Hello awesome people and happiest of days today! Today I want to take my third and final look in a deep dive into my Top Ten Cards from The Brothers' War. This is my third such article where I do my Top Ten and then four Honorable Mentions. To make this list you must be good at kitchen stuff like Commander, multiplayer, Five Color, Type Four, Highlander, and Commander again.
Ready for my next blast?
Honorable Mention #1 (#40 Overall) - Hurkyl's Final Meditation AND Urza's Sylex
Check out the first card that hits #40 overall on my countdown. This is a seven-mana instant that's 10 mana on other turns. It mass bounces all non-lands to their owner's hand and then ends the turn. Mass bouncing is the key way that Blue answers things, and to add in another tool into that closest is pretty nice.
The card is a three-drop legendary artifact. You can tap it with four mana and exile it to force everyone to destroy everything other than their best six lands and then you can spend two to tutor up a planeswalker and put it into your hand so its card draw combined with mass removal. Both mass answers cost a mana more than you'd like for the effect, and one costs more on opposing turns and the other can only be used at sorcery speed so it cannot even get that. But they are great tools to lean on for mass removal, and add new things, hence them hitting my list, but way back at an even number #40.
Honorable Mention #2 (#39 Overall) - Uncommon Urza AND Mishra
Since these mono-colored uncommons are clearly meant to reflect each other, they are each making the cut here. Urza's 1/3 vigilance body lets him swing at open players and keep back his tapping. One mana, tap, draw and discard, so he is a Looter. The first time you discard an artifact each turn you can make a tapped Powerstone to store for later mana using. Uncommon Mishra is a 2/1 with haste and tap, use a mana, and discard and draw. So, he is a Rummager. Then when you discard an artifact once each turn, make two mana. Strong stuff here, and they play nicely together in one Izzet artifact-matters brew. Nice combo of legendary dorks for Command Zone purposes.
Honorable Mention #3 (#38 Overall) - Misery's Shadow with a Shout Out to Calamity's Wake
Before we look at this two-drop Shade, let's take a looksee at the best Shade previously printed, Nantuko Shade. That's very strong, and is played all over the block as a closer in Mono-Black decks. Now you have the new Shade. 2/2 body instead of 2/1. It's two cost is splashable not both black. Its activation is colorless. You can run it in any deck that runs Black. Then you exile opposing dorks as they die, so that's a mana-free break on the common use and abuse of graveyard recursion at the kitchen table in things like Aristocrats and Recursion. Combing the Hate Bear with the game winner is a nasty tool that's playable in any deck.
Shout out to Calamity's Wake, which is a two-cost instant that exiles all graveyards and then players cannot cast non-dorks this turn, so it's a double Hate Bear instant with more abuse curved at instant speed. Love this pair for casual play loads!
Honorable Mention #4 (#37 Overall) - Cityscape Leveler
This fun eight-drop 8/8 with trample is my final honorable mention. When you cast it or attack with it you get a free Vindicate on any nonland and they get a tapped Powerstone token in exchange. Note that this does have unearth so you can get it twice at least even if answered, and that this is a cast trigger so it cannot be countered by countering the Leveler, you need a counter ability like Voidslime. Nice game-winner and removal dork in one. It's also amazing in Type Four with infinite mana but one spell per turn.
#10. (#36 Overall) - Hero of the Dunes
This five-drop 3/2 uncommon Orzhov colored dork is next! This has two abilities. On arrival to the battlefield, you can recur an artifact or dork that costs 3 or fewer mana to the battlefield from your graveyard. That's basically a Sun Titan trigger. Then your small stuff gets a power boost, so that combines a half Glorious Anthem with a Sun Titan trigger, nice little combo here. I love this with cheap sacrifice artifacts like Commander's Sphere, Expedition Map, Wayfarer's Bauble and Armillary Sphere. Awesome possum!
#9. (#35 Overall) - Disciples of Gix
Check out this uncommon mono-Black dork with a 4/4 power and toughness. On arrival to the battlefield, you can search your library for up to three artifacts, place them into your graveyard, and then shuffle. That's basically a Buried Alive for artifacts, and we know how powerful that uncommon was as well for kitchen table formats. If you want to get dorks, grab artifact dorks like Solemn Simulacrum and Wurmcoil Engine. You can get everything from Armillary Sphere and Expedition Map to Red's Scrap Mastery to swap everyone's dead artifacts for their living ones, or White's Brilliant Restoration that brings them all back without helping or hurting your foes, or Blue's Academy Ruins to put them on top of your library. It's very strong here in artifact graveyard literate brews of any stripe and color.
#8. (#34 Overall) - Tocasia, Dig Site Mentor
This was the first legendary dork from The Brothers' War that I called after it was spoiled since I wanted to build around it. This four-drop Bant 4/3 has a pair of interesting abilities that work together quite ably. The first is that all your creatures have vigilance and can tap for no mana to surveil 1. Vigilance is very strong in multiplayer since you can attack the open player without opening yourself. When combined with a tap ability that you can use it the end of a foe's turn before untapping on yours is pretty strong. Then you can self-exile her in the graveyard and spend an Elder Dragon amount of mana to do so. Return any number of artifacts from your graveyard to the battlefield with a total mana cost of 10 or fewer, so you can get multiple lands. I tossed in token makers like Decree of Justice, artifacts to recur that self-sacrificed like Armillary Sphere, and then strong mana making to get to that self-exile amount of mana like green's ramp with mana dorks that can also tap for surveil if they aren't needed for tapping for mana. She's in all the right colors for this ability from tokens to artifact love to removal to counters to more. Love her loads!
#7. (#33 Overall) - In the Trenches
Hitting roughly at the half way spot for my 14 cards on today's list is this mythic rare enchantment in mono-White. This gives your dorks +1/+1 on the same three mana body as Glorious Anthem, so it's better than that heavily played card already. Then you can spend six mana as a sorcery speed and then exile an opposing non-land permanent until this leaves the battlefield so it combines removal onto your creature pumping so you don't have to lose a slot for removal in your going wide deck where any Glorious Anthem effect shines like aggro, tokens, and other places, so this adds to your removal options there, and it's repeatable as long as you have the mana they have got the time. Wowzer Bowzer!
#6. (#32 Overall) - Symmetry Matrix
Whenever a dork arrives to your battlefield with power and toughness equal? Spend a mana, draw a card. This thing is amazing everywhere, but I love it in Commander with a Commander that has identical power and toughness. Did you see the word that is missing here? Nope? I got ya! It's missing "nontoken." Therefore, you can drop a 1/1 token from anything and then spend a mana to draw a card. You can easily make a few 1/1s or 2/2 with various effects and draw cards. Also remember, this is colorless, so it can fit into any color of Commander deck. It has no additional brakes other than mana spent, unlike things like Welcoming Vampire that can only be used once per turn. It's pure card draw, not looting where you discard after or rummaging where you discard first. This is very strong in White since it lacks great card draw and has loads of going wide brews that could drop a few dorks each turn like Hate Bears with their 2/2 bodies or the aforementioned tokens or even Midrange with their Karmic Guide, Sun Titan, Mulldrifter and Ravenous Chupacabra. It's strong with copy token makers like Kiki-Jiki. It's powerful everywhere.
Top Five Time! Hitting my final five are one gold card, one creature, one artifact, one land, one sorcery and one enchantment, but which where?
#5. (#31 Overall) - Repair and Recharge
This five-cost sorcery uncommon in white is our 31st card overall. This is our highest-scoring White card. This returns any creature, artifact or planeswalker from your graveyard to your battlefield, so it's one more than Resurrection with two more permanents eligible to recur. You also net a tapped Powerstone for later mana production or an artifact to sacrifice. This obviusly has value in decks with those three permanent types that are recurred and share this color. For example, Five Color Superfriends, Esper Artifacts and Boros Aggro. I also love in brews where you control many of two or all three, like Midrange where you have a lot of ETB Dorks like Flametongue Kavu or Eternal Witness to bring back, or planeswalkers like Elspeth, Sun's Champion or Teferi, Hero of Dominaria or mana rocks like Mind Stone and Commander's Sphere to bring back. It's also strong recursion there as well. It's very reliable recursion for kitchen table play.
#4. (#30 Overall) - Blast Zone
Our top hitting land and second hitting colorless card is the Blast Zone! Sounds like a Lazer Tag place for birthdays. This land arrives untapped and taps for colorless and then comes with a charge counter on it. You can spend three to sacrifice this and destroy all nonlands with that number of charge counters in mana value. From planeswalkers to artifacts, they are all eligible for death. Then you can spend X twice, tap this, and then put that many charge counters on the Zone of Blasting. That gives you the ability to do mass removal in a land slot that fits into any colored deck in Commander so that's very strong here. Very. Strong. Here.
#3. (#29 Overall) - Portal to Phyrexia
Our top-scoring 9 drop, artifact, and third-hitting card on my third hitting list is this fun thing. This forces your foe's to each sacrifice three dorks on arrival to the battlefield, so in a four-player game that's a lot and could easily be 6 or 7 dorks total across all foes. Note that this is sacrifice, so it gets around indestructible. This is getting play in multiple Standard brews as a free way to get it from the graveyard with things like the previous hitting Repair and Recharge and discards. In your upkeep you can recur a target creature from any graveyard to the battlefield under your control and it gains the Phyrexian creature type. That's very strong value over time in addition to the card and battlefield value from its ETB ability. I love it in Type Four with it's infinate mana but just one spell per turn. That 9-cost is why it's here on my 3rd list, but it's very strong as you can see. Love it loads!
#2. (#28 Overall) - Third Path Iconoclast
Our penultimate card on my final list is this fun uncommon in Izzet that has already made Standard-legal decks as an upgrade to Young Pyromancer. Both are two-mana uncommon 2/1s in Red that make 1/1s when you cast a spell, but the Iconoclast will net them for any non-dork spell you cast, not just instants or sorceries. Also note that the tokens that the Monk make are Soldiers, a more useful type, and artifacts for things that care, and push it towards artifact brews where you can make a 1/1 artifact when you cast that Sol Ring, Izzet Signet, Skullclamp or Wayfarer's Bauble. The only issue with the Monk is the casting cost adds Blue, but you were probably playing that anyway in your Spellslinger brews. I really like these two dorks together in the same deck in Commander making the tokens, and they also really like token makers in blue like Talrand, Sky Summoner and Monastery Mentor working well together. It's a very strong quartet of tokenage. Also note that all these tokens have the same power and toughness...hint hint...
What enchantment hit my top spot?
#1. (#27 Overall) - One with the Multiverse
Our top-scoring enchantment, card, mythic and Blue cards is this Standard powerhouse. This lets you look at the top card of your library any time you want to. You can play lands and cast spells from the top like Future Sight a fellow enchantment or Magus of the Future based on that. Always play the land first, so you won't get stopped until you hit another land or run out of mana. This is better since it doesn't reveal what your cards are to others, so they cannot plan around it. Then you can cast, for no mana, one spell from your hand or the top of your library for free. That's it, just one, but anywhere. So, it's a one-use Omniscience stapled to a Future Sight effect. You can see why this thing is getting played. Like the Portal to Phyrexia it's getting discarded and then cast for cheaper with things like Invoke Justice. It's very strong in kitchen table formats like Commander and other Highlander formats. It's a brilliant card to end things on.
And there we go! What did you think of my final Top Ten from The Brothers' War? Anything in here that I missed? Just let me know and have an awesome day!