Reki, the History of Kamigawa - As Casual as a Competitive Deck Can Get
FULL DECKLIST
Hi there! My name is Bontu-The-Fabulous, or Mereth. I’ve been playing EDH for about 5 years now. Reki, by far, is not only my favorite deck, but by far my best.
It started when I first got into the game. Our school had an unblocked deckbuilder site, called tappedout, and while browsing it I found an early version of this deck. it was simply called Mono Green legends, and it had Reki at the helm.
Essentially, Reki was the first ever commander I wanted to build. However, it ended up being eight and a half tails, as Reki as a deck is actually a bit pricy for a 15 year old freshman.
Last year, however, I decided I finally had enough to start building, and around a year and half later, Reki is 99% complete, and it’s time to share why I love this deck so much, along with my list. I will remind you- This isn’t a cheap deck. I’ve never put more effort into a single MTG deck in my life, and this deck is my pride and joy. You can easily build a much cheaper version on a budget, and hile it won’t be as consistent, it worked for me for a while!
WHO IS REKI?
Reki, the History of Kamigawa is a 1/2 Human Shaman legendary that draws you a card whenever you cast a legendary spell. On the surface, this ability seems alright, nothing too special- And that’s what I initially thought. Then, I tested the deck, and immediately understood what Reki was. Reki is not only one of the best draw engines in the entire game in my opinion, but the way you play him in a deck is so fun and different than other decks that it creates a unique, interesting deck. Think Azami, but for Legendary Green spells. Reki himeself becomes a card that makes sure you always have a full hand. When you cast a legendary, you draw a card. If it’s legendary, you cast it again. And again. He gets out of hand fast.
WHY NOT SISAY?
This is the first question people ask me about this deck. Sisay is probably a better version of this deck, however, Reki is actually better and much diferent than you would think in a few different ways. Firstly, he costs less- This is important, as it means you get your engine up a full turn sooner. Secondly, Reki as a commander works differently- Sisay searches for Paradox engine and then wins. Reki? He draws his entire deck out in a turn or two. While Reki is searched out in Sisay, it takes an extra two turns- One to cast Sisay, and one to search for Reki. Reki, this time, is here sooner and the engine is harder to get rid of, as he can simply be recast. If he dies in Sisay? Too bad. Finally... I think he’s more fun. More variety, and the deck is much different- Mono green legends is a fun ass deck!
THE STRATEGY
The strategy of this deck is quite fun. Your goal is to ramp and play big legendary spells every turn, normally at least two or three until the mana you are producing hits such a level that you can draw literally around 20 cards in a turn, and play every single one of them. Around 40% of the deck is legendary spells. 44 cards, to be precise, not including Reki. That means around half of the cards you play immediately replace themselves, and that’s including other sources of mono green draw in the deck.
WINCONS
Now this is a fun part. Originally, there was only one win con in this deck, and that was get a big enough board to kinda jut murder everyone at the same time. While that is still a major win con, everything changed when the fire nation attacked.
This card make Reki viable in competitive play, if only a little bit. This deck runs a LOT of mana rocks, and things that aren’t technically rocks that use this very well. Essentially, this LEGENDARY artifact gave Reki a fighting chance in competitive places. This card will be the easiest and quickest way to win, though not the funnest.
This is the funnest. I own a FOIL ONE (It looks so pretty), and Helix Pinnacle is no joke. I spoke before about how much mana this deck produces, and I wans’t kidding- I’ve been able to get this card consitantly. I’ve been able to generate this much mana in a single turn. Without going infinite. A mix of Nykthos, mana doublers, and a very specific and powerful mana rock I will speak about soon. This card can snatch a game before anyone sees it coming. Only 100 mana.
Why go infinite (Near) with Paradox engine, why go big and play a pinnacle, when you could just generate so many big cards in a turn and drop this baby to punch everyone at the same time? Akroma’s Memorial is a card that once it hits the board ends the game. In a time where you’re just playing cards and drawing them, this card ends the chain with a GG.
The same effect as Akroma, however, this card just makes your board massive. not only that, but it’s a great mana sink.
THE LEGENDARY CREATURES
I would love to sit here for the next 2 hours and write about every legendary in the deck. Maybe I will, one day, but there’s 44 legendary spells in this deck. I’ll list all of them, with the most important ones at the beginning. Each and every legendary in this deck has value, meaning, it’s not just a vanilla creature.
Here we go! I’ll list the most important ones with text on why it’s busted.
Hope of Ghirapur
Ghalta, Primal Hunger
Hazoret’s Monument
Hua Tuo, Honoed Physician
Jolrael, Empress of Beasts
Sachi, Daughter of Seshiro (8 mana on a four drop creature. Remember, Reki is a Shaman. One of the best legends in the deck because of this.)
Yeva, Nature’s Herald
Heroes’ Podium
Jugan, the Rising Star
Hall of Triumph
Oath of Nissa
Rhonas’s Monument
Rishkar, Peema Renegade
Selvala, Heart of the Wilds (Strongest mana dork in the deck, can provide draw as well)
Sword of the Animist
Predator, Flagship
Mox Opal (Literally 0 to draw a card and a mana rock. Hands down the best card in the deck due to the sheer... Holy fuck it’s a 98 card deck.)
Oviya Pashiri, Sage Lifecrafter
Planar Bridge
Sakiko, Mother of Summer
Nissa, Vital Force
Hammer of Nazahn
Nissa, Vastwood Seer
Skyship Weatherlight
Dosan the Falling Leaf (Play this first on your big turn and you win.)
Bow of Nylea
Skysovereign, Consul Flagship
Polukranos, World Eater (Mini win con with enough mana.)
Helvault
Alhammarret’s Archive (This doubles your power. One of the best cards in the deck.)
Akroma’s Memorial
Growing Rites of Itlimoc
Garruk Wildspeaker
Omnath, Locus of Mana (Don’t have enough mana this turn? You will next turn, along with a dead player!)
Garruk, Primal Hunter
Paradox Engine
Nylea, God of the Hunt
Patron of the Orochi (Doubles your mana)
Vorinclex, Voice of Hunger (ALSO doubles your mana)
Ulamog, the Ceaseless Hunger (Oh)
Kozilek, the Great Distortion (Oh no)
Ulamog, the Infinite Gyre (Oh no...)
Kozilek, Butcher of Truther (Please no more...)
Emrakul, the Promised End (Dear god why)
And that’s that. You’re probably either done skmming over the list and missing half of the cards, or you’re in shock of how much this deck was. Now then, I will remind you, I’m missing a few cards. I don’t ACTUALLY have a Mox Opal, as it’s 80, but I’m working on it. Not only that, but an Azusa, Lost but Seeking as well.
That list is preeetty intense. I encourage you to read over it again, because there are some scary things in that list.
God, what about the Non-Legendary Spells?
Glad you asked! There’s a total of 21 spells that aren’t legendary, and all of them are either draw, remval, or ramp. Most are ramp. Let’s talk about the most important ones... Starting with, hands down, the best and most important card of the entire deck.
This card is nucking futs. In a single game, I’ve hard this 3 drop artifact produce more than 5 mana by turn 5 by itself. Late game? Upwards of 10, 15, even 20. It’s too powerful. Think about it. Legendary permanent... Well, there’s Reki. Your planeswalkers. Your legendary artifacts, enchantments... 44% of yoru deck just became tap, add 1. Have fucking fun. So, basically, eery legendary card in your deck, is now:
Tap add 1, when you cast this draw a card. And I’ll remind you... This doesn’t care about summoning sickness. Everything you cast adds a mana to your pool.
Cloudstone is fantastic in this deck. In the legendary pool, there’s actually a lot of low cst cards that do things- This card essentially allows you to return them to hand to cast again to draw a card. Hope of Ghiraur is the best in the deck for this. Going Oviya Pashiri and Hope is utterly busted,as it becomes 1 to draw a card. You can, also, of course, recast an Ulamog or Kozilek.
This card not only is a mana doubler, but it ALSO draws you cards. Reki just got even better.
Wow, a card that protects Reki, AND increases your mana for a turn? NICE!
Who needs things like Akroma’s Memorial when you got this baby?
What else?
That’s pretty much it! I didn’t mention a lot of the random ramp or removal in this deck as it’s self explanatory. Go ahead and grab the tappedout link below to test this deck out for yourself, and see how wild it is!
Once again, my name is Mereth, and this is my favorite commander of all time. I hope you enjoyed reading about this random commander.
Have a nice day!!
FULL DECKLIST!!
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Modern Horizons Commander Set Review
The Commanders of Modern Horizons
Urza seems very, very powerful. He runs tons of 0-mana artifacts so that almost every card you cast nets mana, and then relies on Blue’s efficient card draw (like Windfall, Time Reversal, etc) to draw into more mana, cards, and eventually tutors, which will get Paradox Engine. Paradox Engine usually means game over, because every spell you cast off of Urza’s last ability will untap all your mana sources.
Urza, Lord High Artificer
This is a sweet commander with a lot of combo potential. My current list here:
Yawgmoth, Thran Physician
It’s also a decent opportunity for an Old Phyrexia theme deck, if that’s your jam.
The passive pinging could be very good if you slap a Basilisk Collar or another deathtouch equipment on him. I think this could build into a grindier sort of goblin deck, in contrast to Krenko’s goblin aggro or Zada’s goblin combo. I think Mons could makes use of sweet sac outlets like Arms Dealer, Shivan Harvest, Dark-Dweller Oracle, and Goblin Trashmaster to control the board and get value.
This can be solid if you draw the right engines. Beast Whisperer, Vanquisher’s Banner, and Guardian Project are good here, as is Evolutionary Leap. The main thing you want to avoid is playing out your hand of bears, having no way to refill it, then getting your board wiped.
Ayula, Queen Among Bears
I’m pretty sure you can get this guy down consistently on turn three. There are many good cheap creatures in these colors (well, most are in Green) and there are a decent number of cantrips that dump a ton of cards in your graveyard like Grisly Salvage. It’s not going to be hard at all to cast some combination of two creatures and a Grisly Salvage variant in the first three turns of the game, and once you’ve got your 8/8 beatstick, you can pump him up with Voltron enablers like Inquisitor’s Flail, Glistening Oil, etc. I’d also run cards that draw tons of cards off of big boys, such as Hunter’s Insight, Hunter’s Prowess, Rishkar’s Expertise, etc.
This was explicitly designed so that you could play all the crew members of the Weatherlight in one deck and then tutor them out every game, and although that build is super flavorful, I don’t think it’s going to be very strong (and I’m sure it’s not the most powerful thing you can do with her).
The build I’ve been messing around with uses a ton of legendary permanents that cantrip or scry (such as Fblthp, Oath of Nissa, Oath of Jace, Search for Azcanta, Growing Rites of Itlimoc, etc.), as well as legendary permanents that accelerate you, such as the Radhas, Rishkar, Neheb, Dreadhorde Champion, and Azusa, Lost but Seeking. Of the latter category, one of the most important cards is Selvala, Heart of the Wilds, which scales with Sisay to generate enough mana in the right colors to activate her.
Generally, I think the play pattern is going to involve spending the first three or four turns casting your legends that offer card draw, card selection, or acceleration. Then you’ll cast Sisay and basically pray that she lasts until your untap step. Once that happens, you pass with WUBRG up. If somebody tries to mess with her, you can grab Saffi and save her. If not, you can grab Selvala, and if nobody kills Selvala before you untap, you get to really go off. By this point, Sisay should be a 6/6 or so, so you can activate Selvala for six mana and use Sisay to grab Paradox Engine. Then all you have to do is cast a spell and Selvala untaps. Then you can activate Sisay again to grab Rishkar, who will buff Sisay and another creature and provide the green mana needed to repeatedly activate Selvala.
Then you cast another spell, untap Selvala, and you can activate Sisay again, who will now be large enough to grab Bolas’s Citadel (thanks to Rishkar’s counter). From there, you can cast cards off the top of your library to net mana with Selvala, and if you ever get landlocked, you can activate Sisay to shuffle it away. You can also search out legends like Azusa or Erebos to help clear lands off the top of your library so you can continue to combo off with the Citadel. The win condition isn’t super clear at this point, but I’m guessing once you cast most of your deck you can find a way to kill your opponents.
Note that while this all sounds very powerful, there are a bunch of moments where your opponents can jump in with spot removal to ruin your plans. Try to play around removal accordingly and limit the amount of time Sisay is on the battlefield but not actively comboing off.
Sisay, Weatherlight Captain
Although it doesn’t work as a universal tribal commander, Morophon does build into a unique deck. If you run 50 or so creatures of the same type and use Morophon to make it so that all of those creatures cost zero, then you just need a draw engine like Guardian Project, Beast Whisperer, Vanquisher’s Banner, Kindred Discovery, or Glimpse of Nature to draw through your deck and combo out.
Humans have more than three times as many Morophon-compliant members (meaning their cost is reduced to zero by Morophon) as the next best type, which means that you get more Humans that are also Wizards (17), more Humans that are Legendary (16), more Blue Humans (26), more multicolor Humans (43) and more Humans that have two or more power (47).
“Why are those characteristics relevant?” you ask. Well, having a large number of Human Wizards allows you to use Azami, Lady of Scrolls as an additional draw engine. Having a lot of Human legends allows you to use Reki, the History of Kamigawa. Having lots of Blue Humans turns on Dire Undercurrents. Multicolor Humans trigger Tome of the Guildpact. Finally, having lots of humans with two or more power means you actually have lots of humans with three or more power, thanks to Morophon’s buff. This allows you to make use of Elemental Bond and Garruk’s Packleader to keep the combo going.
All this means that you’re waaay less likely to fizzle if you’re running Humans compared to any other creature type, as you have access to more draw engines because of your deep card pool. Once you have one draw engine, you’re likely to keep going long enough to assemble a pretty large board state. Once you have two engines, you’re likely to cast your entire deck.
I’ve built a rough list that goldfishes pretty well. Be warned, however, that if your opponent has spot removal open the turn you cast Morophon, you’re going to have a bad time. If they don’t, you’ve got a good shot at winning.
Morophon Humans
Slivers have often had trouble dealing with board wipes (as have most nontoken, non-Voltron aggro strategies), so I like that they’ve been printing Sliver commanders to address this problem. Hivelord was a good attempt, but what tended to happen was that people would find a way to remove it and then wipe the rest of your Slivers. The First Sliver may be more effective because it turns every Sliver into many Slivers, so you can build an army while still sandbagging a bunch of cards in your hand.
The Maindeck Cards of Modern Horizons
In this set review, I’ll be using two five-point rating scales to evaluate the nonlegendary cards, one that measures how many decks a card is playable in (we’ll call that “spread”), and one that measures how powerful it is in those decks (”power”). Here’s a brief rundown of what each rank on the two scales means:
Spread
1: This card is effective in one or two decks, but no more (ex: The Gitrog Monster).
2: This card is effective in one deck archetype (ex: self-mill decks).
3: A lot of decks will be able to use this card effectively (ex: decks with graveyard interactions).
4: This card is effective in most decks in this color.
5: Every deck in this color is able to use this card effectively.
Power
1: This card is always going to be on the chopping block.
2: This card is unlikely to consistently perform well.
3: This card provides good utility but is not a powerhouse.
4: This card is good enough to push you ahead of your opponents.
5: This card has a huge impact on the game.
Spread: 1
Power: 2
As one of the rare Angel token generators, this will probably find a home in Lyra Dawnbringer. In other decks, the +1 is mostly a blank, the -3 is not super powerful, and the emblem puts you close enough to dead that the right removal will still finish the job.
Spread: 1
Power: 2
The deck that runs this wants both a huge number of cycling cards (more than the 10 or so that you can sneak in via cycling lands and staple effects like Cast Out) and a bunch of ETB creatures. I’m not sure that deck currently exists (and if the EDHREC stats for Astral Slide are an indicator, it doesn’t).
Spread: 2
Power: 2
I’d consider running this alongside commanders with really powerful ETB triggers, such as Azor, Tazri, Lavinia 1.0, Lena, Nazahn, and Niv-Mizzet 4.0.
Spread: 5
Power: 3
We’ve stated before on the podcast that White should have good removal like this (I think we may have floated the suggesting of a Banishing Light with flash), but Wizards hasn’t gotten around to printing a critical mass of the staple effects it has access to. I’m glad to see that Wizards is working to address the imbalance and I hope that we start to see some of White’s other gaps being filled in (such as a third good instant-speed creature removal spell or a second good Disenchant).
Anyway, the vast majority of White decks are going to want this card. Beast Within sees play in 30,000 decks on EDHREC and Chaos Warp sees play in 20,000.
Spread: 3
Power: 1
The ability to protect itself is what made Mother of Runes such a champ; it invalidated spot removal (and other effects) unless you were willing to cast a board wipe or spend multiple spells on Mom. In contrast, this card is much easier to deal with and so it’s not going to see nearly as much play.
Spread: 1
Power: 2
Reaper King will happily trade one of its more expensive Scarecrow for a 2-mana Vindicate, and this may see play in Arahbo since it attacks for six on turn 3. I’m not sure there are other White tribal decks that would be satisfied with a vanilla 3/1, however.
Spread: 2
Power: 2
4 mana is a bit much for a single changeling, but for two, it’s a bargain. Getting double Reaper King triggers seems great and it’s 3 vampires for Edgar Markov. It’s worth noting that 29% of Ally decks on EDHREC run Allied Reinforcements, and this is essentially the same card. Similarly, 43% of Knight decks run Call the Cavalry and 38% run Gallant Cavalry.
Spread: 1
Power: 3
I’ve often said that anthem effects need to be at least +2 power to be worth a deck slot in Commander because of the high life totals and multiple opponents. This guy clears that bar and should be a great addition to go-wide Cat decks like Kemba, Kha Regent and Raksha Golden Cub.
Spread: 2
Power: 1
Journey to Nowhere hasn’t seen much play and requiring snow lands restricts you to color identities that can afford to run lots of basics. However, this effect is cheaper than we normally get (with the exception of Chained to the Rocks), and being an Aura makes it relevant for Sram decks.
Spread: 1
Power: 4
This seems very good in Teshar, Ancestor’s Apostle, as you can use it to tutor out a 0-mana artifact creature and sacrifice it to keep your opponents from interacting with you for the turn. Then you cast your 0-mana robot to reanimate him (thanks to Teshar’s ability), and then search out another 0-mana robot. Sacrifice him again, reanimate him again, and then tutor out Glint Hawk. At that point, you have infinite sac fodder, as you can sac Glint Hawk to an Altar of Dementia or whatever, reanimate it by casting Memnite, and then Glint Hawk picks up your Ornithopter when it enters the battlefield. Then Memnite resolves and you’re essentially back where you started, except your opponent has milled a few cards. Continue until your opponents are dead.
Spread: 4
Power: 2
This is much closer to Lignify than it is to Darksteel Mutation, and it’s worse off for it. Not making the creature immune to most removal spells means it’ll be pretty easy for its controller to unlock it and go back to playing as normal.
Spread: 1
Power: 2
Some tribal commanders grant a reward that’s so powerful that you don’t care about any text on your creatures except the type line and the mana cost (ex: Reaper King). In those decks, cheap Changelings often outclass real members of the tribe. Because those decks are already running large numbers of Changelings, Valiant Changeling will often cost only two mana, making him one of the cheap changelings your deck needs.
Be aware that you need a critical mass of changelings for this to work, which might not be possible in restrictive color identities.
Spread: 2
Power: 1
I don’t think this is running as a narrow one-shot reanimation spell, but the combo potential is interesting.
It’s notable for going infinite with a Clone variant and a sacrifice outlet. Just copy Vesper and then sacrifice the copy, and the Clone will be in the graveyard in time to get brought back by its leaves the battlefield trigger. Repeat for infinite of whatever resource your sac outlet generates.
I’ve been tinkering with a Blue/White clone combo list for a while and this is the perfect addition to the deck.
Spread: 2
Power: 3
I really like that they’re printing cards that reward you for playing a monocolor deck. I was initially low on this card because three is a lot of mana to hold up for a counterspell (I usually stick to counters that cost 2 or less), but this does offer a lot of versatility and the options of snagging a Sol Ring/Mana Crypt or digging for an answer makes up for the mana cost.
Spread: 2
Power: 4
Decks built around Wheel effects (such as Niv-Mizzets 1.0 and 3.0, The Locust God, Nekusar, and Urza, Lord High Artificer) are going to love this card, especially because it interacts really well with other Wheel effects (provided they’re discard wheels and not shuffling wheels).
Spread: 1
Power: 2
It’s one of the best Flying Men variants ever printed for Edric.
Spread: 4
Power: 3
I love Negate, and the option to tap out and still hold up one of the format’s best answers seems very powerful. I’d happily run this card.
Spread: 2
Power: 2
This card is essentially landfall - scry 1 in a deck with a lot of snow basics. Retreat to Coralhelm doesn’t see a whole lot of play, and that has an untap effect stapled onto it. I’m also not crazy about the token, as the nature of the sacrifice trigger prevents you from cheating it out very early, and if your group can’t muster an answer to Marit Lage by turn 10ish, they deserve to die to it.
As a random scry effect, it might be worth running in the Circu Citadel Combo list I’ve talked about.
Spread: 2
Power: 3-4
The Mirran half seems great in Urza, Lord High Artificer as a way to double your mana production and create an army that will eventually win you the game.
I would use it for the Phyrexian half in artifact-centric lists with a self-mill component, such as Sharuum, Hanna, Ship’s Navigator, and Silas Renn.
Spread: 2
Power: 3
A Ninja that makes more Ninja is great for Yuriko, and I’ve also heard people talking about using it in Tetsuko Umezawa because it’s a 1-toughness creature with a solid saboteur effect.
Spread: 1
Power: 3
These are good in Yuriko and nowhere else. I like how the monoblue ones enable ninjutsu.
Spread: 2
Power: 2
I think most of the power of this card is in the body, which is not what you want to see on an ETB creature. That being said, Naban is in need of more monoblue ETB wizards and less competitive Inalla and Brago lists won’t turn up their noses at this.
Spread: 4
Power: 3
No matter what you’re trying to do, there’s a 2 CMC artifact that will help you. A short list of sweet targets for this guy:
Lightning Greaves, Null Rod, Mask of Memory, Strionic Resonator (y’know, for Brago), Winter Orb, Altar of Dementia, Scroll Rack, Grim Monolith, Konda’s Banner, and one day, Painter’s Servant.
Spread: 2
Power: 2
This could potentially be a useful sac outlet in Shirei, Shizo's Caretaker decks, although it is very slow.
Spread: 2
Power: 2
Kolaghan 1.0, Yuriko, Reaper King, and Beckett Brass provide really powerful rewards for committing to their tribe, so cheap members tend to get prioritized over more expensive cards because the power to mana ratio is inflated. Changeling Outcast is perfect for decks like these.
Spread: 2
Power: 3
I’m reading this as a cheaper Mutilate that can occasionally work in 2-color decks. I think the basic count in 3+ colors might be too low for this to be consistently good. This is probably the third-best board wipe in monoblack, after Damnation and Toxic Deluge.
Spread: 2
Power: 2
I really like the idea of running this card alongside Frenetic Sliver so that if someone casts a board wipe, you can flip a bunch of coins with Frenetic Sliver and save about half your slivers. Then on your next turn you can use Dregscape Sliver to return all the Slivers that lost the flip, then use Frenetic Sliver on those unearthed slivers before the end step to save about half of them (because Frenetic Sliver exiles the slivers, you’re fulfilling the requirements of unearth and you still get to bring them back). So any board wipe only actually kills 25% of your Slivers, on average.
This might be a little too hard to put together outside of Sliver Overlord, and it’s hard to evaluate how good Dregscape on his own. I would suggest testing him because he is one of the more interesting slivers and he does help with one of the deck’s biggest weaknesses.
Spread: 4
Power: 2
The power of these alternate cost spells is dependent on the value of the effect you’re getting. Considering that Snuff Out, Vendetta, and Dismember exist, holding Black removal up on an opponents turn is not very difficult, so this card isn’t especially necessary. I also wouldn’t expect to net a ton of card advantage relative to another spot removal spell, since most of the time you’re killing stuff on an opponent’s turn, it’s because of a single creature that’s got you worried.
Spread: 2
Power: 3
The high-powered tribal decks don’t have a lot of room for a 4-mana 2/2, but the promise of another member of the tribe can add some value to an otherwise bad deal, much like Irregular Cohort. I would try to find room for this in Reaper King.
Spread: 2
Power: 3
I would run this as protection against board wipes in Varina, Lich Queen. It also seems pretty good in decks with lots of Zombies and easy access to sac outlets, such as Ghoulcaller Gisa and some Grimgrin builds.
Spread: 1
Power: 3
This is both a cantrip and a win condition for Feather, the Redeemed so she should be happy to run this over a slowtrip or a 2-mana cantrip that doesn’t net you anything useful. Zada will also gladly find room for this card.
Spread: 2
Power: 3
It’s both a tutor and a recursion engine. Any Red-based artifact deck should be running this card.
Spread: 2
Power: 2
Red-based token decks (Zada, Purphoros, Krenko, Mob Boss, Marton Stromgald) won’t turn up their nose at three bodies for four mana. It’s not the best rate, but until we get some redundancy for Hordeling Outburst, it’s decent filler.
Spread: 2
Power: 2
Slivers that draw cards are relatively rare, so this one is worth paying attention to. I like that he gives you a way to dig through your deck for your most important slivers (potentially helping you cheat mana costs with Dregscape Sliver).
Spread: 1
Power: 2
Most planeswalkers don’t have abilities that are so powerful you only need to activate them once and the premier commander for superfriends is not Red. I don’t think this is a Commander card.
Spread: 2
Power: 2
The potential three bodies for three mana makes this appealing to Red token decks like Zada and Purphoros, and the ability to dig you out of a bad hand is a nice bonus.
Spread: 3
Power: 3
I feel like it’s probably correct to run this card. The sorcery speed prevents it from being a great answer to combos, but that never stopped Vandalblast or Shattering Spree. I especially like that you can discard it to Red’s many draw smoothers (e.g., Tormenting Voice, Cathartic Reunion, Faithless Looting, Wild Guess) when it’s not good and then get it back once it’s relevant again. I also love the idea of running this in lists with a self-mill component.
Spread: 3
Power: 4
This card completely negates the danger of flooding out. It also has powerful synergy with Crucible of Worlds, Life from the Loam, Ramunap Excavator, Rings of Brighthearth, Dakmor Salvage, Splendid Reclamation, and many, many more cards. Plus, if it’s ever not good, you can easily cycle it away, so there’s very little risk to running it in your deck.
It’s good in many places, but it’s especially good in the following decks:
Lord Windgrace: Runs pretty much every card mentioned above and he can recur the lands you cycle.
Neheb, the Eternal: This deck always have tons of mana but has trouble finding gas. Tectonic Reformation will make it a lot easier to find ways to spend your huge spurts of mana.
Grand Warlord Radha: Also pretty good at generating mana.
The Locust God: 1 mana to get a locust is a pretty decent rate, and it’ll help you dig to stronger draw spells. May also be good in Niv-Mizzet, the Firemind and Niv-Mizzet, Parun decks.
Spread: 2
Power: 3
This card can singlehandedly dig Red out of a manaflooded game and in the games you don’t need it, you can pitch it to one of Red’s many cheap rummaging spells. I would happily run this in any monored or Red/White list.
Spread: 2
Power: 3
Ayula will definitely want this, Lord Windgrace will be indifferent, and The Gitrog Monster will be very excited. Most of the discard outlets that Gitrog runs as part of the Dakmor Salvage combo don’t actually net you anything useful (see Noose Constrictor, Wild Mongrel), so having one that generates an army is a huge boon for the deck.
Spread: 3
Power: 3
Can be found consistently thanks to Green’s many creature tutors, and does a great job of shutting down decks that rely heavily on artifacts.
Spread: 3
Power: 3
Five bodies and 9 power is a great rate for 5 mana. I’d happily run this in any Green token deck.
Spread: 4
Power: 2
I don’t think Return to Dust is as good as it used to be. It’s great that this will never be worse than a two for two, but I would still rather run a Nature’s Claim or Return to Nature over this card. (There’s something to be said for the “free” aspect of these cards though, and this one can just stop combo like the blue one, so that might be worth it in some play groups for the peace of mind)
Spread: 1
Power: 2
Thanks to @follower-of-liliana for pointing this one out. Sasaya, Orochi Ascendant decks running snow Forests can use this to up their number of lands in hand.
Spread: 2
Power: 3
I’ve been a big fan of Somberwald Sage and this is mostly an upgrade in monogreen lists. It seems especially good in Ghalta; this, a 1/1 mana dork, and 4 lands are all you need to get Ghalta down on turn 4.
Spread: 1
Power: 3
Both Selvala, Heart of the Wilds and Marwyn the Nurturer add mana based on your creatures’ power, so upping your commander’s power by 4 or 5 is a solid deal for 1 mana, especially if you’re trying to combo off with Umbral Mantle or Staff of Domination. Note that this boosts base power and toughness, which means that it stacks with Marwyn’s +1/+1 counters and pump spells.
Spread: 2
Power: 3
This effect is comparable to frequently-played cards like Wood Elves (16k decks on EDHREC) and Farhaven Elf (9k decks on EDHREC), but I think this effect is slowly becoming less goodstuff and more of a card for Elf/Druid tribal. I think the format has been shifting toward cheaper accelerants like mana rocks and mana dorks and away from three-mana rampant growths.
Anyway, it’s pretty safe to toss this guy in Ezuri and Seton, Krosan Protector.
Spread: 1
Power: 2
Gorm the Great and Kynaios and Tiro of Meletis (and Ikra Shidiqi, sort of) have huge asses relative to their mana cost, and might be interested in trying for big butt voltron. They are on color for Assault Formation, and Kynaios and Tiro also gets High Alert, uncommon Huatli, and Arcades, the Strategist. Speaking of Arcades, this protects him and turns him into a 3-turn clock if you’re using him as your commander.
Spread: 1
Power: 2
These cards may not be great, but they’re significantly better than most spiders, which means you get to increase the quality of your Ishkanah deck (or your Morophon spider deck, I guess).
Spread: 2
Power: 4
I would definitely run this in Kruphix and Rosheen Meanderer, and I’ve also heard of people using Wort, the Raidmother as an X-spell commander.
Spread: 1
Power: 2
This is exactly the sort of card that Hogaak is looking for.
Spread: 2
Power: 1
Throughout spoiler season, I’ve been stressing that vanilla changelings can be quite good if the tribal reward is strong enough. This card seems to have been created to test where the threshold between playability and unplayability lies. Making a 3/3 scarecrow and vindicating at instant speed is still quite strong in Reaper King, but the rate is so abominably bad that I’m not sure it’s worth it (though I do concede that it is better than both Volrath’s Laboratory and Riptide Replicator). I wish they had bumped this up to rare so they could put some more power into it, as cutting a single mana off the casting cost and activation would drastically increase the number of decks for which this would see play without making the card broken.
Spread: 1
Power: 2
There are 8 Scarecrows, 10 changelings, a robot that pretends to be a Scarecrow while distributing counters, and a land with all creature types that cost 2 or less mana; the Farmstead is not beating them out for a slot in Reaper King (unless you’re a scarecrow purist). Compared to the 3-drops, it’s definitely worse than Mirror Entity, Taurean Mauler, Adaptive Automaton, Scarecrone, Scuttlemutt, and Wild-Field Scarecrow. Other must-run Scarecrows include Irregular Cohort, Graveshifter, and Valiant Changeling (the latter because he’s essentially a 2-drop). That’s 29 Scarecrows that you’re putting in Reaper King before you get to this guy. So how many Scarecrows should you be running?
I haven’t played Reaper King so I can’t speak to the optimal number, but the average Reaper King deck on EDHREC is running 30 scarecrows. That leaves one scarecrow slot open, and the remaining three-drop scarecrows are roughly equivalent in power level. So, I’d run this guy because his art looks cool. Hope that helps.
Spread: 2
Power: 3
I would run this guy solely to grab Scrap Trawler, as it sets up a sweet value engine where every artifact you sacrifice gets you another artifact and a Construct. You can even tutor out Constructs with death triggers like Treasure Keeper and Workshop Assistant for additional value. The fun never ends!
Be aware that the levels of durdling I’m describing are only feasible in color identities for whom traditional routes to card advantage and tutoring have been barred; I’m thinking of monobrown, monored, monowhite, and red/white.
Spread: 3
Power: 3
When I saw Sword of Truth and Justice I had hoped that the other allied color swords were intended to support specific decks. Unfortunately, this one is more generally powerful and can fit pretty easily in any deck with a cheap commander.
Spread: 2
Power: 3
This is a great proliferate engine and should see plenty of play in Infect decks and +1/+1 counter aggro.
Spread: 3
Power: 2
The green ones are less good since that color has access to better ramp/fixing, but the rest are all solid mana rocks.
I would usually run these in addition to the signets. If I was cramped for space, then signets are generally better, but if I needed to sneak sources of colorless mana into my deck (say, to power an Eldrazi Displacer), then I’d prioritize the Talismans over the Signets.
Spread: 2
Power: 3
This guy is the best changeling because he can fit into any tribal deck and he’s super cheap, so Reaper King, Yuriko, Kolaghan 1.0, and Unesh are all going to be interested in running him.
Spread: 1
Power: 2
Quick summary of all the characteristics a deck needs to make use of this card:
Must be a tribal deck
Must be in B/W
Must have lots of sac fodder
Must have a commander that really needs protecting
Maybe Aryel, Knight of Windgrace would be a good fit?
Spread: 1
Power: 3
I don’t think Varina, Lich Queen is very interested because it competes with her on four and she wants to keep her curve lower than this. Still, he’s an easy fit for Yuriko.
Spread: 1
Power: 3
I don’t think it’s good enough for +1/+1 counter decks, since it’s a terrible topdeck. If this card makes an impact in Commander, it’s going to be as a cheap combo piece for Ghave.
Spread: 1
Power: 1
Baleful Strix sees a decent amount of play (7800 decks on EDHREC), but a fair portion of that is in artifact decks, and the Strix’s deathtouch is more reliable than this guy’s. I’d also argue that not all of the decks running Strix should be doing so, but that’s a topic for another episode. I feel comfortable recommending Strix in maybe Rashmi, since it has flash and generates value. If you’re still trying to make Kaseto snake tribal work, I would run it in there as well.’
Spread: 3
Power: 2
I prefer my pinpoint removal kill exactly what I need it to kill, rather than generating random value. Between Anguished Unmaking, Despark, Generous Gift, and all the great monowhite and monoblack spot removal spells, this card is not going to be able to compete, even with that sweet graveyard hate rider. If the first mode was Murder I would probably play it, though.
Also modes 3 and 4 are blanks and I’d only entwine if I was horribly flooded or had infinite mana.
Spread: 1
Power: 3
Volley Veteran underperformed but cutting its mana cost in half and granting it flash basically makes it a Terminate, although it’s a shame that there’s only one Goblin deck in the format that can make use of this guy (Wort, Boggart Auntie). On the bright side, Wort can really make use of this guy, as he has to be one of the best goblins to repeatedly recur with her ability.
Spread: 2
Power: 3
At first I wondered if there were any good ways to consistently prune your graveyard so only the good stuff was left, but then I realized it didn’t matter if you got everything back by pumping a ton of mana into it with Rosheen or copying it with Riku or Wort 2.0.
Spread: 2
Power: 3
It’s a cheaper Conjurer’s Closet for your blink decks.
Spread: 2
Power: 3
It’s a cheap Scarecrow for Reaper King, and although most of the cheap changelings we’ve seen so far haven’t been good enough for Najeela (as there are so many real warriors that offer useful abilities), I think the protection offered by this guy pushes him into playability for that deck.
It also ticks a bunch of boxes for the Morophon Human Combo list I mentioned above, as it’s a Wizard for Azami, it’s a blue creature for Dire Undercurrents, it has 2 power, and it’s free when Morophon’s out.
Spread: 2
Power: 2
I like this card a lot but it doesn’t do a great job of protecting itself; if I’m going to devote deck slots to land recursion, I’d prefer to use cards like Crucible of Worlds and Life from the Loam that can’t get attacked to death.
Spread: 5
Power: 3
These are all good, the Green ones a little more so because of Ramunap Excavator and Life from the Loam. The Red/White land is also a little better than the Black/White and Blue Red ones because it’s in a color identity starved for card draw.
Spread: 2
Power: 2
Snow mana is a big commitment, as it limits you to one or two colors. Being an artifact makes it relevant to Arcum Dagsson decks and being a creature while on the battlefield but not while in your library makes it relevant to Jalira decks. I’ll also see if I can squeeze in enough snow lands to make it playable in my Depala list that’s all Vehicles, board wipes, and manlands to crew the vehicles.
Spread: 2
Power: 3
Using this to repeatedly wipe the board with Phyrexian Scriptures or Pernicious Deed seems great, and if it’s your fateful hour, you can take infinite turns with Second Chance. There also a few more self-sacrificing enchantments that serve as spot removal, such as Seal of Primordium, Seal of Cleansing, Aura of Silence, and Seal of Doom.
You can also use it alongside one of the many good sacrifice outlets for creatures in order to reuse enchantment creatures with good Constellation triggers, such as Thoughtrender Lamia, Doomwake Giant, or Eidolon of Blossoms.
In contrast to these proactive uses, it can also be used defensively to reuse powerful enchantment value engines like Aura Shards, Rhystic Study, Spreading Plague, etc.
Spread: 4
Power: 3
It’s a strict upgrade over Terramorphic Expanse (60,000 decks on EDHREC) and Evolving Wilds (75,000 decks on EDHREC). I wouldn’t run it in 5C or 4C, but I can’t think of a reason not to run it in a two- or three-color deck. It’s notable that this brings the fetch count to 7 for monocolor decks, 10 for 2-color decks, 12 for three-color decks, and 10 for four- and five-color decks, which means that any multicolor deck in the format has access to a critical mass of fetches (hypergeometric calculator says you’ve got a greater than ⅔ chance of drawing a fetch by turn 3 if you’ve got at least 10 in your deck. I would expect more 2- and 3-color decks to take advantage of the fetch + Crucible of Worlds engine with the advent of Vista, and more monocolor decks may take the plunge, as well (especially if they’re already running cycling lands, Strip Mine, Wasteland, and/or Tectonic Edge).
Thanks for reading!
Let me know if a reblog or message if you disagree with any of my ratings or if you think there are Commander-relevant cards that I missed.
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Congrats and NEW LEAGUE HYPE
CONGRATS to Rachel!!
The trophy will be hers, once it actually restocked…
FUN FACTS FOR SUMMER SPLIT:
- In all there was 317 Commanders (counting doubles) that were played over the course of the three month split.
- The Average CMC of all the Commanders combined was 4.44.
- The most Expensive Commander was The Ur-Dragon at 9 mana.
- The Cheapest Commander was Baral, Chief of Compliance, Gaddock Teeg, and Thrasios, Triton Hero.
26x Sliver Overlord
19x Kydele, Chosen of Kruphix
19x Thrasios, Triton Hero
14x Saheeli, the Gifted
13x Kaervek the Merciless
12x Estrid, the Masked
12x Rona, Disciple of Gix
11x Nicol Bolas, the Ravager
10x Atraxa, Praetors' Voice
9x Karametra, God of Harvests
9x Surrak Dragonclaw
9x Tatyova, Benthic Druid
8x Nath of the Gilt-Leaf
7x Captain Sisay
7x Jhoira, Weatherlight Captain
7x Palladia-Mors, the Ruiner
7x The Ur-Dragon
7x Tuvasa the Sunlit
6x Firesong and Sunspeaker
6x Verix Bladewing
5x Daretti, Scrap Savant
5x Jodah, Archmage Eternal
5x Maga, Traitor to Mortals
5x Raff Capashen, Ship's Mage
5x Vaevictis Asmadi, the Dire
4x Breya, Etherium Shaper
4x Gaddock Teeg
4x Gishath, Sun's Avatar
4x Kalemne, Disciple of Iroas
4x Marwyn, the Nurturer
4x Narset, Enlightened Master
4x Purphoros, God of the Forge
4x Trostani, Selesnya's Voice
4x Varina, Lich Queen
3x Ezuri, Claw of Progress
3x Inalla, Archmage Ritualist
3x Selvala, Heart of the Wilds
2x Aminatou, the Fateshifter
2x Arcades, the Strategist
2x Darien, King of Kjeldor
2x Freyalise, Llanowar's Fury
2x Gisa and Geralf
2x Gisela, Blade of Goldnight
2x Krenko, Mob Boss
2x Lazav, Dimir Mastermind
2x Muldrotha, the Gravetide
2x Oloro, Ageless Ascetic
2x Omnath, Locus of Mana
2x Scion of the Ur-Dragon
2x Selvala, Explorer Returned
2x The Locust God
2x The Mimeoplasm
1x Arcanis the Omnipotent
1x Baral, Chief of Compliance
1x Jeleva, Nephalia's Scourge
1x Reki, the History of Kamigawa
1x Skithiryx, the Blight Dragon
1x Tasigur, the Golden Fang
1x Yennett, Cryptic Sovereign
1x Yuriko, the Tiger's Shadow
Color Wheel for Summer Split:
24.94% Blue
22.99% Green
18.51% Red
17.47% White
16.09% Black
Somehow... black is last! Wow!
The New League and battle for the new league trophy starts this weekend!! Be ready!
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