Hello awesome Fallout/MTG fans! I hope your day is going super mega well! Today we are going to be looking at the Universes Beyond: Fallout Commander Preconsand look at my top cards from this set! There might not be as many of these as other sets, but they are much better for your kitchen table formats I care about like Commander, Highlander, multiplayer, Type Four, Pauper/Peasant and Five Color. Therefore, we'll be doing a deep dive into this stuff for your consideration across a few weeks, just like Doctor Who last year and Warhammer 40k two years ago.
Ready? Let's kick this thing off!
Honorable Mention #1. (#13. Overall) - Mysterious Stranger
This four mana flashable 3/2 mono-Red dork will kick off our list!!! When it ETBs, you can exile one instant/sorcery from each graveyard and then cast one for free that was random, as long as you exile at least two! This is awesome from a few angles. First, most people with Blue are running counters, so if you exile two, you'll get a free counter. Most multiplayer players are running mass removal in their colors, so if you exile Damnation, Wrath of God, Austere Command and Blasphemous Act you get one for sure! And if want to draw cards to dig, most are running Harmonize, Fact or Fiction, or Sign in Blood to exile and draw. Or you can just have fun and grab random stuff let the dice choose. This lets you cast things outside of your color identity in red for Commander without needing to actually cast the spell, and you'll be left with a 3/2 dork to block and kill or trade or save you from a lethal attack and you can exile sorceries and cast them at instant speed. No matter what? This will be fun!
Rules note, you can exile something with flashback or jumpstart to stop it from getting recast, but not in response to them doing so. So, for example, if your foe casts Deep Analysis normally, and then doesn't pass priority after resolution until flashing it back, you cannot exile it. If they do pass it, then cast this now.
Honorable Mention #2. (#12. Overall) - Curie, Emergent Intelligence
This two-drop 1/3 legendary dork in mono-Blue is next! Note Command Zone eligible. Then it when it smashes face, you'll draw equal to its base power normally one. That's really good card flow from a two-drop in your Command Zone but note that it's not the power, but the base power, so even if you pumped its power with equipment like, say, Bonesplitter, it would still just be one card drawn. So, you would need something to change its power, like Oko, Thief of Crowns' +1 although that's Green for color identity so it couldn't be in a Curie EDH deck. Some mono-Blue and artifact things will change the power of artifacts you control, like Ensoul Artifact turning it into a 5/5, so that would work. Or you could just activate her second ability to exile a non-token artifact to copy but keep the first ability, so you could exile a Masticore to become a 4/4 with this ability. I love that with cheap artifact dorks that have massive weaknesses like Phyrexian Dreadnaught a one mana 12/12 you sacrifice at least 12 power to keep but could copy with this on turn 3. And it's got trample and can swing for 12 damage and cards on turn 3! I think you might win that game. See why she is on my Top List overall?
Honorable Mention #3. (#11. Overall) - The Bobblehead Cycle
Get ready for the fun to begin with this seven card uncommon cycle! They are the Shrine (Honden of) cycle in this set, which is still played. They all are Manaliths, they cost 3, tap for any color of mana, and then I prefer them to Commander's Sphere often since they'll tap for other colors that you don't make in case you Clone, Bribery, Insurrection or otherwise steal things that you want to activate. They tap for mana to do something that grows with your Bobblehead count. Let's look at them in alpha order. The Agility one will give your team haste and evasion to punch out of nowhere for three mana. The Charisma one taps with four to make 1/1 Solider White tokens but at sorcery speed because of how good that would be when attacked. The Endurance Bobblehead will tap to give X dorks +1 power and indestructible for the turn to save them, also at sorcery speed for three mana.
The Intelligence Manalith is my favorite and I'll run it by itself as a Manalith that taps for five to draw equal to your Bubblehead count, and adding card flow without sacrifice into my mana rocks is well worth it. Just like Honden of Seeing Winds by itself. The Luck one is a win con since you toss XD6's and make a tapped Treasure for each even results and win with seven 6s. I love it by itself in Treasure matters brews. Nasty!
Let's finish with this pair! The Perception one taps with three to dig and cast a free spell with mana value three or less from your library. This is my second favorite Bobblehead, it doesn't need more to be good, and then if you have ways to know with scry, Sensei's Divining Top or Sylvan Library you can tap to ensure it works. The last one also taps at sorcery speed for three mana to pump a dork permanently in the form of +1/+1 counters. That's already better than Dragon's Blood since you can tap this for mana outside of Bubblehead brews in +1/+1 deck matters. I also like this last one with a Commander with evasion like flying that has enough power to win a turn faster with a +1/+1 boost, like Rith, the Awakener who you tap this to drop turn 5, and then on turn 6 to turn into a 7/7 to kill in three hits not four.
#10. Caesar, Legion's Emperor
My favorite color combo for multiplayer is Mardu (you can answer any permanent, discard, and burn things, but no one gets annoyed at you countering their stuff or tempo stuff like Stasis or Rhystic Study), that's why my first Commander deck was a control deck built around Oros, the Avenger. I ran a deck for multiplayer with things like the False Cure/Congregate combo.
This four mana, on curve, 4/4 attack trigger on curve beater is nasty. When you swing, you may sac a dork, and it can be a token. Then you net two triggers. You can make two 1/1s Soldiers with haste that are attacking. Just do this every time, and sac them to grow your army without spending any mana. Then you can lose a life and draw. Nice card flow! Or you can shoot a foe equal to your creature token count so that's a win con too if you do the first one reliably. Either cards or shooting is great here. I adore the Caesar's power, and he's in the color for red of haste enablers like Anger or Hammer of Purphoros to attack with him after resolving to get that trigger on the turn you play him! I'm sure you can see why this awesome, leader is here!
#9. Nuclear Fallout
This X removal spell is next! X cost -X/-X mass removal spells have been beloved for years. First, you can sculpt it to save your bigger toughness stuff if you have any. Second, this gets past stuff like indestructible or hexproof since it doesn't target. Thirdly, this is better than exile removal for most since they can be brought back in your color like Rise of the Dark Realms. This is better since the dorks will get twice the X mana spent, and you can give everyone X rad counters to drop life and force mills. Love this removal spells two-for loads!
#8. Dogmeat, Ever Loyal
Next let's look at one of the leaders of their precon. Everyone's favorite Dog has arrived! This three-drop Naya 3/3 ETBs and mills you five and then Regrowths an Aura or Equipment to your hand. Then, when you attack with an equipped or enchanted dork, you'll make a free Junk token for each one! We can all see how powerful this fun thang can be! You can easily load up on Junk for artifact sacrifices or card flow. Love it loads! Auras, equipment are both Top Ten Archetypes and then Voltron combines them into one deck. I already added this to my Commander's Greatest Pets Unleashed this week.
#7. Diamond City
Our highest charting land is this colorless tapper! It ETBs untapped unlike many stuff and with a shield counter to protect it. Then you can tap it for no mana to swap the shield counter to a dork if two or more thangs ETBs on your side of the battlefield his turn. Typically, that'll be your turn, but that could be instant token makers like Raise the Alarm or lands like Mirrex and Castle Ardenvale or Mobilization or with flash enablers like Yeva and Leyline of Anticipation. This land is so great to keep yourself protected for no cost other than pulling a basic land.
#6. Watchful Radstag
Our final card before the Top Five is this broken rare three-drop 2/2 Elk Mutant with evolve. When it evolves you make a token that's a copy of it! Then that will grow massively in size without you doing anything. This could be the Scute Swarm of the set. We all know how nasty good that is in breaking things open, we'll be making more and more 2/2 evolve copies, which might not be as easy with the landfall, but still very doable. It's my highest rated mono-Green, and Green identity too, card in the set for casual play. Love it loads!
#5. Junk Jet
Our highest scoring mono-Red card is this fun two-drop equipment that equips for 1 mana. When it ETBs, you get a free Junk token for card flow and sacrifices like Goblin Welder in color on the 1st turn. You can blink it to get another run of Junk tokens too. Then you can spend three mana to sac an artifact and double the equipped dork's power. With something like an evasive Commander with red, you could easily turn your random Treasures from your ramping or mana rocks into a win con in one Commander Damage kill smash. And if you give it double strike or run a damage doubler or tripler...? That's nasty. It's great in Artifact, Treasure Matters, Equipment, Voltron, and other spots as well. It'll break the game in half.
#4. Silver Shroud Costume
Back-to-back artifacts and equipment, this is our highest scoring colorless card too. This two-drop, three to equip has flash. When it ETBs, you get a free equip. Then that dork gains shroud this turn, so you can use this to answer targeted removal like Swords to Plowshares, Beast Within, Pongify, Chaos Warp or Murder. Then it cannot be blocked either, so you can drop it pre-combat too to get in a key smash of a dork or Commander now.
#3. Single Combat
Our top-scoring White card and spell is this five-cost sorcery. Each player will choose a dork or planeswalker they control (not both) and then sacrifice the rest. Note this is sacrifice to get past indestructible like the -X/-X'ing we saw earlier with Nuclear Fallout. Also, like that, this won't exile, so you can recur them, it's nicer against many and you are in a color of recursion like Karmic Guide, Resurrection and Sun Titan so you don't hurt yourself. Then no one can cast those two things you destroyed (you too) until EOT of your next turn, so you will be the first to cast them after casting this sorcery on your main phase. This is definitely worth the extra mana from Day of Judgment or Wrath of God. It's just too good not to chart!
#2. Shaun, Father of Synths
Our penultimate card and legendary dork to lead your next Commander deck is this five-drop 3/4 in Izzet colors. He has two abilities. The first is a combat attack trigger for anything, so cast him precombat, swing with something, and then trigger. Make a free token copy of what you swung that's legendary save it's now a Synth, artifact, and not legendary. Note that there are no "exile" or "sacrifice" triggers post attack or EOT, they'll stick around until this guy leaves. Nasty! You can copy your Commander if Shaun is in the 99 of a deck too, since he cannot copy himself. Note that this copy is not attacking or tapped like many of these effects. This is amazing in decks built around breaking their Commander with this color identity that they are already built around. It's also brutal in a legendary dork matters deck leading it from the Command Zone with nasty stuff in your colors like Curie above, Lu Xun, Scholar General or to get a ton of cards from Jhoira, Weatherlight Captain among other stuff. It's worth this spot since folks abuse this genre of dork.
#1. Kellogg, Dangerous Mind
Our final card this week, and top card overall is this three-mana Rakdos 3/2. He has first strike and haste and is on curve. When he attacks, you make a Treasure for future ramping, and you can attack the turn you drop him with his innate haste to make a Treasure now. You can also sacrifice it to Junk Jet or Goblin Welder in colors for stuff. Or Him! You can sac five Treasures without tapping or spending mana to steal an opposing dork and keep it until you lose this guy. Because that would be broken at instant speed, there is the sorcery-only break here. Loads of big stuff in this color combo make mass Treasures to steal, like Pitiless Plunderer, Ancient Copper Dragon or the broken Dockside Extortioner. Just use them to get your steal on!
There we are! I hope that you enjoyed my looksee at the best cards from Fallout! See you next week for another look!