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Top 5 Modal Spell // Lands for Commander

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Hello awesome Commander folks, I hope your day is going mega well! Today I wanted to knock out my choices for the top Modal Spell // Lands. To make this list they cannot be Land // Lands like Barkchannel Pathway // Tidechannel Pathway. They must both be playable now, not the land on the back after a flip condition hits. This is for Commander, not for the other casual or competitive formats either. These can take your land spot and are pretty popular for that reason. Ready?

Honorable Mention #1. (#8. Overall) - Agadeem's Awakening // Agadeem, the Undercrypt

Agadeem's Awakening // Agadeem, the Undercrypt

This rough triple-Black three cost X spell reanimate effect is my first honorable mention, and will drop into a Black land untapped and ready to use for three life, which is many of the scoring lands here. You'll recur different costed critters with X cost or less. Love it, and so do Commander players since it's pretty pricey on the market.

Honorable Mention #2. (#7.Overall) - Turntimber Symbiosis // Turntimber, Serpentine Wood

Turntimber Symbiosis // Turntimber, Serpentine Wood

Another mythic rare from the same set is this sorcery in Green with a seven-cost that digs seven and drop a creature from them to the battlefield for free, and if it's cheap toss a trio of +1/+1 counters on it. That's very strong if you plan around it with Sensei's Divining Top or Sylvan Library or just randomly for fun. It also has a Green land that enters untapped for 3 life. Love this cheaper (fiscally) sorcery loads!

Honorable Mention #3. (#6. Overall) - Ondu Inversion // Ondu Skyruins

Ondu Inversion // Ondu Skyruins

This less than a buck eight mana sweeper in White for everything not named lands is next! I love running mass removal from your foes in emergency to survive and this sweeps it all from planeswalkers to battles, this is great at them all, and, sure, eight mana might seem a big cost, but it's free for your deck and you can just drop as a tapped land instead. Get it, run it, save your life with it!

#5. Valakut Awakening // Valakut Stoneforge AND Disciple of Freyalise // Garden of Freyalise

Valakut Awakening // Valakut Stoneforge
Disciple of Freyalise // Garden of Freyalise

Let's start the Top Five proper with card flow and draw. The instant Red three-cost will reload as many cards from your hand to the bottom of your library as you want and you'll draw that plus one. Because you don't lose a card or send back what you don't need it's great. The Green dork costs six for much mana but a cheap secondary market for a 3/3 dork that on arrival to the battlefield will sac a dork and then gain life and draw to its power, love this pair in Gruul colors much, enjoy!

#4. Bala Ged Recovery // Bala Ged Sanctuary

Bala Ged Recovery // Bala Ged Sanctuary

This pricey uncommon is next! It costs three for the sorcery side to Regrowth a card. That's one more mana than Commander Classic Regrowth and the same as Eternal Witness. On a free land?

#3. Pinnacle Monk // Mystic Peak

Pinnacle Monk // Mystic Peak

Another cheap uncommon recent printing is this five-drop prowess 2/2 mono-Red with the ability to Regrowth an instant/sorcery on arrival to the battlefield. The land can ETB untapped too.

#2. Witch Enchanter // Witch-Blessed Meadow AND Fell the Profane // Fell Mire

Witch Enchanter // Witch-Blessed Meadow
Fell the Profane // Fell Mire

Our highest scoring permanent // land and ones that don't have tempo loss by ETB tapped are these two four-drop uncommon that destroy two possible and commonly played permanent types. The White splashable 2/2 dork will destroy an artifact or enchantment on arrival, so it's a Disenchant on a stick. The Black instant will destroy critters or planeswalkers. And on an instant spell. One leaves behind a body the other instant speed, both are worth the highest charting spots from Modern Masters 3.

#1. Malakir Rebirth // Malakir Mire AND Sejiri Shelter // Sejiri Glacier

Malakir Rebirth // Malakir Mire
Sejiri Shelter // Sejiri Glacier

These two uncommon instants in Orzhov colors are Top of the Pops!! The one cost Black one will trade two life to bring back a dying dork tapped. That's great to save a Commander, a key creature like Consecrated Sphinx or combo piece like Viscera Seer or just reload an ETB trigger like Solemn Simulacrum to Mulldrifter. The two-cost instant White one will give a dork protection from the color you need to stop targeted removal, survive damage based sweepers, survive a key chump block or to just win against a one color dork defense with red zone or Commander damage.

There we go! What did you think of my Top Five Modal Spell // Lands for Commander?? What are yours? What did I get wrong?

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