendezvous slightly more (even if giving someone 3 cards is terrifying on paper, in practice it just trains how you assess the board/hand state of each player).

Icewind Stalwart
Well, in a vacuum it's inferior to Felidar Guardian, but I primarily use the slot in Yorion to blink Yorion, so I might just replace Guardian with this for foiling purposes (missed those Guardian foils by a country mile and ain't paying those prices now).

Lae'zel, Vlaakith's Champion
Not interested as a commander, but as a Hardened Scales for any counter type (including and especially planeswalkers), I must say there's a lot of merit for this card's inclusion in a variety of decks. Might try a test run in Yorion.

Legion Loyalty
Go back and read my stand on Myriad. Sure, the card is balanced by cost, but that doesn't change how I see how the mechanic fundamentally attracts unwanted attention.

Sculpted Sunburst
This is to Divine Reckoning the same way Final Judgment is to most board wipes. This has a stipulation that you must have a creature otherwise the spell will fail to resolve (as the resolution needs the first choice made unlike those that resolve by having all players choose at the same time e.g. Cataclysm), but it is a 5C mass-exile, something rare by standards. The same stipulations that restrict it also open a niche for it (low-powered creatures) so it's closer to being a Fell the Mighty niche variant than a Divine Reckoning. I've never seen either played personally, so this will likely fall the same way even if it's exile.

Windshaper Planetar
Master Warcraft, but during the declare attackers step instead of before it, which actually means it's substantially weaker as it can't force attacks (and blockers either, but you can politically motivate blockers easily against the attacker at least). For all its weaknesses and why I don't see it seeing much, if any, play, I must commend the innovation it brings to the table at least, noting that we might get similar effects on perhaps more cost-efficient ways.

I'm just going to loosely rank them in power (don't care for flavor). White's slowly catching up on it's EDH game, but this is still a work in progress, not the crowning pinnacle.

3) Cut a Deal
2) Lae'zel, Vlaakith's Champion
1) Archivist of Oghma
Blue
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Displacer Kitten
The combo cat and probably the equivalent of the Archivist for Blue (although less since it leans towards combo and hence niche). My kneejerk reaction was for Yorion, but as a standalone support it's serviceable as a far-off backup at best and a far cry from the ETB blinkers, so it's likely not going to make the cut because I can't afford the space for the support it itself wants to be deadly.

Font of Magic
Is called Beleren. I mean, this card is the definition of very niche and very powerful in that niche. Not every cheap commander deck or every spellslinger deck can use this well because they don't meet the other condition, but the one which meets both will salivate over this.

Gale's Redirection
This will fight for that costly-removal slot that most decks only spare at best one slot for, but to its credit it does present its fair share of benefits, exiling a spell (instead of countering) and the theft scaling up better for bigger spells since it's added to the D20 roll. Even if it doesn't "crit", you still get the full theft benefits by paying mana, so combined with the exile, it does make its case for that coveted slot in some decks (and fail in others, but nothing is good at everything).

Illithid Harvester
I was initially excited for Ixidron #2m but I saw the tapped and my excitement got harvested from me. I get it's supposed to synergize with its Adventure, but that's precisely why I think Adventure reduce a lot of efficiency.

Irenicus's Vile Duplication
The kind of card that seems and actually is, fun and rather powerful for newer players, but past some point the 4 CMC and "you control" conditions will hinder it enough that the benefits it provides in flying and being able to copy Legendaries doesn't seem to really matter. Still fun to read on paper though.

Kindred Discovery
Reprint yes, but I've treated Commander cards without foils as transparent so it's functionally the first print for me. I have zombie tribal deck that I'd like to attack with and I think the statement is enough. Gotta find some tough cuts though, since this does still cost a hefty (but appropriate) 5 CMC.

Modify Memory
I sort of wished this was Instant so the chaos is real but at sorcery-speed it's still fun, but will lose hard in the fight for slots against other 5 CMC cards I've reviewed before.

Moonshae Pixie
One of the few adventure cards I have an eye on, but that's mostly because I play Animar, which means I can pretty naturally have this turn out to be a better Mulldrifter, subverting hard the efficiency issues I have usually.

Renari, Merchant of Marvels
It's not the dragon portion that makes this interesting, it's that it is Shimmer Myr in the Command Zone that gives it a lot of potential. We'll likely going to see more WB backgrounds with artifact builds than RG dragon ones and those artifact builds are likely a whole lot more powerful. A bit hard for me analyze given I'm not in the archetype, but even from afar I can sense the potential.

Tomb of Horrors Adventurer
That mana cost and base-copy ability has me highly interested for Animar, but this probably the prime example where I feel the initiative just brings too much baggage with it that it just turned the card to "not worth it" especially when fighting for slots. The dungeon completion payoff raises said attention up-to-eleven (and is arguably overkill for a deck like Animar anyway). I don't recall if there's a "vanilla" version of this card but I certainly would prefer that (or overlooked it, too many cards in the game now).

Volo, Itinerant Scholar
If you only read the "interesting" parts of the card (note different creature types, draw many cards), Volo seems powerful in a lot of places, but the realization that he's dependent on the journal (which is in turn pretty nonfunctional without him), the vulnerability to removal makes this one of those rarer cases that a card is for most part, better in the Command Zone than in the 99 anywhere else (even with reanimation it's still too many hoops to jump).

Top 3 done on a whim once again. Blue has some powerful cards, but they're more niche/archetype specific than generally good this time around.

3) Gale's Redirection
2) Displacer Kitten
1) Renari, Merchant of Marvels
Black
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Altar of Bhaal
Hey, we fixed Recurring Nightmare (at home)! Actually not quite, yes it's made fair by not bouncing itself and being hard-to-interact/repeatable-in-a-turn, but exiling a creature changes a scope. If it didn't exile, it would still be a shoo-in for a lot decks, but exile narrows it down to favoring creature token decks (since the exile will be much less detrimental) over any reanimator. But considering how powerful reanimator generally already is, I'm fine with a more nuanced requirement.

Blood Money
I'm glad it's balanced and definitely prefer it this way, but the same drawback could arguably be said to have killed the card because it draws too much attention, especially with treasures being the hot topic nowadays. In fact, it's so hot even folks playing treasures are already preemptingly shunning this card because they know it's more trouble than it's worth. Man, I wished Dockside had the same drawback especially at its mana cost….

Cloudkill
I sort of wished this costed 5 (at 4 it will be arguably too comparable to Toxic Deluge/Languish), but at 6 you want wraths-with-benefits-, not just "it's good because your commander is costly". If this costed 5 I might have considered it for Karador, but as it stands, it ain't worth it.

Deadly Dispute
I didn't pay attention to AFR so much I didn't even realize this card existed until its price issues got brought up. Now all of my attention has been brought to it and my hopes that a second common printing will be able to finally push this down to where it belongs.

Eldritch Pact
Some casual game out there, someone will successfully end another player with this card… by having him draw more cards than his library and losing all his life. Against a graveyard deck it might not be too hard either, but a 7-mana easily redirected/countered card means this is likely a one-off surprise finisher at best and otherwise mostly just a mass-draw into-combo option, where it's most likely not even winning the competition for card slots.

Intellect Devourer
Aptly named. It's not an all-star, but it does play a lot of small mind games for all players, its caster/controller included. Exiling a land is the usual play, but even stealing lands (and ensuring land drops for the next few turns) is a mild benefit for the caster, even later in the game. Exiling something your opponents can't really use is the other tactical move, but if you can use it, than the caster might have incentive to just waste it to cripple you first. The battlefield is ever-changing and this card might really devour some intellect as it changes. What seems smart this turn might look stupid the next, but that was predictable a turn ago as well. Ultimately, it's just a "fun/chaos" card though, I might toss it in Karador for the lulz, but it might not last.

Myrkul's Edict
It's called an edict (which is really rarely played), but what you're really playing is gambling for a one-sided Innocent Blood… but at 2 mana, just play Innocent Blood, thank you.

Nothic
There will be that one impressive casual game out there where someone will deck themselves out from a Nat20 that will make Eldritch Pact look like a competitive wincon.

Pact Weapon
Ah yes, so now they're trying to subvert those epic "lose-cons" from life loss, but honestly I'd rather just lose from my own recklessness, if anything the semi Platinum Angel effect is just going to draw even more attention to my makeshift Dark Confidant. Yes, it does a lot for 4 mana (and is even a discard outlet), but each effect is also double-edged in a way or another, sometimes you question whether it's still worth it.

Ravenloft Adventurer
Someone REALLY wanted to make Etrata, the Silencer work out, and I suppose the easiest way is to make sure the first hit would be lethal.

Shadowheart, Dark Justicar
I want to say Disciple of Bolas's days in Karador are numbered, especially when this is Legendary (and easier to tutor), but at the same time while the lifegain is negligible, Shadowheart needs to stay on the battlefield (and without haste, a whole turn cycle) that perhaps the Disciple being ETB and a disposable body for other sacrifice needs would actually still be better.

Sigil of Myrkul
Easy to overlook and the effects are minimal, but given how easily activated in Karador this could be a pretty neat engine for the deck on multiple fronts.

Skullport Merchant
Respectable sacrifice-draw outlet reprint. It'll probably mingle with the likes Ravenous Squirrel and even Vampiric Rites (for those without as many treasures/artifacts) and may be better/worse depending on the individual games in question.

Viconia, Drow Apostate
In Karador, I could see this doing some work in the mid-late game, but there's also the consideration that it's a mandatory return-to-hand trigger and might screw up some math during the set-up phase instead.

Top 3 quickly placed, there's a lot of playables, but none of them approach the ceiling of the entire set, to be honest (the reprints are actually better).

3) Skullport Merchant
2) Deadly Dispute
1) Altar of Bhaal
Red
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Balor
This card is stacked. Sure, it can be argued that each mode is situational, but each mode is also optional, plus the ability triggers on every attack on top of being a death trigger. It is still rightfully a removal magnet because of the attack trigger surpassing the fear of the death trigger. Flying means it can't be hit by Ryusei, so I'm probably finding a home for this there.

Gut, True Soul Zealot
Notable it triggers off any creature attacking, so you can keep Gut safe and convert any treasure/artifact or creature into an aggressive skeleton. I run both wellsprings in Ryusei, so despite Gut's vulnerability to the larger plan, Gut will still be a good set-up for the deck early on (just got to find an external sacrifice outlet afterwards).

Storm King's Thunder
I don't spellsling or storm, but this is clearly a finisher powerhouse. As a X-spell, it's clearly a big-mana payoff (even if I don't spellsling I do recognize there are various sub-archetypes).

Wild Magic Surge
Easily gets rid of a problematic land (unlikely to be replaced by worse) or allows R to destroy an enchantment (although at the risk of something worse) and flexible enough to go for anything other permanent as well (at varying risk). Easy slot for Ryusei (who was overloaded with artifact removal anyway due to lack of choices).

Wrathful Red Dragon
Not sure if it will pan out eventually, but boy is it tempting to test this angry boy in Ryusei, especially when Repercussion usually gives incentive for others to damage my dragons, this is a very big reverse uno card. I might not have enough dragons for it to make the cut eventually, but given the Commander is one, that might be incentive enough.

Wyll's Reversal
Red doesn't have actual Redirect outside of Deflecting Swat (they're usually Fork variants), so at the same cost of non-Commander Swat but with a solid gambling chance of becoming an additional Fork give this card a lot of value as a "countermagic" for mono-R at least.

Another quick top 3, unlike black there's less interesting cards, but those fewer cards are also a step higher in the power hierarchy

3) Wild Magic Surge
2) Wyll's Reversal
1) Balor
Green
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Barroom Brawl
High ceiling, but the flooring might have a hole from all that fighting. Can easily turn into a rather one-sided boardwipe in your favor if your political game is strong (and you have the strongest board), but is also a completely dead card if the opponent to your left has zilch creatures. The floor is way too low for me to consider risking a completely dead card in a format where good cards are fighting for space, but I can see casual players risking this just for a good time.

Bramble Sovereign
I sort of forgot this card existed. I guess it didn't help it was mythic in Battlebond, so it was pretty difficult to see a foil in stock and while it's effect/power is worthy of its mythic status, it's one of those "I can live perfectly fine without it". It is what it is, can be overkill, or a nice utility set-up piece even, and is the removal magnet status it deserves. My opinion then still stands today and whether I'll even bother getting one depends on whether I can see it (now that Collector Boosters have made foils commonplace) and the price (ain't paying top dollar for a optional add-on, even if it's powerful).

Circle of the Land Druid
It's not Ramunap Excavator, but in Karador I'm tempted to give this a spin-test because it's value as a sacrifice fodder (as opposed to Excavator wanting to stay on the battlefield) might make it better since I don't really need the Crucible effect online in that deck all the time anyway.

Erinis, Gloom Stalker
Another probable Excavator replacement. As I said, I don't really need the land back every turn and Erinis makes for a better blocker and is actually "ramping" instead of a crucible effect, hence more efficient in the absence of The Gitrog Monster.

Jaheira, Friend of the Forest
Well, if Freyalise wasn't available as a Commander (hence allowing me to perfectly sculpt a noncreature deck, Commander included), Jaheira would be the shoo-in defacto Commander for that deck (with a G Background to maintain the Color Identity with benefits), but alas Freyalise exists and I value the 100% authenticity of the deck's restrictions more than the combo potential.

Jaheira's Respite
Her respite though, isn't a creature. It's appropriately costly and requires me to time it specifically (and could be underwhelming if forced to use), so it's not a priority card, but more a "fun" one.

Nature's Lore
Oh god, finally a foil (and likely cheap because of Collector Boosters even if everyone knows it's a good card).

Owlbear Shepherd
I love my battlecruisers, so I'm just going to watch if Animar or Karador win the fight for this card (since I only allow one copy across my decks unless it had different foiled arts). End-step triggers means it likely at least replaces itself before being turned offline.

Poison the Blade
Simple card, but as a cantrip, it basically words itself as removal in Freyalise, where the tokens don't really amount to a card lost anyway.

Wilson, Refined Grizzly
Bears are the type that folks see a Legendary and instinctively think tribal, but this Refined Gentlebear here is all about the Voltron life (obviously with all the abilities he also benefits from Bear tribal, but not as much as folks instinctively think about). Any background that affects stats Wilson likely benefits from and each color also provides their own means in the 99. If I was still actively deckbuilding I might try an idea of building 5 decks (one of each color) and have Wilson just change his color identity like his wardrobe on a whim like the refined grizzly he is. He's simple, but that also makes designing multiple decks around him a lot more fun than a chore, as would be with those with more niche abilities.

The top 3 once again. Green surprisingly isn't really "powered" as it usually is. Yes, there's a lot of notable cards I skipped reviewing, but they tend to be stat sticks with impressive reduction costs rather than cards stacked with overwhelming value and nowadays I don't really care for cards like the former.

3) Bramble Sovereign
2) Owlbear Shepherd
1) Nature's Lore
Multicolored
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Turns out every multicolored card this set is LEGENDARY. I will not be ranking them because it's pretty difficult to do so (and my own status means I'm hard-pressed to rank them by interest either). I'll just be commenting on the ones I find more interesting.

Alaundo the Seer
Alaundo doesn't actually grant suspend, he only grants the "cast from exile" part, which means cards he exile don't naturally tick down without his ability. He's best built as a supporting card for a deck already loaded with suspend, since turning other cards to "pseudo-suspend" isn't going to end well if he's removed.

Baba Lysaga, Night Witch
You could build a deck around Baba, but I think the old crone is better suited as a supporting piece in a Muldrotha, the Gravetide deck. I think the synergy speaks for itself.

Cadira, Caller of the Small
Like Baba, you could reasonably build a deck around Cadira (there are enough replacement effects and token generators to do so), but a supporting role in a deck like Jinnie Fay, Jetmir's Second might be overall more fun.

The Council of Four
As I've said, people are more receptive of "stax" cards that award advantages to opponents than ones that hinders/punishes them. If I wasn't already so deep into the blink strategy for my control deck, the Council might be a choice for me (sort of adverse to blinking so I'm not inclined to run it, but I could try it as generic "stax" piece for card advantage).

Dynaheir, Invoker Adept
Activated abilities tribal (or Thousand-Year Elixir in the Command Zone). Someone's definitely excited for this, even if it's not me. Not the edge of innovation, but just being in the Command Zone brings more viability for a lesser-seen archetype, so it's still good.

Elminster
He's not really scry-tribal, because scry itself is the fuel for combos, so he's a combo commander. Mystic Speculation is his best friend. Also, because I don't know anything about D&D at all, I keep reading his name as El(der)Min(i)ster… like he's some government official.

Jan Jansen, Chaos Crafter
Thank goodness he isn't in the same Color Identity as Dynaheir (and Intruder Alarm), but still combos easily with the likes of Thornbite Staff (and a sac outlet). Not Ham-sandwich level, but near it.

Jon Irenicus, Shattered One
People are hooked onto "bad creatures tribal", especially coming off The Beamtown Bullies, but I'm seeing that all you have to do is actually slap some okay creatures (even vanilla tokens) with goad and suddenly you're a pseudo Master Warcraft. You're always protected by the goad (and it's unlikely they lose it without being straight-up removed). I'm tempted to just test run this in my Zombies deck just to see if that theory works out well with my zombie tokens (4/4 zombie tokens aren't exactly small fry), even if he doesn't thematically fit the traditional zombie theme.

Kagha, Shadow Archdruid
The timing restrictions are annoying on paper (and maybe in the Command zone), but see it as an additional benefit when in the 99 (for me, in Karador), it might be pretty good value. Too bad she's fighting in a pretty tight 4 MV slot.

Miirym, Sentinel Wyrm
If you're not playing 5C dragons, this is arguably the most battlecruiser dragon Commander out there that's on-tribe.

Minthara, Merciless Soul
Experience counters. I run Meren of Clan Nel Toth in Karador, guess who's about to become best friends? I sort of wished Minthara also granted Ward X for that sheer annoyance factor, but can't ask too much from an uncommon (the power is nice actually since the deck values power in sacrifice).

Myrkul, Lord of Bones
I wouldn't call Myrkul reanimator or enchantment-matters, but something in-between. Probably easier to have him in an enchantress deck and turn the creatures into enchantments since his ability is sort of a nonbo with traditional reanimation (e.g. doesn't work with Karador obviously for me).

Neera, Wild Mage
Sort of Possibility Storm in the command zone, except it doesn't check for matching card types, is once-per-turn and is one-sided. Chaos players obviously don't approve of it, but considering the chaos part was why Possibility Storm was lackluster (read: ate ability removal asap) in Animar, Neera being one-sided (and a CREATURE) might exactly be what the doctor ordered for Animar (once a turn is fine, just turn a 1-drop big first).

Nine-Fingers Keene
The gate Commander, but the payoff is drawing cards, so it's an enabler (for combo, most likely) at the end of the day. Honestly even shrines are more interesting.

Oji, the Exquisite Blade
Well, finally they made someone balanced in the blink category I hope, after Brago and Yorion sort of proved pretty easy to break. That being said, I'm not leaving my beloved serpent, but Oji having an ETB means he could have a handy place in the deck (even if his second ability is a harder Displacer Kitten).

Raggadragga, Goreguts Boss
First activated ability tribal, now mana ability tribal. I mean Dynaheir had the advantage of activated abilities being potentially exciting, but Raggadragga is stuck with mana production and has to convert that to ungabunga strategy instead, but I can't really fault it and grant it the same honors I gave Dynaheir. Heck, Raggdragga works in Animar, beefing up my mana dorks and since it only cares about big spells being cast (which Animar does a lot) for more ungabunga… it might be fun alternative to the likes of Xenagos, God of Revels.

Zevlor, Elturel Exile
Spellslinger Myriad. Funnily, I'm actually slightly more approving of that, despite my general dislike of Myriad and spellslinging. People tend to feel a tad better if they weren't on the only targets of removal/damage and the stack doesn't tend to project a threatening presence like an attacking boardstate (even if Myriad only produces temporary copies as well) due to the stack's base nature of being temporary. That being said, that veil is still thin and it does still carry the same effects after a while of being hit repeatedly.
Artifacts & Lands
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No ranking here either, not enough candidates.

Campfire
Command Beacon #2. It's not exactly better or worse (mana cost not good, but graveyard shuffling dependent on deck), but the decks that want this effect don't exactly have a lot of choice.

Fraying Line
I like this card, mostly because I've seen the lack of mass creature removal options in my G deck. It is not Nevinyrral's Disk, but it is still mass exile for 4. All you really need is the opponent after you to have the same incentive (or no creatures, but note they can still pay even without creatures, but strategically the incentive isn't there to) as you, so as long as they don't control threats as big as the following players and you didn't rope an overwhelming threat yourself, this is arguably one of the better mass-exiles out there.

It's like an inverse Sculpted Sunburst meeting Barroom Brawl and it's sort of surreal reviewing this card after those two. I wasn't big on either of the two, but this being colorless (and a higher floor since you can always cut the rope yourself a turn later) really makes this shine a lot more. It's no Toxic Deluge or even Wrath of God, but I really see this card in a better light than some folks do, perhaps to my own detriment.

Nautiloid Ship
I was coming off a high of Dermotaxi and Unlicensed Hearse and was really excited for another "garbage truck" (I call gravehate vehicles that), but on review something tells me paying 4 for a Bojuka Bog that's going to potentially attract artifact hate might actually make this the "weakest" garbage truck ironically. I might give it a spin, but my expectations for this is a lot more muted than it was on reveal.

Nimblewright Schematic/Prized Statue
Oh goody, now Ichor Wellspring and Mycosynth Wellspring are going to have friends. The newer ones do provide a whole lot more artifact fodder than the Wellsprings, but otherwise I'd say drawing cards and searching lands might actually still be better overall, although with the amount of artifact sacrifice nowadays, who knows we might find space for all four.

Stonespeaker Crystal
It's easy to say in a vacuum Hedron Archive is preferable (and in most cases, it's likely correct), but I can see the incidental gravehate being helpful. A solid second for the few decks that want redundancy for Archive (or fewer, since few decks even run the first copy nowadays).

Vexing Puzzlebox
Alone, it's very gimmicking with just the dice-rolling. But it uses charge counters and the part of me that thinks of Dismantle/Resourceful Defenses alongside Darksteel Reactor has the Johnny in me rolling on the floor.

Battlebond Lands
Great reprints. I already got mine, so for me personally that's another big reason to just go for singles, but we've discussed these lands to the ends of the multiverse and back anyway.

Gates
I already expressed my opinion on them starting these review. If there's any gate to look out for in future-proofing though, it's 100% Gond Gate. Being the Amulet of Vigor and Reflecting Pool at the same time of the archetype means this is the central piece of any gate-reliant deck, especially for the mana fixing kind. Baldur's Gate as a Cabal Coffers is neat, but by no means as critical.
Backgrounds
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I'm reviewing Backgrounds mostly in context of in the 99, rather than in the Command Zone. Again, I'm not reviewing all of them, only the ones that interest me.

Far Traveler
Pseudo-Vigilance on Commanders and a blink for ETBs. I was pretty sold on this for Yorion until I saw the tapped part and figured that just relying on Teleportation Circle is good enough, even if it costs more.

Noble Heritage
Interesting political play Background, but not for the likes of me. The protection is temporary, but the counters have a good chance of staying around longer… and it's at the discretion of the opponent.

Candlekeep Sage
Now Yorion is talking, considering the deck revolves around blinking the Commander. With non-blink this will be a lot less powerful, but even netting 2 cards from the first cast and leaving means this is at worst Divination and it still scales for further cast, so it's actually still pretty powerful with low-costed Commanders without any blink.

Feywild Visitor
It needs a lot of extra effort beyond just the Commander and the Background, but the tokens generated are evasive by nature and this might grow to be consistent easily, although it's still vulnerable to removal all-around.

Shameless Charlatan
Not for me personally, but I can see folks with evasive Commanders wanting this to easily transform into a battlecruiser (from anywhere) for BIG damage after blockers are declared.

Sword Coast Sailor
It's limited to the highest life total among opponents, but could be an orchestral piece together with the Charlatan for smaller Commanders with less/no evasion (or have their evasion mitigated).

Agent of the Iron Throne
Disciple of the Vault and Blood Artist are common combo pieces and turning your Commander into is an attractive offer, even if it does paint an even bigger target. If I wasn't so short of space (and preferring more creatures), Karador might have gotten this. Extus might actually consider this since it's not as creature-burdened.

Criminal Past
Another one that looks like a Karador shoo-in, giving Karador a Voltron option it might never see, but I don't see the need to draw even more attention to either my Commander or graveyard so I'd rather forfeit this fun alternative.

Cultist of the Absolute
The cheap voltron background of choice (which many paired with Wilson early on), but like criminal past, I feel it draws too much attention to my Commander, even if the sacrifice outlet is interesting (yes, I've inverted the way I read the advantages/drawback of the card).

Scion of Halaster
Now we're talking. So many other backgrounds for Karador that I've decided the attention isn't worth it, but the simple common that generates card advantage is the one most likely to make the cut for me.

Guild Artisan
Curse of Opulence except the curse is on the opponent with the highest life, the benefit is doubled but restricted only to your Commanders. For aggressive partner decks this might be one of the premier Backgrounds in the 99.

Popular Entertainer
This one needs combat damage dealt, so I see it favoring the evasive partners more than the straight-on aggressive ones, but is still good in the latter since they tend to pack evasion augments anyway. Goading is a strong political pillowfort strategy/payout for aggressive decks.

Street Urchin
Makeshift Munitons #2, except it requires your Commander to be in play. I mean, it costs exactly the same otherwise, so if you need the redundancy and can afford to cast (and not sacrifice) your Commander, why not?

Tavern Brawler
Outpost Siege with Commander restrictions, but is cheaper and has additional benefits. Like with all backgrounds, it's a risk-reward assessment with your Commander availability.

Cloakwood Hermit
Honestly this might put in work in Karador, especially with Scion of Halaster, but a second background may or may not put too much emphasis on the Commander and I prefer Scion more (but then again getting both is rare so it might be okay to have both in the deck, just not both out at once).

Master Chef
I snickered at the idea of "Master Chef Animar", but I've rejected countless noncreature sources of +1/+1 counters and this falls under the same category.

Raised by Giants
Another one of the more fun ones talked by the community (like Cultist of the Absolute), but I think the mana cost and it's removal magnet status makes this more trouble than it's worth (Cultist, on the other hand, costs only 1 mana).

My personal ranking of Backgrounds in 99

5) Cultist of the Absolute
4) Guild Artisan
3) Tavern Brawler
2) Candlekeep Sage
1) Scion of Halaster

I favor heavily those that generate card advantage off the library, followed by the ones favored by fast aggressive decks. I find the combo-orientated ones or the ones which need another condition to be too slow. Some of the backgrounds I didn't review are fast, but also too niche to consider.
Elder Dragons
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I'm just going to rank and explain my impression of each dragon.

5) Ancient Brass Dragon – Yes, arguably could be more impactful than any dragon above it, but like all mass graveyard reanimation strategies, you need a lot of planning, are subject to gravehate… then the dragon adds the D20 randomness to an already risky strategy. I love my mass-reanimation strategies, but this dragon doesn't add confidence to that (heck it reduces it).

4) Ancient Bronze Dragon – In a vacuum, probably the weakest dragon. I wonder if they originally permitted any distribution of counters but found it to be overwhelming decision-wise and decided to just double up on the counters and limit the targets instead. But weak as it is, it's still simple without any set-up and hence beats the Brass Dragon.

3) Ancient Copper Dragon – Might be surprising to some folks expecting this at least one place up. I did not rank this down because it's weaker than Old Gnawbone (although it's fairly weakened, Gnawbone is just overpowered for what it does). Yes, treasures are the current boogeyman of design/previews and this card is no doubt powerful, but I value the nature of the mana it provides to be more volatile and dependent on what you can use it on.

The common argument against the Silver dragon is "drawing cards is useless if you don't have the mana to spend it", but my personal take is the opposite "excess mana is useless if you have no cards to spend it on" as well as "reckless mana production might lead to overextending and we all know what that leads to". Granted if you have a mana-sink (or combo-win/con) and/or you have your draw outlets out the Copper Dragon becomes a finisher, but I'm assessing them in the absence of some factor (the same reason Brass Dragon ranked last).

2) Ancient Silver Dragon – Which brings us to the Silver Dragon, which works in absence of any external factor, because drawing cards from your library is a fundamental of the game. Heck, they probably ran into logistic issues like they did for Bronze Dragon but decided to just slap a pseudo-emblem on the Silver Dragon instead of "handicapping" it. Sure, folks say drawing your deck without the mana to cast it is pointless draw, but part of sculpting your deck is including cards that generate the mana. Silver Dragon can draw into Copper Dragon (or other mana cards) to execute combos, but Copper Dragon cannot generate the draw and mana sink if they're stuck in the 99.

Also, I think low rolls hurt Silver slightly less than it hurts Copper (still hurts), while high rolls affect Silver substantially better than Copper since it's an enabler from the library than from the hand. Plus you can always lose to a Nat20 Silver Dragon with 19 cards in your library, showcasing the capricious nature of a dragon better than the red one does, irony.

1) Ancient Gold Dragon – AKA "why worry about draw and mana when I'm just the win condition itself". This dragon has external no set-up requirement (Brass/Copper), just stands to benefit more if there is (Dragon Tempest), goes WIDE with no logistic headaches (Bronze) and doesn't even need a rule bending "emblem" or rely on the deck draws to win (Silver). Of course it isn't strictly better than any other dragon, but by generating tokens it easily subverts the design and/or play problems the others might present in a vacuum.

It's not invincible, of course (Suture Priest and Rakdos Charm do exist among other cards), but it generates an actual threat overwhelmingly upfront on a highroll. Of course it's rather meepish (and weaker than Silver and Copper) on a low roll, but even then it present immediate bodies that are more likely more useful faster than a few treasures or a cards drawn even.
I don't think I can properly rank a top-10 for this set, because it's so archetype-variant-based (and honestly the five dragons are pretty substantial standalone forces themselves), but let's try to loosely form one, in a "general usefulness sense". You might disagree and my rankings might actually shift after a while, but it is what it is for now.

10) Fraying Line
9) Candlekeep Sage
8) Ancient Bronze Dragon
7) Renari, Merchant of Marvels
6) Balor
5) Jan Jansen, Chaos Crafter
4) Archivist of Oghma
3) Ancient Copper Dragon
2) Ancient Silver Dragon
1) Ancient Gold Dragon

My overall favorite card will probably be Ancient Silver Dragon, because the regular art reminds me of an Elder Dragon from Monster Hunter (Kushala Daora, for those who know it). It might have affected my rankings due to bias even with my logical mechanical explanations, but hey it's my personal review. I'm not even going to promise what and when the next review is anymore (although Double Masters is all reprints, so very unlikely).
Last edited by Yatsufusa 7 months ago, edited 3 times in total.
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Post by Yatsufusa » 1 year ago

Dominaria United Review



Okay, it's time again for a "quick" review. As usual, disclaimer I usually just preview within context of my suite of decks and a few cards outside I find specifically interesting. I'm still detached from the lore of the game (I started in Kamigawa, so the Phyrexian storyline isn't as significant to me, but having been back to Kamigawa after so long I can see why some older players might love the flavor this set and the upcoming ones to the core).

Mechanics Review
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Enlist
"Banding" of the current era. Basically gives you the ability to piggyback one creature's power on another, although there could be additional fringe benefits (notably Double Strike). There is potential in the mechanic, but I simply can't see a deck built around it, largely because it's still pretty much "just" a combat trick mechanic and even the more interesting benefits would likely feel boring if you made an entire deck around it, but as a combat trick, I can see a couple of cards making their way into some decks.

Read Ahead
Yes, this allows you to skip chapters, somewhat circumventing the slowness of Sagas. But Sagas are also balanced around them having multiple effects (like charms) and certainly when they added this mechanic. Read Ahead does add another dimension of flexibility to Sagas (making them even closer to charms), but I rarely favor charms (short of the really cheap ones) and Sagas tend to tilt towards the more costly end. Yes, the option between using a "charm" or a slow saga is nice, but both are awkward in their own ways that I doubt this would be as impactful in EDH for me at least (might be better in other formats).

Domain
My 5C decks doesn't run duals with land types, so Domain naturally tilts towards as a less interesting mechanic for my own suite, but I can see some of the more powerful cards be tempting choices for my 3C decks, since traditionally there have been great domain cards that are still good at 3 colors.

Kicker
Nothing to comment, honestly. Kicker is the "vanilla" of mechanics that one could argue half of the other mechanics are just some variant of Kicker (could be theoretically reworked as a Kicker effect). So the basic mechanic can only largely judged by the individual cards.

Stun Counters
A great take on the "cannot untap" mechanic. It solves memory issues, as well as interacts with counter synergies. Nothing else much to say though, said benefits will still unlikely raise draft chaff to a universal staple (although some might make a new cut in relevant decks with synergies in free slots).

Generally I'm unimpressed by the mechanics of the set (to be fair two of them are returning mechanics, one generic and the other specific and the other 3 can be argued to be either modern takes or QOL improvements on things we already had). But to be fair, this set is the "Core Set stand-in", so I can't really fault the lack of complexity. Heck revamped "banding" might still confuse a complete beginner, but I'm glad it exists and it's probably my favorite mechanic within the set, if I had to pick one.
White
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Benalish Sleeper
We're saturated to the point Fleshbag Marauder, while still an ok card, isn't thought of as immediately when it comes to choices (short of tribal synergy and even then it might have dropped a few places). Sleeper is the typical more-flexible option (at the cost of 1 toughness and different creature types), but as Karador appreciates high-power low-cost option, I can see this being an option there.

Defiler of Faith
I've might have overrated Ancient Gold Dragon back in Baldur's Gate, but in fairness I was assessing it in a vacuum as a finisher card of sorts. The white defiler however fills an awkward spot where it's supposed to "ramp" but costs 5. The token generation is okay, but doesn't really do enough on its own (and assuming mono-W it really needs a lot of card draw as support) and drops off rather steadily the more colors you run. It's not a terrible card, of course, but it feels like it needs a lot of support for a 5-drop rather than a card than supports or card that can just naturally excel on its own. I personally see the most likely be home in W/X decks that want tokens to sacrifice. I think it falls off too hard in more colors and could be too needy in mono (but is far from the worst choice there still).

Destroy Evil
It's 2-mana and has a toughness restriction, but being instant with some flexibility and no other drawbacks outside of the restriction, I could see this being a simple, budget choice for aggressive decks (that tend to have trouble with the two things this card removes).

Resolute Reinforcements
Simple, yet effective for Yorion. Basically can generate a token (for blocking purposes) each turn and having flash opens options for the control aspect of the deck. Technically also playable in Karador (2 bodies for sacrifice), but I'd value it more in Yorion (and even then could still be underwhelming enough to be dropped).

Serra Paragon
"Karador-lite". Yes, it can recur not only creatures and nets life, but I do value being able to bring back the same card repeatedly and I'm saturated for choices for redundancy effect (not that Karador needs a lot in the first place) in the coveted 4-drop slot. It's worthy of its mythic status, no doubt, but its drawbacks happen to cross lines in my decks' designs that render it not as favorable as a choice especially with tight competition.
Blue
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Academy Loremaster
I've never liked cards that lets my opponents draw (not much of a grouphug player), even with the drawback (which could easily teeter off later in the game as opponents have more mana and less cards in hand), but there's a tiny part in me that just wants to throw this in Animar since the deck essentially just negates the drawback for myself and I could watch some players trip over the card draws, even if I suspect it'll still eventually come back and bite me later.

Aether Channeler
The reason Resolute Reinforcements felt less good, this is generally much superior in Yorion. Sure, 1 mana more and no flash, but the gains on blinking is so much more that it'll edge out for the coveted deck slot for sure.

Defiler of Dreams
Yes, it's also 5-mana, but drawing a card is good enough that I daresay this fringes on 3-colored territory slightly better than its white counterpart, but ultimately card saturation in most cases will still push this out (I was using Animar as a mental sample).

Ertai's Scorn
Neat card. It's not an all-star (it's possible in any given game for it flounder just as a Cancel), but I daresay in a good number of situations it'll be a slightly better Counterspell. It's not as explosive as Mindbreak Trap, but sometimes you don't want to just empty the stack, so it's not like it's outright worse either (also has a lower requirement even if you do still need to pay mana).

Micromancer
Let's just say a lot of tutors cost 1, so this finds a lot more under the microscope that some players might imagine. I haven't got a specific home (even in Animar it works), but I might really just get a foil one because it's one those "eventually there's someone who wants it and it'll be good there" cards.

The Phasing of Zhalfir
One of the rare interesting Sagas, mostly because it can function as mono-U] "wrath". Even as a delayed wrath effect it can protect your creature(s). I could see this phasing Animar out and then wiping the board in the rare case that deck needs/wants to wipe (with the deck naturally recovering faster and the remaining Phyrexians being inconsequential because of that)

Vesuvan Duplimancy
Honestly, this is probably the single card in the set with the most potential. Might not be the most powerful because it might require a lot of set-up and it without a doubt a removal magnet, but darn the ability to clone any creature or artifact, even Legendaries just by being a singular target is a net cast wide open. If this was slapped on a Commander (as in as a generic effect, not specific to the Commander, I know Ivy exists), it might be one of the most tempting Commanders to build around. As it is though, I don't think I want to jump through the hoops to make a removal magnet even more tempting that it already is within my current decks.
Black
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Braids, Arisen Nightmare
I'm surprised this isn't Mythic, honestly. Yes, it's one of those cards that gives your opponent choices and technically never works out the way you want it to, but as a value machine Braids just generates plenty. Either to force a Grave Pact-ish trigger, or you get to draw cards at the expense of your opponent's life. As long as you don't specifically always desire one, it still generates value nonstop (and is technically optional, although I'd question if you didn't have a deck designed to make sure that you always trigger the ability to begin with). But then again I already run (and favor) decks that love attrition like this (Karador), so I'm probably biased towards this and others will see this the same way I see sorcery-and-instant-matters cards (I'm no spellslinger).

Cut Down
Another simple removal. 1-mana instant. Gets rid of small utility creatures. Can't really complain.

Defiler of Flesh
At 4 mana it works better as "ramp". Its secondary effect might feel underwhelming, but I can see the instances that the menace enables some devastating results. Still slightly worse than its blue counterpart in terms to scaling to more colors, but better than the white counterpart.

Shadow Prophecy
Even at Domain 3, this draws 2 cards and sends the last one to the graveyard, so it'll work fine in any 3 color deck that can utilize the graveyard.

Sheoldred, the Apocalypse
Admittedly a bit disappointing in terms of size for something with that title (and art), but that life loss effect will be devastating enough in a format where people (rightfully) love to draw that it's a very likely removal magnet, so costing less is really what makes the card powerful and actually befitting of the title as it easily snowballs as the game goes on if left unchecked or not played around.

Stronghold Arena
Dark Confidant that requires combat damage dealt to a player, but the fact that it still only costs 2 mana, can trigger the turn it lands and is an enchantment makes it undoubtedly powerful, with the main reason it doesn't see play being its restrictive color identity.

Urborg Repossession
A card you will almost always play kicked, since 3 mana for 2 cards is the typical value play. You'll mostly only play this unkicked out of desperation.
Red
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Defiler of Instinct
Similar to its black counterpart, it has a higher floor (since it can damage any player, always beneficial), a slightly lower ceiling (it can potentially remove small creatures, but generally the impact would be less than if the menace let something huge land) but it is also slightly more likely to reach the ceiling.
Green
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Defiler of Vigor
Easily the strongest of the cycle, its secondary effect is so potent in the color of mana dorks even the "Phyrexian mana" part of its abilities can feel redundant (and therefore it costing 5 doesn't really hurt it that much, heck I'd argue it could even cost 6 considering the color it is in).

Elvish Hydromancer
It's specific to Animar, but a 3/2 with a free copy of any creature for GU is bargain city.

Leaf-Crowned Visionary
I don't play elves, but I don't need to to see how this is the strongest of its entire (already good) cycle.

Quirion Beastcaller
Since it's a death trigger, this would do better work in Karador than Animar, but Karador doesn't benefit as much from the counters, so I won't be surprised this has no home in the end for me, personally.

Tear Asunder
Pretty premium artifact/enchantment removal since it exiles, with the ability to convert into an Utter End. This is basically the reverse of Urborg Repossession, where the base is the normal choice with the kicked form the "desperate" choice.

Threats Undetected
Gifts Ungiven for creatures. Probably already broke in Animar even if I haven't thought of the specific combination, although checking for power at least it doesn't let Imperial Recruiter and Fierce Empath be together.

The World Spell
It works decently in Freyalise, but I might just put it in regardless just for the flavor.
Multicolored
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Baird, Argivian Recruiter
Not as explosive as Kemba, Kha Regent, but in an equipment deck basically guarantees a token at the end of turn. Probably still too slow though.

Elas il-Kor, Sadistic Pilgrim
Another Blood Artist variant as far as the combos are concerned, but this one is a 2/2 with deathtouch and is Legendary (which is actually likely more advantageous nowadays since redundancy is only for consistency of combos).

Ertai Resurrected
Sort of like Venser, Shaper Savant, but with some tweaks here and there. Actually gets rid of the problem instead of delaying it and can target abilities (but nets the opponent card advantage in return for that). His targets on permanents already on the battlefield are also more limited.

Ratadrabik of Urborg
Wow. The fact this turns Legendary creatures into nonlegendary zombie clones without exiling them at all is insane in Legendary and sacrifice-orientated Karador deck. Imagine copies of Meren and Minthara going wild in cycles, but also wow they're all in the coveted 4MV slots.

Stenn, Paranoid Partisan
Another artifact cost reducer for Yorion and can reset himself unlike Cloud Key.
Artifacts & Lands
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Inscribed Tablet
A far cry from Expedition Map for finding lands, but it does cost 1 less to activate and at least doesn't completely whiff. Could be passable as a cheap artifact for the decks that could take other advantages of its natural properties.

Relic of Legends
Coalition Relic meets Honor-Worn Shaku in a way. This only can use creatures but can produce any colored mana, so I wouldn't call it strictly better or worse than its close predecessor.

Adarkar Wastes (and cycle)
FINALLLY I CAN GET FOIL ALLIED PAINLANDS AT REASONABLE PRICES.
Sorry about the outburst, I was waiting for like ever, especially when the enemy cycle was flattened for a good number of years in core set reprints. The cycle division is awkward like the Pathways, but eventually they're all be here anyway.

Thran Gateway
Imagine a Pathway of all colors, except it's also a Gate, but is subject to Fastland conditions to enter untapped (so largely tapped in the format) and still extorts Painland tax to use. This card is an awkward mix of so many land cycles but the end result is bluntly put, just bad, but it was still so whacky I had to comment on it, despite skipping out on many interesting (and good) designs this set has just to simplify my review.
And that brings us to the end of this review. I've notably skipped out on a lot of cards that are interesting/innovative in their own right (especially the Legendaries and the subset), but there's wayyyy too much for me to dive into I'm not going to bother to, especially when I'm not going to bother with them in reality for myself.

In fact, notably I stopped ranking the cards in the individual sections as well in a bid to reduce time spent in this review, but generally speaking I think B gets the best cards this set for Commander, probably followed by G… with R last (to the point I only found 1 card to review). Due to kicker, many cards aren't even monocolored in their sections, but I'm too lazy to reclassify everything given the sheer quantity, so you'll have to filter through this botched review as it is (yes, I did this in one sitting because I don't think I wanted to spend multiple sessions for this and my patience probably wore down as I did it).

I'll do a general list of the top 10 cards of the set though, again with the full disclaimer it is fully subject to my biases (so cards relevant to me or I find innovative enough)

#10 Ratadrabik of Urborg
#9 Defiler of Flesh
#8 Defiler of Instinct
#7 Micromancer
#6 Elas il-Kor, Sadistic Pilgrim
#5 Leaf-Crowned Visionary
#4 Defiler of Vigor
#3 Sheoldred, the Apocalypse
#2 Vesuvan Duplimancy
#1 Braids, Arisen Nightmare

Alright, until next time.
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Post by Yatsufusa » 1 year ago

Unfinity Review



I'm gonna do a really casual review, seeing I'm unlikely to jump through the hoops this set wants us to. For sanity's sake, I'm only reviewing non-acorn cards (it's already annoying-as-intended to have to filter through, now watch me miss one).

Regular Cards
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Aerialephant – If I was crazy enough to play with stickers, this would be the ticket to place ability stickers in Yorion, as the ETB.

Park Bleater - Same as above, but this generates tickets better (but I'll probably need the elephant to actually place the counter since the deck blinks a lot and this needs to tap to place stickers).

Exchange of Words – Realistically it's too much trouble (and mana), but the idea of giving someone's Comamnder Decayed and making my (formerly-decayed) Zombie their Commander was a fun thought.

Glitterflitter – Part 3 of the Yorion sticker set.

"Lifetime" Pass Holder – If I build a contingency attractions squad for Grimgrin (since that deck is the one with the clones), this is a solid addition I guess. Ultimately though, it does still require a high-roll and without that it's actually a lot more underwhelming that it seems.

Nightshift of the Living Dead – Also part of the contingency package, might actually be better since it can rig rolls without paying mana at that and I still get (employee) fodder off high rolls. (That being said I'd need the other cards to actually open attractions I guess).

Saw in Half – Because this checks for the destroyed creature's power/toughness for the tokens' base P/T, this means this effectively creates larger copies for creatures with abilities that increase their P/T (like Serra Ascendant becoming 2 8/8s). But ultimately its practical function is to just clone something, which actually might not be bad in Grimgrin, considering it costs 3.

Slight Malfunction – I'd probably still stick to Smash to Smithereens, but this is a tempting option for a deck with Repercussion and Fiery Emancipation.

Wee Champion – Okay, it's now legal for a Morophon Child Employee Tribal deck to exist.

Embiggen – The Vorthos remaining in me is crying that this didn't say non-Tyranid (a totally legal type) and have a flavor text referencing Universes Within instead. I know this set was supposed to released months before, but still.

Pair o' Dice Lost – Yes, the land loophole is there but honestly I think Splendid Reclamation is enough and doesn't need a less efficient redundancy. Other decks probably don't need ALL their fetchlands back for a 5-mana RNG card either.

Dee Kay, Finder of the Lost – Grimgrin Attractions contingency package.

Space Beleren – I do have a Yorion superfriends deck that can protect this, but boy is it the most convoluted way just to make Yorion less blockable, slightly bigger or a inefficient board wipe that I'd probably make myself a bigger target than I'd ever need to be for those fringe benefits.

Clown Car – I mean with The Ozolith already in Animar I could transfer the counters out but at the end of the day it's just a bunch of tokens and a stat stick and Cascade certainly doesn't want more risks outside of Walking Ballista anyway.

Ticketomaton – I've never been more thankful Cloudstone Curio doesn't work with artifacts, otherwise sticker Animar would have been a logistics nightmare.

Wicker Picker – Kicker does get Animar discount, but restricting the sticking to the creature in question does cut a lot of the logistical complexity.
Attractions
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My contingency Attractions deck will probably contain the following and the variant I pick honestly would just be based on which flavor text I liked the most.

Balloon Stand – Token generator, but with flying.
Clown Extruder – Token generator, but disturbing.
Ferris Wheel – It's basically a combat trick or utility protection as long as you don't roll a second time in a turn, which is unlikely in a contingency build.
Foam Weapons Kiosk – Situational, but at least the counter payoff is lasting (and in context of Grimgrin, oh boy Vigilance).
Hall of Mirrors – I mean, the contingency deck was built because of clones, it'd be hypocritical not to include this.
Information Booth – Duh.
Pick-a-Beeble – No flavor text, but it's the only legal game and honestly it just reads as a Treasure generator until it doesn't.
Roller Coaster – Also situational, but in the context of zombie tokens.
Storybook Ride – Lower floor, higher ceiling version of the Information Kiosk, I guess.
Swinging Ship – Third situational attraction, again based on board state, but 3/10 in a deck that is likely to benefit from it isn't that bad.
Stickers (What is this, a game for 5 year-olds?)
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For the love of my sanity, I'm only going to look at ability stickers (names, art and stats don't matter in this format for me). The ticket cost will be in brackets before it, the sheet it is on in brackets after it, and I'm definitely reviewing this mostly in context of the cards I've reviewed in the deck I envisioned them in (so, basically only Yorion and maybe Animar).

(3) Hexproof (5/48) – You know, the idea of Yorion with Hexproof that doesn't drop off when it gets blinked is actually mighty tempting.

(4) Whenever this creature deals combat damage to a player, draw that many cards (6/48) – Probably a one-shot effect considering Animar doesn't really recur all that much (and whoever has that sticker ain't surviving much longer), but card draw is never bad.

(3) Whenever this creature attacks, proliferate (7/48) – Could actually work in both Yorion (planeswalkers) and Animar (+1/+1 counters), but because the Infect sticker exists this screams alarms more than the card draw one by a thousand miles.

(3) Infect (8/48) – The boogeysticker of the mechanic. Honestly, the only way this gets off is if I flash in Ambassador Blorpityblorpboop to instantly sticker an attacking creature in Animar to finish someone off, and whoever has that sticker is also basically condemned to instant removal.

(4) Indestructible (11/48) – Same thing I said about Hexproof.

(3) When this permanent leaves the battlefield, you may destroy target creature with power 4 or greater (17/48) – I'd still value the defensive stickers much more in Yorion, but if I was feeling extra saucy…

(3) T: Untap another target permanent (19/48) – Just slap this on some enchantment/artifact that never needs to tap.

(2) Whenever this permanent leaves the battlefield, draw a card (28/48)Candlekeep Sage is already good in Yorion, imagine half of it being built onto the Commander…

(5) Whenever this permanent leaves the battlefield, create 5 1/1 white Clown Robot artifact creature tokens (35/48) – If card draw and destroying creatures don't get Yorion archenemy status, this will.

(2) Landfall – Put a +1/+1 counter on this permanent (48/48) - Hilariously, you can technically just stick this on The Ozolith as a redistribution center.

There are more stickers that can do work (e.g Protection from odd and even mana costs), but I ain't reviewing more than these 10.
Clowning arou... I mean Closing

This set is complexity creep to the max and in an era where the actual game is already logistically creeped up because of Arena-design, this set might suffer backlash because of its unfortunate combination of factors, primarily the merging of legal cards into this height of complexity creep possibly making this set the breaking point for many folks.

Apparently the "C" in Clown stands for Complexity, and I certainly feel like one for even having done a review for this set (Insert clown makeup meme).

No rankings, can't be bothered. My favorite card is Vorthos, Steward of Myth.
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Post by Yatsufusa » 1 year ago

BRO Review



One of the most fun abbreviations for set ever, at the very least. Alright, let's just get to it.

Mechanics Review
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Prototype
Pretty neat mechanic, I mean it was obviously named after flavor, but I would imagine that the same ability might have made the Eldrazi more appetizing in BFZ/OGW instead of being regular cards with devoid. In addition the way its template means it benefits from blink/flicker strategies (although some specific cards circumvent it by checking for cast).

Powerstones
Very fixed Treasures, only produces colorless than can't be spent on nonartifact spells, and basically always ETBs tapped, although not coded onto the token so it opens avenues for clones. I certainly don't expect this to make an impact like treasures did in EDH, but being a persistent mana rock rather than a Lotus Petal might make this more appealing for artifact decks.

Unearth
I'll be blunt, my recursion decks want stuff to stay in the graveyard so the mechanic being "one-use" deflates a lot of my interest in it (and it didn't help plenty of them are just underwhelming one-use or otherwise, which deflates interest even in my non-recursion decks). Not the worst mechanic by a long shot, but I personally don't favor it.

Meld
Once again, it's (reasonably) only on 3 pairs of cards, and this time, always on Mythic-Rare pairs. I mean mechanically it's clunky-vulnerable, but it's not like it's on enough cards to matter, it's more of a combo-assemble you'd risk the same way you risk a combo.

More Than Meets the Eye / Living Metal
I care not for the Transformers flavor, but those two mechanics are pretty swell within the context of TDFCs and Vehicles separately and could be potential in-universe mechanics (More Than Meets the Eye definitely needs a name change, but Living Metal could stay depending on flavor).
White
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Loran of the Third PathReclamation Sage in White, with vigilance and a third of Secret Rendezvous attached. Tempted to give this a try in Yorion just for the destroy effect, even the blink does nullify the benefits attached to the card.

Loran, Disciple of History – The younger Loran is recursion instead of destruction (and fitter as well), but the same Yorion temptation applies.

Tocasia's Welcome – Great for token strategies, but personally I don't have the space (Yorion prefers Candlekeep Sage and Extus prefers creatures/sorceries/instants).

Combat Thresher – It's ETB draw for Yorion on a cheap beefy body thanks to the Prototype-Blink interaction, but ultimately the flexibility from Aether Channeler has it beat.

Scrapwork Cohort – Also beaten by Aether Channeler, by a better token even.

Urza's Sylex – It's a slower wipe and can be seen a mile away (unless I load 9 mana), but it's mighty tempting for a Yorion deck that can blink the bulk of the board to safety and has a superfriends theme…

Turns out White this set are just cards tempting for Yorion to try out, but also carry elements that render them as tempting, not shoo-ins, so I can't really call a best card for me here.
Blue
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One With the Multiverse – 3 mana more seems excessive for a redundancy copy of Future Sight for me, even if it comes with a once-per-turn-cycle taste of Omniscience (if anything that's a removal magnet), although I could cast this than cast Future Sight for free…

Scatter Ray – It's not Mana Leak (and can't get into counter-wars) but it does hit common type targets and that 1 mana more requirement might make a difference for someone in their meta.

Teferi, Temporal Pilgrim – I'm not sure if I can find the space (especially at Commander MV) and card draw planeswalkers are good in Yorion, but the real feature is his ability to pump out blockers that grow by themselves.

Hulking Metamorph – I instinctively thought of Animar (where the base cost doesn't matter), but what's the point of a bulkier utility creature considering I've been trimming the fat in that department to begin with and it would be awfully silly to downsize from a bigger creature. That being said it's probably stupid fun in cube, as an uncommon.

Not a lot of blue cards interesting for me this set, I could possibly skip them all and not really feel like I missed anything.
Black
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Diabolic Intent – I already leaped for my copy when Battlebond happened, but I'm happy for those who missed that boat and had to wait ever since.

Gix, Yawgmoth Praetor – Just being mono-B Edric makes Gix a solid card that could add a political element for Karador and discarding isn't really a cost for that deck (although the 7 mana is).

Hostile NegotiationsB Fact or Fiction, but with more guessing. Tempted to try in Extus, given the graveyard nature of the deck.

Overwhelming Remorse – Well, perhaps it's time to move Swords to Plowshares from Karador to some other deck.

Razorlash Transmogrant – It's a zombie and low-costed self-recurring options are a rarity. This effectively always costs 2 to return in most games (and one could afford to just ignore it if it doesn't) and even comes back as a 4/2. Definitely finding a slot for this in Grimgrin.

Transmogrant's CrownSkullclamp fixed the same way Powerstones are fixed treasures. Much less useful for tokens (but it has B color identity anyway), but Extus might have some interest in this, since double strike benefits from the 2-power.

Black has meatier options than White and Blue this set for me at least.
Red
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Visions of Phyrexia – Finally, an Outpost Siege effect I can put in Ryusei (The siege itself was better with Extus, because the other mode acts as a pseudo-Blood Artist, while Valakut Exploration was better in Najeela Lands). The slow ramp is a nice bonus, considering the deck can make use of it with its high artifact count.

I'll be blunt, like in DMU, BRO offers nearly nothing for me in Red (but the one card this set was better than the last one, which I eventually didn't bother to acquire.)
Green
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Awaken the Woods – Might be the haymaker Freyalise wants, but I'll probably need to do some testing before concluding, this one is hard to judge from just previews.

Fade from History – Animar would probably still prefer Rampage of the Clans for its instant-speed (and the deck cares not for more bigger tokens as compensation), but this is a reasonable wipe for the decks that want it, which none of mine really care for.

Gwenna, Eyes of Gaea – Another ham sandwich (read: combos with everything) for Animar. With the correct set-up for draw, Gwenna effectively always covers for 2 colored mana while Animar covers the rest (and you can stockpile mana from creatures that only need 1 color).

Obstinate Baloth – Not for EDH but I loved this card back in the day and I'm slamming an uncommon version into my Cube.

Cradle Clearcutter – It's basically a colorless Llanowar Tribe for Animar (where 6 colorless is better than 3 colored) and scales to growth.

Haywire Mite – Unless you literally always need to remove an artifact/enchantment creature due to meta, this is arguably the best Qasali Pridemage/Caustic Caterpillar variant out there, since it only costs 2 total, exiles and even nets lifegain after all that.

Perennial Behemoth – It's 2 mana for 4 toughness more than Ramunap Excavator, but also with an emergency Unearth button if needed. I'm unsure if I need another redundancy for this effect, as good as it is in Najeela, since it doesn't stack and the deck is not actually that reliant on the effect, it's more recursion than combo there.

Probably the color that made it out the best this set for me.
The Command Cycle
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Kayla's Command – All its effects are pretty weak, this really needed to be an instant to be powerful as a combat trick that cantrips for a basic plains, but as a sorcery I'm hard-pressed to find a home for this. The flexibility barely matters when even the stronger options are just bleh.

Urza's Command – The only instant of the cycle, it's 4-mana, but can actually function as a combat trick (even if it's a very weak one). The token is also (in most cases) better than Kayla's and it actually ramps, but with the powerstone restriction and doesn't cantrip (instead that it is own node, but that said node is stronger than lifegain+scry). So I daresay it's actually legions better than Kayla's, but at the same time still underwhelming enough that you'd probably only consider this is an artifact-orientated deck at best.

Gix's Command – At 5 mana, you'd probably run this with its removal options, but 5 mana to only wipe all small creatures and edict each opponent for their biggest feels like it left too much loopholes for its downfall. You can tweak away removal option, but the other 2 effects don't feel like they compensate for a small wipe or edict all that well either. It's more generic that Urza's, but probably might feel underwhelming compared to an Urza's in the right deck.

Mishra's Command – The X-spell of the cycle. Sure, it can't hit face, but for a X-spell that can either act as double removal, or a self-wheel with removal attached (or vice-versa), it sure is very flexible. I won't be surprised if this is the Command that sees the most play because of that.

Titania's CommandHour of Promise already costs 5 (and considering Explosive Vegatation costs 4 but is basic-restricted, I'd say without the tokens the effect is still worth 5), but at 1 mana more, Titania can guarantee the tokens, or you can trade them away for graveyard hate if you really need it, or to buff your boardstate, which is a lot of flexibility for that 1 mana. I'd say power-wise this is the most powerful (although I'd still say Mishra's is more generically flexible).

I would rank the Commands from "best to worst":
Titania > Mishra > Urza = Gix > Kayla
Multicolored
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I'll be honest, none of the multicolored cards this set do anything for me (or at least, anything I find worthy enough), so I'll use cover the meld pair that interests me the most here

Urza, Lord Protector – Artifact cost reducer, which is what Yorion wants.

The Mightstone and Weakstone – A much weaker Gilded Lotus in terms of mana production (and fixing), BUT has a powerful ETBs so it is much better as a card in blink-orientated Yorion.

Rare is the case where a deck wants both halves of a Meld card separately and even it even flips into a planeswalker (or THE planeswalker for some folks) for superfriends deck, but unfortunately Meld doesn't gel that well with blinking. Thankfully melding Urza is an optional activated ability, even if it is costly to re-do it over-and-over again (and arguably probably not worth it in a majority of cases).

Still Urza, Planeswalker is powerful, I could pay 7 to exile 2 nonland permanents (and then blink him back in history), so it's like a double Scour from Existence that can't hit lands, but when stapled onto two separate cards that have their uses in the same deck, is still a powerful bonus option stapled on.
Colorless Artifacts & Lands
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Cityscape Leveler – It's big dumb beat removal for Animar, but it's pretty tempting (although it has to fight for highly-contested space). It even has built-in trample and a one-shot unearth to boot.

Liberator, Urza's Battlethopter – I mean it will barely grow in Animar because it checks for mana spent, but the critical factor is this grants Morphs and colorless Eldrazi (read: Titans) flash, something Shimmer Myr never did, and that alone might make the difference of me trying the effect out. For those who already run the Myr, this will be redundancy you want. Also, probably going to be the premier smaller colorless Commander for now.

Portal to Phyrexia – Colorless Debtors' Knell with triple edict on each opponent certainly makes 9 mana's worth. I've loved Knell (it's what I call the quintessential EDH bomby enchantment), but ultimately it was a 7-mana removal magnet that did nothing because of that, but this doing something immediately and being a colorless artifacts means I'm trying this out in Ryusei, where people will start wondering if it's worth it to remove if I could just Goblin Welder it back with its ETB. Will realistically be exiled though, but hey even then at least it did a triple edict, better than Knell ever did.

Symmetry Matrix – I'm surprised this is uncommon. Sure Mind's Eye has a better flooring (and scales with opponents), but Freyalise is going to love this as the cheaper replacement, even if it's just 1 mana less.

Demolition Field – Fixed Field of Ruin that doesn't just benefit the bystanders. Now there's an option that stands with Ghost Quarter for every deck that doesn't want to spend a nonland spot for land removal. This does cost mana, so I wouldn't say it's strictly better than Quarter because the tempo loss on the turn you need to activate this might make a difference in some games (and vice-versa for Quarter not replacing itself).

Tocasia's Dig Site – This is arguably comparable to War Room in Mono-colored decks or Bonders' Enclave in big-creature decks, except for graveyard decks, since milling can effectively be as good as draw there, although the sheer amount of self-mill options stapled on other more effective options will probably outshine this and have you favor other utility lands instead.

A small, but a respectable array of choices for me in Colorless for this set, about on par with Black but still below Green.
As someone who has never been interested by the Brothers War, despite knowing it's one of the better (and best to many) stories of the game, I'm glad the set did deliver a facet of it to me (I'm well aware this is definitely a far cry from the full picture, even if I really can't be bothered to catch any lore of the game anymore, new or old), even if old-school purists might find the set too "modern" or embellished (there's debate whether Gix looked this good back then, even if he was still presumably better looking before/during the war than after his failures). I always knew both brothers were pretty much asses, but this set did really lean nicely into the darker shades of all the colors (and showed why Urza was in a way still the lesser evil than Mishra, even before Phyrexia claimed Mishra… and Urza much later). And from a completely unattached POV, this is basically Pacific Rim: the set, except without the Kaiju, just mechs vs mechs, and that would appeal to many.

I'm not ranking the cards by power this time, there are many powerful cards, some stronger in niches/archetypes, others generically in vacuum, but I don't feel there's a single outlier that dominates all others in this set (a pretty good sign). Personally for my decks the singular most powerful card will be Gwenna, Eyes of Gaea (because Animar), but generically the most interesting one to test out will be the two Urza, Planeswalker cards.

My favorite overall card, even if it's still not good enough despite being pretty much a power creep is Misery's Shadow. I've never experienced Nantuko Shade myself, but heard of it so much in my early days it somehow created a nostalgia gap, and this Misery's Shadow fills that, along with having one of the better non-story-spotlight flavor texts, especially when this set really went all-out on the story spotlights, so the card is a weird but fantastic fusion of two nostalgias, both mechanically and flavorfully.

Till next time, when All Will Be One.

Oh, the misery...
Everybody wants to be my enemy...
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Post by Yatsufusa » 1 year ago

New Phyrexia Two: But It's Called ONE Boogaloo Review



Mechanics Review
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Toxic
Poison "fixed", no longer associated with power like Infect and is a static ability instead of a triggered one like Poisonous. That being said, we are an Eternal format, and the sins of Infect will be borne by all poison-based mechanics, past, present and future. Poison itself already has an uncomfortable reputation in our format of 40 life. I personally feel like this will make the set as a whole seem less favorable to the format as years go by, even if there are other cards to help prop it up.

Corrupted
This will carry the sins of Infect/reputation of Poison HARD. No one is really concerned about the fringe benefits you're getting when they're poisoned, they're straight-up worried the incoming Proliferate/Infect damage is just going to end them. This is basically a Limited and non-Infect-Constructed mechanic at best unless you're playing a dedicated Poison deck, in which case this is just fringe benefits.

For Mirrodin!
Living Weapon, but on the other side. The token is better, but a general scan indicates a lot of the "Limited Fodder" are rather heavily costed (equip-wise), so they're generally not prime choices outside of Equipment-themed decks that can subvert costs.

Oil Counters
Again a quick scan of the Limited Fodder indicates this is their "pseudo +1/+1 counter" for the set, because they want a more flavorful term (and a way to yield benefits without using the actual +1/+1 counters, which is a benefit itself). At the same time it does make the mechanic rather closed off, but I can see it making it into Proliferate-heavy decks (where it can be turned to a benefit being a different counter type).

Proliferate
The most flexible mechanic in the set that needs no (re)introduction, that being said, a lot of the cards being tied to cards with Toxic will impact the way I see a lot of the cards.

Overall, I don't really favor the set. Toxic isolates itself due to the reputation of Poison, essentially dragging down Corrupted and a portion of Proliferate with it. Oil Counters are also pretty isolated outside of Proliferate-heavy decks, leaving For Mirrodin! as the most "open" mechanic, but a bigger Living Weapon honestly gets a "meh" from me. There will be individual cards, of course, that will appeal to me, but as whole the set's mechanics are honestly, too isolated to be appealing.

As a result, I'm likely less inclined to review cards with Toxic/Corrupted, and any I do will likely be confined to a hypothetical "if I were to accept running Poison in my decks" scenario.
White
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Against All Odds – The ability to blink Yorion and recur an artifact/creature makes this card rather tempting, even as a 4-mana sorcery.

Elesh Norn, Mother of Machines – Wider Panharmonicon (any permanent) and one-sided Torpor Orb… no question this card is good. Sheldon raised his concerns over this, but I trust the one-sided-ness of this card to keep itself in check in a multiplayer format the same way Vorinclex, Voice of Hunger does. Yes, it's more aggressively costed, but removal is also streamlined nowadays (and it doesn't even punish mana used like Vorinclex). It's too much of magnet I honestly don't really care for it myself, personally.

The Eternal Wanderer – Curves from Yorion… and blinks Yorion on my turn effectively. And when I don't need her to blink, she can generate blockers, or be a wipe if Yorion is my only creature. She's really growing on me as my favorite planeswalker (although admittedly I already have a Kamigawa bias, but hey a "waifu" that seems to score herself perfectly into my superfriends deck multiple times can only get more attractive).

Mondrak, Glory DominusAnointed Procession on a stick, that can be indestructible. Probably the "better" Norn, if you ask me, can protect itself and attracts slightly less attention because it doesn't hinder the opponent. That being said I personally don't have the deck for it.

Norn's Wellspring – I can see this doing work in Karador, a sacrifice-heavy deck will naturally cover for the lack of Proliferate and free Scry and cheap draws are always welcome.

Phyrexian Vindicator – I'm surprised they let this hit face, especially when it has potentially better evasion than Phyrexian Obliterator (not reviewing the reprint by the way). It's also virtually immune to damage (although to be fair both it and Obliterator do want to tempt damage for maximum effectiveness, so it can be argued to be counter-intuitive). Either way, this is definitely built to be more combo-friendly that its counterpart (which was mostly one giant rattlesnake).

Skrelv's Hive – I just want to point out this is a far cry from Bitterblossom, especially when the Toxic is less of a wincon and more of a trouble magnet. Losing flying and being unable to block is already 2 worlds of difference even before the Toxic attention kicks in.

Veil of Assimilation – Might be an alternative for Blasting Station for the loops in my Yorion deck, but would probably end up being too narrow for a redundancy piece.

White Sun's Twilight – If you're not in a Posion deck, I'd recommend Martial Coup, the lifegain ain't worth the Mite attenton.
Blue
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Experimental Augury – As with all Telling Time variants, this one will be the better versions for decks that can make use of Proliferate. Graveyard decks will still prefer their variants.

Gitaxian Anatomist – Animar probably will have no space for this, but for obvious reasons this is a decent fit for the deck (and proliferate does scale the more creature with counters I have).

Ichormoon Gauntlet – I blink (and plan around the blink) too much in Yorion to personally find any use for this, but is the auto-shove-in for superfriends decks out there (especially OG Atraxa) and will be the removal magnet it deserves.

Minor Misstep – We have considerable high-power targets in the format for this to shine, although this will have to contend for the "narrow-but-effective counterspells" slots in a deck, which no deck wants too much of either, so this will fail the make the cut for plenty of decks/metas out there.

Tamiyo's LogbookNorn's Wellspring, but for artifact decks instead of sacrifice decks. It doesn't scry and costs 1 more initially, but basically doesn't need to build-up for repeatable draw either, so I'd say they're roughly the same.

Tekuthal, Inquiry Dominus – Atraxa has a favorite Dominus, and it ain't Mondrak. Probably also my favorite because I love how the art depicts like a curious child, playing with the enemy Praetors of Jin. Pragmatically I don't Proliferate enough to make use of it though.
Black
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Annihilating GlareBone Splinters, but flexible in cost, sacrifice and target. Probably the best sorcery variant thus far, honestly.

Black Sun's Twilight – Costly, but the instant speed does make this mighty tempting, especially when you can scale this down still as removal when necessary, so it's almost never dead even when it's not as flashy/efficient.

Drivnod, Carnage DominusTeysa Karlov decks rejoice. Unfortunately I focus on self-sufficiency in Karador (the death triggers tend to be on the dead creature iself), so this doesn't cut it either.

Ravenous Necrotitan – Actually, I want to sacrifice a creature. It ain't no Daemogoth Titan in the end for me, but for the newbie who just wants to play their owned cards this ain't the shabbiest replacement.

Sheoldred's Edict – "Each Opponent", as long as someone lost something significant, the rest can be considered as extra benefits. With the added flexibility, this might be the best Edict to exist thus far.

Testament Bearer – Might be the "clunky draw" Karador is looking for.

Vat of RebirthNorn's Wellspring, but for reanimation instead of scry/draw.
Red
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All Will Be One – This might be the noncombat finisher I either never knew I needed, or the one I never needed in Animar, especially when The Ozolith exists.

Gleeful Demolition – Ryusei can't really use the tokens as effectively (and it could backfire), but this can destroy the likes of Ichor Wellspring and more importantly, can still be used as removal.

Koth, Fire of Resistance – Can't protect himself well enough and that ultimate emblem is such a huge alarm that I'm just going to pass this one (nowadays I prefer the Chandras for utility). Does remind me of that one game long ago I actually managed to activate Koth of the Hammer's emblem and promptly pinged everyone to death, fond memories.

Solphim, Mayhem Dominus – In theory, does work in Ryusei, but I still favor my traditional enchantment damage enhancers since I have my hands full protecting my few non-flying creatures from collateral damage already.
Green
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Armored Scrapgorger – Might be incidental graveyard removal Animar wants. Scavenging Ooze's days might be numbered, even if it does do precision better.

Cankerbloom – We'll getting many Qasali Pridemage variants nowadays, but as someone who doesn't really need the Proliferate, Haywire Mite still retains its spot due to cost.

Conduit of Worlds – I'm glad Crucible of Worlds is getting to be a more commonplace effect (to the point the original is at best cost-effective only). Definitely getting one, but whether it ends in Freyalise or Najeela I'd need some testing (both decks could use the card).

Expand the Sphere – Another card that I need testing to decide where it ends. Animar benefits from any land and proliferate, but it's a sorcery (and space is tight). Freyalise doesn't benefit from any land as much but benefits from proliferate as well, but to a lesser extent and 4 mana to proliferate seems an underwhelming deal.

Green Sun's Twilight – I just want to point out it really does feel like a Twilight compared to Green Sun's Zenith. Sure, the color is less restrictive, but the restricted "search" and the inability to plonk down a Dryad Arbor Turn 1 is a world of difference, then you can shuffle back and potentially draw/use Zenith again. It's not terrible, of course, and past some value of X can be argued to be almost the same, but boy there's almost no incentive to run this over the OG.

Nissa, Ascended Animist – This might be the finisher Freyalise was looking for. In addition it can protect itself heftily even if I can't use it as a finisher, and can be cast earlier at the cost of bulk. Probably the chase Mythic for me personally (although that's mostly on how weak Freyalise is). If I could run this as Commander over Freyalise, honestly I would.

Tyvar's Stand – Better Tamiyo's Safekeeping. Turns out slapping the typical X-pump spell onto the good situational protection spell creates one of the most flexible mono-G spells out there.

Unnatural Restoration – Bye Nature's Spiral. That being said, it runs the same gauntlet as Experimental Augury, where other variants (nonpermanents) might mean some decks would still favor those over this.

Zopandrel, Hunger DominusUnnatural Growth on a stick. That being said I don't play the original because of the attention it gets and while Animar does make it easy for this, it still isn't worth the (added) attention anyway.
Multicolored
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Glissa Sunslayer – Might give her a spin in Karador, cheap enough that her removal magnet status doesn't really matter, is basically unblockable (or creature removal by herself) and can draw cards. 3 power is also low enough people will overlook it (and value for 3 mana at the same time).

Malcator, Purity Overseer – 3/3 golems are tempting, but I think Aether Channeler still beats it for flexibility in the end.

Tyvar, Jubilant BrawlerBG Elves are gonna love him, but Karador runs no mana dorks, so as much as his minus ability is beneficial, I'm better off with Grist, the Hunger Tide and all the quirkiness it provides as a creature in the graveyard.
Colorless Artifacts & Lands
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Graaz, Unstoppable Juggernaut – Tempted to throw this into Animar just to see an army of mana dorks run the show, but it'll probably interfere with the higher end of the curve, so not worth it. Raggadragga, Goreguts Boss much safer.

Mirran Safehouse – It's a fetchland… but honestly in land-matters decks, you'd have land recursion anyway (and less artifact recursion), so it feels like mostly a trap there (it does still cost 3 mana). That being said, Najeela does run manlands…

Staff of Compleation – Generically it's cheaper because life is a "free-er" resource, but because it doesn't use mana for everything it's also less combo-tastic than Staff of Domination. That being said you can still use the OG to gain life to fuel the new one, which can do additional things, like produced colored mana (if your original engine was colorless) and proliferate. I'm getting one for Freyalise for sure, since it runs the combo on colorless mana.

Sword of Forge and Frontier – I might drop Sword of War and Peace to try this out in Ryusei (3 swords probably too much, I also skipped Sword of Sinew and Steel). Impulse-draw 2 plus an extra land drop might be a world of difference in a mono-red deck, though I can see why it feels underwhelming in a lot of other places.

Tablet of Compleation – Slow, but if I end up with enough proliferate in Freyalise I would be tempted to give this a spin for card draw.

The Autonomous Furnace (Cycle) – Honestly while I can see their similarities with cycling lands and the benefit of being able to use it as a land first and still draw, I personally think they're too slow even in Mono-colored decks. You'd have to play the land first (which enters tapped) and can't even sacrifice it on the same turn for the draw, so you're sacrificing tempo across two turns to get a cycling job done. The only time it surpasses cycling lands is only in the particular game you were starved of mana early-on, but I streamlined the number of tapped lands so that scenario is so rare that cycling is preferable.

The Mycosynth Gardens – Now that's late-game land use I could find for. It can immediately generate mana, even if it's only colorless. Filtering mana is tempo loss, but at least it's an optional benefit. Then it can turn itself into any artifact permanently, including the likes of our favorite Sol Ring. It's not as shoo-in as it seems (a multicolored deck with only Sol Ring will find much less value in this than other utility lands for sure), but you don't really need to be a dedicated artifact deck to get mileage out of the land either (and as a land, land recursion works on it). I might just end up running this in only Freyalise (where my artifacts are choice picks), especially if I get the land recursion in that deck running.
I'm not ranking this set by power-level. Like I said, this set is rather isolated mechanically, and honestly that resulted in the generic power being concentrated at the top-end Mythics and I don't want to just be comparing Dominus with Norn and Obliterator Clones. Instead, I'll just rank the top 10 cards I'm personally excited for in my decks.

10) Tyvar's Stand
9) Vat of Rebirth
8) Norn's Wellspring
7) Black Sun's Twilight
6) Sword of Forge and Frontier
5) Staff of Compleation
4) The Mycosynth Gardens
3) All Will Be One
2) Conduit of Worlds
1) Nissa, Ascended Animist

My favorite art is still Tekuthal, Inquiry Dominus. I don't care for the Ichor or Oil-Slicked alternate art, if anything I feel like the lack of color takes away from the cards (somewhat like the Innistrad double feature, though not to that extent). If I had to pick a favorite alternate art it would be the Ichor Phyrexian Obliterator, the brush strokes make it seem like an abstract prototype and it gives me the "Arcbound Ravager|DST, but Phyrexian" vibes.
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Post by Yatsufusa » 1 year ago

Review



Mechanics Review
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Backup
Pretty basic ability, you basically supply another creature with a +1/+1 counter and a temporary ability, making it a one-sided Souldbond "lite", but they're technically far apart enough in the rules to be different – the effects are temporary but less susceptible to removal when it matters, and using counters means the typical counter shenanigans are available. That being said, a +1/+1 counter ability on creatures means I'd pay more attention to them in line of Animar personally, and my reviews will favor in that as well.

Incubate
A token-generating ability, but with the caveat that you need 2 to transform it to be functional as creature, which gives more leeway in the scale of the tokens that can be produced. What makes it flexible as well is that it also employs +1/+1 counters and the tokens are artifacts, so there's an incredible scale of synergy in the tokens themselves that makes transforming the creature slightly less of a priority and hence soften the "drawback" of the cost of transformation. Again, the premise is basic, but it utilizes a lot of already popular aspects of the game.

Convoke
Convoke is back, and it's a pretty favorable ability for many, especially when it allows colored mana costs to be paid for. I expect some pretty good cards, but also a multitude of "overcosted because of Convoke" cards that you'd probably be better off running their cheaper alternatives because ultimately Convoke does invoke a cost, it just provides flexibility in terms of alternatives in your creatures, and in a format already focused on ramping and mana rocks, that flexibility might be slightly muted.

TDFCs
They're back, in this set it's mostly just a "pay mana and maybe 2-life" for a better creature. Can't really judge it by payment and the payoffs are unique to each card, so as a mechanic it's "just there.

That about covers it all for MoM. Wait, there's a whole new card type and I didn't review it, you say? That's because I gave it a whole section by itself and I actually bothered reviewing every card in there. By default that gives it the most "innovative" award, I guess, but generally I'd say the rest of the set's mechanics are "simple, yet synergistic" to compensate for it.
White
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SunfallPhyrexian Rebirth got a…nother rebirth and this one is better than ever. 5-mana mass exile with an upside is new and powerful and if you were already running any other 6-mana versions before, there's a solid chance this is a strong contender as the replacement, unless the upside was flexibility in removal, so yes, I don't see this usurping the likes of Farewell, but things like Descend Upon the Sinful are basically demolished as secondary picks by this already. There might exist a small number of decks who would replace their 4-mana wipes with this because of their mana curves really adamantly not allowing 6-mana in, but chances are folks who really wanted the exile already modified their mana curves to accommodate for that or don't care enough for exile that mana cost is more important and this doesn't actually change that. So ultimately, while this card does open up a new frontier by being a 5CMC mass exile with upside, I'm not expecting it to be utterly realm-breaking because it ultimately still exists in the 4-6 CMC range.

Surge of Salvation – I generally don't like color-hate cards and providing mass hexproof only is usually sort of redundant, but fact remains it is a one-mana "protect a creature / your commander" from removal that has a potential upside of being a one-sided Fog effect (which means a board-changing combat trick) grants this a lot more flexibility that I can't fault folks for running this as a protection choice.

And… that's it. White is personally pretty underwhelming for me this set. Yes, I know there are cards like Dusk Legion Duelist that are great cards, but the card also spells clear as day what it does and what decks it benefits and I don't personally benefit it from it, so I didn't see the need to review them.
Blue
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Faerie Mastermind – You don't even need the grouphug effect, I can see this just performing well by default in plenty of games. It's like a "fair" version of Consecrated Sphinx or a less annoying version of Rhystic Study even. I rarely commentate on the financial aspect of the game, but if this card does get suppressed hard in price for reasons (mainly being a rare in a standard set), one might consider picking many copies of this because if it does go missing for a period of time, it's going to pick up pretty steadily because it's generic effectiveness and I think whatever "standard floor" it's going to have is going to be its effective floor basically forever.

Omen Hawker – Blue is not a stranger to mana dorks with restrictions, but this one is notable for being a 1-mana mana dork that produces 2 mana (one of which is even colored) and its restriction is a lot less than of its other ilk, so there's a lot of decks it can do quite the amount of work in, even if it's not an instant staple on sight.

Saiba Cryptomancer - As an Animar player, let's just say this is probably the most synergistic "Give a creature hexproof" spell I've seen yet – gets discounted because it's a creature, provides another +1/+1 counter as well and can be bounced. Anywhere else it's still decent, but replaceable with the typical hexproof spells.

See Double – The floor is pretty underwhelming, but the ceiling is also pretty high-value that I think it's worth risking running this card as the nature of the format makes the ceiling a lot more plausible than otherwise.

Blue definitely feels stronger than White this set for me (well from what I heard lore-wise Jin was doing loads more work than Norn anyway) and it's not like I chose to cover that much more (stuff like Transcendent Message for Talrand, Sky Summoner I deliberately omitted).
Black
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Bladed Battle-Fan – Another protection spell, I'm starting to see a pattern in this set already. This one might be a bit less appealing mana-wise, but it does have artifact/equipment synergy and also can be bounced for reuse (although not in the right colors). I might run this in Extus even if I can't reuse the protection as effectively since it provides the Commander protection and double strike enhances the small buff it otherwise provides.

Corrupted Conviction – Oh Norn, another Village Rites? If you didn't particularly care for the artifact/treasure flexibility of Deadly Dispute a literal copy might do better in some decks (and heck even all three for some as well).

Scorn-Blade Berserker – This is deck specific, but this cheap enough I can see doing work in the likes of Karador, although with the Commander's restriction I'd probably stick to traditional enchantment outlets since I already am loaded with many choices to recur. It's less effective, but also plausible in Extus, actually.

Black is very utilitarian this set, not as revolutionary as blue, but it's honest work.
Red
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City on Fire – Another Fiery Emancipation? Oh boy. That being said the Convoke-tax does hit it for me (Ryusei doesn't run that many creatures) and I don't really need a redundancy copy for triple damage that badly when the doublers already do the job. At rare, I feel this is going to be the budget replacement for Emancipation, though.

Volcanic Spite – As a Monored player, that bit of utility stapled onto removal makes the card actually pretty decent, although I'm not entirely sure if it will make the cut eventually.

Voldaren Thrillseeker – I'm usually not really in for fling effects, even if they're stapled on a creature, but this one being optional and supplying +1/+1 counters does have slightly more attention from Animar.

Wrenn's Resolve – Less control than Cathartic Reunion, but it does provide a decent timeframe and is actual card advantage.

Red is more or less like black this set, mostly utilitarian with its color caveat that it's also riskier.
Green
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Kami of Whispered HopesHardened Scales on not just a body, on a mana dork, Animar eating real good, that's all I have to say.

Ozolith, the Shattered Spire – AGAIN? Sure, this isn't a creature, but it can generate counters by itself. I honestly I think I reached a saturation point that I'm actually dropping Hardened Scales itself out of Animar (the curve barely matters when you favor mana dorks in the 1-drop category anyway).

Tribute to the World Tree – I was running Elemental Bond in Freyalise because there ain't a lot of these effects that weren't stapled onto creature cards so I was willing to risk whiffing it just for some card draw, but this one is basically strictly better since it at makes my tokens big if it whiffs at the very least and the colored cost matters virtually not in a monogreen deck.

Wrenn and Realmbreaker – My initial thought was my Najeela lands deck, but I don't really need Wrenn's abilities there even if it thematically fits. But in Freyalise, where my Doubling Season resides, Wrenn might just function as my ultimate recursion tech, even if I can't utilize the land aspects well there.

Green is probably the strongest monocolor overall in the set (although I still stand by Faerie Mastermind being the strongest single card thus far). It's definitely the strongest for me personally because there's already 2 superior Hardened Scales effects in one set for some reason or another (Incubate, actually). I initially thought I would find some use for Incubate in Freyalise, but it still feels too slow for a deck that doesn't take advantage of its aspects (and Animar is already too brutal to care about Incubate as a whole).
Multicolored
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I'm going to preface this, a lot of the team-up cards makes for interesting commanders than they are in the 99 because being a somewhat mix of two Legendaries, it's usually harder to fit them into an established deck unless it somehow meets the criteria. So unless I personally find it super interesting enough to comment on it, I'm likely just skipping it even if I acknowledge that someone out there definitely finds the pairing fun enough to build around. I'm way past the point of tinkering with new ideas to write paragraphs on each of these cards already.

Hidetsugu and Kairi – Nothing about the card, actually, I just wanted to point out that they deliberately paired Hidetsugu with the dragon whose last incarnation he had personally killed on his quest to avenge his disciple. I'm also relatively surprised that Kyodai did release Hidetsugu to deal with the Phyrexians (he was last sealed in his own realm when we were in Neon Dynasty). I'm a bit sad that he's once again reduced to being just on a card despite being released and there's no semblance to the witty Ogre that killed Keiga, outwitted Toshiro and devoured his own patron Demon anymore (the pair doesn't even deign to add R identity). As with Neon Dynasty, my Ryusei deck already features him as I liked him so I'm not the least bit motivated to build around this.

Inga and Esika|81024 – Sure, if Animar fires full-cylinder this will feel redundant, but this is a pretty solid engine if Animar doesn't go as planned and still does assist in build-up. Plus, who can resist the cat chariot, Esika sure chose her cuddliest for the Phyrexian invasion…

Kroxa and Kuronos – I tend to pay extra attention to Mardu options. While this completely doesn't fit into Extus (it leans too close in the direction of Karador anyway), I see this card I imagine an alternate timeline where my Mardu deck was my heavy reanimator because of this, because once upon a time Karador was Teneb, the Harvester and this has the same vibe Teneb gave then. Also, this combos hard with Altar of Dementia (you don't choose targets until you exile, which means you can sacrifice this while its ability is on the stack and have it as its own legal target, thank goodness it isn't blue at least).

Omnath, Locus of All – Well, the cycle is finished, but to be honest at this time it's already felt stale, samey both ways. Sure, Omnath is pretty powerful even if you don't build around it and the abilities fit, but it just no longer feels inspiring. The three-colored gimmick doesn't that distinct that Omnath would stand out from bland goodstuff builds and the reservation of mana feels like it's just going to lead into a combo. Heck, the lack of streamlining probably means its 4C incarnate might actually be the more powerful one.

Quintorius, Loremaster – I feel like the intended design was for this to be the "battle" Commander, where you can "relive" your battles, but they knew they couldn't design enough battles to make a dedicated commander feel worthwhile so this now extends to basically every nonland, noncreature… which makes this Boros Commander extremely versatile, working with artifacts, enchantments and planeswalkers for sustained value… and can cycle sorceries and instants as well. This is probably the most inspiring single Commander in the set – I can already imagine some semblance of spirit-tribal midrange that can work with this, or another deck that uses this and Zirda, the Dawnwaker as companion. This is open-ended in the colors seldom related to goodstuff and that makes this a wondrous Commander. Heck I could try shoving this in Extus as a recursion option just to test it out, it might even lead me to a subtheme that isn't just Voltron-Combo.

Thalia and the Gitrog Monster – I think I'm replacing The Gitrog Monster in Karador for the new team-up. Sure, it's smaller, but it does cost 1 less and gains first strike with deathtouch, but more importantly, I can sacrifice creatures and am not restricted to just lands (plus the sacrifice is optional). It even has Thalia staxing my opponents (although I think that's going to annoy opponents more than want to, but everything else is so much better I'll risk it). It's one of those rare cases I put a usually "build around" Commander in another deck because it still works alone and now they came up with an updated version that works even better in the deck I shoved it into.

Well, as I prefaced, Multicolor tend to provide all the whacky fun Commanders, so it's sort of unfair to rank them in accordance with the monocolored. This set with the pairings cranks it up even more. Some of the cards I find to be "too much all over the place", but I guess "there's something for everyone" probably could apply here, as I've certainly found the somethings I liked in the pile.
Colorless Artifacts & Lands
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There are literally no lands worth talking about in this set. Heck there isn't even some utility colorless land, it's just gainlands for limited. There are also only 8 artifacts in the whole set of which only 1 is rare and 1 Mythic and honestly none of the rest are worth talking about either. So let's just cover them two artifacts.

Realmbreaker, the Invasion Tree – I've dropped the "library theft" theme from Najeela (actually when it was Horde of Notions) a long time ago already and one of my favorite cards from that theme was Oblivion Sower. This is neat, repeatable callback to that card and honestly I might give it a spin, because unlike Sower which needed to be brought back while I needed Maskwood Nexus-eqsue effects, this provides a bomby effect that literally summons my entire creature horde with said Nexus if I wanted to. It's going to need some tweaking to fit in, but I might give it a try for old times' sake.

Sword of Once and Future – As a sword, I feel like this is quite as middle as it can get. Blue/Black aren't the worst protections you can get (I mean green is basically the worst, the rest all have their considerations). Surveil 2 and a free flashback for 2 or less are great small utilities, but aren't game-changing in most decks. If it doesn't overprice itself, I can give this a trial in Extus because now that I think about it might actually be a decent midrange engine over there.
TDFCs
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I'm just following the spoiler gallery and I can't be bothered to sort the cards into their color identities, so there's that.

Elesh Norn – 4 mana for a 3/5 with a mild stax effect is okay at best. The best part is the ability to change 3 sacrificial fodder for 5, but the problem is that the following chapters are somewhat brutal and like all Sagas, too slow and telegraphed at the same time that it draws too much attention, so it would likely eat removal. Then again, in Karador I could just bring Norn back for 4 mana again, so it isn't terribly too much a loss either. The fact it's slow to be brutal might actually let me pull the fodder supply part reliably enough (especially when there are other removal targets), so Norn might actually pull her weight in her deck because of her relative mildness.

Heliod, the Radiant Dawn – Blinking Heliod does make him an enchantment recursion tool, although having to pay 4 (or 3 with 2 life) every cycle to enable flash can be annoying even if he does reduce casting costs for other spells with it. I'm not entirely sure I have enough enchantment worth bringing back for him to make the cut eventually, but his potential in Yorion does exist somewhat.

Jin-Gitaxias – Probably the most broken of the Praetors in the format. Yes, it's as telegraphed as the rest, but it's in counterspell color and it supplies the draws to protect itself. Jin himself is a one-Praetor combo machine armed to his missing limbs to make sure that combo fires itself. There is no midrange option to him, if he flips back to his creature form you have basically failed the card. If you're running him just for the front, just stick with the alternatives and don't make yourself the target, because he will do that to you.

Rona, Herald of Invasion
I feel like Rona on paper is one of "wow, this is great", but in practice she isn't in the traditional colors of legendary-matters nor pinging damage, so she ends up being a "build-around" commander and not one you just slam into the 99. Obliterator effect is swell, but doesn't matter in a format that prefers clean wipes, which is why the original and the newer white copy aren't that popular either. In the end I won't be surprised if she ended up feeling like you jumped through too many hoops for some free spells the color identity had easier ways to already accomplish.

Ayara, Widow of the Realm
I guess Ayara's a pretty okay sacrifice outlet, but I'm not that sold on temporary Sheoldred, Whispering One on the back. Definitely no space in Extus for her for me personally, but I can see folks who like this as a sacrifice outlet with a nice optional transformation, or as a Rakdos Aristocrat comamnder, for sure.

Sheoldred
Not feeling this, Sheoldred just feels like a bunch of meh removal stacking up in an attempt to get Rise of the Dark Realms, at least Elesh Norn passively staxes and potentially generates a midrange-y advantage.

Etali, Primal Conqueror
If I wanted Blightsteel Colossus in Animar, I would have just played the original there for no mana instead. That being said the front is arguably better than Etali Primal Storm because it's an ETB, less susceptible to removal and reliant on haste, and not to mention it always guarantees a nonland hit. Animar is just too crowded to bother with another haymaker, but if I land into one it's actually a contender as much.

Urabrask
Probably the "fairer" version of Jin, it requires a lot of telegraphing, is a lot harder to protect. Not to mention storm decks aren't all that popular in the format compared to traditional counter control, so it feels like this will feature in other constructed formats more. Not to say it's impossible to build, but probably a lot more frustrating than Jin to its creator/player and even if it succeeds I don't exactly see opponents applauding even if they're not as annoyed as they would be to Jin.

Polukranos Reborn
Hydracoil Engine. W isn't the traditional color of Hydras, but then again most significant hydras are mono-G, so it doesn't really matter. There's something tingly about Wurmcoil Engine-ing Hydras in particular because it opens up the possibility of getting them for 0/0 just to get 2 3/3s on board and white is still a color of recursion, so Polukranos sort of opens a midrange Hydra tribal build in Selesyna colors, and that's actually pretty unique for the tribe. It does cost a lot mana, but it's also in color that ramp and can protect the Commander, so I'd say it's a pretty swell fun casual commander (no way it's remotely competitive). Might be the second most tempting Comamnder behind Quintorious for me.

Vorinclex
Consensus is that he's the weakest Praetor, but I actually sort of like him. He can fetch for any forests, not just basics, so he's still somewhat nice draw. Karador would appreciate milling 10 and getting 2 creatures back for 8 mana, then he buffs the squad nicely. His finisher is underwhelming, but can be acceptable removal and then he gets you another 2 forests. None of what he presents is as epic as the other 4 praetors, but I'd argue his midrange game is stronger than even Elesh Norn and the incentive to remove him is lower, especially if I'm packing in Karador (sure, 8-mana whiff will feel bad regardless, but it's a risk I'm actually okay risking some games).

If I rank the Praetors by power in a vacuum assuming they go perfectly it would be
Jin > Sheoldred > Urabrask > Norn > Vorinclex

If I rank them by midrange value assuming they fall off halfway (including on flip activation) it would probably be
Vorinclex > Sheoldred > Jin > Urabrask > Norn

But a completely biased outlook for my suite would look like
Vorinclex > Norn > Jin > Sheoldred > Urabrask

I don't value Sheoldred removal as highly and while Jin is too much of a magnet, the card draw is still pretty potent on the front, even as a non spellslinger player. Urabrask feels like he will sputter out very little value the way I barely spellsling, so personally he's worse than straightup removal.
Battles
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The big new introduction this set, battles are a whole new card type which seems to be a mix between enchantments and planeswalkers, except flavor-wise it's sort of locked into a combat theme due to its name. MoM introduces Sieges, a subtype of battle that transforms into another card type when it is defeated.

There's no guarantee all future Battles would be TDFCs, there might be single-sided Battles in the future that grant straightforward benefits from being defeated, since the type overall focuses on that (and that distinguishes it from planeswalkers). Or maybe there will be battles that you have to defend instead and behave more like enchantments with the "planeswalker drawback" instead.

But for now, the Sieges seem to be straightforward ETB effects and the incentive to defeat it lies mainly with its controller. That being said, in a multiplayer format, that's still a political tool. Planeswalkers are often seen as acceptable attack targets, so placing a Siege on the most open opponent might incentivize others to attack it instead of that opponent's life total for various reasons (they want the attack trigger but no one else is open).

That being said, I'm not completely sold on the type yet, mostly because it is a completely brand-new card type, and outside of the newer cards, it interacts poorly with pretty much everything. If your deck tutors and reanimates only certain card types, Battles don't synergize with them even if their transformed state is good in the deck. Likewise on the other hand, people favor removal that can target more card types, so it's still hit by all "permanent" and "nonland permanent" removals, and being removed doesn't count as being defeated. This will almost certainly change in the future, but as of now, being a completely new card type severs it from being synergistic quite significantly, so pretty much only the really good Battles will make for consideration even.

It's a new card type though, so I'm going to go somewhat more in-depth reviewing them just to familiarize myself, even if it's looking likely that at best only a few make the cut into consideration.

Invasion of Ravnica
The front is respectable colorless removal. On paper you have less targets then Scour from Existence, but in practice there's always something worth removing in its range. That being said the payoff is awfully niche, basically screams Niv-Mizzet Reborn, but does the deck want colorless removal when it has access to everything and jump through that hoop for what can be still considered rather whelming at best even a deck catering to it? Probably not. I predict this is going to be removal for casual colorless decks and that's mostly it.

Invasion of Belenon
Wedding Announcement, but simpler/faster if you want the anthem, but something tells me people prefer the card draw vastly (and if anything the anthem was a demotion), while this only produces a token and it's off for the anthem, so arguably it is all the bad parts of its "predecessor".

Invasion of Dominaria
Wow it's as plain as it gets. All that battle-work for a Serra Angel even at 1 mana less, a cantrip and some lifegain should tell anyone plain as day this is for Limited and nowhere else.

Invasion of Gobakhan
The front might feel a bit mild, but you can still use it to expose a threat/counter nicely and for a relatively low battle condition, you can get a pretty solid counter generator and protection rolled into one. Definitely on the higher end of Battles this set, might even be the best one, mostly due to its cost.

Invasion of Theros
Enchantress decks. I don't think I need to say more. Sure, the tutor range is limited even in enchantress decks, but the tried-and-trusted Enchantress effect at the back probably can sell it. Probably will see little play anywhere else.

Invasion of Arcavios
Ain't nobody playing politics with that payoff that powerful in the deck, so chances it ends up being an overcosted tutor and honestly there are much better other choices for the payoff that this card can't even act properly as a redundancy copy.

Invasion of Kamigawa
When compared to its Dominaria counterpart, the stunning is less impressive than the cantrip, but the payoff makes it technically better, but it's still too much work for most folks to even consider.

Invasion of Segovia
Front-wise it's not any better than Belenon, but this is one as a payoff that's interesting, it can untap any creature, not just the ones you control, so there's a layer of politics that can keep our tiny serpent friend alive (not that it isn't capable of protecting itself via convoke counterspells). Might be in consideration for me in Yorion, I could even blink it just for the Kraken tokens, if anything else.

Invasion of Vryn
The effects all very basic, but at least utility-serviceable, I can see a casual decks rolling with this for fun, but this ain't close to being a priority pick for any deck.

Invasion of Eldraine
Let's just say basic discard effects don't work all that well in the format and usually skews the politics not in your favor and the payoff runs the same line. The cost probably inhibits from any other 1v1 constructed formats too, so this is mostly a Limited card (but can be pretty brutal there).

Invasion of Fiora
It's a 6-cost selective wipe with a hoop to jump through for a pretty good upside. Marchesa (long may she reign) is a menace to block, instantly wins battles (and frees Marit Lage) and provides pseudo-Monarch for you only, but ultimately the hoops required to get to her might make her not worth it, especially with her vulnerability to removal. That being said, if someone has blink deck that can include it, it is a pretty spicy tech even on the front half. Personally, while Karador can get an advantage from the selective wipe, the lack of synergy for recursion sort of deflates it.

Invasion of Innistrad
So, the Phyrexians had a Tragic Slip on their spooky trip. It's overcosted as removal (although it can be blinked), the battle does yield 2 zombies and a graveyard-hate-zombie-generator, which isn't bad, but overall it does feel a tad clunky. I mean the activation cost isn't the worst, but it having a requirement on top of that for something I already jumped through hoops to get to. If I land into one I might give it a spin in Grimgrin since it's so thematic, but I don't see the need to actually acquire one specifically.

Invasion of Ulgrotha
Meh. Underwhelming drain effect on the front only accepted in Limited and although probably fits her character, Grandma is way too selfish to be a payoff.

Invasion of Kaldheim
I mean it already costs 4-mana, this is not for general Red decks, it's ideally for lands deck when their hand is loaded with lands and you have Exploration effects online. The payoff is pretty blatantly obvious in said deck as well. I think this is one of those cards I have to throw into Najeela just to see how it actually runs, because the brain can simultaneously envision both cases when the card just bricks or the time it's both effective removal and draw engine at the same time. But the general consensus is the same, this card is pretty narrow/niche. Yes, it can still work in mono-Red, but I feel like it is more trouble than worth still.

Invasion of Karsus
I mean I get why it's a rare, but for a rare it feels pretty darn vanilla in the line of the uncommons instead. Most alternatives you run with its effects you are willing to pay more for flexibility but this one sort of goes the opposite route instead with its battle hoops to jump through, so I can't see this being popular, or even played, for that matter.

Invasion of Mercadia
I actually find this more interesting than Karsus, payoff-wise (and even on the front it's still a card filter effect), but ultimately I don't really have the home for it (nearest would probably be Extus, but having no card type synergy hurts sort of bad there).

Invasion of Regatha
Personally I don't have the home for it, but I feel that even for the decks that could use it, the hoops would make it annoying enough to not make the cut as a redundancy effect.

Invasion of Tarkir
Yes, technically more narrow than Regatha, but dragons are popular and this is a more pronounced effect of what Regatha does, or at least the process of jumping the hoops seem more fun because it flows better. A dragon attack usually ensures this is easily transformed, so it's a 2-mana removal (that can scale well) that almost transforms into a 4/4 dragon that amplifies the rest of the tribe at the cost of "one measly dragon attack". Only has a home in one type of deck, isn't a complete windmill slam there always, but I can see the fun potential there.

Invasion of Ikoria
KAIJU BATTLE. Okay, actually being a Green Sun's Zenith with a different restriction already makes it a pretty decent card (still hits Dryad Arbor. Sure, it's not reusable (but I seldom draw into GSZ again anyway) and the battle is high and it's vulnerable to removal, but in theory you could get an actual Zilortha for 2 mana and my battlecruiser brain does get some joy of that. Would work in both Animar and Karador if I land into one, but no real priority to get it either.

Invasion of Ixalan
Honestly a less exciting version of Ikoria's, but it's technically serviceable, probably doesn't make the cut for whelming payoff though.

Invasion of Muraganda
Wow, that's a pretty overcosted fight effect for a pretty meh battle payoff as well. Definitely ain't seeing Commander play (even in Limited it feels slightly watered down, even if it is capable of pulling wins).

Invasion of Shandalar
Triple Nature's Spiral at 1 mana less is pretty swell, if you're running casual value and not for the sake of combo and it comes battle-loaded with a pretty powerful payoff effect as well. Might give this a spin in Freyalise because it's not a creature both sides and I don't have clunky cards that could benefit from that payoff, but I'm not expecting anything revolutionary.

Invasion of Zendikar
Explosive Vegetation on a battle-stick? The payoff is pretty meh, I see more potential in blinking it for more lands instead, but otherwise it's as outclassed as its original is nowadays.

Invasion of Alara
Wow, this is pretty hard to analyze. You do get a cascade + draw immediately and if the deck is tuned enough, that's already pretty good value. 7 is a lot, but you could play politics considering the myriad of effects on the back (3 of them almost always benefit you though, so the politics might be hard to play). Might throw into Najeela just to see the chaos it spews.

Invasion of Amonkhet
The front isn't exciting, but it does replace itself. The back thematically fits Grimgrin very well, but I can see the battle hoop eventually getting me to cut the card, so it's one of those "If I land into one I might give it a spin for fun, but it ain't no priority".

Invasion of Azgol
It's just meh, both on the removal and payoff front.

Invasion of Ergamon
Also pretty meh, but being filter and a pseudo-tutor does give it a slightly edge of utility.

Invasion of Kaladesh
I feel like the decks that it goes into it is already outclassed by a myriad of options and doesn't really provide anything extra special, even if it feels innovative from the battle-only perspective.

Invasion of Kylem
Usually Boros combat cards that jump through hoops only see Limited play and I think this is no exception.

Invasion of Lorwyn
6-mana for a single removal and the payoff of a just a beatstick is just boring. The elf and land synergies are there, but they're just so basic it ain't worth it in any deck worth its salt already.

Invasion of Moag
I guess if you really want a budget +1/+1 counter supply redundancy that bad this could pass muster, but even at its best it's whelming.

Invasion of New Capenna
The front removal is actually pretty decent considering it exiles and the while the back rewards tribal more, it's still perfectly serviceable on one creature for its cheap equip cost. Might try it in Extus (double strike benefits) even with the loss of Magecraft synergy, because it is an equipment slapped onto another card.

Invasion of New Phyrexia
I feel like it's a really good token producer… and that's it. Shame it doesn't synergize with blink in the blink colors. The Teferi side is great in Knight decks for his second ability (first is still serviceable and third is honestly a desperate measure at best), but he's pretty underwhelming everywhere.

Invasion of Pyrulea
Transformation tribal, shame it isn't in traditional Werewolf colors. I don't see a home for this card as of yet, but with the rate the game's heading I won't be surprised this might in the future. Otherwise it's the plain draw spell with the plain creature payoff you'd be better without.

Invasion of Tolvada
Pretty okay reanimation, especially when it can target any nonbattle permanent, and the payoff is okay and obviously better in token decks. Man I sort of wish this was mono-green for Freyalise. Not a stellar card but the value does at least feel like it's trying to carry its weight.

Invasion of Xerex
I guess I could blink this just to annoy folks, but the payoff of the battle is bland and honestly this just "here's a preview of Xerex" via art than anything else.

I probably should not have reviewed all of them, given a solid number of them uncommons were clearly designed for limited and I certainly pulled no punches, but it's not every set a new card type comes by, although it does leave me wondering if it's going to last because with how MoM presents it doesn't set a precedent for future sets, sure there's almost conflict every set, but if a card type isn't present often enough it would feel weird (given the last one that stayed was planeswalkers and those are almost always present sans a miniscule number of sets).

I'm going to rank them internally for this set mostly because of what I already did and I'm unsure how to place them in the grand scheme of things for now.

10) Invasion of Alara
9) Invasion of Shandalar
8) Invasion of Fiora
7) Invasion of New Capenna
6) Invasion of Innistrad
5) Invasion of Mercadia
4) Invasion of Gobakhan
3) Invasion of Segovia
2) Invasion of Vryn
1) Invasion of Ikoria

I sort of tried to rank them taking into account both the front, the payoff and whether they work generally instead of being a niche archetype (because of their lack of card type synergy most of the time) but I have a bias towards blink colors because I do ultimately favor the front side because that's the most natural synergy I can think of. My #1 gets away though because the latent potential between its cost and payoff and its color makes its battle arguably the least tedious for greatest reward. Also, I'm biased to my battlecruiser Kaiju battles (that being said I think my favorite battle art goes to Invasion of Amonkhet because it qualifies as a cooler Kaiju battle with known characters involved).
That being us to the end of the MoM review. I'm going to arbitrarily rank the cards of the set with my personal biases in full blast, but in full honesty this set seems to hold a lot more power in its basic structuring compared to other sets. There are quite a number of commons/uncommons that are like stronger versions than what you find in other sets and hence great budget options for already acceptable budget options found in those sets, but I didn't want to keep nitpicking on every one I saw this set and they were still rarity-creeped to a large degree.

I feel like this is a set as a whole that will actually age well for Commander in the future because of that, as well as the mechanics being so flexible, which is something I noted the opposite for the previous set (ONE being pretty mechanically isolated).

Here's the arbitrary ranking list, probably more of my excitement than actual power, because a lot of the cards are just good utility improvements.

10) Polukranos Reborn
9) Quintorius, Loremaster
8) Thalia and the Gitrog Monster
7) Sword of Once and Future
6) Invasion of Alara
5) Vorinclex
4) Faerie Mastermind
3) Realmbreaker, the Invasion Tree
2) Tribute to the World Tree
1) Invasion of Ikoria

I actually like a lot of the arts this set, some notable shoutouts (I'm not ranking them)

Regular Arts

Elesh Norn – I like they way she's portrayed it's almost like "we're done with New Phyrexia, here's her picture of her place in MTG history", like you would see her in the history books.

Vanquish the Weak and Atraxa's Fall did Atraxa justice visually, even if the story and the cards not so much.

Inga and Esika|81024 for the cats, as mentioned before, as well as Invasion of Ikoria and Invasion of Amonkhet for the Kaiju arts.

Vertex Paladin really sells Xerex's geometric symmetry style really well.

My favorite overall card would be Zilortha, Apex of Ikoria – the card is great, the art and flavor text is funny (although there multiple of those these set) and I love how it recalls to the Apex titles of Ikoria.

Alternate Arts / Multiverse Legends

I'm not too sold on the in-set variant arts/frames, the closest to winners for me would be Drana and Linvala|80928 and Polukranos, Engine of Ruin|80939 (I think that might be the first Constellation style card I actually liked).

For Multiverse Legends, I really like the Kamigawa Black Spirits Horobi, Death's Wail|80944 and Seizan, Perverter of Truth|81358 and Skithiryx, the Blight Dragon|80868 might be my favorite Ichor card in the same vein as Polukranos did for Constellations.

I appreciate them updating all the Companions in this set, but there's something about this Ikoria Variant batch not having thick outlines that makes them feel inferior to the original variants. Plus I only use Yorion as a Commander so the updated text matters not for me (and also, the variant is sort of ugly and looks like it's underwater and while I'm sure the serpent can swim I prefer my elegant noodle in the clouds).

I might get a Grimgrin, Corpse-Born|81370 variant though, it looks nice enough for me to want to swap between the original (I do still like the realism) and the variant (the abstract's nice too).
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Post by Yatsufusa » 9 months ago

Meta-Disclaimer: I've not have had the time to do a "proper" review (at least by my already-low standards). I already had to do the initial review in batches across different days (which was done weeks ago) and the original plan was to do an overall collation review on my review before pushing it out, but after being dragged for so long, I finally decided to just release the first draft and pass it as the final product rather than let it snowball into the next set, which knowing me, will likely cascade into a snowballing lack of motivation to even bother doing these reviews at all as more sets stack. Plus, it's not like this is a largely influential article anyway, it's mostly a self-referential list for myself.

I was also half-deciding to review or skip reviewing Aftermath back then due to its set size, but that dragged into LotR and into this period which I have little time to spare, so yeah, I dropped it (there wasn't even an initial review). To sum it up, I did conclude Nissa, Resurgent Animist was the most "powerful/flexible" card because it could easily become a better Lotus Cobra in the right decks, and even when it was functionally just a Cobra, for 1 mana more it was still a good redundancy copy. But we all saw what happen to the price, so in reality the only card I acquired that set was Reckless Handling for Ryusei. A lot of the set consisted of cards that didn't fit my plans and likely preferred a deck built around them anyway.


The Lord of Ring: Gollum Review

Review Disclaimer: I've basically never been in remote knowledge of anything LOTR-related. I just wasn't interested, even if I respected its standing the realm of fantasy. If anything, this set has given me a better general outline of the series than anything has before, mostly because I've never even been curious about the series. Hence I will not comment anything flavor-related, be it good or bad, because I am practically a stranger in that aspect.


Mechanics Review
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LOTR features a lot of returning mechanics, but let's get to the point.

Food definitely got a power-up with many payoffs this set, but fundamentally the token itself is underwhelming (mana to gain life) and it's too much effort to squeeze both the mechanic and its payoff in any of my decks, and I would suspect pretty much every existing deck without Food in it to be in the same vein. So it's more likely than not I would ignore the mechanic and cards around it.

Landcycling has traditionally has always been a mechanic for smoothing limited and is unlikely to appeal to the higher power levels of the format.
Sagas are still too slow for my liking. Yes, there's a 5C Commander that might make the archetype more appealing, but that just channels it in its own lane sort of like Shrines and I certainly have no space in my 5C deck to let an archetype-reliant theme in.

Historic has always been a generic mechanic rather than an archetype, so it's back to individual card-by-card analysis if it can benefit my decks. Karador has Legendaries, Ryusei Artifacts and Yorion both. Same goes for Stun Counters in a way.

They announced Amass Orcs as a new mechanic, but considering the way it plays with Amass Zombies (and effectively melds with its predecessor), I would see it as a returning mechanic functionally. That being said I never played with Amass and have no expectations of it. I still don't see it being good enough I need to meld it with older cards so Grimgrin can use it, if the easier ways of the past didn't make the cut back then either.

Now, for the actual real new mechanic, the only one – The Ring (-bearer). It joins the ranks of external mechanics to keep track off (Monarch, Day-Night, Dungeons), but I would say being entirely one-sided, it's closer to Dungeons than the rest. For mechanics like this I don't like to put it across multiple decks, and from the abilities granted, I would say if I were to employ this mechanic, Extus will benefit most from it, because the first ability favors Double Strike immensely (and if I don't get tempted enough, the first ability is the most vital one I should concern myself with). I can't say with certainty as of this review whether I would actually give The Ring a spin, but I'm reviewing with an assumption I will only try it with Extus (and that affects the colors I review more/less as well).
White
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Boromir, Warden of the Tower
On one hand, it nullifies free spells and comes with a tempt, but I think what kills it in Extus is being Legendary compared to Selfless Spirit means it's harder to recur. If Karador was in consideration for The Ring this would be a solid pick, but alas it was not to be.

Dawn of a New Age
I could put it in Yorion, but it would be hilariously slow considering the colors. Karador would much prefer Norn's Wellspring. Freyalise might have liked it if it was G instead.

Errand-Rider of Gondor
I did immediately gave Karador a thought when I saw this, but I think I'll stick with Raffine's Informant because discarding isn't as detrimental compared to tucking even if the discard is mandatory and I save 1 mana.

Flowering of the White Tree
A most effective anthem that makes Karador a 5/5, but the real feature is I think the Ward 1 would make the board so much more mildly annoying.

Forge Anew
Recursion that sticks around as a combat trick enabler sounds a swell choice for Extus.

Gandalf the White
On paper it looks amazing for Yorion, even if it clashes on the curve with the Commander. Might need testing to see if it's well-oiled gear or unnecessary overkill.

Reprieve
It's not actually a counter, but hey Extus doesn't have a lot of tempo choices in this field and doesn't really care about actually countering to begin with.

Slip on the Ring
Usually Yorion prefers this blink effects, but it could still be used as a combat trick in Extus, if I do attempt the Ring route (and Extus does trigger on cast, so there's more benefits).
Blue
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Goldberry, River-Daughter
Gonna be boring in Animar only dealing with +1/+1 counters, but it is relatively cheap card draw at the end of the day.

Storm of Sarunan
Outclassed by Necroduality in Grimgrin, but if I was feeling spicy in Animar this could be fun tech, albeit unnecessary in the grand scheme of things.
Black
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Call of the Ring
Not strictly better than Phyrexian Arena solely by nature of requiring a creature, so when isolated it's much worse (and probably more likely to be dead early game), but it is 1 mana cheaper, 1 more life is negligible for most part, but most importantly it triggers whenever a creature is chosen, so with multiple tempt sources it is closer to an engine than just an Arena effect, so I daresay as long as you have enough creatures, it's mostly worth the risk and is generally better.

Mirkwood Bats
More like Dockside Bats. This a force multiplier for treasure decks out there even not taking into account Extortionist and accordingly a groan multiplier.

Nasty End
The customized Deadly Dispute variant for the likes of Karador, I guess.

Nazgul
Maybe I should just give 9 of these a spin in Extus. I mean, Extus can recur them, they consistently tempt and grow and provide bodies for sacrifice or equipment purposes (and even alone it's a deterrent blocker). It won't be great, but Extus was never competitive anyway.
Red
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Display of Power
It's situational, but this could potentially explode in Extus, and just for that potential I'm tempted to give this a try.

Gimli's Fury
Could be the combat trick Extus always wanted.

Rohirrim Lancer
I like one-drops that lend themselves well the power-increasing voltrons, because they're cheap to recur with Extus, so this would be the slot in a Ring-build.

Spiteful Banditry
Feels like a more "fair" Dockside in some ways (definitely not as explosive), but potentially can be more broken if unanswered, especially when you can just cast this as 2-mana enchantment and this will more likely than not generate value across the game. The X part is just a late-game bonus. Probably a chase card for Ryusei, who needs mana help where it can get it from.
Green
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Delighted Halfling
The first thought was Karador, but I don't really want for mana dorks in there. While it doesn't do as much work in Animar (especially with colorless being effectively muted), it is still a 1-drop mana dork that can fuel any of the Commander's Colors Turn 2…

Elven Chorus
This does turn every creature to a mana dork instead of just fixing colors, but being a noncreature itself makes me still want to stick to Vizier of the Menagerie for Animar.

Entish Restoration
Not quite Harrow (tapped is a huge consideration), but provides an opportunity for a higher ceiling. Might give this a spin in Najeela, I mean fixing 3 colors is a pretty swell benefit.

Radagast the Brown
I never kept track of shared creature types in Animar, but this seems ridiculously fun, I mean even if it whiffs once, it triggers on ETB, so I can easily just go for several attempts in a single turn, so it doesn't even really matter.

Revive the Shire
Well, if you were running Nature's Spiral as a backup to Unnatural Restoration, I guess you could replace it now, but a Food token is likely largely inferior to Proliferate (it is for me, but I can tell there's still artifact synergy so it's not strictly worse).
Multicolored
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Denethor, Ruling Steward
As a sacrifice outlet, it's meh, but it'll supply a fodder every turn at least and could kickstart a Bloodbond combo in Karador need be, so for 3-mana it's okay (at 4-mana would have been crowded out for sure).

Lotho, Corrupt Shiriff
It's not Smothering Tithe but this might do a decent impression. Might try it in-lieu of a ramp slot in Karador.

Old Man Willow
As much as I love Daemogoth Titan for the absurd numbers off the bat, this might be better in the long run generally (can be bigger, sacrifice is optional, can block in a tight spot, is potential removal and is Legendary). Also, this and Old Stickfingers in the same deck gives me a random chuckle just from their names.

Rise of the Witch-King
"To the battlefield" is powerful, but my 4-mana slot is so contested I'm sticking with Deadly Brew.
Colorless Artifacts & Lands
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Anduril, Flame of the West
This generating bodies that can potentially wield it in the future really gives this oomph. +3 Power is also extra-threatening with Extus.

Glamdring
I've never seen an equipment more customized for Extus. Runechanter's Pike meets Sword of Once and Future. I've never really cared for Pike since I want power with utility. Sword still has relevant protections (and surveil), but being able to lift the mana-cost cap does make Glamdring pretty tempting to try, so I will put them "on par" for the time being.

Palanthir of Orthanc
I should probably just throw this into Animar so that I don't have to Trophy Mage for Cloudstone Curio every time. It'll probably just be a draw, doubt people want to risk being the big loser.

Sting, the Glinting Dagger
Personally I can't maximize this, but this is deadly with creatures with t effects. Maybe I can toss it in Grimgrin instead for some insurance (also sort of works with Cryptbreaker and Lord of the Undead).

Barad-Dur
Actually considering it basically ETBs untapped in Karador, 3-mana for a sacrificial fodder ain't the worst thing in the world.

Great Hall of the Citadel
Filterland for Karador.

The Grey Havens
Another Karador land. This one is poor early-game and adds vulnerability to graveyard hate, so I might pause to consider.

Minas Tirith
Extus might take this one though, I need more combat-rewards as incentive, after all.

That brings us to the end of the LotR review. As my meta-disclaimer would indicate, I did not collate a closing paragraph (heck I didn't even formulate the short blurbs for each section). There will be no power/flavor rankings (not that I would have considered myself the qualifications for the latter even if I had the time). If I had to think of the most impactful card for me personally, the first card that immediately comes to my mind (even without reviewing my own work) would be Spiteful Banditry, so I guess that would have been #1 if I had conjured up an actual list.

I wouldn't say with any certainty that this is the last review I will do (I did just fast-publish this just to avoid snowballing effects on a backlog), but I do guess this is a warning sign that there will be less consistency going forward.
Last edited by Yatsufusa 7 months ago, edited 2 times in total.
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Post by Yatsufusa » 8 months ago

EDHMasters Review


Usually I don't do reviews for Masters sets, because they're just reprints (and as a old-timer I already have more than half of the stuff I would have wanted anyway). But hey, it's the "Commander Masters" that every other Masters set has been meme'ed as for as long as we can remember.

Usually I also don't review the Commander deck cards, but seeing there will be very little to review if I didn't do it, as well as the new cards being acquirable in foil in Collector Boosters (I think, the formatting of them boosters confuse me all the time).

Unlike other reviews, I will just jump straight into the few cards with no color division and there will be no rankings. It's basically a checklist for myself in a pretty undiluted form.

New Cards
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Gatewatch Beacon – I mean it could be used in Yorion, but I fail to see where the additional counter really opens opportunities when the intended plan is to blink and reset them. If I really wanted to ultimate, Deepglow Skate would be far more vital. Yes, it's still a 3-mana rock (which Yorion doesn't really mind, being 5MV), but I feel like it's just going to underperform.

Teyo, Geometric Tactician – Now we're talking, it's a 3MV planeswalker with an ETB effect and a pretty powerful defensive minus ability (situational, but likely only mildly so most games).

Titan of Littjara – At first I was like "eh another "tribal tribal" card" and I traditionally avoid those because I prefer to reinforce having the actual tribal type. But the more I look at it the more it feels like it's the missing counterpart to Grave Titan in Grimgrin. I let Grave Titan in despite not actually being on-type because everything else (what it does, the art) screams "Zombie Tribal". Frost Titan obviously didn't make that cut from the very beginning. But I also have a clone subtheme and while this isn't exactly a clone, it draws parallels from Phantasmal Image (an Illusion) and "copies" in the vein of The Scarab God (which I also let in like Grave Titan) in the form of the "traditional 6/6 ETB/Attack Titan". So, when all the pieces fall so perfectly into place, I'd say it deserves the chance.

Ghoulish Impetus – The card does have its weaknesses (it does drop off if the creature is removed basically by any other means and is basically countered after a boardwipe), but I feel like it will usually generate value far above its MV station before that happens, since it doesn't need to be recast.

Guff Rewrites History – It's not quite Chaos Warp since it almost guarantees a replacement (it can still land on a whiff with a counterspell, for example, but a far cry from Chaos Warp's chances). It affects every player without an "up to" clause, so it may not be always advantageous (and that includes yourself, so that adds another layer of timing even when you're willing to let someone else have an advantage). Personally I daresay I still prefer Chaos Warp and Wild Magic Surge over this, but I would not shy from adding this as a third copy after those in a mono-Red deck.

Abstruse Archaic – It can copy fetchlands and that alone gives it some merit in Animar, where it will cost 0 to cast (or curves well after Animar) I can't immediately recall anything else it can copy for great value now, but that potential future space with that Fetchland floor probably means I should get a copy even if I don't immediately slot it in.

Desecrate Reality – It's costly, but might be pretty decent in Freyalise, where my exile options were limited to begin with and even with the Void Winnower restrictions, getting rid of 3 permanents (there's always lands) and bringing back even a Doubling Season is value.

Omarthis, Ghostfire Initiate – As someone with a morph and +1/+1 theme in Animar this does seem fun, but at the same time Manifesting does mean needing to pay boatloads of mana to flip the battlecruisers and this, like Walking Ballista doesn't pair well with Cascade gives enough counterpoints that I don't think it will make the cut, but it was amusing to see a card that simultaneously so synergistic and not synergistic at the same time with a deck of mine.

Skittering Cicada – I don't think I need nor want for a secondary Liberator, Urza's Battlethopter (which I would say is generally superior even with the artifact weakness), but if you need the redundancy this will serve.

Zhulodok, Void Gorger – Shame it doesn't work with Apex Devastator, but with Imoti, Celebrant of Bounty it can turn Maelstrom Colossus into one. That being said it's probably too narrow to make the cut at the end of the day.

And that covers it for the new cards. Not surprising colorless got the most attention as being the most flexible and as a general thought while the colorless casting requirement was perfectly fine, I personally don't bother with it, Animar wants actually-free stuff anyway and everything else is generally "overcosted" as it is typical for colorless. I'm actually more pissed the Eldrazi spells aren't Tribal just to synergize with Eye of Ugin. I don't care it's retired, it's a Masters set for Emrakul's sake.
Reprints
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As for the reprints in the main set, they're mostly eyed for either being first-time foils, or the foils were too costly/inaccessible (as someone who doesn't deal online, only local, that's a wider net), so this is literally a personal list that at most someone who also only plays with foils might find coincidentally useful.

Flawless Maneuver – I refuse to play more than one Teferi's Protection across all my decks, so this being foil does open up flexibility (yes I know they're not the same, but it's one of those "in the right deck, will produce functionally same results" comparisons). It will take some tinkering before I find their correct homes (Protection currently serves Najeela, but if Manenver protects manlands all the same I could perhaps rehome it to Extus to protect my artifacts instead).

Grand Abolisher – This is one is mostly hanging on how cheap(er) it might get. It's strong, but I unloaded my nonfoils (never owned a foil) long ago because I felt I got more value trading them in than using them (and never got a foil for the same reason, too expensive for its strength level even if it is good), but if the price does falls below a threshold that I feel it's worth, then I'll get one.

Smothering Tithe – Same as Abolisher, but being at Mythic and have had a recent reprint already, I have doubts this will take that big a of a hit for me to consider.

Fierce Guardianship – It's the most expensive of the cycle, so in some ways it's like the rest (it's thankfully still a rare), but top-end rares could sometimes behave like Mythics, so who knows?

Spellseeker – Another mythic. Even less confidence than Tithe since Tithe had a more meaningful reprint.

Deadly Rollick – Do I even need to explain at this point? Probably will land with Extus.

Grave Pact – I do have a Dictate of Erebos I currently don't employ in any deck, so my priorities are low here and while this carries the Mythic burden, it could also potentially drop enough to a point I'd consider it. (It feels less blatant than Tithe since it's a build-around, not a tax effect, so it might tank harder).

Imp's Mischief – This is one of those cards that just was basically impossible to access because of how old it was to the point the price inflated. I expect this to tank quite hard (it's good, but I would hesitate to call it a staple of any sort). Might grab one for Extus if it does indeed tank.

Mikaeus, the Unhallowed – I always knew he would be potent in Karador, but he didn't add that much that I ever felt like I needed him, the sentiment still remains.

Razaketh, the Foulblooded – Same as Mikaeus, except instead of controlling the field more effectively, Razaketh will more likely be the game-ender. Karador has managed to do decently without either thus far, so there's no real urgency.

Twilight Prophet – Strong, but perhaps a tad overrated. If it does crash might consider one for Extus, since it can be recurred there.

Wake the Dead – Long have I waited for this foil (where's Domineering Will, WotC?), it's been so long I already forgot where I this belonged. Probably Karador nowadays (I actually think it was in Grimgrin ages ago, before I wrote my threads here).

Wretched Confluence – Not entirely sure at this point I would want this over Hostile Negotiations (or vice-versa). Years ago it would have been a snap pick. If the foil is dirt-cheap I might just get it as an alternative.

Deflecting Swat – Read Fierce Guardianship.

Magus of the Wheel – Might be fun in Extus, only if it's cheap enough.

Purphoros, God of the Forge – Doubt this goes down much, but if it does it's a classic finisher for Animar I just didn't employ because I never had the card.

Scourge of the Throne – Not as good as Godo for Helm combos and too inaccessible/expensive for a inferior redundancy. If it does tank from this printing, might give it a try.

Treasure Nabbler – First-time foil. I don't really have a home for it, but I can see it working well as a removal magnet in Animar (and if it doesn't chances is I'll stand to gain much more).

Vandalblast – Probably should finally get a foil of one of these.

Arachnogenesis – Used to run this in Freyalise until it went the Grand Abolisher route (price more value than the card's function, also it was never foiled). Shares the same fate (if it drops enough, maybe).

Ezuri's Predation – Same as Arachnogenesis, except it was never pricy, just never foiled.

Finale of Devastation – Price point kept me satisfied with my old Tooth and Nail. Doubt price will drop enough to change that, but it is free to surprise me.

Obscuring Haze – I mean even the weakest of this cycle is decent, and this cycle is notorious for a reason. Glad they're all here for their foilings.

Ohran Frostfang – I didn't even register this card even existed. Decent for Animar, I guess?

Selvala, Heart of the Wilds – It's still great in Animar, but with so many alternatives nowadays my opinion of this has dropped considerably so the price will either ward me away or not.

Song of the Dryads – Arachnogenesis again.

Stonehoof Chieftain – Another Ohran Frostfang, down to having potential in the same deck. Turns out they were from the same year too (not sure same deck).

Wayward Swordtooth – Honestly I think Topiary Stomper is the superior choice in a vacuum nowadays, mostly because it actually ramps.

Karador, Ghost Chieftain – No, obviously I have no need of the card, but you go and give new art for Animar, Soul of Elements when the A25 foil remains expensive, while this gets stuck with the same art even after its foil value has been slaughtered?

Emerald Medallion (and cycle) – Finally, foils! I only need Emerald and Ruby, but it's nice to see the few unfoilable cards I keep simply because of how good they are finally get foiled.

Fellwar Stone – Not first foiling, but the previous one was so long ago it feels like one (because the nonfoils were churned nonstopped in Commander products).

Hammer of Nazahn – It was already in Double Masters, but it remained overpriced to the value it provided, at least to me. Hopefully this is enough to tank it.

Idol of Oblivion – Holy. If you thought Frostfang and Stonehoof were bad enough, this takes the cake. I didn't know this existed, it has been in FIVE commander products, and unlike Animar where everything fight for a slot, Freyalise likely needs this. Shocker of the set for me, personally.

Jeweled Lotus – Yes, it's more narrow than Mana Crypt, but seeing how the market works nowadays, I'm saying it's staying on the same path (if anything Mana Vault will be the first to collapse, if it does).

Rejuvenating Springs cycle – I already have my Mardu Expedition/Extended-Art cycle. I don't think I care enough at current prices to do the same for Karador/Animar, even if they are premium duals in the format (1v1s are currently less popular anyway).

I don't really care for the alternate arts, but I might pick up the variants for the cards I permit multiples across decks for variety (so like Arcane Signet, Sol Ring and Path of Ancestry).

The Spellseeker alternate might be my favorite (the book does add a lot of difference visually), but the card is going to be expensive regardless. The Legendary showcase is not my taste (I even laughed at the Eldrazi Titans), but Mikaeus, the Unhallowed stands out here, the creepy factor is actually more emphasized since it's just his face.
Bluntly put, this set is in essence representing my general approach to the game nowadays: I've been doing well enough without needing every new card, so strictly speaking nothing is mandatory, but if I deem the price low enough that it is good enough value for power/utility, then I'd pick it up (although it must be noted my threshold is higher since I like to trade-in cards and since I do at least take notice of general price trends, I can afford to give some leeway for higher prices).

So while it looks like I'm reviewing a lot of costly cards (and that's not even counting those I didn't review because I already have them), the reality is that this is just the "window-shopping" checklist and I will more likely than not only make moves based on price movements in the months to come.

Honestly this review was quite refreshing to do (as a review), the number of actual new cards were so small it was concise and reprints were more of a reminiscence than actually having to analyze the cards. A nice change of pace, but that being said I'm not entirely sure if I want to always do this, especially when most reprint sets aren't as catered to the format (even if we joke every set is a Commander set). Until next time, then.
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Post by Yatsufusa » 7 months ago

Wilds of Eldraine Review

I'll be blunt, Eldraine has always sort of "just being there" for me. The original set might have rippled through 60-card formats, but I was long gone from those when it came out, so I don't really have an opinion on it. The Great Henge was the high-impact card for EDH, but it's still one of many in the grand scheme of the format/game.

Fairy Tales as a theme was pretty much inevitable and I don't favor nor detest it, although the basic lands were great for Extus, since the deck was loosely themed after RWBY (which also has fairy tale origins). Rose Plains the best Plains for that deck ever (and personally I feel the OG lands are slightly better than the new regular ones overall, even if the new ones are still decent).

Without further ado, into the review proper


Mechanics Review
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Adventure
The returning mechanic of the set. On paper it's pretty great, being flexible and adds value to a card pretty much most of the time, but honestly when it first arrived, most of the cards were too safely costed (for limited or otherwise), or not high-impact enough for EDH even if they shone elsewhere (Bonecrusher Giant, so in the end it didn't really make the cut against the competition. Extus would greatly favor the mechanic since its two-card-types-in-one that he cares about (yes, they added Enchantments to the mix, but it's not like it's a majority).

Bargain
Exploit, but the payment is different. By default this makes it less interesting to the likes of Karador, but more towards my mono-colored decks, which favor artifacts and tokens. Enchantress never really appealed to me, so the enchantment part is for most part, moot, although my mono-colored decks do run an above-average amount due to card choice reductions, so that's still a minor convenience added.

Celebration
Well, that's pretty basic, bonuses if two or more other nonlands ETB'ed in a turn. That being said, you usually don't explode with multiple ETBs until later in the game and when one is powered up already, the cards themselves usually do the job, so I feel like this might underperform for those who overestimate how "easy" it is to actually trigger it, or how impactful it is when it actually triggers. Will for under utility for most decks with only a couple choice synergistic cards at most, can't see anyone excited to actually build a theme around it, considering how vanilla is is.

Role Tokens
Actually pretty innovative, and because they can't stack from one player (and unless everyone is playing with it, at most usually there's two roles), the tracking is less tedious (even without the aid cards). At the same time, it does put a power cap on the ability unless you go wide, so it will fit some decks, but not others. I'll just do a quick review on each role here, so I don't have to repeat it on individual cards that do the same role (and my impression on said cards would likely be influenced from this review).

Cursed – Probably the best utility one for a non-thematic deck. It's not actual removal, so chances are it'll have to be a bonus on an-already synergistic-in-other-ways card.
Monster - It's the Trample that matters here as utility. Less generally utilitarian than Cursed since spellslingers might not care, but likely more impactful in the decks where it does matter.
Royal – Ward 1 compared to trample is another half-step down. It's a minor inconvenience for opponents that can potentially change the game for you, but I'd expect the impact to generally be less likely than Trample.
Sorcerer – I would say on-par with Royal, that scry 1 may or may not matter. I would say in a vacuum the scry is more valuable than ward since it's proactive on your side, rather than a defensive tool, but the requirement to attack might set it some situations behind.
Wicked – Honestly, too small impact for non-thematic decks to care about, but in a dedicated role deck, this is the role that might do good work.
Young Hero – Meh. I've never liked slow +1/+1 attack additions, and the size restriction makes it worse.
Virtuous – I don't play Enchantress, but well I can see those decks liking this, so it's on-par with Wicked (probably stronger since Enchantress is established compared to "All Roles" for now).

So yeah, apparently my opinion degrades as we go down alphabetically, apparently.
White
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Cheeky House-Mouse – Considering Extus's stats and abilities, Squeak By actually does a lot of duty, very few things can block and actually survive Extus (even if they survive the first strike, they don't have enough power to kill Extus anyway). The mouse itself provides a cheap body for sacrifice or equipment and can be recurred by Extus easily.

Moonshaker Cavalry – I don't even play Craterhoof Behemoth these days (even if I do retain my copy just in case). Honestly, this will likely function as Behemoth #2 for the decks that already run Behemoth, because most setups that want this effect and can pay for it timely basically have G. The Flying over Trample is mostly a meta-decision for those in both colors if they need not for redundancy. Maybe some other Mardu aggro deck out there is cheering over this (Extus is not wide enough to care), but that's out of my area of expertise (personally the mana cost without Green just doesn't cut it).

Plunge into Winter – Alone, probably too mild, but it is Isochron Scepter material, so that at least caught my attention, even if it's in the wrong colors for me (Grimgrin runs Scepter now, not Yorion).

Spellbook Vendor – It's minor protection, but it's also costed cheaply enough that I might toss it in for fun (both Karador and Extus could do with the protection).

Stockpiling CelebrantKor Skyfisher is cheaper for combo purposes, but this being a "may" effect might make the card slot a tad more flexible. Wouldn't hurt for a test run since it's a common.

Stroke of MidnightGenerous Gift with a smaller compensation, but can't hit lands. Acceptable as a redundancy, but if fighting for slots, I'd favor the land destruction over the compensation reduction, unless you already have multiple other sources of land destruction (which I usually don't since I assigned it to Gift).

Virtue of Loyalty – Likely fairer than Cathars' Crusade (and definitely more mathematically friendly). The untap is nice, but not entirely sure that saves it from the "generally too slow" issue it mostly presents, especially at that MV.
Blue
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Court of Vantress – On paper, interesting and tempting to generate copies, but I already can see it being a mediocre Mirrormade in practice (yes it can still change itself, but most games I suspect changing matters little).

Ingenious Prodigy – Sure, it's slow, but "free" draw is "free" draw and this is a "hydra" that not only survives Cascade, but feeds of +1/+1 counter synergy, which Animar appreciates.

Tenacious Tomeseeker – It's not Archaeomancer since bargain requiring a specific sacrifice doesn't really make up for being a mana cheaper, but if you can pay it and aren't too hard down absolutely needing the effect, it can contest with Mnemonic Wall for redundancy slots, I suppose.

Virtue of KnowledgePanharmonicon, but affected by all card types (landfall noticing), but costs 1 mana and requires blue. Might be fun in Yorion on paper, but being same MV as the Commander sort of kills the tempo. Can't see it being efficient enough elsewhere at said MV as well, so them's the breaks.
Black
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Ashiok, Wicked Manipulator – A very high-risk, high-reward card, because it's too mild if you don't run it in a life-payment deck and arguably the reward isn't even as high as the risk you're taking (losing cards to exile, not even the decking out part, since there's Thoracle for that). Quite underwhelming for the singular planeswalker of the set, but on the other hand probably should be thankful they're playing it safe even after the change.

Lord Skitter, Sewer King – Not within tribal context, as a token producer it's no Ophiomancer, but it does provide fringe benefits (gravehate, Legendary-matters), I'm mildly considering it for Karador.

Not Dead After All – If you really need this effect, it is much stronger than Malakir Rebirth (no life loss, comes back with a buff), but if you cut a land for Rebirth, than I would still prioritize the flexibility you put Rebirth in for in the first place.

Rankle's Prank – Don't ever classify this as mass removal, it's just arguably the most flexible "big edict" that exists, and that might find homes in certain decks (maybe the likes of Mazirek, Kraul Death Priest, for example).

Virtue of Persistence – I may have long dropped Debtors' Knell because it was already too slow years ago, but now it comes attached with decent removal, never has the temptation came swelling back so vividly (but it'll go into Extus obviously, even if Karador is the deck spiritually based on Knell).
Red
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Become Brutes – I actually like this card, for a low cost you basically turn two creatures into immediate trampling threats that stay trampling until they're removed (and chances is you got value out of at least one of them by then). One of the rare occasions I'm tempted to try a noncreature (or nonpermanent) in Animar in recent times.

Realm-Scorcher Hellkite – I sadly had to drop Kumano, Master Yamabushi because between him, Godo and Hidetsugu, there were too many nonflying things to keep safe from Ryusei, even if it was flavorful (Kumano was also the least flavorful one anyway). This dragon here looks like a mighty fine replacement, especially since Bargain synergizes with the Ichor Wellspring-esue artifacts I run.
Green
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Blossoming Tortoise – Into Najeela it goes. Does everything a land-matters-animation deck wants, with the crowning piece of combo-ing with Lavaclaw Reaches.

Night of the Sweets' Revenge – I really wished this generated Food tokens at least on a "your upkeep" basis (even if it had up increase rarity). As it is I don't generate enough Food to justify even trying this in Freyalise.

Redtooth Genealogist – Animar will make this cost G and while it's no +1/+1 counter, I'm paying slightly more attention to creature-based protection methods nowadays, even ones as minor as this.

Return from the Wilds – I mean, it is a noncreature Farhaven Elf with a tiny bit more flexibility (Food instead), Freyalise doesn't exactly have the luxury of choice due to its restrictions.
Multicolored
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Callous Sellsword – Considerable in Extus, a cheaply reusable Fling variant because of the Commander, even if it's at sorcery speed.

Devouring Sugarmaw – The main body might be a pain to cast out (even as a 4-mana 6/6) for recycling purposes, but the adventure also generating a body might warrant this a tryout on the higher MV end. It does also come loaded with menace and trample.

Gylwain, Casting Director – Honestly, might be fun in Karador, I can give synergistic pieces ward, give Daemogoth Titan its much-needed trample… and it's 3MV, not contesting the popular 4MV slots that the deck loves so much (curves into those too, beautifully).

Mosswood Dreadknight – On one hand, it not always in the graveyard stifles Karador a bit, on the other hand, Karador makes it so it's death trigger time limit isn't as detrimental. Certainly feels more 60-card than EDH-esque card, but can do honest work in EDH as well.

The Goose Mother – A Hydroid Krasis that survives Cascade, although is much slower to get the draw going (to the point it's basically not a combo piece, but an attrition one). Tempted to give it a try, but it's no priority.
Artifacts
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Agatha's Soul Cauldron – This is pretty powerful, not entirely sure where I want to place it though, probably Freyalise to emphasize on the irony. (The +1/+1 caveat doesn't really matter, so Animar doesn't really get that much of leg-up since it wants to be doing its own things anyway).

Collector's Vault – Slow, but might be a thing my mono-colored decks don't really mind.

Eriette's Tempting Apple – Colorless Threaten on a permanent? I'm tempted to just try it in Yorion even if it does nothing most turns (since I don't really sacrifice over there).

Hylda's Crown of Winter – Might try this in Freyalise to give a control element to the deck (plus it works with Unwinding Clock).

Soul-Guide Lantern – I know this is a reprint, but I never bothered picking up one before, and it was under consideration for Yorion.

The Irencrag – You would think this goes to Extus, but I'm not sold I actually need it because it is a colorless rock, so it'll probably end up in Ryusei instead.

Throne of Eldraine –Sure, Mind's Eye has fallen out of favor due to cost and as a card-draw engine it is technically inferior to that, but the ability to compensate largely for itself the turn it comes down and can still act as ramp instead of draw opens flexibility. Freyalise (with Unwinding Clock again, especially), would love this. Decent in Ryusei, but Goblin Welder-tech there sort of favors really low MV artifacts and high MV ones and being 5MV makes it the awkward middle spot, so it's less tempting there.
Lands
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I do have a Manlands deck, so I'm comparing them to their BFZ counterparts to see if I want to replace them or not.

Restless Bivouac (vs Needle Spires)
Honestly I like Bivouac more, cheaper to activate and has a more flexible Raging Ravine effect. Sure, Spires has Double Strike, but it doesn't really matter in that deck. Will likely replace.

Restless Cottage (vs Hissing Quagmire)
Cottage is a respectable 4/4 with attack upsides, but deathtouch is a potent defensive ability when hidden on a land, so while it is true that Quagmire is cheaper to activate, it's not the determining factor that I will not swap it out for Cottage.

Restless Fortress (vs Shambling Vent)
Quite similar cards to the point I would say the cheaper cost of Vent is a considered factor this time. Sure, Fortress survives better and hits for one more damage if it lands, but Vent also has the potential to kill 2 toughness blockers and can scale its lifegain with power, so neither is strictly better than the other, but as I can recur lands readily in Najeela, Vent's survivability matters less and the cheaper activation cost is preferable.

Restless Spire (vs Wandering Fumarole)
Spire has the cheaper cost, but first strike being conditional makes it a poor blocker. Fumarole may cost more, but the switcheroo is unique and fun and as with Vent, survivability matters less in the deck and 4-power does take out a lot more targets than 2-power will, so Fumarole stays despite costing more.

Restless Vinestalk (vs Lumbering Falls)
Both have pretty high costs that Vinestalk costing 1 more doesn't really matter. Hexproof is nice to have, but as I've said, survivability is less of a concern (plus 3/3 isn't surviving a lot of things anyway). In the same vein turning something into a 3/3 is a weird spot which way it lands, but nothing a bit of field analyzing can't solve. Vinestalk wins by virtue of at least being interesting like Fumarole, even if its ability can be awkward to utilize.

So, we have it, Restless Bivouac and Restless Vinestalk making it out of the competition. I did wish they had less-uniform names like the Zendikar manlands though, but it is what it is.
Enchanting Tales / Showcases
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Quick look at some potential cards I might pick up, given the quite stellar choices they went with this time round.

Karmic Justice – Never really figured out where this goes, but then again it was never easy to get a foil considering how long it was never reprinted.

Smothering Tithe – I still doubt a consecutive print will lower its price, but we'll wait and see.

Leyline of Anticipation – I kept missing the boat for this one, might miss it again, but it isn't too great a priority after I got Vedalken Orrery anyway.

Aggravated Assault – Always wanted one as a Najeela backup, but the Invocation wasn't cheap, easy to find, or looked that great anyway. Now's a chance, I guess, hopefully as a normal rare it doesn't cost that much.

Parallel Lives – The only recent foil was a Judge Foil, so while I'm not expecting this to be cheap (since it's Mythic), it'll likely be cheaper than all other available foils anyway, so this might be the "splurge" card I have for this set, because the card ain't leaving Freyalise for basically forever anyway.

This set has Anime-treatment and while I'm definitely heavily influenced by anime generally speaking, this set actually doesn't quite hit it for me. There's something overtly generic about the arts that makes it feel clashing, although my anime bias means I don't particularly hate it either, just not love it to the point I would prioritize it over the other versions. Heck for Smothering Tithe I actually hope the original over at CMM craters more than rest, because every variant so far has gotten resounding "meh" from me I'm just waiting for the lowest one of them can go.

I've never really cared for the Eldraine showcase, just like I never cared for Fairy Tales inspiration that much. If I really wanted one I would probably take Devouring Sugarmaw since the absurdity goes better. Mosswood Dreadknight would be the one card I'd consider looking good on both arts, while I would prefer the realism-style on Virtue of Persistence's original art than the abstract one on the showcase.
I'm not ranking anything on power or flavor, I'm just too tired to do it. Among new cards on a personal level I would reckon Blossoming Tortoise would be the most impactful, although the Parallel Lives will probably be my splurge of the set, cost-wise. Virtue of Persistence is probably the card I'm most "excited" about, but it's mostly getting to play Debtors' Knell again without being a complete brick (So yeah, I'm not that excited for the set as a whole, but it's not terrible by any margin either, objectively reviewing). Until next time, then.
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Post by Yatsufusa » 6 months ago

Dr. Who? Review

I have a feeling this might go down the LotR delayed route, so I'm just going to blitz through this one with pretty much only my first impressions, so good chance I've missed shots on top of only commenting on cards that fit my suite or I find interesting enough to comment on. I'm not even going to divide by sections, just dumping everything in a single spoiler bracket this time, especially when Ixalan is on its heels (man even when I try to dodge product fatigue the review fatigue is also there).

Let's get this off first - no I've never watched Doctor Who. I've heard of it, yes, but the closest thing I know about the series (other than it's about time/space travelling) is that one actor (David Tennant) from Harry Potter and the Goblet of Fire was in the series. I didn't even know which Doctor he was until I google'd it just for the sake of knowing (10th). I'm doing this review purely from a mechanical perspective.

That being said, I ain't reviewing the mechanics themselves, it's basically a mash of old mechanics we already know and well, they basically don't gel with my suite of decks, mostly. The set has a stronger internal synergy than an external one generally speaking so there's fewer cards for me to jam into my own suite and I definitely have no interest in building anything around the set.

So with my usual and added disclaimers out of the way, let's leap through the review in one spoiler tab.

Time/Space Shenanigans
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Everybody Lives! – It doesn't phase, but for most intents it's a symmetrical Teferi's Protection and arguably functionally no different when used in the case when only you would lose. The downside of symmetry is that you can't utilize it to dispose of other players using another player's wincons (which can happen on occasion), which would probably lower the opinion of this card for folks with a more competitive building mindset. At the same time though, it does open politics of protecting multiple other players, so political/grouphug players might see this in a better light. Oh, and it's in Isochron Scepter range.

Danny Pink – Works in Animar for obvious reasons and Mentor synergizes with mana dorks over there as well.

Flatline – Potent combat trick. Sure, it doesn't get around abilities and counters, but that makes it only slightly more situational, with a bit of calculation is likely to be mostly advantageous.

Flesh Duplicate – Man that's creepy art (I don't have context and probably might not want to have it anyway). But it's a two-mana clone effect, but because of the vanishing neither Grimgrin or Animar will want it, but Yorion of the "blink-reset" might have some interest.

K-9, Mark I – Cute and provides minor protection, but I think Animar stills prefer the mana dorks (and not oversaturate the 1-drop count either).

Martha Jones – Probably too roundabout even in Yorion (where it's self-sufficient) but it did at least catch the attention for a while there.

Propaganda – I just want to mention this is probably the point where it gets an affordable/accessible foil, that's all.

Renegade Silent – It synergizes with some +1/+1 counter payoffs since those trigger before the phasing, so it might a "fun" addition for Animar, given that it can be easily cast for U.

The Flood of Mars – It's a zombie. The first thought is almost always to neuter an opposing creature, but that might be the weakest use of it because of the backfiring potential (especially when it's an attack trigger, not a combat damage one), but it's the other 3 options that make this pretty swell, you can make this essentially unblockable (at a miniscule risk of mana fixing someone), mana-fix your own lands, or turn your smaller creatures (looking at you, Zombie tokens, especially Decayed ones) into stronger. I feel like with these 3 options it will not underperform.

Donna Noble – It's a more fragile Brash Taunter when used in-lieu of Repercussion, but it does have soulbond (potentially doubling effects), so that fragility might not matter if I used it as a finisher with damage enhancers.

RMS Titanic – From my understanding, in-context to the show it was deliberately named after the historical ship. I guess WotC is that confident it will never have a Universes Beyond: IRL History (or they gotta find another name). It's passable in Ryusei where I can recur it, and 7 damage (that I could triple) is tempting, but I think it's too fragile for me to bother with, unless I felt like attempting an Ancient Copper Dragon without actually having to get the dragon.

The Flux – I rarely look at Sagas, but when you remember that Outpost Siege effects are basically as slow, getting a "free removal" in and 6 mana later on ain't too shabby a deal, especially when there's a good chance 4 turns of exile-draw are sufficient for a game.

The Sound of Drums – Shame this doesn't with Heartless Hidetsugu, but it is still a pretty brutal card with goad, doubling and self-recurring.

Carpet of Flowers – See Propaganda.

City of Death – Another Saga, but this time Freyalise might want to have a look, considering it's mostly tokens.

The Foretold Soldier – I mean, it can be recast cheaply and I don't really need it on the board all the time, might actually pass for "creature removal" in Animar (and the recast helps). It's like the "fair" version of Ancestral Statue (but that's mostly on Animar being a combo menace).

Last Night Together – I dream of a scenario where this was Ulamog and Kozilek on Zendikar, but realistically it's not going to happen and while it's usable, it's not optimal in most of my decks (even Najeela).

Me, the Immortal – Skullbriar in Animar colors probably has some folks excited (although some will point out the effect will appreciate speed more, so this is substantially weaker even with more abilities). The self-recursion caught my attention in the 99 briefly, but the cost is probably too great for what is essentially just-another-beatstick at the end of the day.

Sally Sparrow – See Martha Jones.

The Second Doctor – Tempted to test this in Yorion. First, the incentive of draw is usually powerful enough to create basically a hard combat protection shield. Second, if only one opponent doesn't draw, it creates incentive for me to target that player (and everyone else who can't attack me already will be inclined to agree), which reinforces each opponent to "just draw and don't make myself the target", which reinforces the combat protection shield. Yeah, it's group-huggy which I tend to be wary of, but the payoff and my own control suite might keep this in check.

The Thirteenth Doctor – Most of "cast from nonhand" effects this set I personally find not worth including because at most I have Cascade in Animar but it's not consistent enough to justify playing payoffs that do nothing otherwise. This is probably the only one that warrants consideration since she effectively gives the deck pseudo-vigilance without having to run Seedborn Muse or Murkfiend Liege, which Animar will appreciate, and while the cascade trigger risk is still there and the payoff small, it's synergistic and acceptable as an added bonus rather than main ability.
No rankings this time around, if I had to pick a new card I would be most excited about, I'd suppose The Flood of Mars would be my pick (but even that ain't close to a "must get" for me, so yeah that reflects my enthusiasm about this set).

Next up will be our return to Ixalan, and considering none of the tribes gel with my suite, so my expectations for that are also pretty low. I might even do a compacted review like I did here for the set depending on how it eventually turns out, especially when I'm contemplating doing a medium-sized overhaul on some of my deck threads (which will basically eat into time I would spare for reviews). Until then, don't get lost in product fatigue of the time/space continuum.
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Post by Yatsufusa » 5 months ago

Lost Caverns of Jurassic Park Review

Honestly, I never cared about Ixalan the same way I didn't for Eldraine, other than being the place where I found out Azor was Lawful Stupid with a capital S. None of the four tribes mattered to me then, nor do they now, although it was disconcerting to see two multi-versal popular tribes (Merfolk and Vampires) mixed with two "newer" ones (Dinosaurs and Pirates) then. Both have seen more outside-support since then, but Pirates always sort of bothered me on Ixalan because it was a class-type (it's closer to a job/role then a species), so the 3-1 balance threw me off. Also, get me that One Piece Universes Beyond (yes, they have their own TCG, but so does Final Fantasy, so that isn't really a factor).

Mechanics Review
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Craft – It's fine, it's basically a keyworded transformation condition/cost that makes it feel like Imprint/Meld/Mutate in another flavor. It does carry the weaknesses of said mechanics as well (exiled cards can't recur, weak to removal), which does put me on caution with cards. Doesn't help when a sizable part seem overcosted/for-limited and basically have no place in EDH nowadays.

Descend – basically a unified keyword for death and mill triggers together. As a payoff effect, Karador is certainly celebrating, but otherwise it's just great utility, not exactly innovative. Descend 4 and 8 is just renumbered Threshold, I do question using the same word for an active check and graveyard-size check, even if both connect to the graveyard.

Discover – Cascade, but tied to an assigned number instead of MV, and triggers on ETB/ as resolution instead of "on cast", which is a world of difference on the stack, as the Eldrazi Titans can attest to. Nothing much to say here, I daresay it will be generally weaker than Cascade, but Cascade is definitely on the higher-tier of abilities across the game, so it's not like Discover will be weak by any measure.

Explore – I didn't really care about it the first time, sure it's nice if you draw a land and/or don't mind milling, but if you wanted the keep the card, it felt like a scry where you had to reveal the card instead, which could feel underwhelming, even with the +1/+1 benefit. Especially now when Connive exists and while Connive is never card advantage, I personally preferred the element of control over the filtering while keeping hidden information, but I do admit the potential card advantage of Explore keeps it from being considered worse, even if it's not my preference. Map Tokens would feel clunky for me since I already don't favor the mechanic, but objectively they're pretty fine (better than Blood by miles at least).

Finality Counters – Considering they're moving forward using counters as reminder, this does really change perspective of a lot of things. Counters can be tampered with, which generally makes them much better with any deck that can tamper with them and since they're usually drawbacks for your own stuff when you use them, this significantly weakens the older versions where you can't tamper with them, so arguably this is a soft power-creep movement on a pretty common archetype. We'll probably get a red spell that straight up just says "deal damage and put a Finality counter" instead of "this turn if it dies, exile it instead", for example.
I'm trying something different this time due to the set structure and the way the visual spoiler works, I'm just going to cram everything in the main set together, then review the miscellaneous stuff (Commander/Jurassic Park/Special Guests) in another segment together. Might be a crowded fit, but with so many subsets this set it was easier to classify this way.

Main Set Review
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Market GnomeHaywire Mite was doing solid work in Karador and this being card draw makes it mighty tempting even if the 0 power goes against the high-power theme of the deck.

Thousand Moons Smithy – Probably won't make the cut in the end, but I did toy with the idea of generating an exponential Gnome army with this in Yorion since the front is an ETB effect.

Bitter Triumph – 3 life is negligible in the format and even discarding a card might be beneficial for some decks. Might give this a spin in Extus (Karador probably still prefers Overwhelming Remorse and I only have that much space in a deck).

Bringer of the Last GiftLiving Death on a stick sounds like something Karador would love on paper, but pragmatically this would have to replace Nethroi, Apex of Death and honestly Nethroi is more fun/synergistic with the themes of the deck.

Bonehoard Dracosaur – It's a double Outpost Siege with even more loaded benefits at the cost of 1 mana more and being a whole lot more vulnerable as a creature. That vulnerability would probably cost it in Ryusei, even if Ryusei would really love the effect. It would still be powerful in Animar, but it has way too much competition over there even at that power level.

Brass's Tunnel-Grinder – It loses the safety-net of Valakut Awakening, but it has payoffs potentially magnitudes greater (basically it already gains both benefits if it transforms, even without the discover payoff). The payoff is also slow, but the fact it is an artifact (which means it can be recurred) does give another angle of merit, enough for me to risk testing it even over Awakening.

Inti, Seneschal of the Sun – Even without benefitting from the discard ability via external sources, just the attack trigger (which doesn't require Inti to attack) and the +1/+1/trample synergy warrants this a try in Animar, especially when this has a low MV.

Jadelight Spelunker – Gotta admit, overlooked this card because my opinion on Explore isn't that high, but within the context of Karador and this card specifically I could see this as "mill X cards, except draw all the lands" working out because of the creature count. I already play Raffine's Informant and while generally I still prefer Connive for the control element, the ability to scale (even when cast from graveyard) does put this card on a higher standard than its regular counterparts.

Ojer Kaslem, Deepest Growth – The only god that has (some of) my interest. It has the laxest "returning" condition (basically 3 mana if you have 10 lands), which basically makes it immortal outside of exile. Being able to put out both a creature and land when it connects is nothing to sneer at either, even if it is slightly anti-synergy with Animar wanting to cast things. That being said, for all its power it just doesn't feel like a perfect fit anywhere, so while I don't expect it to underperform I don't feel an urge that this is a "must-get" card in any context either.

Spelunking – The only part of Amulet of Vigor I primarily played in Najeela was for the lands anyway, so while stapling an Explore onto it raising the MV, the primary benefit of being an enchantment less likely to be collateral damage in any form (especially when Muldrotha, the Gravetide is there) give this a lot of merit. Got to find space elsewhere for it though, I do value the effect enough I actually want this as redundancy.

The Skullspore NexusThe Great Henge this is not even if it feels like this on first glance due to the reduction cost, but in Karador where there are aristocrat elements and sacrificing of creatures of high-powered creatures, this is basically the ideal backup generator to either maintain boardstate or generate more sacrifice fodder. Karador already runs The Great Henge and being synergistic with both (even if Henge is already generically more so) I really would like to acquire one of these, probably the chase Mythic for me in this set, on a personal level.

Molten Collapse – It's a sorcery, but it's also easily played for 2-for-1, and in Extus it could be elevated to 3-for-1. A respectable contestant for deck space, but I wouldn't call it a windmill slam into a deck either (since we're spoilt for choices nowadays).

Saheeli, the Sun's Brilliance – Never really cared for Kiki-Jiki, Mirror Breaker effects, but this is cheaply costed enough it's considerable for Animar (OG Kiki-Jiki still costed 3 red mana anyway and frightens everyone into thinking into its combos, which I personally found pointless in an battlecruiser Animar deck). All of its clauses (costing mana, artifact and sacrificing) don't really matter, just once a turn for 2 mana to copy either a beatstick for damage/removal or even a Beast Whisperer to double the draws is powerful enough enhancement without encroaching combo territory.

The Mycotyrant – It doesn't generate a 2-for-1 like Cloakwood Hermit in the cases where I'm only sacrificing a creature during my turn (which is a common scenario), but since descend counts cards going from anywhere I'd gladly convert an enchantment into a Legendary Creature to increase the synergy count. It's probably going to be more of "microtyrant" in size due to sacrifices (the tokens can't block anyway), but it's easy to cast back anyway (Hermit was also reliant on having Karador on the battlefield to trigger anyway).

Vito, Fanatic of Aclazotz – On paper, a payoff for sacrificing (and I do have fetchlands), but Karador doesn't do it consistently enough for always provide the final payoff and Vito is fighting a coveted 4-drop position (basically conquered by Meren/Minthara/Ratadrabik these days) that results in that not making the cut.

Chimil, the Inner Sun – It's generically okay/good, but I can't really tell if it's worth a slot in at best, Ryusei (where it's easier to recur). The counter protection is nice, but not necessary/vital in most cases, and Discover 5 can be considered a amped-up form of free-exile-draw, even if it is slow. But at the same time, it is slow and random (even if Mono-Red doesn't mind as much), so I think it's just mildly tempting me while my optimized logic concludes it's not good enough.

Hoverstone Pilgrim – I mean it's going to cost 0 in Animar, has flying, ward 2 and the stats defensively it's not impossible I might consider this card as indirect recursion (and auxiliary desperate gravehate) for a wasted Walking Ballista.

Matzalantli, the Great Door – Freyalise probably needs all the draw/filtering it can get and this being a payoff of sorts emulating Nykthos, Shrine to Nyx with a different condition might make this perform better than I'm feeling it on paper.

Roaming Throne – I don't usually like "Tribal Tribal" (or it's called "Kindred Kindred" now) cards, so while it might work in Grimgrin, I'll pass on it. I do realize it does work with Animar (and Soul of the Harvest) and since that deck isn't tribal and this would cost 0… if it does get a home it's pretty much going to be there.

Sunbird Standard – This has potential, it's essentially a mana rock that converts itself into a Jegantha, the Wellspring with built-in Vigilance, which means it can combo with Najeela (with 5-colored) or even Aggravated Assault since it can pay generic costs. The problem is I lack the necessary "sacrifices" to make the card more "self-reliant" (I only have Omnath as actual 5C and Muldrotha as 3C), so I may have to tweak the deck more than usual to accommodate the card (although at the same time I guess the normal combos like Druids' Repository can make up of its lapses as well). 3-CMC mana rock that can convert to wincon (not just utility) is something I should pay slightly more attention to.

Tarrian's Soulcleaver – In a treasure-laden meta this would explode, but generally speaking you'd need to at least have a deck that can work by itself with it to consider it… and while Extus would like the payoff, the deck doesn't do enough to get there, while Ryusei probably has the opposite problem (can get there, doesn't care for payoff).

The Millennium Calendar – So gimmicky. It screams a combination of Freyalise's wincons of Helix Pinnacle and Throne of the God-Pharaoh combined in a way, but honestly, it's much weaker. It has no inherent protection on a more vulnerable card type compared to Pinnacle even if it is probably cheaper to activate-to-win and doesn't need an upkeep trigger, and 1000 life is overkill, Throne will do the job faster (especially if I also deal combat damage) and more importantly, retain the damage already done should it be removed. Even with Unwinding Clock in the deck, this just is a removal magnet (it only adds counters normally via untap step anyway, if it didn't maybe it would have been worth a gamble).

Cavern of Souls – I just want to see whether being in an actual Standard set after a multitude of non-standard reprints will finally suppress the price. If it actually does, Grimgrin might consider running one, being my Kindred deck, after all.

Echoing DeepsBody Double of Vesuva, except it can be a colorless land as a failsafe (but seriously, Vesuva never needed that failsafe anyway since it checks battlefield), so as much as it is a "clone", relying on the graveyard means Najeela would prefer this to Grimgrin, dead manlands being more important to copy (but I also have Mirran Safehouse for that).

I did a manland comparison in Eldraine because of my Najeela deck, so I guess I'm obliged for Round Two.

Restless Anchorage (vs Celestial Colonnade)
Vigilance was nice, but also pointless on a singular creature when it came to combo purposes. Anchorage costing only 3 mana to activate with the same Flying evasion really gives it the edge and while I don't care for Maps, it is still a nice bonus on top, probably elevating it to being Creeping Tar Pit #2 in some ways.

Restless Reef (vs Creeping Tar Pit)
It's basically the opposite. I don't care for milling 4, and while deathtouch is remarkable on a manland, it's on 4/4 for 4, so Creeping Tar Pit retains its position (I mean I even wanted the second one from Anchorage).

Restless Vents (vs Lavaclaw Reaches)
I'll be straightforward… I added Blossoming Tortoise into Najeela already, so yeah, while in a world without our shelled friend Vents would be no doubt the superior card (1 more toughness while filtering the hand even if it does require the discard first), the original is now a combo piece I cannot let go. If I ever let one color pairing have both cycles, this would be it, but I'm going to keep by I only one of each pairing for exactly 10 for now.

Restless Ridgeline (vs Raging Ravine)
This one's the tough one – both cost the same. Ridgeline does have combo potential with likes of Jegantha, the Wellspring in a Najeela case, but otherwise it could be said to be like Celestial Colonnade (basically insufficient). Ravine is selfish, but does grow bigger every combat phase, so while it doesn't contribute to assembling combos (outside of being granted mass Vigilance with others), it feeds off the payoff pretty synergistic by itself. So, considering I have bias for Ravine from my Standard-Jund days and Jegantha being not in the deck currently (even if it is in the backup vault), I'm sticking with Ravine, Ridgeline doesn't help evade the linear lines of Jegantha (and Lavaclaw Reaches is currently doing the linear line).

Restless Prairie (vs Stirring Wildwood)
Honestly, costing 1-mana less with 1-toughness more with Reach has a whole lot more usage than a +1/+1 buff across the board, so the Llama provides no competition here. Yes, it snowballs better than Ravine in combo cases, but Ravine keeps the counters in regular scenarios (which was actually another point for the Gruul comparison I didn't raise up).

So yeah, only Restless Anchorage makes the cut, although I might consider getting Restless Vents into the backup vault since Lavaclaw Reaches only retains its position due to a recent combo (which may or may not be retained over time).
I'm just going to do a ranking for the Top 10 cards I'm most excited for from the main set here, this is no indicator of power level and while I'm excluding the miscellaneous cards, I felt this was more fair for the "main set" to get its own rankings.

10) Restless Anchorage
9) Roaming Throne
8) Market Gnome
7) Jadelight Spelunker
6) The Mycotyrant
5) Sunbird Standard
4) Saheeli, the Sun's Brilliance
3) Inti, Seneschal of the Sun
2) Brass's Tunnel-Grinder
1) The Skullspore Nexus

Based on the recent sets, I'm pretty sure you can now open extended art Commander-only cards in foil in Collector Boosters (at not-great rates), but the spoiler gallery only classifies them as extended art, but I'm just going to review them on the assumption they can.

Miscellaneous Cards
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Charismatic Conqueror – Even if this generates a few tokens, that's already value for a 2MV 2/2, especially when it's also easy to recur. Problem is I don't really know if Karador or Extus would utilize it better.

Redemption Choir – It's highly conditional, but I wouldn't scoff at 4-mana "Sun Titan", especially when it also covers any permanent type.

Broadside BombardiersGoblin Bombardment on a stick for bigger damage and can sacrifice artifacts (also like Makeshift Munitions, but no mana cost). Considering it can be easily be recurred by Extus, I might actually run this over Bombardment because it functions better as removal otherwise (Bombardment usually is just a combo piece).

Dinosaur Egg – I just want to point out this has no Defender, which means it literally rolls around in combat as it inevitably grows due to Evolve. That said, a beatstick with a single Discover payoff is technically underwhelming these days.

Tributary Instructor – Technically a safety net for Animar, though I'm not sure I need that these days, but it does promote overextending (and battlecrusiers love that).

Xolatoyac, the Smiling Flood – I haven't even pick anything up from Doctor Who and The Thirteenth Doctor just got "powercrept" over here, at least in context of Animar for me. Cost doesn't really matter in Animar, our Smiling friend fixes mana instead of adding counters (more consistently, might I add), which is different but I didn't really need the counter addition from the Doctor to begin with, but most importantly, also untaps the lands fixed, giving more flexibility even if I don't have that many flash-enablers or abilities in the deck, but it still helps. Yes, it's basically Simic goodstuff when boiled down, but I still love it (helps it's adorable flavor-wise as well).

Jurassic Park Cards

Don't Move – This being an attack deterrent (even if it gets countered by Vigilance) does give it some consideration in Yorion, but I'm noting that the conditional wipe might so underwhelming it's actually the deterrent I'm paying for, and at 5MV might not be worth the cost.

Permission Denied – As a near-Silence effect it does require a target to not fizzle out, but on the flip side you can use it as a regular Negate so it isn't completely useless outside of Silence cases either. I feel like it's awkward to set up for combo protection cases (in a counterspell war it's just a Negate anyway), but given Yorion's ability to combo off during an opponent's turn, there's a slightly bigger opening for this card, so it might warrant a playtest.

Dino DNA – Looks very fun on paper, but it is rather expensive to activate, and otherwise, a pretty limited-form of gravehate. Closest thing I feel like I would play this is in Karador (where my gravehate game is reduced a single Bojuka Bog and even 6 mana 6/6 rate has its uses, even if not stellar), but I doubt I'll play this.

Box Toppers & Special Guests

Archaeomancer's Map – Oh great, now there's a foil I need to chase (it was good enough in Yorion I let it in unfoiled).

Pitiless Plunderer – I doubt that SPG will dent prices, but if I do land into one I guess it will find a home in Extus (for most part I circumvent the need for the card anyway).

Underworld Breach – I for most part don't have the combos revolving around it, but mono-red could use it even as just a recursion piece, but again I doubt SPG will affect its price much and I mostly moved around the need for the card.
I'm not ranking the miscellaneous cards since there's so few of them and it includes reprints. Broadside Bombardiers would probably be the most exciting card from a technical improvement perspective, but Xolatoyac, the Smiling Flood does put a smile on my face.

With this, we end our excursion into the Jurassic era, and we will soon enter the Cretaceous… I mean we return to Ravnica for the third time because there's something at Karlov Manor (there's Ravnica Remastered, but that's all reprints, so I'm skipping that). I highly doubt Karlov Manor will have shocklands given the proximity to the Remaster, so it'll be interesting to see a Ravnica without those and without a focus on guilds and/or planeswalkers as well I think. Until then, don't let the dinos bite your wallet.
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Yatsufusa
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Post by Yatsufusa » 2 months ago

Murders at Karlov Manor Review
(Return to Return to Return to Ravnica)

I'm going to take this chance to provide a quick update – basically life has been busy and I haven't had the time to even touch my cards as of late, let alone bother updating my threads and I don't foresee being able to so either in the near future, so heads up that my lists are more than likely to be like several updates behind the actual changes I made IRL (not that I do that often nowadays either).

I'm still doing set reviews because new magic sets are always fun to browse through and honestly these reviews have been great at their function as a "cards I might want" list, especially when nowadays I have to backtrack to check on "older" sets since I don't do my purchasing as frequently anymore.

I'm completely off the grid of the lore, but I can see they're trying to do something on Ravnica that isn't just "Guild showcase, followed by some other force like Nephilim/Bolas making things chaotic" this time, especially when this is the first single-set return to Ravnica.

Same disclaimers that I do these reviews mostly in relation to my own suite of decks only unless I find the card worth talking about in a vacuum even if I don't care for it personally. Even cards that can fit in my decks but don't make the cut power-wise I might just either skim over or even skip, especially currently when I'm trying to reduce the amount of time I have to spend on this.

Mechanics Review
SPOILER
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Disguise/Cloak
Basically Morph/Manifest, except the face-down 2/2 has Ward 2. So for most part, Disguise is a better Morph. But the interesting part is turning a card face-up is technically independent of how it's face-down status, so Cloak can be used to effectively grant existing Morph cards Ward 2 when face-down, and a Cloaked Megamorph still gets its +1/+1 counter, so there is flexibility between the old and the new, even if I can see Morph being effectively replaced for future sets going forward. Well, Animar is where I run my Morphs, so my attention will be in Temur colors.

Investigate
They aren't bad, but I always hesitate because Clue Tokens always feel a tad too slow compared to the typical draw powerhouses we're used to, but I suppose as more synergies show up it might compensate for it, I mean it still card draw at its solid core.

Suspect
They deliberately avoided using counters because they didn't want counter manipulation to interfere with the suspecting/unsuspecting process (imagine a suspicious Ozolith, lol) but I think physically we're still marking it with a counter (except it isn't technically one) to keep track. I wish to say the memory upkeep might make it unpopular, but menace + can't block has interesting double-edged applications I can see some use for it as a soft-form of evasion or "removal" (partial disability) rolled into one as utility, but I can't imagine a deck themed around it will be popular for long, if at all, that is.

Collect Evidence
Suspect might have some utility generally speaking, but Collecting Evidence is much more niche. In EDH we love using our graveyard as a resource, even if it isn't a reanimator deck. So bluntly put, it's likely the vast majority of Collect Evidence cards don't provide a payoff strong enough for us to risk our graveyards by ourselves. Funny enough, there's a sub-theme in the set that provides payoffs for when cards leave your graveyard, which is intended for this in Limited, but because that also works when you return a card, not just when you exile, those cards are much spicier when acting as bonuses for what you were already doing anyway, so the mechanic itself might be mostly a dud, it does come with a silver lining of bonuses in its support cards.

Cases
Basically "double-enchantments", except the secondary effect requires conditions/"payment" of another kind instead of mana, and it isn't actually 2 enchantments for the sake of Enchantment decks. But 2-in-1 cards have potential for value, and depending on the requirements, Cases can be the "faster" Sagas in the correct builds (I've made my disdain for Sagas' slowness in a vacuum clear in the past).

Honestly the mechanics feel underwhelming somewhat, and that's speaking from the perspective of someone with a Morph subtheme in one of my decks. But in the grand scheme outside context of the set itself that might not be a bad thing, at least I can get by with minimal changes and it's unlikely there's a power spike anywhere because of this (yes Disguise>Morph, but Morph was mostly narrow and underwhelming in a vacuum to begin with anyway).
I'm just reviewing the main set in one batch this time, from my understanding the Cluedo cards can't be foiled and I can't be bothered to check if there's any Commander cards getting the foil treatment.

Main Set Review
SPOILER
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Delney, Streetwise Lookout – High synergy with Extus when Extus isn't equipped, which isn't as bad as it sounds since Magecraft will bring back other creatures for the equipment anyway. The major standing point against Delney is being Legendary itself and can't be recurred by Extus.

Not on My Watch – I like the political implications of this simple card, also helps this is exile for 2 (the usual culprits for removing attacking creatures tend to be more limited chaff).

Novice Inspector – Yes, clues are slow, but at 1 mana for ETB, Yorion might find this doing honest work (well, Yorion makes it dishonest…)

Tenth District Hero – Yes, it's costly (and not just mana-wise), but it's tempting to put a Legendary creature that can be recurred by Extus just for novelty's sake. The end result being a "Avacyn at Home" isn't too terrible either.

Coveted Falcon – I already run Homeward Path in Animar for protection reasons and I do have a soft spot for Brooding Saurian even though it's not currently in the deck because it's mostly just a blank slate. This mingles with the face-down crowd, draws me cards and combos hard with Homeward Path should I get both out in a game.

Exit Specialist – The bounce is decent protection or recast in Animar, even if it doesn't lend itself to combos as easily due to costs involved, but I might test it just to increase the disguise pool since the two face-down states have to be distinct.

Mistway Spy – Again, investigate might be slow, but this is a 1-drop and Animar appreciates those. Disguise pool candidate, I suppose.

Proft's Eidetic Memory – Just the ETB draw does make this pretty tempting in Yorion (even if I have to skip a flicker to maintain no hand size). The slight power boost is fun too, even if it doesn't last since Yorion gets blinked every turn.

Case of the Stashed SkeletonDemonic Tutor with a hoop, but seeing it also provides sacrifice fodder at a reasonable cost, I can see Karador trying this out.

Homicide Investigator – Same "investigate might be a bit slow" clause, but Karador could reliably get this to trigger every turn, might be worth a spin.

Massacre Girl, Known Killer – Sadly my 4-drop competition in Karador is too tight I doubt I'd run this, but granting the board Wither and then benefitting with card draw sounds really good in a deck that has high-powered creatures.

Snarling Gorehound – A Karmic GuideReveillark combo benefactor for sure, just keeping milling until you get that Blood Artist in the graveyard then back to the battlefield. Menace also makes it a nice equipment-wielder.

Concealed Weapon – An equipment that can be played as creature in Animar seems like fun, even if all it ultimately does is provide a power boost.

Demand Answers – I already run all the variants of Ichor Wellspring in Ryusei, which makes this superior to the other discard-draw spells, even if it is an additional cost instead of an effect.

Krenko's Buzzcrusher - Don't know if I can find the space in Ryusei, but this is an evasive body easily recurrable in the deck I can see doing solid value as my nonbasic land-hate slot.

Pyrotechnic Performer – This supports Morph as well, so while I don't expect it to be a finisher, but it'll likely do a decent halfway job before attracting removal its way.

Vengeful Tracker – Meant for clues in Limited, but we all know it's the treasure-punisher in this format. Might get one just for security even if I don't know where I'd want it or if I even do, as meta might change.

Aftermath AnalystSplendid Reclamation on a stick does make it much more recurrable itself, but I don't think I'm in need of the effect since Najeela already has the land-recursion engine pretty smoothed out.

Audience with Trostani – Feels custom-made for Freyalise, but this will need testing to see if it underperforms.

Case of the Locked Hothouse – Don't see it as an overcosted Exploration because solving it is easy, it's more of a conditional cheaper Future Sight, or a stronger, less fragile Oracle of Mul Daya.

Chalk Outline – I can see this doing lots of work in Karador, given my recursion are separate instances and this doesn't restrict to once a turn. It generates both sacrifice fodder and slow draw, so that's a lot of value.

Nervous Gardener – It can help fix colors quite handily and adds to the disguise count while costing cheap generally.

Pick Your Poison – Usually folks have only one good enchantment lying around so I think that mode will hit the hardest (treasures nullify the artifact mode), but the Flying one can also save you in a pinch, even when it doesn't hit everyone.

Rubblebelt Maverick – Just being cheap ETB surveil does give this pretty solid utility value in Karador, the other ability is mostly redundant.

Slime Against Humanity – Usually these cards tend to be one-trick ponies that get boring both ways real fast, but considering how well it fits in Freyalise, I'm wondering if there's some number I can put in just for this to generate token value over time. Probably going to need extensive testing to find that out. At least this won't reach Nazgul prices.

The Pride of Hull Clade – I keep thinking of Shaman of the Great Hunt when I see this, and honestly while they are different, I think Shaman providing +1/+1 counter synergy is actually "better". Shaman generally draws worse, but is not dependent on combat. Casting cost discount also matters not in Animar, although Pride is a tanky turtle.

Undergrowth Recon – This is honestly pretty underwhelming, sure it's sort of Exploration and Crucible of Worlds stapled on one card (at one mana less, but also the land ETBT), but the Phyrexian Arena pacing means its synergy with other cards is poor compared to the two cards that it's comprised of. This honestly screams "newbie trap" to be honest.

Insidious Roots – Not as explosive as Chalk Outline, but it is cheaper, provides ramp (which makes both enchantments mighty synergistic) and probably incentive to shove my homeless Avenger of Zendikar into Karador now for fun.

Teysa, Opulent Oligarch - I need to see if Karador tilts enough into the Clue territory to consider this, but being 3-drop and providing sacrifice fodder, there is potential for this.

Tin Street Gossip – Turn 3 (or 2 if optimal) Animar, Turn 4 this, Turn 5 the first Morph is free, the second will only cost 1 and the rest are free. This curves so nicely any Animorph deck worth its salt slams this in immediately and since it can pay for face-up costs it isn't useless late-game either.

Tomik, Wielder of Law – On paper sounds great for Karador, but with the bulk the deck can field out, I'm pretty sure Tomik will underperform more often than not.
Treacherous Greed – Might give this a spin in Extus to see if it's value town or a dud.

The Case of the Shattered Pact – The fact this grants Vigilance each combat might have Najeela's attention.

Escape Tunnel – I mean I do play Terramorphic Expanse and Evolving Wilds in Najeela, guess I'm replacing one of them now (I don't think I need a third especially when they're already behind Prismatic Vista and Fabled Passage, so it's fifth place in reality already).

Meticulous Archive / Undercity Sewers – Better temples with basic land types would make the cut in my 2C decks due to lack of choice (and no ABURs personally), but nowhere else.
I tried ranking a list of cards I was most excited for and only managed to scrounge up this 5:

5) Snarling Gorehound
4) Slime Against Humanity
3) Demand Answers
2) Tin Street Gossip
1) Massacre Girl, Known Killer

I think it speak volumes how (un)excited I am for the set when the list comprises of mostly nonrare cards that serve high utility in my suite because of synergies to the point I had to look harder at the rare/mythics and decide I actually really like something granting all my creatures Wither and that's probably the only "wow" Mythic from the set for me, but it likely won't make the cut still because it can't compete for the coveted 4MV slot in the deck I would run it.

I can't even remember which is the next set, I only remember there's an Outlaw set and a Gloomy set that I dubbed "Shadowmoor#2", but regardless which set it is I don't think the appeal of just reviewing new cards for fun will wear off, even if I have to lower my standards/quality (yeah this review was done in multiple short sessions so my train of thought wasn't cohesive and I don't bother doing a final review/refinements anymore, I actually do those when I'm actually about to head to the LGS to play catch-up purchasing), so until then, I'd suppose.
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