Hello folks I hope you are having a most magnificently awesome day today! Today I wanted to give you my third Top Ten of great cards for kitchen table and home play like Commander, multiplayer, Highlander, Type Four and Five Color or Peasant/Pauper too. Normally this is where I stop, but this is a deep set, especially in Black and Green!
Honorable Mention #1. (#13. Overall) - The Mindskinner
This three cost mono-Blue legendary leader for Commander with a rougher to cast triple Blue mana outside of mono-Blue is first! It gets a weird for Blue size of 10/1 and note it's an enchantment dork for that archetype. Then this isn't blockable and your damage mills each foe instead of damaging it. The fact that this dials up in multiplayer is great. Sure giving your foes extra cards to use with flashback or recur might seem bad, but that is scalable and can mill even Commander fast. Love this in milling or an alternate win con in Voltron brews all up and down the coast.
Honorable Mention #2. (#12. Overall) - Doomsday Excruciator
From one mono-colored dork with a rough casting cost to another is this six-drop all Black costing on curve 6/6 with flying. It has an ETB if it was cast, so nope to blinks or reanimate. Then you can exile all other libraries yours too, save for six. Then in your upkeep he's a free Phyrexian Arena. Nasty, and that can work well with effects that stock the bottom of your library to force what you're drawing like Impulse to draw your combo. Might I suggest running him with Cabal Coffers and Urborg, Nykthos will pay for the cost in a few taps, and Gray Merchant of Asphodel? Buy it, try it and love it!
Honorable Mention #3. (#11. Overall) - The Wandering Rescuer
This five-drop 3/4 mono-White flashing legendary is next. She's another in the Wanderer oeuvre, and like her most famous iteration, she also has flash but on a dork Commander and with double strike she can punch above her weight. She also has convoke to use on Commander Tax and loads more. Skip on vigilance here, since she'll give your team double strike if tapped just convoke or swing. She's a great combat trick when blocking with stuff to die, tap them to convoke her, flash, and give them double strike. There is a mono-White Room (Dazzling Theater // Prop Room) that gives your dorks convoke and then untaps them every turn already good she'll break into a ton of pieces.
#10. Undead Sprinter
This two-drop Rakdos Bear size trample and haster is next. And if you lost a non-Zombie this turn you can recast this from your graveyard and make it bigger, no finality counter or anything else. Once the trigger is done you can sac this over and over again or just pre-combat and swing with a 3/3 for two. I think you'll be surprised by how well this plays!
#9. Arabella, Abandoned Doll
I love her so much she was the first Commander I built around here - (https://www.coolstuffinc.com/a/abesargent-09242024-boros-bear-beats-with-arabella-in-commander) Her two-drop Boros colored 1/3 body artifact wants to swing with other smaller power stuff and then drain life as a Command Zone or elsewhere win con. I love her with Aggro, Tokens, Morph and Disguise, Pauper Commander since she's uncommon, Hate Bears and my midrange brew. She's awesome possum!
#8. The Rollercrusher Ride
This mythic X cost, three to start, legendary enchantment is next! On ETb it'll shoot up to X target dorks for X damage. Not bad right? And then it'll double noncombat damage like it or burn from other spaces too. But only if you're rocking delirium, pretty common right? Right! That is the reason it's back here in my third top ten, since you need it work and then you can stop it with things like Bojuka Bog here.
#7. Peer Past the Veil
This four cost Gruul instant is next! You discard your hand and draw cards equal to the types in your graveyard. You discard first, so that could add stuff to the types in your graveyard. As long as you have a normal multiplayer or Commander deck with fetchlands, 10 or 15 artifacts, ramp spells, removal, card draw, creatures, that could easily be land, instant, sorcery, dork and critter 5. Planeswalkers die loads so 6. An instant speed roughly Draw Seven for four is rough to deal with. Battle and Kindred count too. Legendary is a super type and doesn't. This thing is strong in or out of graveyard decks.
Get Ready:
#6. Valgavoth's Onslaught AND Under the Skin AND Growing Dread AND Threats Around Every Corner
In order to make this deep list work, I am combining four cards that give you manifestation and then add something to it. The win con sorcery has double X in the cost and then a Green to start. You'll manifest X dorks and then grow each with counters for that X paid. Green is mana ramp. The three-cost uncommon sorcery will give you a manifest dread and then a free Regrowth is attached just for permanents. Since the dread puts it in the graveyard if you manifest something you need to keep that's not a dork, just bring it back.
The flashing two-drop uncommon Simic enchantment will manifest dread to make a blocker or EOT to attack with what you manifested and is just two mana so you might have mana to flip up. All flips are now grown by tossing a +1/+1 counter on them. The mono-Green one costs four for manifesting and then when they ETB you'll ramp out a basic tapped.
#5. Zimone, All-Questioning
This three-drop Simic 1/1 legendary dork so Commander eligible is next. She has an EOT trigger if you control a prime number of lands to make a free legendary dork named Primo with its size. Since it's legendary it'll replace itself with a bigger option. So that means if you drop her two 2 with a turn 1 Birds of Paradise or Llanowar Elves she'll make a 2/2, then on turn 3 you drop a land swing, and then make a 3/3 untapped, replacing it. There are a few power based sac tricks she can do to use the body prior to replacing it like Fling effects in Red or Greater Good in her colors.
#4. Reluctant Role Model
This two-drop Bear cost and size rare is next. Her survivalist to toss a counter here of a variety of options like +1/+1 or two keywords, one evasion. Then when she, or another dork with counters on it passes this mortal coil, you can send those counters elsewhere. That retribution of counters is why she's here, since it's not just for her. We all know how beloved the +1/+1 counter archetype is, and it's sad to see your work leave, so play this!
#3. Rare Verge Cycle
Next up are the rare land cycle that are called Verge. They ETB untapped and tap for one color of their two without any issue. Then they can make the other color if you control either the first color or second color's land type. Good stuff for the win-tuff.
#2. Winter, Misanthropic Guide
Next is another multicolor legendary Command Zone able dork, this time in Jund for four mana and a 3/4 body and ward to protect a bit. Each of your upkeeps, each player will draw two. You as well. Note you'll still be discarding, which you'll want to do until you hit delirium to have your foes drop hand size by 7 minus your card types. Since this is Gruul, this is also a good home for Peer Past the Veil. I don't like mean leaders like this, but I cannot deny the power of Winter. Please don't run them.
#1. Screaming Nemesis
This 3/3 mono-Red haster is leading my third list. If it's dealt damage from any source, combat or noncombat, you'll shoot any target for that damage. Like Stuffy Doll or Brash Taunter, without indestructible, but you can also hit non-players to destroy a creature or planeswalker, and if a player is damaged they cannot gain that life for the rest of the game! No one will block this and kill it but prevent life loss to themselves.
That's my third Top Ten list for y'all! What did you think? See you next week!