Powerful, flexible, and difficult to remove, there are so many ways you could build Myrkul. This is easily one of the best Abzan (white/black/green) commanders ever printed. If you do, create a token that's a copy of that card, except it's an enchantment and loses all other card types. Whenever another nontoken creature you control dies, you may exile it. Guiding you into a scry-heavy strategy and reducing the cost of the instants and sorceries you play afterwards is incredible, and you can use all that scrying to set up powerful spells on the top of your library to turn into Faerie Dragons.įour generic, one white, one black, one green legendary creature – God – 7/5:Īs long as your life total is less than or equal to half your starting life total, Myrkul, Lord of Bones has indestructible. In Magic, he's joining the small group of planeswalker cards that are legal commanders, and he's potentially one of the best. He was even the protagonist of an entire saga of books, known as The Elminster Series. He was one of the first characters made by the Forgotten Realms' creator Ed Greenwood, and his presence can be felt right across the setting. One of the most notable absences from last year's Adventures in the Forgotten Realms was Elminster. Create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to that card's mana value. Minus three loyalty: Exile the top card of your library. Plus two loyalty: Draw a card, then scry 2. Whenever you scry, the next instant or sorcery spell you cast this turn costs X less to cast, where X is the number of cards looked at while crying this way. Three generic, one white, one blue Legendary planeswalker – Elminster – 5: If you're already storming ahead in resources, you won't get any. This feels like a rare example of Treasure being done reasonably: if you're super far behind on land, you'll get more Treasure tokens to help get you back up to speed. Treasure has become a hot-button topic in Commander, as more and more cards are printed that produce large amounts of it all at once. It's also two highly synergistic creature types, making it a decent beater even if you can't get any rewards off of it. It isn't a big, splashy effect, but a good way for mono-white to keep parity with the rest of the table. As long as you can get the original and the two copies through unblocked, you could be drawing cards, making Treasure, and gaining life all at the same time. Then you gain three life if that player has more life than each other player.īattle Angels of Tyr is a bit wordy, but the effects feel really nicely balanced for Commander. Then you create a Treasure token if that player controls more lands than each other player. Whenever Battle Angels of Tyr deals combat damage to a player, draw a card if that player has more cards in hand than each other player. This can act as a semi-boardwipe, and it can be a nuclear deterrent against the most powerful player in a given game.Two generic, two white creature – Angel Knight – 4/4: This can fuel Victimize at some point, and if Plague Reaver's controller discards two card and sacrifices it, they can put it onto the battlefield under another player's control during their next upkeep. Or, this deck can run Plague Reaver, a gigantic 6/5 for just 2B that forces its controller to sacrifice all their other creatures during the end step. RELATED: Magic: The Gathering - Legends Visual History Provides a World-Building Look at the Game Victimize is a reanimation spell that can revive two creatures at once, so it can trigger Tormod's ability twice, and this spell has decent card advantage by bringing back two creatures for the price of itself and one other creature. Swiftfoot Boots can speed up a creature and protect it from hostile spells and abilities, and these cards may work well with Seraphic Greatsword, Port Razer and other red or white cards to create a lightning-fast aggro strategy with a commander like Akiri leading the charge.īlack mana is catching up too, and Tormod would love to have cards like Victimize in his deck. This Ravnica charm can finish off a player, give a creature double strike or grant indestructible to all friendly permanents, a fine way to bolster any army. A few Equipment cards and spells have reinforced the idea of making a red/white aggro Equipment deck, with Boros Charm being a fine start.
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