Magic 2020 Core set Commander Review

 

Magic 2020 Core Set Commander Review

Well met and, good to see you all again, fellow travelers! Welcome back to Helix Gaming and our continuing series of set reviews focused on the Commander/EDH format. I will as always be reviewing from a more casual perspective. We have a pretty crazy summer going. Modern Horizons released just over a week ago and before people’s boxes were cold previews for Core 20 started up. Even more strange is that we’re getting less than a week of previews and ending on a Tuesday. On the plus side this is one of the best Core Sets we’ve ever seen.

We’ve got a whole set’s worth of things to talk about in one article so let’s mince no more words and dive right in!

White:

Ajani, Strength of the Pride

I feel for the Mono-White Ajani’s. They’re always either extremely unremarkable or unbelievably niche. This one Just so happens to be both. The floor of his +1 is miserable, Planeswalker deck face-card bad. Gain one life. The average case will likely be between 3 to 7 life which is okay. If you have him in a token deck it will be fine but it’s honestly still not going to be stellar. His -2 is kind of cool. It makes an Ajani’s Pridemate. Better he can do it twice before he needs to tick up. I don’t really think that Pridemate is a Commander playable card but being able to make multiples of them could get scary. Ajani’s 0 ability is very weird. In most cases it will probably be a last-ditch thing to board wipe someone who’s gone a bit crazy. A neat tricky bit of tech is that if you can somehow return Ajani to your hand with his 0 ability on the stack you can exile your opponent’s stuff and keep Ajani. All said I’m unconvinced that this Ajani is playable for us.

Angel of Vitality

An interesting card. The only reason this card is in consideration is that it’s cheap. The fact that it’s second ability didn’t get the hedge that they’ve been doing for commander for a while now (See Ajani’s 0 ability) means that this is a 4/4 flier for 3 which is well above rate. Tack on that you get some lifegain bonus and this could be a decent filler piece in a lifegain deck.

Bishop of Wings

An interesting Agenl Tribal 2-drop. The body alone is a decent rate if you’re looking to block. But the two abilities are the real juice. Gaining for life whenever an angel comes into play is good alone. And then giving you some degree of protection against a boardwipe. If you’re looking for synergy may I point you to Resplendent Angel, our previous card Angel of Vitality, and Divine Visitation. Cool card for a very underserved tribe.

Brought Back

What you’re really looking for here is Second Sunrise. That said This isn’t bad. It’s a decent check for removal and hitting any permanent is nice. Check the ability to lose to Planeswalkers to ulting them and then getting said walkers back.

Cavalier of Dawn

The first member of the Cavalier cycle and this one is pretty solid. The 4/6 Vigilance body is nice. It stops a ton of things and can still attack at the same time for a reasonable amount as well. Killing any non-land permanent in exchange for the victim getting a 3/3 golem is pretty meaningless Being an artifact in addition to creature makes this the teensiest bit worse than it’s cousins Generous Gift and Beast Within but that’s pretty negligible honestly. And last the death trigger. It’s not the worst. Getting back an Artifact or Enchantment isn’t nothing but it’s also nothing major. All in al it’s a solid card with a pair of relevant creature types but I’m not sure who really wants it. Maybe one of those two tribes?

Eternal Isolastion

A very nice piece of removal. Being a sorcery is unfortunate but it’s dirt cheap and gets around indestructible and doesn’t put the card in their graveyard for them to get back. Only getting things 4 or greater in tandem with being a sorcery could be a deal breaker but I think it’s for sure worth a try.

Leyline of Sanctity

The Leylines are finally getting reprinted (The important ones, at least)! Anticipation and Void are in the set as well. I’ll skip those because we know they’re good.

Loxodon Lifechanter

Another weird card for the lifegain deck. Or maybe the Arcades deck? I don’t know, this is a weird card. I don’t think it does anything, but I could be wrong.

Sephara, Sky’s Blade

She’s not Avacyn but Sephara is awfully close in a deck built for her. Flying tribal or maybe Angel Tribal. The alternate casting cost is very helpful but still subject to the commander tax. Being a 7/7 lifelinker is solid since it puts her at that key 3 hit kill spot. I suggest she wear the Helm of the Host so she and her copies protect one another.

Starfield Mystic

While I don’t think the +1/+1 counter thing is super relevant, but the cost reduction thing is a very appreciated ability for the enchantress decks. It’s fine. It won’t be a stand-out but it will be just fine.

Blue:

Agent of Treachery

I was super impressed by this card right up until I looked up and saw that this guy is 7 mana. Don’t get me wrong he’s very powerful but man that’s a lot of mana. Decks focused on stealing things will appreciate him and blink decks will probably enjoy him as well, but I just can’t get past that CMC.

Atemsis, All-Seeing

Our newest Legendary Sphinx doesn’t break from what Sphinxes do at all. If you didn’t know, what sphinxes do is “be weird.” And honestly this may be the weirdest we’ve gotten. That damage trigger is OUT THERE. But this is commander and having 6 cards with different CMCs isn’t extremely difficult. Don’t forget that lands have a CMC of 0. Also, of note Atemsis doesn’t need to deal combat damage. So, anything that you can use to give her a pinging ability will be useful. The rest of a deck lead by her should probably be mostly draw spells and counterspells. Otherwise toss her into Unesh and go to town.

Cavalier of Gales

Cavalier number two and this one is about as blue as they come. A 5/5 flier is a great rate, to start. But he also comes with a brainstorm on ETB and shuffles himself away and fixes your draws when he dies. The problem is, as I think you’ll see with most of the Cavs, is where does it go? Unlike Dawn, Gale isn’t White or Black so being a Knight doesn’t matter.

Drawn from Dreams

Do you like Dig Through Time? So much that you would pay two more (Let’s be honest, folks) to do it at sorcery speed? I dunno. It’s a powerful effect but at sorcery speed it loses a lot of its value. I’m unconvinced.

Flood of Tears

This is no Cyclonic Rift. Although I really wish people would stop trying to compare to Rift. Yup this isn’t rift, but it has its own place. And that place is cheating Omniscience into play so you can recover before your opponents.

Masterful Replication

This is an interesting card for sure. Why? Because it either does nothing or it does EVERYTHING! That first mode may as well not be there. In fact, I’d happily take this card at one less mana without those golems. The second ability is where it’s at with this card. There are tons of broken artifacts and suddenly having all of your artifacts become one of those is big game. Personally, I want to stick some cheap to equip stuff on my commander, attack, and then before damage cast this targeting Colossus Hammer, which we will see later.

Mu Yanling, Sky Dancer

We like 3 mana walkers. They tend to be strong. Mu is a bit worrisome though. She comes in at a measly 2 loyalty which pretty much entirely negates the value of having her first ability be a +2. Even more so because her plus is pretty mediocre. A single target getting -2/-0 and losing flying isn’t going to protect her very well. The second reason starting on 2 is bad is because her second ability is a -3. So, she can’t even start with the thing that will best protect her. Side note the art for this token is phenomenal. Her ult is what has people excited, and reasonably so. Giving all your Islands the ability to tap and draw a card is awesome. But it’s a -8. That’s a long way away when you start at 2. Mu could have been really good if she had one or two more loyalty counters.

Portal of Sanctuary

This is an interesting card. You can see a bit of cards like Crystal Shard and Erratic Portal in it. However, it doesn’t get your opponents things and can’t save your cards from most boardwipes. But if you want to recycle some etb abilities or save an important creature from removal during your turn then this is going to be a decent way to go about that.

Scholar of the Ages

A lot of this card can be summed up with what I said about Agent of Treachery. Scholar has a valuable effect. Archaeomancer is a very popular card. And this does twice what that does. But one of the things that makes Archaeomancer so good is its cost. 4 mana is good. 7 is probably too much.

Spectral Sailor

Flash, Flying, two relevant creature types, and a good mana sink for a single mana. This is the definition of a pushed uncommon.

Tale’s End

I often argue that Stifle is too narrow of a card to see play in commander. But a Stifle that can also keep an important commander card off the table for several turns could do the trick. There are plenty of legendaries that see play in the 99 of decks and, thanks to commander tax increasing off of casts countering high priority or hard to remove commanders can, potentially, end that players game.

Black

Blightbeetle

What a neat little hatebear. Okay yes, it’s not an actual bear hatebear but we can forgive that since he blocks giant things forever. And I think +1/+1 counters have become a prevalent enough thing that This nasty little guy will do something at every table you sit down at. Just a heads up; beware playing this against Yawgmawth players, or really anything with Undying, as it immediately combos off.

Blood for Bones

It’s nice to see 4 cmc reanimation again. And this one is great value. At the cost of something you can throw away not only do you reanimate something, but you get something else back to your hand. And mind you this doesn’t target the so if they use targeted graveyard hate like Scavenging Ooze to get what they think you want then you can just get other things. Another bonus of not targeting is that the thing you sac as part of the cost is available to be brought back with this so it could very well be a Black blink spell. Great value for an uncommon. And with sweet Seb McKinnon art to boot.

Cavalier of Night

The third member of the Cavaliers and he’s pretty solid. A 4/5 for 5 is a solid rate in limited but is just fine in commander but he makes up for it by having good abilities. Lifelink is always a welcome sight in black decks as life total can get dicey quick. The ETB to exploit a creature and kill another creature is very nice. A bit unfortunate that it can’t sac itself since that means it does nothing if it comes into an otherwise empty board. And the dies trigger is nice value too, but I can’t say you should be looking to pull it off every time. Just a nice bonus if you happen to have something. And again, being an elemental and a Black knight means it has two relevant creature types.

Dread Pressence

Gitrog Monster and Windgrace decks rejoice as we get more and more tools for the lands decks. While Black doesn’t lack for either of these abilities getting them for playing lands is a great bonus. Make sure to play this with Urborg so you can trigger off of all your lands.

Embodiment of Agonies

What a weird card. Absolutely bizarre design. As it says in the reminder text this doesn’t just benefit from different converted mana costs but mana costs that are the same CMC but different in symbology. Don’t get me wrong because that means this guy gets bigger more easily and coming with Flying and Deathtouch is great. So long as this isn’t the last card in your hand, I think this is a solid card. Will probably often be a 3/3 or 4/4 which is a solid rate. To bad it doesn’t work with lands, but I guess that would be a bit much.

Legion’s End

Mr. Token deck you lose, good day!

 

 

I said good day!

Rotting Regisaur

They’ve beaten Colossal Dreadmaw to death but that won’t stop it from being printed in a set. Ladies and gentlemen, Colossal Deadmaw! Jokes out of the way this is a surprisingly nuanced card for how little text it has. In fact, it’s lack of text makes it better! More on that shortly. Do I need to discuss the body? Yes, 7/6 for 3 is an absurd rate everyone knows that. Moving on. It’s the discard that’s interesting. This is such an incredibly small downside that many decks will turn it into upside. Reanimator decks will love this so much they may start playing Dark Ritual to get it down on turn 1. And in the past, we would have seen something like this come with the rider clause that if you are unable to discard a card you have to sacrifice it or it taps itself and deals you damage or something like that. But no! this big ole boy sees you get hellbent and then just sits their and keeps doing its thing! Surprisingly good card.

Scheming Symmetry

Ooooooooh boy. What a card. Closest comparison of the top of my head is the classic Vampiric Tutor. But Vampiric Tutor is a wildly powerful card. So, you can keep your two life but in exchange you lose instant speed and have to give an opponent something as well. Now, that said, not everything is lost because of that. Being a sorcery is unfortunate because that means if you want it now you have to work a little harder for it. But if you can go ahead and draw a card this is fine. Now giving another player any card, they want can also be bad but commander is a political game and you can spin giving them something to your advantage if you and that player are both looking to stop a third player from doing something. Teamwork makes the dreamwork. At least that’s what I hear.

Sorin, Imperious Bloodlord

Sorin is back in Mono-Black and looking… weird. The art that is. He looks totally different. But that’s not what we’re here for. We’re here to turn 3 a Butcher of Malakir or a Nirkana Revenant or the like. Sorin’s two +1s are nice but, lets all be honest, the -3 is where the juice is. The first +1 does turn something into a good blocker. And having a Lightning Helix so long as you have a spare vampire lying around (something Edgar always has) is useful but neither compare to just dropping your scariest thing into play for free.

Thought Distortion

A very expensive, very useful spell. Uncounterably Duress-ing the combo players hand just before you think they’re going to go off is big game. 6 mana is a whole lot but if you can dumpster your opponent by exiling important things it could very well win you the game.

Vilis, Broker of Blood

The last of our Black cards and a top contender for best card in the set. Yes, 8 mana is so much mana, all of the manas, I get it. But you get an 8/8 flier that says draw your deck. Don’t believe me? Put Spiteful Visions into play. Play him with Nekusar and donate him to your opponent. Hell, you don’t have to even play him that unfairly. Entomb and Reanimate him. Because of the order you do Reanimate you lose the life after the creature is in play so you just payed 2 mana to draw 8 cards and get an 8/8 flier. Vilis is what Belzenlok should have been. Absolutely absurd. Can’t wait to play him in Yawgmoth.

Red

Cavalier of Flame

Cavlier number four and this one is really strong. Maybe the strongest of the five. A 6/5 for 5 is a good rate and is going to scare off most attackers and bring the beats himself. The first ability, rather than a keyword like the others, is the oft forgotten second ability of Purphoros to pump all your creatures’ power and gives them haste just in case they need it. But this is just gravy compared to the other abilities it has. ETB being a custom wheel for any number you want is fantastic. You don’t have to feel bad about discarding things you want while getting to turn the stuff you don’t care about into new cards. The death ability is pretty narrow but will certainly be useful. Damage based on lands won’t be that much in most decks but if you’re running fetches and Evolving Wilds/Terramorphic Expanse you’ll probably get two or three. Hitting planeswalkers is really nice.

Chandra, Acolyte of Flame

There are three Chandra’s in this set. Another thing about this set that’s freaking weird. The middle version of Chandra is the most interesting overall. She has two 0s which by itself is pretty interesting but the first one is more or less been reserved for Ajani so far. Chandra tribal? The other 0 is pretty typical Chandra stuff making aggressive dudes that go away at the end of the turn. Lastly is a pretty strong -2 that flashes back a cheap instant or sorcery back. Getting some extra mileage out of your removal is mostly what you’ll be doing with this. This Chandra is probably the most niche of the three but is reasonably strong.

Chandra, Awakened Inferno

The oldest, and most powerful of the three Chandra’s. 6 mana for 6 uncounterable loyalty is already good. But her +2 is madness. First off, it’s a +2 which means she’s already at 8 which is a fine means of protecting herself in and of itself. But the fact that it gives an emblem to each opponent that pings them on their upkeep. It stacks and doesn’t go away, even if you’re no longer in the game. Now in commander 1 damage every turn isn’t that much but you’re pretty much guaranteed to get it. If you get up to 3, you’re really doing noteworthy damage. To compensate for the experimental and powerful nature of the +2 her other abilities are less stellar. Her -3 is still strong but in my experience 3 damage will often not quite get there. On top of that there’s a lot of elemental synergy in this set including a new elemental tribal commander so you’ll probably be seeing several elemental decks who wont care at all about this ability. Lastly her -X. Again, the ability is strong enough and after a single + you’ll probably have enough loyalty to kill just about anything but it’s a bit disappointing to see a 6-mana walker without a proper ult.

Chandra, Novice Pyromancer

The youngest version of our dear pyromaniac. +2/+0 to all your elementals is fine if it does anything but this is extremely niche, two decks maybe. Her -1 is also just fine. As a – ability it’s not amazing but it gives that combo with Cloudstone Curio and Planebound Accomplice another Chandra to go infinite with. Her -2 is also just fine. A shock on a four-mana walker can be useful sometimes. Overall not super impressive, but hey what can you expect from an uncommon planeswalker?

Chandra’s Regulator

A very interesting but EXTREMELY niche card. You don’t get much narrower than caring about a single type of planeswalker’s abilities. Mono-Red decks will like the looting ability and if you’re playing, like…, 6 Chandra’s you’ll get some use out of the first ability.

Drakuseth, Maw of Flames

Now this is what I like. Legendary dragons! And one that packs one hell of a punch. A 7/7 flier for 7 is pretty average but when it punches for an extra 10 damage across three targets when it attacks that’s some juice. Personally, I’m going to do the obvious thing and drop him into The Ur-Dragon. But he could very well lead his own deck and burn people to death like that poor adventuring party in his flavor text. Toss in a bunch of damage doublers like Dictate of the Twin Gods and Gratuitous Violence and some haste enablers and set the world on fire.

Fry

There are a lot of annoying White and Blue planeswalkers and this kills pretty much all of them. That’s pretty much it.

Glint-Horn Buccaneer

Now this is interesting. Obviously Nekusar, The Locust God, the Nehebs and just about any deck that is looking to do a bunch of wheeling will love this card for that triggered ability. The activated ability is pretty meh, but this is a very good card overall.

Leyline of Combustion

One of the two new Leylines. I’m unconvinced that this will be any more played than the other red ones. But I guess if this can discourage people from trying to remove your things then it could do the job. Triggering on spells and abilities is a fantastic bonus. I’d certainly give it a try in a Mono-Red deck where protecting things can be difficult.

Rapacious Dragon

A cheap dragon that ramps! I like it. I’ll for sure find a spot for this guy in The Ur-Dragon. A slightly bigger body would be welcome but that’s probably just because I’m greedy.

Repeated Reverberation

Yo dawg we heard you like Fork so we doubled your fork and added planeswalkers for funsies. When I first read this card, I missed that it copied twice and thought it was a bit expensive. But then once I got the correct wording, I saw its value. I think this could be insane in superfriends decks. I think Neheb, the Eternal is probably also a fan.

Green

Cavalier of Thorns

Green finally got screwed in the mythic Creature cycle. A 5/6 Reach for 5 is fine, just like the rest of the Cavaliers but his ETB and dies triggers are pretty mediocre. The ETb gets you a land from the top 5 and puts it on top of your library. Come on. This is a mythic. It really should have gone into play and at the very least to your hand. The dies trigger is more or less fine, getting any card back from your yard is solid but you have to exile Cavalier to do it. Disappointing compared to the others.

Elvish Reclaimer

Now for a good Green card! Specifically, another toy for the lands decks but honestly I think most decks playing green will enjoy this guy. The first ability is whatever but having a 3/ 4 body isn’t that bad. But no it’s the repeatable Crop Rotation that we’re here for. Two generic mana and a tap is a great rate for this ability. Go get whatever utility land you need at any time. It comes in tapped but you can do this at your opponents endstep so it’s not really a big deal.

Gargos, Vicious Watcher

The last member of the Mono-colored legendary cycle and it’s actually rather impressive for its pretty small niche. Hydra Tribal finally has a proper commander, and it does the job very well. An 8/7 Vigilance is a phenomenal rate. No trample is a bit of a let-down, but this is Green, you shouldn’t have that much trouble getting trample on this guy. Reducing Hydra costs by 4 is big game. It basically means you can make reasonable threats of most Hydras without investing any actual mana into their Xs. The last ability is a bit odd since we don’t really play pump spells. However much of Mono-Green’s removal happens to target both your opponent’s things and your own via Fighting. Which basically means that Gargos makes all of your fight spells double up. The only real let down with Gargos is that he doesn’t come with Red for those few RG hydras.

Leyline of Abundance

The other new Leyline is a bit more odd. If you can start with this in play and have some mana dorks in your opener, you’re going to have a ridiculously explosive start. However, if you don’t or if you get board wiped early you’re going to be looking at a blank piece of cardboard for a while. The second ability is mostly just gravy but could certainly prove useful to close out games, but 8 mana is a lot. Color me unconvinced by this. I’m just not sure it’s worth a slot.

Nightpack Ambusher

More toys for Wolf Tribal. A solid one at that. A 4/4 at instant speed that anthems your wolves and werewolves is probably fine on its own. But then you get rewarded for the turns you have played your entire hand out and have nothing to do. A fine card for its tribe. Bad elsewhere.

Season of Growth

Not a bad little enchantment for its price. Tacking scry 1 onto all of your creatures is fine by itself but then it draws you card when you target your creatures. This is the same as I mentioned with Gargos. Fight spells will do the trick. I could see this very often being one of the last cards cut when deckbuilding.

Shared Summons

It’s a good thing this is an instant. Otherwise it would be unplayable. This is going to be especially good in UG decks that can hold up counterspells and use this if they don’t need to act during others turns. Another card that may end up being card 101 or 102.

Veil of Summer

A nice reference to Autumn’s Veil. Basically, a narrow Green counterspell that might cantrip for you. A fine card that fits the sets theme for Green of probably being on the verge of making the deck but is one of the easy cuts.

Vivien, Arkbow Ranger

It’s gonna be a hard meh on this Vivien. Four mana, triple colored, that pretty much does nothing on an empty board. And her -5 doesn’t do anything if your playgroup doesn’t house rule for wishboards. Far better things to play in her place.

Voracious Hydra

Now this is a Hydra! Double X trampler or X with a removal spell tacked on. With Gargos it’s a two mana 8/8. That seems pretty solid to me. May be able to see play in other Green decks too. Fun card.

Wakeroot Elemental

If you end up across from this know that no one is playing this card fairly. If they say they are they’re lying. They’re looking to make infinite mana by untapping a Gaea’s Cradle or a Nykthos or an Itlimoc. Kill it. Simple as that.

Multicolored

Corpse Knight

A solid toy for the zombie decks and probably most WB token decks. Could probably be a kill on sight creature.

Empyrean Eagle

Favorable Winds on a 2/3 flying body for 3 with two relevant creature types. And it just so happens that most, if not all of the creatures in those types fly. Great tribal card.

Kaalia, Zenith Seeker

We arrive at the wedge legendary cycle. And it’s first member probably provokes a lot of ptsd flashbacks in people who have been playing commander for since the days of the first precons. But fret not my twitchy friends Kaalia has grown kind in her old age (The card not the character, she still lookin’ good). Instead of dropping huge monsters on you for free she has toughened up a bit and only finds the friends she once dropped. So, here’s the unfortunate truth; you’re either playing Zenith Seeker because you don’t want the hate that Vast will immediately draw you or you’re playing her in the 99 of Vast. It’s unfortunate but true. She just isn’t as powerful as her first form.

Kethis, the Hidden Hand

This is not at all what I was expecting from this member of this cycle. They’re really pushing legendary tribal lately. Kethis is interesting if nothing else. Reducing the cost of your legends is certainly nice since often times legendary cards can be pricey. His second ability is where is real juice is though. I think the cost is going to surprise people. It’s more than I think many people are currently thinking it is. That said it’s a very powerful ability. Giving ALL of your cost-reduced legendary cards, cards not creatures an important distinction, flashback until EoT. This is a great effect and I think the thing to do with it is flashback Urza’s Ruinous Blast until your friends hate you. The moral of the story? The author is probably a bad person and Kethis will be a neat commander.

Kykar, Wind’s Fury

Have I ever told you guys I love Storm? No? I effing LOVE Storm decks. And Kykar is a prime candidate for Storm commander. But he’s also cool because He could just be Spirit tribal or a normal spell-slinger deck. Kykar is one of the most wide-open legends in the set and a welcome addition to the pretty narrow range of Jeskai commanders.

Moldervine Reclamation

I don’t feel like I really need to talk about this card. It’s a good effect that does pretty much exactly the kind of thing BG wants to be doing. The only issue is can a deck afford a 5 mana card that does nothing on its own.

Omnath, Locus of the Roil

Omnath is back, baby! And this time he’s… wet? I dunno he’s now Temur colors and cares more about Elementals more but lands less than Angry Omnath. But hey, being a meager 4 mana is nice. The first ability is pretty meh, honestly. Throwing burn equal to your elementals is a nice bonus but probably isn’t going to be that big most of the time. The second ability is pretty solid though. 8 lands honestly isn’t that much in commander so drawing that card is going to be pretty easy. The +1/+1 counter is just a bonus. In all honesty this Omnath isn’t super impressive and if you’re playing him you’re probably doing it because you want to play elementals but not Horde of Notions or you want to play a Blue lands deck for things like…

Risen Reef

This is the kind of card that I was hoping I would have access to when they said that one of last years precon decks would be a lands deck. This card is fantastic. Turning all of your elementals into Coiling Oracles is going to get you so much card advantage because, as it turns out, there’s a reasonable number of things that care about both lands and Elementals. See the above mentioned Omnath, Locus of Rage as well as Zendikar’s Roil. This card in concert with one of those two and our next card could very well draw your entire deck.

Yarok, the Desecrated

Yarok is what stands in Vilis’ way of being the best commander card in the set. We all like Panharmonicon, right? Well hows about we improve Panharmonicon so that it triggers off of everything and staple it to a 3/5 Lifelink, Deathtouch body for a mere one mana more. Yarok can do so much it’s almost absurd. Great card.

Rienne, Angel of Rebirth

The BaB promo is another three-colored legendary. And she’s Naya multicolored tribal? I guess. She’s got a reasonable body at least. 5/4 flier for 5 is a decent enough rate. Pumping your creature’s power is fine but her second ability is where her real power is. Making your creatures functionally immortal is a pretty solid benefit but man not coming back until the endstep is a huge bummer. Decent but pretty low on the Naya commander totem pole.

Artifact

Bag of Holding

As a Dungeon Master this card makes me happy. As a Magic player I’m pretty neutral on it. A Mono-White deck may appreciate it and decks like the The Locust God will probably find a place for it. But it takes a lot of resources to make work and if this get’s Krosan Gripped you’re going to have some hurt feelings.

Colossus Hammer

This card is too funny to me. I think it would have been cool if they had reduced the equip cost and instead had a restriction on the power of the creature that it could be equipped to. That said this card is ready to kill people if you can cheat around its equip cost via Puresteel Paladin, or Balan, or Stonehewer Giant it could do serious work.

Golos, Tireless Pilgrim

Not-so-sad robot is pretty sweet. ETB get any land into play is powerful by itself. But you can’t ignore that he’s colorless to cast, has a five-color identity, and can play a solid section of your library for free. I think Golos will be the commander from Core 20 that has the most staying power as it has basically no restrictions so you can build whatever 5 color deck you may want. Play him with Maze’s End for maximal lolz

Mystic Forge

Man, those maniacs at Wizards are really getting into this “cast from the top of your library” thing. This card is honestly pretty dumb. Obviously it’s broken with Paradox Engine but then again what isn’t? Can’t wait to put this in Breya.

Lands

Cryptic Caves

Gotta say that this is a pretty hard shrug from me. I guess it’s not unreasonable to want a Horizon land that is colorless and Mono-White will appreciate any card draw it can get its oppressive little mitts on. I’m not impressed but I guess I can understand why people will dig it.

Field of the Dead

Now this is the kind of utility land I’m into. This is commander so if you’re playing two or more colors the “different names” stipulation will probably not matter. And 7 lands can be pretty easy to achieve. After that every land you play comes with a free zombie. Lots of decks will love this card.

Lotus Field

Lotus Veil is not a great land. It costs you untapped lands and feels unacceptably bad to have Strip Mined. But the Field allowing you to sacrifice lands you’ve already tapped is great and having hexproof means it can’t be killed. Not sure I feel good saying that this is an easy include that every deck will want but it’s certainly a good chance that most of them will. Especially mono colored ones. Will certainly be worth trying out.

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