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Top Ten Cards from Duskmourn Commander

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Hello happy folks and I hope your day is going super mega well! Today I wanted to do my top new cards from Duskmourn Commander for that format, as well as multiplayer, Highlander, and other kitchen table formats like Peasant, Pauper, Type Four and Five Color. The core stuff from this set for these formats was deep, and there were two more Top Tens that my normal three and then three honorable mention, four in the last one for a nice and even Top 40. There are a massive 24 Commander cards I like too, so I can either do a long list, miss a bunch of cards, or divide it into two 12s. Since these are created for Commander, and multiplayer they are a higher grade of card, so let's split them up.

Honorable Mention #1. (#12 Overall) - The Lord of Pain

The Lord of Pain

Let's start with this Rakdos five-drop evasive 5/5 on curve dork! He stops your foes from gaining life, nasty good. Then when someone casts their first spell, you can deal its cost in damage to another player like a certain Time Spiral legendary powerhouse that dominated multiplayer back then too. Kaervek! He's also legendary to lead your decks too, nasty. Please don't...

Honorable Mention #2. (#11. Overall) - Rendmaw, Creaking Nest

Rendmaw, Creaking Nest

Another legendary that's five-drop 5/5 menace is next! But he's reach and Golgari colors. He has an ETB and play a two card type (like Solemn Simulacrum and Bow of Nylea) to have each player make a tapped 2/2 bird token with flying and goad, he creates a new archetype for Commander, love him much! Please note that word is "play" so it works for artifact lands or dork lands like Dryad Arbor. He's my favorite Commander and I'll be building a Budget Commander around him next Tuesday so look out for it!

#10. Convert to Slime AND Suspended Sentence AND Sadistic Shell Game

Convert to Slime
Suspended Sentence
Sadistic Shell Game

Next up are the three spells that have the ability to take out more than one thing at a time. Like Hull Breach. The Golgari sorcery will destroy a dork too, then if you've got delirium a free Ooze equal to their total mana cost. The instant four cost is a Murder and they lose life too, and then suspends. The mono-Black sorcery five cost lets your foes choose things you don't control to destroy them. I love the politics there.

#9. Valgavoth, Harrower of Souls

Valgavoth, Harrower of Souls

Another legendary dork is next, this time a four-drop flying and ward for life loss on curve 4/4 Rakdos dork. Then the first time your foe lost life in their turn you'll draw and put a +1/+1 counter here. Please note this is isn't on your turn or more than once, like some commentators and reviewers think, just once and on their turn only.

#8. Giggling Skitterspike

Giggling Skitterspike

This four-drop artifact 1/1 monstrosity 5 indestructible is next! It rocks indestructible like Stuffy Doll before it, and an attack or block or target trigger to shoot each foe for its power in damage. Love it in any deck that can use indestructible or self-targeting like Heroic or Boros's Aurelia, or Voltron/Equipment/Auras as a backup win con or artifact or more! I adore this with Lure to swing and get them all to block and then also get in swings with other stuff, and it's just generally good stuff in multiplayer brews. Get it, play it, love it!

#7. Ancient Cellarspawn

Ancient Cellarspawn

This three-drop on curve 3/3 enchantment dork is next! Your kindred stuff of Demons, Horrors and Nightsmares cost one fewer mana to cast, a bit of ramp here. Nice with those Commanders. Then if you cast a spell that was cheaper, your foe is shot for damage equal to the difference! This wants to be in cost reduction like miracle or with other Familiars. Since it combines win cons with ramp, I love it loads!

#6. Zimone, Mystery Unraveler

Zimone, Mystery Unraveler

Our final card before our Top Five proper is this four-drop Hill Giant legendary lady! She rocks a landfall to manifest dread the first time, and then flip one over the next time. That's very synergetic with herself, and other manifested dread, morph and disguise stuff here. She should be great leading one, or as a support card in others. Also, since you can't be sure of your mana needs, Five Color always runs and loves morphs, since they are a guaranteed three-drop now and find mana to flip later. Here you can drop anything and then flip with landfall, so she's great support there too.

#5. Winter, Cynical Opportunist

Winter, Cynical Opportunist

Another four-drop Green legendary dork is next to lead your Commander brew! Just one legendary Commander-able hits higher! With a 2/5 blocking body and the deathtouch to play keep away from folks that don't want to trade down. They have an attack trigger to mill three. Then in your EOT if you have delirium you can exile four or more cards types and drop one to the battlefield with a finality counter. Free stuff to the battlefield from the Command Zone is always rough, from Narset to Kaalia to Zur. I don' t like it, I prefer the cast trigger from this brew above (Rendmaw) since it's nicer, but I cannot deny this's power either. Play Rendmaw.

#4. Into the Pit

Into the Pit

This splashable three-drop mono-Black enchantment is next! You can look at the top card of your library and cast them anytime by also sacking a nonland permanent, plus their costs too. If the top card was Ravenous Chupacabra, four mana and the sacked nonland permanent please. This is basically a splashable Future Sight, but there are two non-obvious additions. First, this reads "cast" not "play" so no lands from your deck. Next the sac doesn't have the word "nontoken" so you can sac Treasures, 1/1 Goblins, 2/2 decayed Zombies, 0/1 Serf tokens, and loads more!

#3. Barbflare Gremlin

Barbflare Gremlin

This badly named four-drop 3/2 first strike and haste is next! When this is tapped, everyone's land taps makes another mana like Mana Flare! Yay! But they'll take a damage ping like Manabarbs. Boo hiss, throw the bums out! Note the damage comes from the land and should be colorless for prevention stuff or you adding in Circle of Protection: Red things. Also note that you'll be tapping less lands, so the net should work and people should do it willingly. I don't like the name since it's Barb from Manabarbs and Flare from Mana Flare together. Get a little less...obvious. Thanks!

#2. Shriekwood Devourer

Shriekwood Devourer

This seven-drop 7/5 tramply mono-Green dork is my penultimate hitting card! Note the Treefolk type there. Then he has an attack trigger to untap your lands equal to your best power! In Green that's built around large power from Greater Good to fight kill, that should be load of lands getting untapped! Note this does not have to attack, so drop this pre--combat, swing, untap and recast. I'm sure you can see why this mass land untapper is here and high, but what hits higher? Let's find out!

#1. The Master of Keys

The Master of Keys

And then? There was one! This Esper colored three-drop base 3/3 flying evasion with and X in its cost is tops! You will give it X +1/+1 counters and mill twice. Then each enchantment card in your graveyard has escape equal to it's cost and then three exiles. Nasty enchantment-based recursion in three colors that can abuse it all up and down the apartment building. From card draw of Phyrexian Arena and Rhystic Study to ramp of Smothering Tithe and Black Market to make this huge to combos like the life gain/loss of Exquisite Blood and Sanguine Bond and keeping away with Propaganda and Ghostly Prison. I think a reanimation and self-mill this strong must be my top card! I hope you agree!

And then we go! I hope that you enjoyed my Top 12 new cards, see you next week for the next bout of fun.

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