Hello happy people! I hope that you are having a rocking day today! Today I want to look at my Top Ten favorite cards from D&D: Adventures in the Forgotten Realms Commander. There are a lot of great cards in this supplemental set! I'll be looking at cards that are good for casual formats like Commander, multiplayer, and more. Sometimes WOTC prints cards in these supplemental sets that are better for tournament level Magic like True-Name Nemesis than they are for Commander. If there are any such cards here, we'll skip them by.
Ready for the best stuff from this set?
Honorable Mention - 11. Neverwinter Hydra
I love this card a lot! You have 2 mana to start the Hydra and then XX in the cost. Your Xs turn into d6 +1/+1 counters, and you have trample and ward 4 as well on this to help establish it as a threat that cannot be chump blocked or easily answered by targeted removal without spending a big tax. Just two in the X, which is 6 mana total, would be a 2d6 large monster around 7/7 on average, and it gets bigger from there.
10. Underdark Rift
Our only charting land in today's list is Underdark Rift. It doesn't come into play tapped, which is nice. You can exile the land and use 5 generic mana to do so, and then toss a D10. Then you tuck an artifact, creature, or planeswalker into your foe's library down the die result's number of cards. Note that this can only be used at sorcery speed. This gives you a land-based answer to those three card types in any color that needs it, and it tucks, so you avoid reanimation and other strategies, but they'll eventually draw it again. I love it in Green that needs creature removal and in Blue and Black that could use artifact answers. It's a great colorless tool, but I don't love that you have to self-exile it so that lack of synergy is why it's back here at the 10-spot.
9. Klauth, Unrivaled Ancient
I love Klauth's potential in Commander and other formats. It's a 4/4 Dragon that costs 7 mana with flying. It can attack the turn you drop it and give you back mana. As it attacks, before defense is chosen, you get mana of any combo of colors equal to the power of attacking foes. Attacking with just Klauth? Make 4 mana! Attacking with another 4 power of stuff? Make 8 mana total and that's one more than Klauth! He's got wings and haste and a mana ramp that you just love!
8. Sword of Hours
I love Sword of Hours on a commander. Why? Check it out! You drop it for 2 mana, and you equip it for the same. When it swings you toss a +1/+1 counter on it. When you deal combat damage to anything, not just players, toss a d12 and if the result is more than the damage you dealt, you double the counters. This thing is awesome with double strike! It's also awesome-r in decks that care about +1/+1 counters, but it's good outside of those!
7. Fey Steed
Four mana? 4/4? That's on curve and fine. When you swing with the Steed you make another attacker indestructible for the turn - which is pretty good - but that's not why it's here. Look at that second ability! Whenever your creatures or walkers of the planes are targeted by a spell or an ability your foe controls? Draw a card! In the color that needs card drawing. It's pretty good for Commander.
6. Wulfgar of Icewind Dale
As Jumbo Commander put it, this is the Panharmonicon of attack triggers, and that's pretty nifty! I've already used him in a decklist around a Gruul Commander, Targ Nar, Demon-Fang Gnoll, that also has an attack trigger (it's here). I like the potential of Wulfgar a lot. More than that, a lot. He's deep with a lot of value as a leader (there are 165 decks registered over at EDHREC.com) and as a supporter. I hope you like him a lot as well!
5. Valiant Endeavor
Are you on an empty board and you need some tokens? Are you on a full board and need some sweeping? Either way I've got the card for you! You toss 2 d6 and one is your 2/2 Knights made and the other is the destruction of power. Need a bunch of dorks? Choose to put the larger number on the Knight making. Need a bunch of removal? Put the higher one on the power-based removal. Good stuff!
4. Extract Brain
Have you seen this discard and more spell? You spend a Blue and Black and then spend X and your foe shows that that many cards in their hand. Then you can cast it! Now if they only show you a land you are unable to drop it since it uses the word, "cast" rather than play. But a free card? And you basically discard a card from them? I like it a lot! It can be a swing and a miss against control decks with counters and lands, but against others it's pretty likely to get you a nice card for the battlefield. If you have a small amount of mana, you might be able to play politics with it for just 1 X and they'll show you a Swords to Plowshares or Vindicate to take out a card that neither of you like.
3. Hurl Through Hell
Rakdos regularly has a problem with indestructible foes since its removal is Lightning Bolts and Murders and Terminates. Now you have a cool exiling removal spell at instant speed you can lean onto. I like it a lot. Then you can cast the creature you exiled! Without flash you'll have to wait until your main phase. And it has mana washing so in a Rakdos deck you can cast a Consecrated Sphinx or Eternal Witness with ease. Love it!
2. Wand of Orcus
Three mana to drop and three to equip. When you attack or block it and your Zombies gain deathtouch for the turn, which is pretty good. When you deal combat damage to a foe you get that many 2/2 Zombie tokens. Folks don't want to block an attacking deathtoucher if they'll trade down, so this creates tension. You net a ton of Zombies with a clear hit, and this loves casual cards like Rogue's Passage. It gives your tokens and other incidental Zombie deathtouch as well. It's powerful in a bunch of shells and I really enjoy it for casual table play.
1. Druid of Purification
Have you seen this green 4-drop? It's on a 2/3 body. When it arrives to the battlefield it will, at least, destroy an artifact or enchantment you do not control. Then your foes may also choose targets you don't control as well and destroy them. Even if no one else chooses to do so this is a Reclamation Sage for another mana but with a +0/+2 toughness. And that's the worst-case scenario, in a 4-player game this could easily be a three for one that leaves you the Human Druid. Pretty good!
And there we go! What did you think of my choices? Anything I missed, forgot, or got in the wrong order? Just let me know!