Hello MTG fans! I have a fun thing for you today! Today we are doing my third and final list of the Top Ten Cards from Wilds of Eldraine as well as some Honorable Mentions, too (Last week's is here). This list is for cards good for casual formats like Commander, multiplayer, Highlander, Five Color and Type Four. Ready for my last look at this set? I got you!
This time we'll do four Honorable Mentions since we will get to an even Top 40.
Honorable Mention #1 (#40 Overall) - Eriette's Tempting Apple
Check out this uncommon four-drop legendary artifact Food! When it enters the battlefield, you Threaten a creature. Normally that costs three mana and is sorcery speed but now it's been added to all colors not just Red, for one more mana. Need a Threaten effect in your Dimir deck? I got you! You can sacrifice this Food for two mana and three life or to force a foe to lose three life instead.
I like this in a few shells. First of all, since we now have an artifact based Threaten ETB trigger, this is abusable with artifact or normal ability copying, stealing twice. Then I like it in decks with an artifact theme that bring them back from the graveyard like red's classic Goblin Welder or in Azorius or Esper Artifacts matter with mass recursion like Open the Vaults. Sacrifice this for life for someone, get the trigger, and bring it back. I also love this in Golgari with recursive leader Glissa, the Traitor. Since artifacts are the most common Commander Archetype according to EDHREC.com, this is great there without any color identity. This is also great in any Food brew too, since it's a Food type. It's strong don't sleep on its power anywhere! Next is an Adventure...but which one?
Honorable Mention #2 (#39 Overall) - Gumdrop Poisoner
This three-drop one cost instant four mana total package is our 39th card. You have a few dials to turn here. The first is Tempt with Treats that makes you a food token. That clearly has synergy in Food decks and it's in the colors of Golgari food loving. It also make an artifact to sacrifice to bargain or other abilities for triggers, like, say, the aforementioned Goblin Welder. Then for three mana later you'll get a lifelink 3/2 which gains you three life each time it engages in combat. Then you have a Ravenous Chupacabra ETB to kill something on arrival to the battlefield (ETB) by giving it -X/-X where X is your life gained. You can sacrifice some Food to make that -3/-3 per sacrifice.
Or you could just run this in Golgari or Orzhov lifegain brews. Lifegain is a very popular archetype at the kitchen table and clocks in as the third-most popular archetype in Commander. This thing is very powerful. Also note that, combined, this cost is exactly equal to the Ravenous Chupacabra. Also note that this gives -X/-X so it'll kill indestructible stuff for the turn, not just destroy like the Chupacabra. Love this in the same brew as Charmed Apple above since it also sacrifices for life gain, and makes a Food, and then impacts the board in your favor too. Next is also a Black spell, but this time a common.
Honorable Mention #3 (#38 Overall) - Rowan's Grim Search
Check out this fun three-cost instant in mono-Black at the common level for Pauper or Peasant. It's a typical Sign in Blood for three mana but at instant speed, which is nice. Then this has bargain. Did you sacrifice something to it when you cast it? Then instead of merely drawing the first two cards in your library, you dig four, rearrange your library and draw twice and the rest into your graveyard for card recursion later of a graveyard-based nature. I like this loads. First of all, even without bargaining, getting two for one at instant speed is nice. Then don't forget to run this when you have an extra token, artifact or enchantment to spare to dig from your top four like an extra Treasure token in that brew that's in this color and is the second most played archetype.
Or you can sacrifice Zombie Token, Food, Roles, and loads more in your color. Then you can use this in response to targeted removal of those key types and bargain and get to the digging. Then you can use this in graveyard literate decks to fill like Sultai's Self-Mill with Sidisi, or with Golgari recursion to fill up with the good stuff with Meren of Clan Nel Toth. Even if you don't bargain at the worst case scenario, this is always an instant speed two for one Sign in Blood. Love it loads in all of your kitchen table decks especially 40 life ones like Commander.
Honorable Mention #4 (#37 Overall) - Gruff Triplets
Hello Green fans of fat creatures and tokens! I've got your going wide win-con here! This six-drop is rough on the costs, but you net a 3/3 with trample that nets two more 3/3s with trample too, so a total of 9/9 and trample for six mana just once.
When one is answered it puts counters on the others with its name equal to its power. Targeted removal won's work, it'll keep the size. You'll need mass sweepers like Blasphemous Act or Day of Judgment. Then you'll have two tokens to sacrifice to bargain and keep your size. Love this thing in going wide brews or tokens, Naya Blinks or midrange that abuses ETB triggers with things like Eternal Witness.
#10. (#36 Overall) - Yenna, Redtooth Regent
I just built a Budget Commander deck around her coming in at around $32 this week - check it out here. She costs four and then has an on curve 4/4 body with one tap ability you can do at sorcery speed with two mana. She can copy one of your enchantments if it's the only one you have with that name. Then if it was an Aura you copied, untap her and scry 2! She doesn't have vigilance naturally, so I love giving it to her to attack, tap post combat and then keep back to block with her untap. She's in the right colors for Auras and Enchantment matters brews which are top 15 overall archetypes. You have ETB card flow like Mesa Enchantress, making flyers to win like Sigil of the Empty Throne, and loads more! Next is another legendary and it's in a color we haven't seen yet.
#9. (#35 Overall) - Imodane, the Pyrohammer
This fun mono-red Commander that's also a four-drop 4/4 size was also built around already here, which is here by our own Stephen Johnson, who loves this leading a mono-Red burn archetype, but I think she's second behind Torbran from the first visit to Eldraine.
Whenever you target a single creature for damage with an instant or sorcery, it shoots all foes for that damage too! It's great for Bolt effects. Also, if you have a multi-dork targeter you can still activate her by just targeting the one, like Arc Lightning or Pyrotechnics. This card is obviously great with Guttersnipe and other effects. She is strong at the game winning, and Stephen runs her with doublers that will double the spell and then double the effect so a Bolt will now deal 12 to your foes. Love her loads and she is quite the fun little beater!
#8. (#34 Overall) - Agatha's Soul Cauldron
This is a two-drop that has three abilities, two active and one activated with a tap. You can spend mana for your activated abilities of critters no matter its color. Then your dorks with +1/+1 counters all get the activated abilities of cards exiled with the Cauldron! Then you can tap, exile a card from a graveyard and then if it was a creature, you can put a +1/+1 counter on your dork. See how synergetic it is? Also note that you can exile anything not creatures if you want to get their activated ability like Kor Haven in lands or Mind's Eye in artifacts.
But the creatures are where you make +1/+1 counters for your team. I love this exiling key opposing things at instant speed to answer things like discards, casting a spell with flashback or surveil filling up a graveyard. This is awesome in a few places. The first is +1/+1 counters which is the fourth-most popular archetype in Commander. I also super secretly like in in Dimir mill of your foes. You mill them with things like Glimpse the Unthinkable and then use this to exile their best stuff so they cannot use it and get the abilities for your team too, by the by. This two-drop three ability artifact is so awesome it's grown wings!!! We are halfway done! Next are Gruul enchantments.
#7. (#33 Overall) - Night of the Sweets' Revenge AND Food Fight
Check out this awesome Gruul pair of enchantments! The former one costs four, is an uncommon, and then you make a free Food on arrival. Your Food will now tap for mana, mana rampers from tokens. Then you can sac it for seven mana to Overrun where the power and toughness gain is your Food count and you can only do that as a sorcery and you don't get trample to break through.
Free ramp in your Food brew? That's pretty strong, and it's a late game win con with the sac as well. Love it loads, but due to its limited ability in decks, it drops to my third list.
The latter one is a rare that costs half as much as the former one. All of your artifacts can be sacrificed for two mana without tapping to shoot any target for damage equal to 1 plus your Food Fight total which is two total in the default "one only" format called Commander or Highlander or my favorite version of Five Color with Highlander attached too, or Acid Magic that's Pauper, Five Color and Highlander all in one. Because of that, it's less powerful in default brews, hence it also hitting this list, but both have value in your decks. Nice pair to hit my halfway mark around!
#6. (#32 Overall) - Kellan, the Fae-Blooded
This Adventure Boros two-cost Sorcery and three cost Human Faerie is my next card on today's countdown. Your sorcery will Tutor up any Aura or Equipment from your deck and then toss it into your hand! Cast it turn two. Then the three-drop has a strong 2/2 with double strike to deal 4 damage each combat minimum without pumps. Cast it turn three! Then your other creatures get a power boost for each Aura and Equipment on Kellan.
That means you'll want to go big with him and wide with other stuff too. I really like him leading a Boros Equipment (fifth-most played Archetype), Auras (10th) or both in Voltron with other power pumpers. I also really like him with Auras or Equipment that make token creatures on arrival to the battlefield like Nettlecyst's living weapon or when they swing to enhance the beats here and the size boost of your army and the bodies that are swinging. Nice! Making our Top Five are one Green creature, and a White creature, two Red cards sharing one spot, one artifact and one Blue spell, but which ones are where? We also have four rares, one mythic, and one uncommon.
#5. (#31 Overall) - Blossoming Tortoise
Let's knock off the mythic now! This is a four-mana Green 3/3 Hill Giant for you to break things with. Then when it attacks or ETBs you mill three from yourself and then ramp a land from your graveyard to the battlefield tapped. You are likely to either find one each trigger in a deck with 40 lands. Or you can have a fetchland cracked and ready to come back like Terramorphic Expanse. Then your activated abilities on lands cost one fewer, like Dust Bowl which will bring back the sacrificed land, Cabal Coffers, Nykthos or Academy Ruins. It's very strong with land brews and the +1/+1 to your land stuff can be used with temporary land creatures like Mishra's Factory or what I love Inkmoth Nexus which goes from a 10 turn kill to a 5 turn one. Or the Restless cycle in this set. But even without the pumping, this is great by itself in land matters, sacrificial lands, and then self-mill brews like the aforementioned Sultai or Golgari. Love this Turtle loads!
#4. (#30 Overall) - Decadent Dragon AND Korvold and the Noble Thief
Hitting an even 30th overall is this four-mana Red pair of stuff! The Adventure costs a base four for a on curve 4/4 beater with flying and trample - double evasion for the red zone! When it swings, you make a free Treasure, so it's ramp too. Then you can cast the instant Expensive Taste for three mana in Black at instant speed. Then you exile the top two cards of your foe's deck, not yours, and can cast them as long as they are exiled. Free card flow on turn 3, a creature on turn 4. This scales up nicely, and then you get both halves for your game in one card by turn 4.
The Saga costs four, you make a Treasure on the first two turns, and then on turn three after it resolves you exile the top three of a foe's library and, again, you can cast them. This time, just this turn, but you have two Treasures and all of your mana available. Casting things from your foe is better than your own library from exile since if you cannot play it, you don't have to worry about not having enough mana to cast everything good. You can also just leave their combo kill stuff in exile and not bother with casting it. But you cannot play around it, like Bribery. It's good since it gets you their best creature, but you didn't build your deck around it so it has no synergy. I love this pair together in Rakdos brews that allow all of these three sides to be cast. Hitting the awesome #3 is our Blue spell. It's an instant and we've used our uncommon and mythic so you know it's a rare!
#3. (#29 Overall) - Farsight Ritual
This four-cost instant hits our third spot on my third list, a bit of a symmetric fun thing there. You can look at the top four cards of your library and draw two. It's good card flow at instant speed. It's just as pricey as Fact or Fiction and won't replace it in normal formats since it digs five and you will draw two good or three bad. But in Highlander ones like Commander, this can be played alongside the FOF. Did you bargain something when you cast it? Awesome, dig eight instead of four, but you still draw just two. Worst case scenario this is better than a raw draw two at instant speed. I actually don't like the Bargain here as much as in the lower hitting Rowan's Grim Search since it doesn't have the color of death triggers or as much fuel to sacrifice in the color of Blue either, but I also like this better without the bargain since both draw you two cards instantly, but you only dig with the Search's bargain but here you always dig. Anyways, get your card flow on and draw those cards with this instant you can also cast when your precious artifact, enchantment or token is targeted or chump blocks to get extra value from it. Next is the White creature, also rare! But...what?
#2. (#28 Overall) - Werefox Bodyguard
This flashable three-drop is our penultimate card and final card with a color! It's getting lots of play in Standard right now. Let's look at why! This arrives as a 2/2 grounded dork for flash tricks. Then when ETBs it exiles another non-Fox until it leaves play. It can be played as a 2/2 flash trick to kill a 1/1 or 1/2 out of nowhere or to trade with an 2/2 or bigger two toughness thing. Or you can flash it out to stop an attacker that comes your way and flash it out.
This is better politically in multiplayer than tapping an attacker or Oblivion Ring effects on your turn since you don't know what they were going to do, but not they are looking at you askance. This, however, can be played if they attack you and then they are just reaping what they sowed, which won't annoy them. And you can exile a non-attacker too at instant speed, like when someone plays a nasty card like Consecrated Sphinx or Primeval Titan outside of Commander. You can also sacrifice this for two mana to gain two life, so that's great prior to mass recursion like Living Death or targeted recursion like Sun Titan. It's also great with the prior hitting life gain removal on a dork Gumdrop Poisoner. Love this in loads of places! Obviously, our top hitting card is another colorless artifact that's a rare!
#1. (#27 Overall) - The Irencrag
Our top-scoring artifact from the set overall is this two cost legendary mana rock. It taps for colorless and ETBs untapped ready to be used on Turn two when you drop it. Then it has a triggered ability. Did a legendary dork enter the battlefield on your side? Great! Then you can turn this into a piece of equipment that costs three to equip and gets +3/+3 but loses its abilities. I like this with a four cost Commander in any color since this is colorless. Let's look at why:
- Turn 1: Drop a tapped land in your hand and take a turn off since you likely aren't casting anything.
- Turn 2: Drop an untapped land and cast this. If you had a one turn drop that was colorless like Sensei's Divining Top or Skullclamp, cast it.
- Turn 3: Drop an untapped land. Cast your four-drop Commander, which is a legendary dork. Trigger this.
- Turn 4: Drop a land of any sort just to keep up with the Joneses. You have five mana. Use three to equip and swing with your Commander. This is amazing in decks where you care more about combat damage from the Command Zone to get a quick kill. You have two to cast a one-drop Equipment and equip like Bonesplitter or two cost Aura like All that Glitters.
Most aren't going to like losing their ability since the abilities of their Commander are what their deck is likely built around anyway, so it hits my 3rd list. This is broken with Commanders that have a disadvantage when in play, like Ruhan of the Fomari that costs four for a 7/7 that can only attack a random foe, that's now a 10/10 with the ability to attack anyone of your choice on turn 4. Just one pump like an exalted land will in two hits. That's why it's my top hitting artifact, but on my third overall list.
And there we go! I hope that you enjoyed our look at the Top Forty cards from WOE over the last trio of weeks! Next week we'll look at my favorite from the Commander set that was printed with it!