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The Best Wares in War of the Spark

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Like clockwork, another set has arrived and I've seen and played enough of the set to present another article detailing the best cards in the set.

Let's jump into it!

Liliana, Dreadhorde General

The parallels to Elspeth, Sun's Champion are reasonable but let's be clear that it's not fair. Liliana is fantastic, but overall it's a bit under where Elspeth was. Fortunately, context matters! And in any Black deck with removal Liliana will be able to dominate most late games. Against other control decks Liliana will mostly be clunky and slow. For midrange decks Liliana provides a top end that amasses value and a win condition. As far as planeswalkers go, this ultimate is extremely unbeatable. Being a threat on its own means that Liliana is the perfect top deck in a variety of situations.

God-Eternal Oketra

I think this God-Eternal is the one folks will brush aside at first but will end up dominating any midrange deck. The last time we had a creature for five mana that made 4/4s it was undeniably one of the best creatures. And while this is closer to a fixed variant of that card, the ability to dominate a battlefield with limited mana investment means we can win any game in short order. If we're playing aggressively then it may only take an activation to finish things up. Being unkillable means it will be trivial to hold a creature to amass all the value.

Vivien, Champion of the Wilds

Vivien is an excellent addition to every Green deck against all sorts of strategies. While the bonus of Vigilance may seem weak it gives a ton of play to quite a few creatures. Against Red, imagine being able to flash in an Explore creature in response to a removal spell on Wildgrowth Walker, causing quite a few headaches for players. Against control the Flash ability presents a magnitude of problems. Any cheap planeswalker that draws cards will always be fantastic.

Finale of Devastation

Green Sun's Zenith is a good Magic card.

Full stop.

While Finale is closer to a 'fixed' version of the card, it provides both utility and max value. The longer the game goes the better it is. Being able to retrieve any creature is going to be a breaker. Snagging a Dragon or needed creature can flip a game on its head. Being able to take advantage of the graveyard means Thought Erasure and most removal can't stop you from grabbing a creature you don't play many of and could be completely game changing. I don't think you'll be using it much for mana creatures but the cards scales very well.

Commence the Endgame

This is one you'll be happy to own a couple of. While it isn't exactly Torrential Gearhulk, the card echoes of its power. Being uncounterable means you can jam it for free in almost every situation to amass plenty of value. For Nexus decks, this could be the win condition they've been waiting for.

Narset's Reversal

This Remand-esque card seems fantastic in a world of Expansions and Dovin's Veto. While its applications are few, I believe control players everywhere will have quite some fun with this card in tow. It's entirely likely that Veto will completely overshadow this card, but I fully expect this to see sideboard play.

Prison Realm

An Oblivion Ring for only Planeswalkers and creatures seems exactly good enough for Midrange mirrors, and costing three is super important. The tacked on Scry pushes this card from fringe playable to awesome sideboard card. Being able to attack problematic cards for cheap is going to be awesome and on occasion better than Conclave Tribunal.

Ajani, the Greathearted

As long as Nick Prince plays Magic there will be someone who thinks March of the Multitudes is a great card and must be played at all costs. Fortunately, Ajani here offers an incredible way to pump up creatures and make those smaller Marches into viable threats. Oftentimes the Tokens deck struggled with closing games out, and Ajani providing multiple turns of counters offers a new path to winning games without Trostani Discordant or multiple History of Benalia.

Domri, Anarch of Bolas

Domri is exactly the kind of tool the Gruul decks were missing. Being able to present stronger threats and fight down opponents creatures means you can turn up the heat at a moment's notice. The Gruul deck was already on the rise and making waves. Being able to play Domri means you'll be able to make the deck ever better. While you won't be able to draw cards off this walker, I think the other three abilities make up for it.

Tamiyo, Collector of Tales

I'm going to go out on a limb here and say it's likely Tamiyo is the best planeswalker in the set and will single handedly bring Nexus to the next level. Being able to find combo pieces and Eternal Witness back win conditions or needed counterspells is going to help focus the deck ever more.

Sorin, Vengeful Bloodlord

I see Sorin giving Hero of Precinct One and Judith, the Scourge Diva decks some real threats and powerful ways to recoup value against other aggro decks while presenting inevitability against control. Sorin is slow, but he can kill your opponent though I think the main goal is to just reanimate through all the removal levied against you.

Oath of Kaya

I'm not 100% on Oath of Kaya, but Lightning Helix that makes attacking your walkers difficult seems like the makings of a good card. Look for this in midrangey Planeswalker decks rather than in control.

Angrath's Rampage

This card has Legacy and Modern written all over it since it is able to deal with a range of threats that are difficult or costly for Grixis decks to deal with. Crushing Chalice without Kolaghan's Command or managing True-Name Nemesis or Jace, the Mind Sculptor is something I quite look forward to. This is one of the most flexible spells released in recent years, and while it is Sorcery-speed I don't think that's much of a drawback and necessary to prevent this from being too widespread.

Ral's Outburst

Outburst is an awesome card for Izzet decks to be able to keep gas flowing while managing planeswalkers. Previously, without Vraska's Contempt, leaning on counterspells was the way to go. Now with Outburst there is a new wave of decks to be made on the control spectrum that can keep up while managing the board.

Blast Zone

Blast Zone has the ability to be good in Eternal formats, offers two-color decks a way to interact with permanents they couldn't previously. Dimir decks can't beat enchantments normally and Blast Zone allows them that option while being able to manage swarms of creatures along the same CMC. Paired with Soul Diviner you can use Blast Zone to clear out tokens as well.

Let me know in the comments if there are any cards you think I missed or if there is anything that you disagree with!

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