Hello awesome readers! I hope that you are having an awesome day today! Today I want to look at another Top Ten Cards from March of the Machine. Last week we did 10 cards plus three Honorable Mentions for a total of 13, so we'll look at the next 13 in today's article for another group of card great from this recent set that just debuted and has a lot of depth for casual play. Today we going to be considering cards great for kitchen table play like Highlander, Five Color, Type Four, multiplayer and some format you might have heard of called Commander.
Ready for my list? Let's get that thing started!
Honorable Mention #1 (#26 Overall) - Transcendent Message
Check out this quad-Blue spell that draws X cards! That's strong. Then you can convoke this by tapping your dorks. Thus, this has enhanced value in decks that go wide with dorks that are blue, like Mono-Blue Aggro to refill your hand or Bant tokens that can use the Blue ones to full effect on the convoke. Tokens are very common at the kitchen table, and are the seventh most-played Archetype in Commander according to EDHREC.com and you see them in all of the formats. This is a strong new addition to the pantheon of X draw spells from the first set's Braingeyser on the restricted list for Vintage through Stroke of Genius also on said list now.
Honorable Mention #2 (#25 Overall) - Deeproot Wayfinder
This two-drop 2/3 is our 25th overall card, cool. When it deals combat damage to a player or a battle, you surveil 1. That's better than scry 1 since you can send the card on the top of your library to your graveyard if you don't want it. It's very strong with the graveyard literate casual formats as well, like Reanimation or Self-Milling Triggers. Then you can put a land from your graveyard to the battlefield tapped, so it's ramp over time on an on curve 2/3 beater for two mana that can get dropped down prior to defenses. Note that in multiplayer you'll likely have more avenues to attack when people are setting up their battlefield or getting mana hosed, so this is stronger there. This has great synergy with a first-turn cracked fetchland, which sets up your second-turn play and third-turn attack and reload your fetch land onto the battlefield. Which you'll crack for another land for another recursion on the fourth turn, and repeat ad nauseum.
Honorable Mention #3 (#24 Overall) - Omen Hawker
This one-drop uncommon in Blue and a 1/1 body. Then it taps for two mana, but only for abilities. With two lands and no mana rocks, that's four mana on the second turn. It's strong at untapping Mana Vault and Grim Monolith, activating powerhouses like Staff of Domination, and loads more. I love this in Commander with a mana sensitive Commander that's in Blue, like Thrasios, Triton Hero. A one drop two mana making dork even one this limited is worth the call out here on my second list. This is one of the highest hitting uncommons in the set too, by the by.
#10. (#23 Overall) - Deadly Derision
No common hit last weeks list or this week either, so this is our highest-charting common. This is a four-mana instant in mono-Black. It kills any planeswalker or creature, so it's a four mana Hero's Downfall, pretty commonly played. But then it has an advantage the Downfall doesn't - making you a Treasure. In the color with a Treasure winning condition and Treasure-Matters that's a very strong upgrade. You can save the mana for later or make it a dork with a Tezzeret or Karn, make a Clue and Food too with Academy Manufactor, and so forth, make two with Xorn and loads more! It's very strong in all of the right places! Ramp in your removal spell makes this a strong candidate for your next deck's removal section. See why it made my list?
#9. (#22 Overall) - Nahiri's Warcrafting
Our rare sorcery can aim 5 damage at any non-player target. Did you deal excess damage? Likely! Dig that number and exile and play one spell from your library this turn. Like the previous spell combines removal with ramp, this combines removal with card flow, not as an option like a Charm, but as a resolution. It's very strong at the removal fun times with the card flow things. Nahiri's Crafting of War is quite the little flexible card flow and answer tethered together! It's very strong at kitchen table play.
#8. (#21 Overall) - Ghalta and Mavren
This beefy 12/12 with trample that's legendary for Commander to kill in two Commander Damage hits. It's a harder-to-cast 7-drop with four colored mana pips in Selesnya. Then when it attacks, you can make a token based on the power of another attacker, either that power in size with trample, or a 1/1 horde of Vampires with lifelink. Love this thing lots in Voltron, Tokens, Auras, and Ramp. This is one of my favorite cards here in the set for a format called Type Four with it's infinite mana but just one spell per turn. Love this thing loads!
#7. (#20 Overall) - Ozolith, the Shattered Spire AND Kami of Whispered Hopes
Hitting around halfway in today's list is this duo. Check out this mono-Green pair! The artifact is a two-drop rare that will put an additional +1/+1 counter on something when you do so. Then you can tap it and two mana to put a +1/+1 counter on something and then that will double, only as a sorcery. Oh, and it cycles in case you need to dig. Then the uncommon creature is a three-drop 1/1 that has the same ability to increase your +1/+1 counter adding by one. Then it taps for mana of any color equal to its power. See how both of these are enablers in a +1/+1 counter deck? And those are all over the kitchen table!
#6. (#19 Overall) - Thalia and the Gitrog Monster
This three-color legendary four-drop 4/4 with two keywords in first strike and deathtouch is worth playing since it works so well together, and you aren't losing power or toughness for that nasty combo with it since it's a 4/4 for four. No one blocks a deathtouch first strike when it swings, and no one attacks into it. All you need to add is vigilance so you can swing and block both!
Then you have three other abilities! You can play an extra land, so it's an Exploration in the Command Zone for that format. Then your opposing nonbasics and dorks arrive tapped, so that's a Kismet for just you in the Command Zone. Then when they attack, you sacrifice a dork or a land and draw a card, so that's card flow over time. Nasty! But that sacrifice for a card will require some set up to work adding in death triggers like Solemn Simulacrum or Kokusho which hits my second list overall for that reason.
#5. (#18 Overall) - Zimone and Dina
Check out this three-drop three color 3/4 legendary for Command Zone purposes. This can drain 2 life from your targeted foe when you draw your second card this turn. That's a lot in modern decks and formats like Commander. You can also tap this three-drop to sacrifice a dork and then put a land card tapped to your battlefield from your hand, so it's ramp. Then if you have 8 or more lands you can do it again until all lands have been dropped. This is very strong with Green mass land rampers like Nylea's Intervention that fetch X Lands (and, not just basics) to your hand but then don't put them onto the battlefield.
Just like the previous dork, add in death triggers and note that you are adding Blue for counters with this one, and you still have Green for ramp and Black for Kokusho, so it's stronger with this theme. A sacrifice engine in the Command Zone can lead an Aristocrats brew which sacrifices drops to win with triggers like Blood Artist. Note that like Blood Artist, this only hits one opponent, not all of them. It's very strong, I hope you enjoy this new force for your kitchen table formats.
#4. (#17 Overall) - Jin-Gitaxias // The Great Synthesis
Our first flip card is this Blue powerhouse. This is on curve with ward 2 to protect it and then you can draw a card each time you cast any non-creature 3 or highest mana value card, and this is not limited to once per turn. If you have 7 cards (or more) in hand, you can spend four at sorcery speed to transform, cheap and easy to do. Then you cannot discard this game, and you draw cards equal to your hand size, nasty pair on chapter I. Then on II you'll basically Evacuation everything that's not a Phyrexian. On III you'll have a one turn Omniscience and then transform it back again. Nasty! But it takes a while to get to the good stuff, hence it hitting here.
#3. (#16 Overall) - Surge of Salvation
Our highest-charting uncommon this week is this cheap instant. You can give yourself and all permanents you control hexproof this turn, not just your creatures. Then you prevent damage this turn dealt to your stuff. That's very strong! Hexproof at instant speed will answer all targeted removal and stealing and bouncing like the commonly played overloaded Cyclonic Rift, Mizzium Mortars and Vandalblast. You can ignore damage-based sweepers like the also commonly played Blasphemous Act. Then you are hexproofed too, so you can stop things that target you like discard such as Fugue or Mind Shatter or things like burn (Urza's Rage). It's a very strong answer to opposing answers to your stuff. And it's just a mana! This is an awesome new piece of canon for your answers to answers that gets your entire battlefield untouched by many things!
#2. (#15 Overall) - City on Fire
Welcome to number 15 overall! This rare mono-Red enchantment costs 8 mana. Pricey. Then your sources are now dealing triple damage to anything, permanents or players! Lightning Bolt? 9 damage for one mana! Commanders in Red? Triple Commander Damage! Double strike stuff? Six times their power in damage! Ball Lightning is 18 trample and haste damage.
That's very strong on its own, but it costs more than the previous triple damage enchantment. Getting two in Commander is worth the cost of entry. Then you can convoke this too, don't sleep on that. With a few taps, you could be dropping this on turn 4 with four taps and four mana, or three tapped and five with a mana rock or two. We already know how strong this thing can be in Commander with a 40 starting life! This is a very powerful option for redundancy at the kitchen table.
What transform card hit my Top Spot?
#1. (#14 Overall) - Vorinclex // The Grand Evolution
Check out this mono-Green Praetor! This five-drop is a bigger 6/6 body with both trample and reach so you have evasion in trample and blocking flyers in reach. Then when it enters the battlefield you search up two Forests and then put them into your hand. No basic language here, so you can get non-basic Forests. For the same cost as a 6/6 beater with two abilities without spending anything else for it? Note that they don't ramp, just go to your hand, but that's still a 3 for 1. Then you can spend 8 mana at sorcery speed to transform it into The Grand Evolution. This will self-mill 10 and then put two milled dorks onto your battlefield which is a 5 for 1. Then in Chapter II you'll pump dorks by 7 power and toughness permanently so you'll be swinging with the two you made with increased power. Chapter III? You can fight with your pumped or other dorks and then transform this back to a Praetor! See why it's my top hitting transform card in this set and week? I hope so!
And there we are! I hope that you enjoyed this deep dive into another thirteen awesome cards from March of the Machine for this week.