8. Tidal Force
The new, Blue installment to the ongoing
"__ Force" cycle starts my top 8. The ability to Twiddle during each
upkeep is incredibly versatile and should not be overlooked. This creature can
keep opposing generals like Rafiq of the Many or Skithiryx, the Blight Dragon
out of the red zone, effectively neuter troublesome permanents like Cabal Coffers and Birthing Pod, or give your combo pieces like Myr Turbine or
Arcanis, the Omnipotent an additional activation per turn. Tidal Force can also
make cards like Winter Orb or Howling Mine feel remarkably one-sided if you
don’t mind making the table a little bitter.
Similar to Tidal Force, what makes
Unexpectedly Absent great is its versatility. With all the shuffle effects
running rampant in Commander, Absent might as well be an Oblation with no side effects
(Absent for X=0, then Ghost Quarter your land. Gonna search?). Used alone, Absent
can set up a sick Lurking Predators trigger or protect one’s own permanents from
removal, Mind Control effects, or reanimation by functioning like a White
Disperse at the cost of a draw step. Even just cast for X=1-2 can often buy
enough time to find a more permanent answer like a Counterspell or Dream Twist.
Every time I look at Prossh I
think of another awesome synergy with him. This guy has so much going for him
and in such explosive colors; he can be built in so many ways. His ability to
produce tokens gives way to token “anthems” like Craterhoof Behemoth, In the Web of War, and Beastmaster Ascension. His ability to sacrifice creatures works
well with cards like Fecundity, Blood Artist, and Goblin Sharpshooter. Other powerful
synergies include Skullclamp, Purphoros, God of the Forge, Grave Pact and so
many more. So many options make Prossh attractive, and can even be combined to
awesome effect.
I love me some Ruination. Non-basic
lands interact in very powerful ways and can often be difficult to keep track
of due to sheer numbers and the somewhat hidden nature of lands. From the Ashes
punishes players (but not too heavily) for being greedy with their mana-bases,
whether that be with utility lands or just playing too many colors. Playing
From the Ashes doesn't force you to play all basics. In fact, From the Ashes is
an amazing way to trigger Landfall abilities such as Avenger of Zendikar and
Roil Elemental. This trick similarly works for opposing lands with cards like
Polluted Bonds and Tunnel Ignus.
Since Commander games tend to go
long, players often turn to their graveyards as an extension of their hands with
effects like Dredge or Reanimate. To combat this, players often add graveyard
hate to keep opposing graveyards from generating too much advantage [more on
this in a future article!]. Angel of Finality is a Tormod's Crypt with wings,
which can be a very powerful effect. "Blink" abilities like Cloudshift and
Mistmeadow Witch allow players to reuse this exile at a moment’s notice, making
Angel of Finality less all in than Relic of Progenitus and Nihil Spellbomb. The
Angel subtype means she can’t be blinked by Restoration Angel, but it DOES mean
that this card earned a quick spot in my Kaalia of the Vast!
3. Opal Palace
Kaalia tends to die in long games. Usually
twice. And sometimes even gets countered. Eventually paying 10+ mana for the
same 2/2 Flying creature that Cheatyfaces my creatures during combat just isn’t
economic. Opal Palace gives generals a reason to come back by making them
stronger with each successive cast (while simultaneously fixing mana, score!). Opal Palace even works the first time a general is cast, providing an immediate boon
to generals that like to enter the red zone. Palace is also a solid way for X/2
generals to combat effects like Elesh Norn, Grand Cenobite or Aether Flash, giving them just
enough toughness to survive. Special shout-outs to Skullbriar, the Walking Grave and Animar, Soul of Elements for being able to straight-up abuse these +1/+1
counters.
Artifacts and enchantments are a good
way to hedge bets against the myriad Day of Judgment effects present in Commander.
With most decks putting a focus on creatures, removal for these permanents
often feels too situational to merit multiple slots in a 100-card deck. Bane of Progress doesn’t care about these preconceived notions. This green nightmare walks
in and eats everything that can be targeted by Disenchant. Not only does it
destroy all artifacts and enchantments, but Bane of Progress gets huge in the
process. Only once Bane of Progress has stripped away your facade of non-creatures do you have its permission to die. Bane is also recurrable via Reveillark; not
bad.
Reanimate is a powerful
ability. Being able to do it more than once off the same card is insane.
Tempting Offer is a great name for this mechanic as most opponents will not be
able to resist the allure of bringing back one of their own creatures, even if
you get an additional creature. Creatures like Banisher Priest and Shadowborn Demon can help counter opponents who take the Offer and Luminate Primordial completely
blows them out. Also worth noting, Reanimate
abilities that do not target cards in graveyards are hard to come by (Exhume
may be the only other one). This lets Tempt with Immortality skirt around
opposing Scavenging Oozes and Withered Wretches with a sufficiently full
graveyard.
Honorable Mentions:
Act of Authority - Exiling artifacts and enchantments is
good, especially with all the Sun Titans and Academy Ruins running around.
Giving an opponent this same effect is scary, though.
Oloro, Ageless Ascetic - the passive lifegain on this
general can add up pretty quick, not to mention how strong his second ability
is. You'll be in charge of life totals, though; nobody else will suffer all the
life point changes.
Eye of Doom - DOOOOOOOOOOOOOOOOOOM!!!!!
Again, thanks for your patience on the update and for
following my general musings. Good luck on the battlefield, fellow Commanders!
Check out the Casual Net Gaming Archive and Like us on Facebook!
-Javier Remy
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