Hello happy people! I hope that your day is kicking some major booty for all of the world to share!
Crimson Vow is a pretty deep set, and I have pulled out 59 cards from it that are pretty good that I want to talk about! Nasty I know! Today I want to look at the second Ten Set of the best cards for the set for kitchen table play.
Week 1 - This week we had ten cards and an honorable mention that was pretty nice, and we had some great cards including two in the mythic "Cemetery" cycle and a rare cycle at #3. We also had, for the first time, an uncommon hit the top spot of my list, and some buzzworthy cards crack other spaces. You can check it out here.
In order to make today's chart you need to be good at casual formats like Commander, multiplayer, Five Color, Highlander, and other things. Good cards for the draft or Standard that won't make much of an impact at the casual play aren't included in this list.
Ready? Let's do it to it!
Honorable Mention (#22 Overall) - Volatile Arsonist // Dire-Strain Anarchist
Hello fans of Werewolves! Wow, do I have the Werewolf for you! On the day side, this five mana 4/4 with menace and haste is pretty good as it can swing on arrival prior to sorcery speed answers, and it's a 5/5 if it's night. As it swings it shoots for 1 (or 2 at night) damage to a player, a dork, and a planeswalker, and all of those things are may effects. Note that in a multiplayer game you do not have to shoot the defender, you can split up your targets. Great stuff! Good enough!
#10. (#21 Overall) - Scattered Thoughts
Our token common on today's list is this four drop Instant. It's twice the casting cost of Impulse, and twice the card. You dig four cards down, and you "draw" two and then you put two into the graveyard. Note that the "draw" doesn't count as drawing, so you won't trigger things like Smothering Tithe or Consecrated Sphinx from your foes. That's usually pretty good and what you want, but it's a non-combo with your own effects like the second card drawn triggers in your color. Overall rating - good card flow, dig deep, worth play in formats like Commander.
#9. (#20 Overall) Howlpack Piper // Windsong Howler
If I just had a Top Ten Cards That Are Fun from Crimson Vow, this would be at least in the Top Five, with a good shot for #1. But that cannot force me to overemphasize its power at the kitchen table, so I think hitting at #20 for overall power is a good landing spot as it's a bit uneven. On the day side you get an uncounterable 2/2, four mana, that can tap and drop a creature card from your graveyard to the battlefield for two mana. It's amazing! Compare it to casual all-star Elvish Piper that was heavily played at the kitchen table during it's run. Same cost? Check! Can't be stopped by mean ol' people that want to counter it? Check! Twice the size? Check! It's really strong! And if this drops a Wolf or Werewolf it can untap and keep on keeping on, which is good in those decks as well as with the occasional changeling like Chameleon Colossus.
Great card...on the front side. But where I really don't like this as much is when you cast this and its night. It can be countered, it's bigger as a 4/4 but it loses it tap ability, which is why you run it. The back side has both a transform and an enters the battlefield trigger to dig deep six cards and put a dork from them into your hand. Card advantage? Sure, you'll likely find a dork digging down that deeply, but that's disappointing. And all someone has to do to answer the Piper is to not play anything on their turn, and then they have the much more manageable Howler to deal with. Love the fun rating on this thing! But it's just not as consistent as you would like. Hence it falling to today's list.
#8. (#19 Overall) - Olivia's Attendants
I have already run this rare six drop in my Commander build around Odric, Blood-Cursed. In my brew I run a bunch of keyword-deep creatures for making a bunch of Blood tokens on arrival, and then we have some mass Blood makers like this fun card, and in this build it feels like Vampire Titan, (instead of Inferno Titan) with a 6 mana cost, a 6/6 body, a single keyword that can help it slip past defenses, a combat damage trigger when it smashes anything for 6 Blood tokens, and an activated ability that can clear the board, act as a mana sink, finish off damaged planeswalkers or creatures, and make Blood tokens instantly. It's very compelling in this build since it's mass Blood token making will amp up my artifact for cards like Nettlecyst that are in the brew. It's a powerhouse at the kitchen table! Love it a lot!
#7. (#18 Overall) - Welcoming Vampire
This mono-White Vampire flies and sports a nice 2/3 body for three mana, which is fine and on curve. I have seen it's getting play in some of Standard's dominant White Weenies builds right now. I see why! Whenever another dork with a 2 or small power arrives to your battlefield, you'll draw a card, but this works only once per turn. That's still a Howling Mine for just you that can draw two cards per turn in a weenie build, which are heavily played in kitchen table formats. Unlike Mentor of the Meek, it doesn't require any mana to use and it's flying so it can more likely swing at a foe. But it cannot be used repeatedly in the same turn, so different decks will rate it differently. In a format like Commander, I suspect many decks will run both. Good card!
#6. (#17 Overall) - Kaya, Geist Hunter
Our lowest-scoring planeswalker in this set is Kaya. One will hit the Top Five below and one hit last week. Kaya still is #17 overall though, which is pretty nice they have printed her six times in planeswalker form. Her sixth iteration comes with three loyalty counters on three mana. We know how good a three mana 'walker can be. With her we get a +1 that gives your stuff deathtouch until the end of the turn and can toss a +1/+1 counter on a token dork, so that really wants to go wide. Swinging with a newly shorn deathtouch team means you might not get as many blocks as the defender may not want to trade down a 3/3 for a 1/1 token or a one-drop dork. You can also -2 her and double your tokens created this turn. Now that...that is nasty. It really suits token brews like Orzhov Tokens or a Blood/Treasure/Clue/Food matters brew. Nice! But she's a bit too specific to hit higher.
Ready for the Top Five? Let's do it to it!
#5. (#16 Overall) - Toxrill, the Corrosive
Our own Matthew Lotti has a fun read with his Commander Toxrill brew that you can check out here. Toxrill is one of the most powerful Commanders in this set as you can really punch the board around in your Dimir build as you slay others over time and profit from their death-age. It's very powerful there, and there are already 374 decks over at EDHREC.com and it is one of the biggest hits from the set in that format. I really enjoy what this seven mana 7/7 Slug Horror brings to Type Four as well as it's on my shortlist for introduction there. Note that you can sacrifice it to itself, which is pretty nifty, in case it's targeted for removal. Don't sleep on it at the kitchen table!
#4. (#15 Overall) - Cemetery Desecrator
I really enjoy the power of this menacing 4/4 Zombie for six mana, a bit overpriced for the size. When it arrives to the battlefield (or dies) you exile a card from a graveyard without targeting it, so it gets past most graveyard protection. Then you have two options. Both look at the mana cost of the exiled card. Firstly, you can remove that many counter from a permanent like loyalty counters from a planeswalker or storage counters from a storage land. I really like this with Dark Depths! And then you can -X/-X an opposing dork for the turn, which can get past classic protection spells that give indestructible to it for the turn like Rootborn Defenses. I really enjoy the flexibility of this card to answer multiple problems at the kitchen table while also providing graveyard answers that cannot be easily answered back with hexproof players or responses by tucking the targeted cards back, since the card isn't chosen until death. Good Desecrator!
#3. (#14 Overall) - Chandra, Dressed to Kill
Chandra is another three mana three loyalty planeswalker from the same set as Kaya, but I rate her a bit higher, and one reason is that she's easier to cast, just one color, and easier to run in Commander due to color identity. Chandar Take...I Can't Count That High, can +1 to add some cute mana to your mana pool while also dealing a single damage to a player or their 'walker buddy, which isn't where I'd like to send that damage. If I have a limited target range, I'd rather go creature and planeswalker so you have card removal opportunities, especially in a 40 life Commander. But mana is as mana does!
And then her other +1 will let you cast the newly exiled card from the top of your library if it's Red, which is better in mono-Red builds as you'll likelihood of getting card advantage from it is higher. I rate her as the middle planeswalker from the set, easier to play, two plus abilities, but still has limited play options like Kaya. Welcome to the Chandra Club!
#2. (#13 Overall) - Fell Stinger
This fun 3/2 for three mana with deathtouch has gotten play in Standard. As you can see, when it arrives to the battlefield, you can sacrifice a creature like Eyetwitch that you can then draw two cards and lose two life. Good card flow, and even better in a 40 life environment. It's also a Zombie for tribal decks and synergies. I love this uncommon in loads of spaces as sacrificing a creature will give you two cards (creature and it) for two cards drawn, and then you have the ability to trade up with it like Acidic Slime. Great card!
#1. (#12 Overall) - Cemetery Prowler
All of the things I said about this cycle in the previous Cemetery card apply here as well. As you can see, this is a powerful 3/4 Wolf for three mana with vigilance, which is pretty good. When this attacks or enters the battlefield, you'll exile that card, and then your stuff costs 1 fewer to play if it shares a card type with the exiled card. Ideally, you'll exile an artifact creature like Burnished Hart with it when it arrives to the party, and then you'll get a larger sweep of cards that will cost you a mana less. Vigilance is better in multiplayer than duels since you can swing at targets of opportunity without creating one yourself. Awesome card!
And there we go! What did you think about these cards? Any you are looking to play yourself out there? Anything that I missed or got in the wrong order? Just let me know!