As a Vorthos, lore enthusiast, and fan of lower-power, casual-only Commander, I must say I’ve often felt pretty let down by this game's recent releases. But finally, we have a product that hits all the things I just mentioned in a way we haven't seen in years: Commander Mystery Booster.

In this short article, I’ll comment on most of the commanders, sharing a few lore tidbits and design philosophy details, with a primary focus on evaluating them for bracket 2/3.

Nivea, Beloved Battlemage

Nivea, Beloved Battlemage

Legendary Creature — Human Wizard Warrior

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Nivea, Beloved Battlemage
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Mana Cost: {2}{W}

Whenever a creature you control becomes blocked, you may untap it and remove it from combat.

{5}{W}{W}{W}, Sacrifice Nivea: Create an Akroma, Angel of Wrath token. (She's a {5}{W}{W}{W} legendary 6/6 Angel creature with flying, first strike, vigilance, trample, haste, and protection from black and from red.)

3 / 1
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A card with almost perfect flavor, gorgeous art, and rich meaning. Nivea was the partner of Ixidor, reality sculptor. When Nivea died at the hands of Phage, Ixidor created Akroma in her image. Flavor aside, unfortunately, the card itself leaves a lot to be desired—it’s pretty weak. The first effect is a sort of Reconnaissance, which is already a very niche card (though strong in Kaalia). The second effect is absolutely overcosted: what sense does it make in 2026 to pay 8 mana for an Akroma? We’ve gone way past that with power creep, even if you try wacky setups like mirror box + anointed procession. Sadly, I only see this card fitting into a pure bracket 1 exhibition deck, or as a pet card (a very pet card) in a Kaalia list.

Ekthi, Contaminator Priest

Ekthi, Contaminator Priest

Legendary Creature — Phyrexian Cleric

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Ekthi, Contaminator Priest
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Mana Cost: {3}{W}

Other Phyrexians you control get +1/+1.

Each Equipment you control has living weapon. (Whenever an Equipment you control enters, create a 0/0 black Phyrexian Germ creature token, then attach that Equipment to it.)

"Only through sacred infection can a vessel become pure." 3 / 3
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A very straightforward card. Maybe a bit boring because of that, but it can bring some exciting moments with big, cheap equipment, Colossus Hammer being the prime example. However, being mono-white and having a non-tribal type doesn't make it particularly versatile, so I don't see it as a great card in the 99. An equipment deck often wants to go voltron, and Living Weapon pushes in the exact opposite direction.

Grakk the Pacifist

Grakk the Pacifist

Legendary Creature — Orc

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Grakk the Pacifist
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Mana Cost: {1}{W}

Grakk can't attack or block.

Whenever you cast an Aura spell that targets a creature an opponent controls, draw a card. This ability triggers only once each turn.

4 / 3
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A deep cut reference to the flavor text of the original pacifismo, Grakk can be interesting in some specific builds. I still remember back in 2011 when people talked about building Zedruu with auras because you could donate them without drawbacks. Today we have Eriette—both Eriette of the Charmed Apple and Eriette, the Beguiler are much better suited for the job.

Worzel, the Protector

Worzel, the Protector

Legendary Planeswalker — Worzel

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Worzel, the Protector
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Mana Cost: {1}{W}{W}{W}

0: Create a 1/1 white Cat creature token with "{T}: Put a loyalty counter on each planeswalker you control."

−1: Look at the top six cards of your library. You may reveal a planeswalker or basic Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

−8: Create ten Scryb Sprites tokens. (They're {G} 1/1 Faerie creatures with flying.)

Worzel, the Protector can be your commander.

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Another deep cut, and a really, really deep one this time. Worzel appears in one of the very first stories ever written for MTG, and she is one of the earliest planeswalker protagonists. In her duel against the evil Thomil, she summons several green creatures, including Scryb Sprites, to defeat her opponent. This reference explains her ultimate, which is decent. Unfortunately, outside of these references, I don't see much in this card: mono-white superfriends doesn't feel like an archetype that can go very far. But if that has always been your dream, now you have the perfect commander! Otherwise, it seems much more useful in the 99 of already established superfriends decks, like Atraxa.

Yume, Chronicler of Valor

Yume, Chronicler of Valor

Legendary Creature — Human Druid

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Yume, Chronicler of Valor
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Mana Cost: {1}{W}

The first spell you cast during each of your turns has assist. When you cast that spell, if another player spent mana to cast it, you and that player each draw a card. (As you cast a spell with assist, you may choose another player. They may pay some or all of the generic mana in the spell's cost.)

Tales of heroics fill the air between matches at Valor's Reach. 1 / 2
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Assist is a very cool mechanic that worked wonderfully in Battlebond limited. Outside of that, though, it leaves a bit to be desired. Support is what it is, and this card certainly won't shake things up, especially in mono-white. Still, I’m keeping an eye on this card—who knows, maybe Assist will return in the future...

Dyfed, the Guiding Hand

Dyfed, the Guiding Hand

Legendary Planeswalker — Dyfed

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Dyfed, the Guiding Hand
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Mana Cost: {3}{U}{U}

+1: Create two tapped Powerstone tokens. (They're artifacts with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")

−X: Untap X target artifacts.

−6: Search your library for an artifact card, put it onto the battlefield, then shuffle.

Dyfed, the Guiding Hand can be your commander.

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Dyfed is the planeswalker who showed Yawgmoth the existence of Phyrexia, hoping to give him a sanctuary where he could welcome and cure those suffering from phthisis. However, she quickly realized the true intentions of the Thran physician... who promptly managed to drive a powerstone dagger into her brain before she could react, locking her in a sort of coma that prevented her from planeswalking away. In this limbo, kept alive by her spark, Dyfed was subjected to all kinds of vivisections and experiments, as Yawgmoth tried to find "the planeswalking organ" and implant it into himself. This was the greatest failure of the future Father of Machines, who couldn't get anything out of it. Rebbec eventually managed to find what remained of Dyfed and free her from the powerstone, allowing her to die. A lot of lore for a card that doesn't have much to say: decent power level in an archetype (mono-blue artifacts) that already has access to plenty of broken stuff. I’m not a fan of PW commanders or mono-blue artifacts, as both can degenerate quickly, but I wouldn't mind playing against a deck led by Dyfed: the power level is more than suitable for lower brackets.

Flitwing, Lyev Detective

Flitwing, Lyev Detective

Legendary Creature — Faerie Detective

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Flitwing, Lyev Detective
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Mana Cost: {2}{U}

Flying

If you would create one or more tokens, you may create that many Clue tokens instead. (They're artifacts with "{2}, Sacrifice this token: Draw a card.")

"People often miss the little details. Thankfully, every tiny mistake they make is a big clue for me!" 1 / 1
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Thanks Wizards for giving us more detectives in trench coats, I really missed them. Jokes aside, like many mono-color legendaries in this set, I see this being more useful as support in the 99 than as a commander. Top-tier support for Morska, Undersea Sleuth, Lonis, Cryptozoologist, Sophia, Dogged Detective, and similar commanders.

Grandmother Goby

Grandmother Goby

Legendary Creature — Merfolk Wizard

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Grandmother Goby
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Mana Cost: {2}{U}{U}

Whenever you cast a noncreature spell, counter that spell. Create a number of 1/1 blue Merfolk creature tokens equal to the amount of mana spent to cast that spell.

She wraps the fry nursery in nullwater so the ruckus of wayward mages doesn't bother the little ones. 2 / 2
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I couldn't find anything on the lore of this card, yet it feels like too specific of a reference, so if you know something, let me know in the comments! Otherwise, the card seems way too restrictive; there are better ways to make Merfolk tokens without shooting yourself in the foot like this. A pass both as a commander and in the 99. Blue's strength lies in its instants.

Gustha Ebbasdotter

Gustha Ebbasdotter

Legendary Creature — Human Wizard

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Gustha Ebbasdotter
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Mana Cost: {3}{U}{U}

Protection from red

Whenever you cast your first spell during each opponent's turn, draw three cards, then put two cards from your hand on top of your library in any order.

"Turn your studies into uncompromising power. Only then will you be a royal mage." 3 / 3
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She appears in the flavor text of hydroblast and brainstorm, and her abilities are a direct reference to these cards. Other than that, the card is quite expensive for what it does, so I see it as a bit low-impact. Brainstorming every turn is still nice, though, so she could find a home in lists that want to draw a ton of cards, like the previously mentioned Morska.

Sash and Waistcoat, Unmen

Sash and Waistcoat, Unmen

Legendary Creature — Insect Rogue

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Sash and Waistcoat, Unmen
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Mana Cost: {1}{U}

Whenever a face-down creature attacks one of your opponents, it can't be blocked this combat.

{3}: Manifest the top card of your library. Any player may activate this ability but only as a sorcery. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

2 / 2
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These bizarre creatures were created by Ixidor during one of his many delusions of grandeur. They were initially living, incorporeal magic portals. Later, they were granted cockroach bodies by the Cabal Patriarch. The Patriarch had the brilliant idea of sending these cockroaches to kill Phage and Akroma (what was he thinking? Who knows), but they failed miserably (shocker!). After various adventures, they managed to get human bodies and became buddies with Karona. At the end of all the Karona madness, they even managed to survive! Their card is strong support for a mediocre mechanic, so it is what it is. I’ve always found Manifest extremely frustrating to play because I always flip lands, so I don't think their second ability is strong enough to justify running them as commanders. The first ability, however, is perfect in morph decks like Kadena, Slinking Sorcerer and Zimone, Mystery Unraveler.

Boss Uramon, Shadow's Reach

Boss Uramon, Shadow's Reach

Legendary Creature — Human Rogue

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Boss Uramon, Shadow's Reach
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Mana Cost: {3}{B}

Shadow (This creature can block or be blocked by only creatures with shadow.)

Attacking Ninjas and Rogues you control have deathtouch.

Whenever one or more Ninjas and/or Rogues you control deal combat damage to a player, create a 1/1 black Rat Rogue creature token.

2 / 2
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The boss of Toshiro Umezawa and intermediary for the Myojin of Night's Reach, Uramon is a criminal, a sort of Kamigawa yakuza, and I think combining the Ninja and Rogue tribes captures this perfectly. The card is unfortunately a bit mediocre because it creates at most one token per turn, but the union of these different tribes (including Rats) makes her useful both as a commander and in the 99. The mana cost is a bit high, though... they really played it safe with these mono-color commanders!

Istvan, Butcher of Eln

Istvan, Butcher of Eln

Legendary Creature — Human

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Istvan, Butcher of Eln
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Mana Cost: {1}{B}{B}{B}

Istvan attacks each combat if able.

Prevent all damage that would be dealt to Istvan by creatures.

Whenever a creature an opponent controls dies, put two +1/+1 counters on Istvan.

No beast in Terisiare is more frightening than the man who haunts its woods. 1 / 3
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A reference to the legendary Uncle Istvan. "Legendary" in name only, since he was released before the corresponding creature type/supertype was invented... meaning it’s possible to have multiple Uncle Istvans under your control! The implications are a bit unsettling... this card fixes all of that, making Istvan the legendary creature he deserved to be! Sadly, beyond this reference, there’s not much else: the card is mediocre and expensive. The abilities seem to point towards voltron, but power buffing and damage prevention are among the most irrelevant abilities you could give a voltron commander. Great reference, but mechanically almost useless, especially as a commander.

Kuroki, Thief of Talents

Kuroki, Thief of Talents

Legendary Creature — Spirit

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Kuroki, Thief of Talents
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Mana Cost: {4}{B}

Menace

At the beginning of your end step, target opponent may draw four cards. If they do, look at that player's hand and you may cast a spell from their hand without paying its mana cost. If they don't, put two +1/+1 counters on Kuroki.

Ever seeking a voice all its own. 4 / 4
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Conceptually, I love this card; it’s a nice temptation for the opponent that can quickly backfire on them. In practice, it gives the opponent all the choices, costs a lot, and has no self-protection. I don’t know. It feels like a relic of a bygone era before power creep got this bad. Nowadays, we have plenty of 5-mana cards that do so much more than this Kami, making it hard to justify outside of casual, low-power decks.

Miss Highwater

Miss Highwater

Legendary Creature — Demon Advisor

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Miss Highwater
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Mana Cost: {2}{B}{B}

Menace

Whenever Miss Highwater deals combat damage to a player who doesn't have a contract counter, they may discard their hand. If they do, they draw seven cards and get a contract counter. For as long as they have a contract counter, when they lose the game, for each artifact and creature they controlled, create a token that's a copy of it.

5 / 3
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Davriel Cane's succubus secretary offers opponents a hand in exchange for being named sole heirs to (almost) everything they had on the board when they leave the game. It reminds me of Vulture Sam from the game BANG!... and Vulture Sam was pretty mediocre because usually, when a player loses, they have little to nothing left on the field. In Magic, there’s more room to maneuver, but it remains more of a pet card than something truly effective. Fun alongside the previous card to keep tempting your opponents!

Olinda the Oblivious

Olinda the Oblivious

Legendary Creature — Skunk Rogue

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Olinda the Oblivious
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Mana Cost: {3}{B}

Whenever Olinda enters or attacks, for each opponent, put an odor counter on up to one target creature that player controls without an odor counter on it. Each of those creatures has "At the beginning of your upkeep, you lose 2 life" for as long as it has an odor counter on it. (They continue to smell after Olinda has left the battlefield.)

3 / 3
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The idea is neat, the effect is hilarious (especially how it’s worded), and the art does the rest. Olinda has already won many hearts, so it's with a heavy heart that I say the card seems mediocre. The life loss is minor, the counters can’t be proliferated (well, technically they can, but it does nothing), and Olinda is a 3/3 with no evasion or protection, so she’ll rarely attack. Attacking multiple times even becomes redundant if the opponent doesn't have a wide board set up. Pet card.

Sahir, Visitor in Darkness

Sahir, Visitor in Darkness

Legendary Creature — Human Wizard

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Sahir, Visitor in Darkness
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Mana Cost: {1}{B}{B}

Eminence — At the beginning of your upkeep, Sahir deals 1 damage to you. This ability triggers only if Sahir is in the command zone or on the battlefield.

Whenever a source you control deals exactly 1 damage to you and whenever a spell or ability you control causes you to lose exactly 1 life, put a +1/+1 counter on Sahir. If this is the second time this ability has resolved this turn, draw a card.

3 / 3
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I was already prepared to roll my eyes at the return of Eminence, but luckily, the card is absolute trash. Seriously, I don't see the point. It seems slow, mediocre, and easily blocked by your opponents. Am I missing something here?

Thomil, the Destroyer

Thomil, the Destroyer

Legendary Planeswalker — Thomil

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Thomil, the Destroyer
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Mana Cost: {3}{B}{B}

+2: Create a 2/2 black Zombie creature token.

0: You may sacrifice a creature. If you do, add {B}{B}{B}.

−5: Create a Lord of the Pit token. (It's a {4}{B}{B}{B} 7/7 Demon creature with flying, trample, and "At the beginning of your upkeep, sacrifice another creature. If you can't, this token deals 7 damage to you.")

Thomil, the Destroyer can be your commander.

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Meet Worzel's rival, Thomil! Fittingly, she is "the protector" and he is "the destroyer." In the story, Thomil summons a lord of the pit, Worzel stalls as much as possible, and Thomil is consumed by his own demon. In a real game, the same thing could happen to you if you play him! Tons of flavor, but lord of the pit has been unplayable for over twenty years, so the ultimate really leaves a lot to be desired.

Balefang the Unslayable

Balefang the Unslayable

Legendary Creature — Demon Dragon

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Balefang the Unslayable
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Mana Cost: {3}{R}{R}

Flying, trample, protection from Angels and from Archons

Players can't gain life.

When Balefang enters, target opponent creates a tapped Baneslayer Angel token. The token is goaded for the rest of the game. (It's a {3}{W}{W} 5/5 Angel creature with flying, first strike, lifelink, and protection from Demons and from Dragons.)

5 / 5
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An excellent tool for the already vast arsenal of Dragon decks. Balefang stops life gain and adds a political touch to the game, on top of being a 5/5 flying trample creature on its own. This feels like a card with a modern mana cost—at 5 mana, you get a ton of value with basically zero drawbacks. Very strong in the 99, but a bit mediocre as a commander. Although blinking it is pretty funny.

Chira, All In

Chira, All In

Legendary Creature — Human Rogue

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Chira, All In
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Mana Cost: {3}{R}

Whenever you discard one or more cards at random, select one or more targets at random, choose one or more modes at random, flip one or more coins, or roll one or more dice, put a +1/+1 counter on Chira and create a tapped Treasure token.

"No risk, no reward!" 3 / 3
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A reference to a promo gamble, Chira also feels more like a pet card than anything else. A bit expensive for a mediocre, non-evasive body, and putting counters on her is particularly irrelevant. Even if you want to print Treasure tokens at will, Wizards has gotten us used to better cards.

Dragon's Smile

Dragon's Smile

Legendary Artifact — Vehicle

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Dragon's Smile
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Mana Cost: {5}{R}{R}

Flying

Once during each of your turns, you may pay {0} rather than pay the mana cost for a spell you cast from exile.

Whenever Dragon's Smile deals combat damage to a player, that player exiles that many cards from the top of their library. You may play those cards this turn.

Crew 3

4 / 5
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"This goes in Prosper" like hundreds of other cards. Again, this theme has been done to death, and I think there are better cards than a 7-mana vehicle with crew 3. It does synergize well with the Grixis commander of this set, though. Ah, right—she’s the ship of Kari Zev, Skyship Raider and Ragavan, Nimble Pilferer.

Jabs, Mistress of Mockery

Jabs, Mistress of Mockery

Legendary Creature — Human Rogue

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Jabs, Mistress of Mockery
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Mana Cost: {2}{R}

If a triggered ability of a permanent you control but don't own triggers, that ability triggers an additional time.

All her shows have a captive audience. 2 / 3
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Uh. An extremely niche card, made even more niche by WotC's design choices. It works with cards like Captive Audience and Sleeper Agent. As you probably noticed from those examples, many of these cards are partially black... and Jabs is mono-red. A curious choice, to say the least. It was already a niche card, and this color restriction makes her a pretty terrible commander.

Joven and Chandler

Joven and Chandler

Legendary Creature — Human Rogue

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Joven and Chandler
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Mana Cost: {3}{R}{R}

Backup 2 (When this creature enters the battlefield, put two +1/+1 counters on target creature. If that's another creature, it gains the following abilities until end of turn.)

Haste

Whenever this creature deals combat damage to an opponent, destroy target artifact that player controls.

Thicker than thieves. 3 / 3
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The first previewed card of this set, and it definitely follows the design trend of many of these cards that didn't exactly blow me away: lots of flavor, high mana costs, and niche, hard-to-interact-with abilities. In this case, our Joven & Chandler are pretty useless unless your opponents are playing specific artifacts. Sure, you can always play your own, but putting +1/+1 counters on a 3/3 with no relevant abilities is... something that's happening a lot in this set, or am I wrong? Fortunately, the multicolor commanders are a completely different story...

Matoc, Lavamancer

Matoc, Lavamancer

Legendary Creature — Human Barbarian Wizard

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Matoc, Lavamancer
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Mana Cost: {3}{R}

Whenever a source you control deals damage, if at least one permanent or player was dealt exactly 2 of that damage, exile the top card of your library. You may play it until the end of your next turn.

{R}, {T}, Exile two cards from your graveyard: Matoc deals 2 damage to any other target.

2 / 3
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Shock tribal? Really? Yeah, I wouldn't play this even if you paid me... But hey, now we know who owns obstinate familiar!

Autumn Willow, Harmony

Autumn Willow, Harmony

Legendary Creature — Avatar

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Autumn Willow, Harmony
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Mana Cost: {3}{G}{G}

Hexproof

When Autumn Willow enters, create a 1/1 green Forest Dryad land creature token. (It's affected by summoning sickness.)

Whenever you tap a land creature for mana, add an additional {G}.

"The land lives and breathes, as we do. Nurture it, and it will respond in kind." 3 / 3
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A nod to Autumn Willow, and quite a nice upgrade I’d say! The cost is a bit high, but she has a line of text similar to the infamous Badgermole Cub. With hexproof, that’s enough to make her playable, both in the 99 and as a commander. There are tons of synergies here... time to dust off life and limb!

Blor the Impervious

Blor the Impervious

Legendary Creature — Frog Warrior

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Blor the Impervious
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Mana Cost: {3}{G}{G}

Trample, hexproof, indestructible

"Blor's defenses are still impervious!" 3 / 3
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A bit of a meme card, honestly. It reminds me of Thrun, the last troll, and even Thrun has seen better days. However, this is a fantastic card in the 99 of the mimeoplasm, Indominus Rex, Alpha, and Kathril, Aspect Warper! PS: he comes from Overprotect.

Glava, Five-Advents Mage

Glava, Five-Advents Mage

Legendary Creature — Human Wizard

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Glava, Five-Advents Mage
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Mana Cost: {5}{G}{G}

Whenever you cast a permanent spell with {X} in its mana cost or activate an ability with {X} in its activation cost that isn't a mana ability, you may have the value of X become 5. Do this only once each turn.

"The Third Advent brings hunger. Feed it, but never sate it. Hunger begets growth." —*Path of the Pentarch* 5 / 5
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Mmh... honestly, even for an "X spells" theme, we have so much stuff now that this card looks mediocre. Automatically having X=5 is certainly great, but at 7 mana? When Zaxara, the Exemplary and Magus Lucea Kane exist? I don't know. The very high cost makes her ill-suited even as a support card, unless your deck already has tons of ramp and a high curve.

Greensleeves

Greensleeves

Legendary Planeswalker — Greensleeves

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Greensleeves
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Mana Cost: {4}{G}{G}

+2: Create a Giant Badger token. (It's a {1}{G}{G} 2/2 Badger creature with "Whenever this token blocks, it gets +2/+2 until end of turn.")

−3: Mill three cards. Put all permanent cards from among them into your hand.

−8: Until end of turn, creatures you control have base power and toughness 8/8 and gain trample.

Greensleeves can be your commander.

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We already had Greensleeves, Maro-Sorcerer, and now we get the PW version! Again, lots of flavor and honestly a slightly higher power level than the other PWs we've seen. The ultimate is an ultimate, the +2 protects well... but the -3 is mediocre and the initial cost is high. Overall, it's a very generic card that I don't see starting any interesting Commander decks. In my opinion, it's a card made more for the lore than to actually be played.

Meatsqueak, Hoard Lord

Meatsqueak, Hoard Lord

Legendary Creature — Squirrel

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Meatsqueak, Hoard Lord
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Mana Cost: {2}{G}

Whenever another creature dies, create a Food token. This ability triggers only once each turn. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")

For every seven Foods you control, Squirrels you control get +3/+3.

One squirrel in Krosa never goes hungry. 2 / 3
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Oh my god, just reading the text cracks me up. I don't know how viable it is to play, but it’s exactly the type of card in Commander that makes you say, "I have to try this!" On his own, he might be a bit expensive, but I can see him fitting perfectly into other Squirrel/Food commanders, first and foremost Chatterfang, Squirrel General, who could use him to shift from a "pure Squirrel" build to a Squirrel/Food hybrid.

I’ve been a bit harsh on some of these cards. I have to say, the design philosophy behind these mono-color ones left a bit of a sour taste in my mouth. Even though the flavor behind almost all of them is fantastic, many are just sub-optimal. But honestly, after seeing the multicolor ones, I’m glad they chose this path! As we’ll see shortly, the multicolor roster is full of interesting commanders open to many interpretations and with an acceptable power level. So, it's a good thing the mono-color ones were used for pet cards or flavor stuff like Nivea! Let’s move on to the multicolor commanders.

Arzakon

Arzakon

Legendary Planeswalker — Arzakon

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Arzakon
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Mana Cost: {W}{U}{B}{R}{G}

+2: Arzakon deals 3 damage to any other target.

−3: Create a Black Lotus token. (It's a {0} artifact with "{T}, Sacrifice this token: Add three mana of any one color.")

−7: Each player shuffles their hand and graveyard into their library, then draws seven cards.

Arzakon can be your commander.

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He is the villain of the 1997 Magic video game, commonly called Shandalar because it was set there. After defeating the boss of each color, he was the final boss to face—fittingly, five-color. Lore intro aside, we’re left with a mediocre card that does very little and is highly meta-dependent. If your opponents have commanders with 3 or less toughness, he’ll be a very obnoxious commander. Otherwise, his +2 is pretty useless in Commander. Black Lotus always looks cool, but at -3 it’s heavy. Timetwister is always strong, but it’s not really an ultimate. He remains a card to consider for 5C superfriends, as he’s still better than Jared Carthalion and strong when combined with all the PW support printed in recent years. Given his lore, it could also be interesting to try creating an Archenemy/Horde deck with him at the helm to bring the vibes of the video game to the tabletop.

Ashaya's Enduring Bond

Ashaya's Enduring Bond

Legendary Sorcery

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Ashaya's Enduring Bond
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Mana Cost: {1}{R}{G}

(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Discover X, where X is the amount of mana spent to cast this spell. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Ashaya's Enduring Bond can be your commander.

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Apparently, there were people who desperately wanted to play a sorcery as a commander. Good for them. The card seems mediocre to me: random, needs a board to be cast, and not particularly high-impact. If you really want to play a cascade/discover deck, there are plenty of options, starting with maelstrom wanderer.

Chief Magistrate of Mercadia

Chief Magistrate of Mercadia

Legendary Creature — Human Noble

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Chief Magistrate of Mercadia
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Mana Cost: {4}{R}{W}

When Chief Magistrate of Mercadia enters, you become the monarch.

At the beginning of your upkeep, create a 2/1 red Goblin creature token with haste. Then if you're the monarch, for each creature token you control, create a token that's a copy of it.

The throne was his in appearance only. 3 / 3
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I'll let you guess which plane this creature comes from, it shouldn't be too hard! The cost is high, but the effect is very strong; it reminds me of Brudiclad, Telchor Engineer. Brudiclad is more limited but has more support. Our Chief Magistrate seems harder to get going, but once cast, he can create truly explosive boards. What's the craziest token you could create with him?

Davvol, Evincar of Rath

Davvol, Evincar of Rath

Legendary Creature — Phyrexian Noble

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Davvol, Evincar of Rath
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Mana Cost: {2}{B}{G}

Whenever another creature you control enters, you lose 1 life and add {B}.

"Returned from your hunt? I hope you've brought me something good for my birthday." 2 / 2
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Davvol is the first evincar of Rath, and his ability is a reference to carnival of souls... in fact, it’s exactly the same! The enchantment doesn't see much play in Commander, but maybe having access to it as a commander alongside green will help its popularity. I’m sure some very convoluted combos can come out of him, suitable even for lower brackets.

Elda, Conjurer of Spectacle

Elda, Conjurer of Spectacle

Legendary Creature — Human Wizard

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Elda, Conjurer of Spectacle
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Mana Cost: {2}{G}{W}

The first nonlegendary creature spell you cast each turn has demonstrate. (When you cast that spell, you may copy it. If you do, choose an opponent to also copy it. Each copy becomes a token.)

"Definitely try this at home, kids!" 2 / 2
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Similar to The Twelfth Doctor, but much less restrictive and in different colors. This time, the cost is also reasonable, so the card can serve as both an effective commander and a support piece in a group hug deck. Note: tokens created by opponents with Demonstrate are owned by them, so tricks like homeward path won’t work.

Feroz, Ulgrotha's Warden

Feroz, Ulgrotha's Warden

Legendary Planeswalker — Feroz

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Feroz, Ulgrotha's Warden
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Mana Cost: {3}{G}{W}{U}

+2: Create two 1/1 blue Bird creature tokens with flying.

0: Draw a card. You may put a permanent card with mana value 4 or less from your hand onto the battlefield.

−7: Create a Feroz's Ban token. (It's a {6} artifact with "Creature spells cost {2} more to cast.")

Feroz, Ulgrotha's Warden can be your commander.

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Our only Bant commander is, unfortunately... underwhelming. Again, we have flavor: Feroz was Serra’s companion, so his +2 synergizes with that of Serra the Benevolent. His ultimate is literally Feroz's Ban. Feroz didn't like summoning creatures, which is why he makes it harder for everyone to cast them. However, this doesn't translate to much in actual gameplay, especially since it’s an effect you get after playing a 6-mana planeswalker (!!!): it just arrives too late to be impactful. People have already cast what they needed and/or have enough mana to cast more creatures anyway.

Homer, the Hermit

Homer, the Hermit

Legendary Creature — Crab Druid

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Homer, the Hermit
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Mana Cost: {B}{G}{U}

Landfall — Whenever a land you control enters, any number of target players each mill X cards, where X is twice the number of Crabs, Lobsters, Nautiluses, Starfish, and/or Trilobites you control.

He requires no destination, just a direction—a welcome respite for the weary traveler upon the sea floor. 0 / 9
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Wow, what a commander! Cheap, incredibly open-ended... you can go for landfall, go tribal, or aim for a combo with bloodchief ascension + mindcrank... and he’s also a 0/9 for 3 mana... better than Doran, the siege tower! The power level doesn't even seem high enough to be oppressive, making him suitable for lower brackets too. My only concern is that the named tribes are... let’s say... mediocre and undersupported. It feels a bit tough to get enough critical mass between Crabs + Trilobites + Nautilus + others on the board alongside landfall triggers to mill out your opponents. Milling yourself is always an option, but even then, I don't think crabs can capitalize that much on a full graveyard. However, this can only get better with Nauctis, so I'm confident we'll get plenty of playable crabs to make Deugemo happy.

Itazura, Lingering Wick

Itazura, Lingering Wick

Legendary Creature — Spirit

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Itazura, Lingering Wick
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Mana Cost: {2}{U}{R}

At the beginning of your upkeep, exile the top three cards of your library. Each opponent secretly chooses a number 0 or greater. Then those numbers are revealed. Choose an opponent with the highest number. Itazura deals that much damage to them, then they may cast a spell from among those cards without paying its mana cost. You put a card from among them that wasn't cast this way into your hand.

1 / 5
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The art is super unsettling, and the effect is very weird but effective. Every time an opponent steals a spell from you, they have to lose life and you draw 2 extra cards. Not bad. These kinds of builds are niche but have their dedicated, die-hard fan base.

Jandor, Fortuned Traveler

Jandor, Fortuned Traveler

Legendary Creature — Human Citizen

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Jandor, Fortuned Traveler
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Mana Cost: {1}{R}{G}{W}

Each Beast, Camel, Horse, Elephant, and Wolf creature you control is a Mount in addition to its other types and has saddle 2. (Tap any number of other creatures you control with total power 2 or more: That Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Whenever a saddled creature you control attacks, it gets +2/+2 until end of turn. Draw a card. Create a Food token.

2 / 4
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The owner of jandor's saddlebags is another amazing commander. This old-school character plays with a very modern mechanic. He interacts with so many tribes and mechanics; off the top of my head, I can think of 3 ways to play him: helping Mounts with high Saddle costs like autarch mammoth and guardian sunmare; playing lifegain with cards like crested sunmare and Blossoming Bogbeast; or playing Wolf tribal tokens with cards like Master of the Wild Hunt or Hollowhenge Overlord and letting the 2/2 wolf tokens saddle each other (lol). Or you can just mix it all together however you like. And none of these themes had really been explored much before. An interesting, cool legendary like we haven't seen in a while—for me, this is an almost perfect commander design.

Lyna, Veil of Vengeance

Lyna, Veil of Vengeance

Legendary Creature — Soltari Cleric

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Lyna, Veil of Vengeance
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Mana Cost: {W}{U}{B}

Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever a creature you control with shadow deals combat damage to a player, draw a card.

{3}: Put a shadow counter on another target creature. Activate only as a sorcery.

"Phyrexia has much to answer for." 2 / 3
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Extremely old-school art for the emissary of the Soltari, trapped on Rath and seeking freedom and vengeance against Phyrexia. She plays "Shadow tribal," though she can actually give shadow to any creature pretty easily, so... is she a bit goodstuff? She enables and feeds herself a bit too much for my taste. Still, she allows you to play "saboteur tribal," blending aggro and control however you like, which is not a bad option to have in the format, regardless of my personal tastes.

The Madcap Jester

The Madcap Jester

Legendary Creature — Clown Wizard

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The Madcap Jester
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Mana Cost: {1}{U}{B}{R}

Whenever The Madcap Jester attacks, each opponent exiles the top card of their library.

Whenever a spell or ability you control causes one or more cards to be exiled from an opponent's library, you may play those cards until the end of your next turn. Mana of any type can be spent to cast spells this way.

He who bears the cap laughs last. 3 / 2
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Prosper and impulse draw weren't enough, so now we have to impulse draw from the opponent's deck and steal their cards. I'm not a fan of these highly random effects that depend on what the opponent is playing, but the card is certainly solid. It feeds itself without being over the top and has a static effect that makes the strategy viable, all for a low cost.

Massimo, the Magician

Massimo, the Magician

Legendary Creature — Cat Wizard

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Massimo, the Magician
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Mana Cost: {U}{R}{W}

Whenever Massimo or another creature you control enters, exile up to one target instant or sorcery card with mana value 1 from your graveyard. If a card is exiled this way, that creature gains "Whenever this creature deals combat damage to a player, copy the exiled card. You may cast the copy without paying its mana cost."

3 / 2
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This Strixhaven double major is... interesting but a bit limited. He has an effect we've never seen before (though similar to cipher), but you have to jump through a lot of hoops to make the most of it. The creature has to enter and connect. If it leaves the battlefield, you lose the spell. If you use mechanics like Myriad and Encore, you can cast spells right away, but you'll lose them forever when the creature dies. And all of this is done to cast instants and sorceries that must cost exactly 1. It seems too restrictive as a concept; I can't quite see how a deck like this would win. But I'm sure it's already sparking the imagination of many deckbuilders... if you've come up with ideas I missed, write them down!

The Muckslinger Gang

The Muckslinger Gang

Legendary Creature — Goblin Lizard Beast

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The Muckslinger Gang
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Mana Cost: {1}{B}{R}{G}

Each other creature you control gets +3/+3 as long as it's not attacking or blocking.

Creature spells you control and creature cards you own in any zone other than the battlefield or the stack get +3/+3.

Niv-Mizzet enthusiastically rejected their bid to become an eleventh guild. 3 / 3
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Another incredibly open-ended commander, and even weirder than Jandor. Aside from the most obvious build—namely "tribal warstorm surge/stalking vengeance"—I imagine there are plenty of other viable builds. For example, they have some interesting tribal types, Goblin first and foremost. You could build them as Goblin tribal, focusing on making tokens and letting goblins die rather than attacking. A commander that doesn't force a precise direction but does something unique and non-goodstuff—again, a really great design in my book.

Nephilim Epochal

Nephilim Epochal

Legendary Creature — Elder Nephilim

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Nephilim Epochal
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Mana Cost: {U/R}{R/G}{G/W}{W/B}

When Nephilim Epochal enters, search your library for a Nephilim card, reveal it, put it into your hand, then shuffle.

Nephilim you control get +1/+1 for each other Nephilim you control and can't be blocked by monocolored creatures.

When it awoke, the five stirred from their slumber. 4 / 4
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A card made more to please those who complained that there were no legendary Nephilim than to actually be playable. The effect is neat (though tutoring can get repetitive after a while), but there are literally only 5 Nephilim. So, load up on Changelings! But is it really worth it? In my opinion, no.

Olag and Miau, New Friends

Olag and Miau, New Friends

Legendary Creature — Zombie Cat

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Olag and Miau, New Friends
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Mana Cost: {W}{B}{G}

Whenever another Zombie you control enters, put a +1/+1 counter on target Cat you control.

Whenever another Cat you control enters, put a +1/+1 counter on target Zombie you control.

At the beginning of your end step, each opponent loses life equal to the number of tapped Cats and/or Zombies you control.

3 / 3
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Abzan is my favorite color combination, but I’m rarely (or maybe because of that) satisfied with the Abzan commanders Wizards prints... and once again, no Abzan commander for me! As much as I like "bi-tribal" designs, I think Wizards chose the laziest and least interesting way possible to execute it this time. The chosen tribes are cool and... that's it. The absolute symmetry of the card makes it boring. Paradoxically, you can build it as just mono-Cats or just mono-Zombies because it can put counters on itself anyway. It reminds me of a failed Rin and Seri, Inseparable, because Rin & Seri at least introduced that level of asymmetry that allowed you to take your deck in one direction over another... this one just doesn't. In short, great idea, terrible execution.

Rikala, Homarid King

Rikala, Homarid King

Legendary Creature — Lobster Noble

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Rikala, Homarid King
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Mana Cost: {1}{G}{U}

At the beginning of your upkeep, put a tide counter on Rikala. Then if there are four or more tide counters on Rikala, remove them.

Creatures you control get +1/+0 for each tide counter on Rikala.

Whenever you tap an Island for mana, if there are three or more tide counters on Rikala, add an additional {U}.

0 / 4
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A Homarid king we haven't seen before in the lore. Could he be from Nauctis? Probably not, since the reference to Sarpadia is obvious from the card text itself. They took one of the worst mechanics from Fallen Empires and made it... a decent card? Maybe? Who knows. It seems so to me. With a tiny bit of counter manipulation, you get +3/+0 to your creatures and a permanent high tide. I won't say no to that. Plus, it's now official that Homarids have all become Lobsters. With Nauctis, the synergies can only grow.

Selenia, the Cursed Heart

Selenia, the Cursed Heart

Legendary Creature — Angel Warrior

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Selenia, the Cursed Heart
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Details
Mana Cost: {4}{W}{B}

Flying, lifelink

If you would gain life, you gain twice that much life instead.

When Selenia dies, create a legendary black Aura Curse enchantment token named Selenia's Curse attached to target opponent. The token has enchant player and "If enchanted player would lose life, they lose twice that much life instead."

2 / 5
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Selenia was an angel from Serra’s realm who was captured and corrupted by the Phyrexians. She was sent as an undercover agent to the Windgrace estate, where Crovax fell in love with her. After several struggles, the friendzone, and her openly turning to Phyrexia, Crovax was forced to kill her... and thus he was cursed, destined to become the evincaro dominante. Endless flavor, easily a 10 out of 10... beautiful card and beautiful art... and not much else, I guess. Extremely expensive, I think the card is playable in the lowest brackets—it’s a true bracket 1, meaning exhibition, because it lets you play an annoying card like wound reflection in a very fair way... but ultimately, it’s too slow and convoluted for any even slightly optimized meta. I still like it, though; I much prefer these cards to those that break everything, and the flavor... is simply perfect. I’ve always had a soft spot for building a Licia, Sanguine Tribune lifegain deck, and I’ll definitely find a way to squeeze her in. Bracket 2, obviously, but we like that.

Sifa Grent

Sifa Grent

Legendary Planeswalker — Sifa

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Sifa Grent
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Mana Cost: {3}{B}{R}

Whenever a creature dies, target opponent loses 1 life and you gain 1 life.

+1: Goad up to two target creatures.

−6: Each opponent exiles the top two cards of their library. Until end of turn, you may play those cards without paying their mana costs.

Sifa Grent can be your commander.

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Dack Fayden's rival is another high-cost planeswalker with generic effects. It seems to me that her static ability could work for some combo builds, but I see little of interest here. Rakdos has accustomed us to much more interesting and lethal group slug cards, for example, those from Duskmourne.

Tresserhorn's Lord, Returned

Tresserhorn's Lord, Returned

Legendary Creature — Zombie Noble

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Tresserhorn's Lord, Returned
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Details
Mana Cost: {2}{U}{B}{R}

Trample, indestructible

When Tresserhorn's Lord enters, sacrifice him unless you sacrifice three creatures, pay 3 life, and have target opponent draw three cards.

Whenever you sacrifice a creature, draw a card.

In Lim-Dûl's stead may he forever reign. 10 / 4
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They remade Lord of Tresserhorn and... well. It feels like they fixed a 30-year-old piece of garbage, then said "since we buffed it, we have to raise the cost!" and turned it back into garbage. Seriously, raising both the mana cost and the required sacrifices seems excessive. I get that it draws cards now, but giving 3 cards to an opponent is a lot, and paying 5 mana is a lot. Especially when a single swords of plowshares is enough to make it cost 7, 9, 11...

Tsagan, Raider Warlord

Tsagan, Raider Warlord

Legendary Creature — Dinosaur Berserker

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Tsagan, Raider Warlord
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Details
Mana Cost: {R}{W}{B}

Double strike

Start your engines!

Whenever Tsagan attacks, creatures you control get +1/+0 until end of turn for each creature you control with first strike or double strike.

Max speed — Tsagan has deathtouch. Other creatures you control have first strike.

1 / 4
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Okay, up until now, I’ve been thrilled with the flavor of these cards, but here it's the exact opposite. I commented on this card back when it came out on Alchemy, and my opinion hasn't changed. First, the flavor fail: most Muraganda cards in Aetherdrift were green, and its mechanic was mount, so I don't get why the Muraganda commander has to be Mardu with Speed. Setting that aside and analyzing the mechanics, we see that Speed is basically a mediocre keyword for multiplayer Commander: extremely slow, binary, and redundant. It doesn't interact with the fact that there are multiple players at the table. The fact that your turn comes after 3 or 4 opponents' turns instead of just one cuts its legs compared to 1v1, and playing 2 or 20 cards with Start your Engines changes absolutely nothing in terms of reaching max speed. All of these issues are exacerbated by this card, which doesn't seem to know what it wants to be. Being a "lord" for all cards with Start Your Engines is useless and redundant. It could be a lord for first strike creatures, but building "first strike tribal" makes its ultimate ability useless. In the end, is it better as goodstuff? I don't know, how disappointing. In short, a card that enables, feeds, and makes itself redundant all on its own. To me, a fun commander is something else entirely.

Uugguu, the Omniplasm

Uugguu, the Omniplasm

Legendary Creature — Ooze

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Uugguu, the Omniplasm
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Details
Mana Cost: {B}{G}{U}

Whenever another nontoken Ooze creature you control dies, create two tokens that are copies of that creature, except they're 2/2 and they aren't legendary.

It doesn't hunt. It doesn't hunger. It simply waits as all oozes eventually find their way back to it. 2 / 2
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Another fantastic commander. It's funny, it's cool, and the art is great. Oozes are full of creatures that split, clone, and spiral out of control. A mitotic slime and a sac outlet with this on the board mean 21 ETB and death triggers, just to give you an idea. Consuming Blob and especially Biowaste Blob can quickly get out of hand. If you clone your commander, you get two nonlegendary copies of it, and your oozes can grow exponentially. Plus, Prime Speaker Vannifar is an ooze, so I think some cool combo builds could definitely emerge. Great card, I'm curious to see some lists (Rancore has already dibs on this). Sultai ate well with this expansion.

Venser, Visionary Traveler

Venser, Visionary Traveler

Legendary Planeswalker — Venser

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Venser, Visionary Traveler
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Details
Mana Cost: {3}{W}{U}

Each nontoken creature you control that wasn't cast from your hand enters with two additional +1/+1 counters on it.

+1: Exile up to one other target permanent you control. At the beginning of the next end step, return that card to the battlefield under its owner's control.

−2: For each opponent, return up to one target nonland permanent that player controls to its owner's hand.

Venser, Visionary Traveler can be your commander.

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Venser strongly resembles his Venser, the Sojourner version and is a blink commander like so many others. He doesn't do anything particularly unique, so this card doesn't excite me much.

The Weaver King

The Weaver King

Legendary Creature — Horror Wizard

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The Weaver King
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Details
Mana Cost: {4}{U}{B}

Shadow (This creature can block or be blocked by only creatures with shadow.)

Whenever The Weaver King deals combat damage to a player, they mill that many cards. Then for each opponent, put a creature card from that player's graveyard that was put there from their library this turn onto the battlefield under your control.

3 / 6
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A minor villain from Planar Chaos, he was originally a Dal trapped on Rath. He was probably friends with Lyna and her Soltari, which is why they synergize well together. Other than that, it's a strong but fragile and expensive card. I like these designs, but in modern Magic, they are very outdated. Enjoy him in your low-power bracket 2 games, while in any other setting people will just tell you "dies to removal."

Zagorka, Mother of Sanctum

Zagorka, Mother of Sanctum

Legendary Creature — Human Peasant

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Zagorka, Mother of Sanctum
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Details
Mana Cost: {1}{G}{U}{R}

Vigilance, trample

At the beginning of your end step, each player may create a tapped land token named Sanctum with "{T}: Add one mana of any color." Each opponent who does can't attack you during their next turn.

She had been the first to call the city home. Many more would follow and find its sanctuary. 4 / 2
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Zagorka was a seeker who, along with her donkey, searched for the city of Sanctum, which was actually Averru, the red Numena incarnated as a living city—the Numena were... okay, Onslaught lore can be very complicated sometimes (as we saw with our Unmen) and I don't want to get too deep into it. Just know that at some point, a cosmic mess happens and Akroma, Phage, and Zagorka fuse together, becoming Karona, False God. That's right, there were 3 of them inside Karona, not just Phage and Akroma! Zagorka is the unlucky one nobody remembers. And her colors (Temur), combined with Akroma’s white and Phage’s black, make up Akroma’s five-color identity. But enough flavor. From a deckbuilding perspective, she’s another extremely open-ended commander. I mean, you somehow always end up on group hug, but you can play her classic, more control, more stompy, more landfall... there’s certainly no shortage of choices. She reminds me of Gahiji, honored one, which I played as group hug stompy for years. In competitive metas, she seems very easy to play around. But who plays competitive metas anyway? Fully approved.

You might have noticed that I skipped a few cards and kept them for last. I don't particularly like their design, and it's hard for me to evaluate them objectively. I don't like how Wizards keeps stretching and pulling the rules of Commander as much as possible, convinced they will never snap. If there are restrictions in the format, there’s a reason... and they are what make the format great.

Specifically, Rulebreaker has now been used mainly to give a limited five-color identity to some commanders. They realized that by giving five-color commanders access to various strategies, mechanics, and tribes, you ended up with a soup where everyone just played the best tutors, the best card draw, the best ramp, and the best removal in every color. What an amazing discovery. With Rulebreaker, they are now trying to limit this, so that, for example, your Angel deck only has five-color angels, and for the rest, you have to limit yourself. Now, to me, this is just a band-aid that doesn't solve the problem. Rulebreaker commander lists will still end up looking similar, if not identical—cookie-cutter builds where the best cards from each color are forced in. There will only be a limitation on the power level of the support cards. To me, Commander is the new Jandor, which can be built in many wacky, fresh, and different ways; it's the new Zagorka, which I can build as group hug stompy following the same blueprint as my Gahiji, but it will still be completely different and unique because of a one-color shift.

So, I won't dwell too much on these legendaries. Nobody is stopping you from commenting on them on the forum and proposing ideas and lists if you actually like them!

Seluma, Light of Aysen

Seluma, Light of Aysen

Legendary Creature — Angel Warrior

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Seluma, Light of Aysen
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Mana Cost: {4}{W}

Rulebreaker — A deck with this commander can have Angel cards of any color identity and any basic land cards.

Flying

Whenever Seluma deals combat damage to a player, return target Angel creature card from your graveyard to the battlefield.

4 / 4
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We can see right away that Rulebreaker isn’t really that great of an addition. Seluma is expensive and has a mediocre body. Her attack trigger could be interesting for a reanimator deck, but cards like buried alive and the like don't exist in mono-white. In the end, you can only stuff as many angels as possible into a tribal aggro-ish list and be happy because your soup can include angels of all colors. Meh. LORE: Aysen was an abbey in Ulgrotha (Aysen Abbey).

Tolabow, Loch Rascal

Tolabow, Loch Rascal

Legendary Creature — Otter

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Tolabow, Loch Rascal
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Mana Cost: {2}{U}{U}

Rulebreaker — If Tolabow, Loch Rascal is your commander, the color identity of instant and sorcery cards in your deck can include one color of your choice not in your commander's color identity, and your deck can have any basic land cards.

Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)

3 / 2
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I don't want to spend too much time on the first spoiler of this set. His ability, besides being counterintuitive and not working like the other Rulebreakers, was literally written wrong and they had to fix it with a day 0 errata. The result is a mediocre spellslinger, and it’s hard to understand why he couldn't just be a simple Izzet commander. In the end, you can only play him as Otter tribal anyway, an archetype full of restrictions.

Valko Indorian

Valko Indorian

Legendary Creature — Human Wizard

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Valko Indorian
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Mana Cost: {3}{B}

Rulebreaker — A deck with this commander can have Phyrexian cards of any color identity and any basic land cards.

Phyrexian creatures you control have menace and lifelink.

"xe [being organic pl 2:4] 'št[mother pl 2:2] [weep 2:3], loxuφ [being mixed organic/inorganic pl 2:4] φl[phyrexia-eternal-love] [comfort 1:2]. ^'elš norn. 2 / 4
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Valko was a researcher from the Tolarian Academy who managed to translate the enemy's language: Phyrexian. That's why he’s interested in playing Phyrexian tribal, even though he himself is just a human. As for the rest, you can pretty much copy-paste what I wrote for Seluma, just changing the tribe. Another big aggro soup that, at best, can also be played as infect.

The Unluckiest Planeswalker

The Unluckiest Planeswalker

Legendary Planeswalker

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The Unluckiest Planeswalker
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Mana Cost: {2}{R}

Rulebreaker — A deck with this commander can have Aura cards of any color identity and any basic land cards.

+1: Add one mana of any color. When you spend this mana to cast an Aura spell this turn, create a 1/1 red Gremlin creature token.

−3: Discard your hand, then draw cards equal to twice the number of Auras you control. For each Aura attached to you, attach it to an opponent of your choice.

The Unluckiest Planeswalker can be your commander.

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A meme turned into a card. I feel like being a bit nicer to him. Mostly because he's not that great; outside of meme decks or bracket 1, I don't see him doing well: red doesn't have many ways to interact with auras or play enchantress. The +1 is mediocre, the -3 is decent (though I don't get why you’d transfer your own auras to the opponent... maybe to play with Lynde, Cheerful Tormentor?), and in the end, filling your opponents' boards with Curse of Disturbance, Curse of Bounty, and the like won't win you the game. So much so that the character in the art is more famous than the cards he is depicted on.

Maular, the Next Evolution

Maular, the Next Evolution

Legendary Creature — Dinosaur Mutant

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Maular, the Next Evolution
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Mana Cost: {5}{G}{G}

Rulebreaker — A deck with this commander can have creature cards with mana value 7 or greater of any color identity and any basic land cards.

Whenever a creature you control with mana value 7 or greater attacks, double its power and toughness until end of turn.

An unnatural ruler for the natural world. 10 / 10
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Uh, this is a big dinosaur and I should like it, but maybe they pushed it so hard that it has the opposite effect. First of all, a 7-mana commander that rewards you for playing other 7-mana stuff is pretty unplayable, except in the lowest brackets. So... they made it a 10/10 that buffs itself to a 20/20. It remains unplayable in higher brackets (where if I really must, I’ll play Zopandrel, Hunger Dominus or Unnatural Growth), while in lower brackets, it’s so over-the-top that it’s just boring. Paradoxically, I’d play it as voltron just for the lulz.

Grizzlegom, Hurloon Hero

Grizzlegom, Hurloon Hero

Legendary Creature — Minotaur Warrior

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Grizzlegom, Hurloon Hero
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Mana Cost: {5}{R}{G}

Rulebreaker — A deck with this commander can have any land cards.

Whenever Grizzlegom attacks, create a 1/1 white Soldier creature token for each Plains you control. Draw a card for each Island you control. Each opponent loses 1 life for each Swamp you control. Put a +1/+1 counter on Grizzlegom for each Mountain you control. You gain 1 life for each Forest you control.

4 / 4
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The badass (can I say that?) Coalition minotaur commander emerges victorious from the belly of a Phyrexian monster and casts a sort of last stand every time he attacks. Extremely expensive, strong, and I think Rulebreaker isn't even that oppressive here. A good way to create a commander specifically for Domain, Converge, and similar mechanics.

Whtz, the Bibliophile

Whtz, the Bibliophile

Legendary Creature — Homunculus

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Whtz, the Bibliophile
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Mana Cost: {1}{W}{U}

Rulebreaker — A deck with this commander has no maximum deck size.

{3}, {T}: You draw a card and gain 1 life. This ability costs {3} less to activate if you had 200 or more cards in your starting deck.

Created to keep the library well-stocked. 1 / 3
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Play battle of wits. Play Yorion, Sky Nomad. Good job! Do I need to say more? Everyone will build this commander the week after the set comes out, and everyone will forget about him the week after that.

The Everforger

The Everforger

Legendary Artifact Creature — Construct

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The Everforger
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Mana Cost: {6}

Rulebreaker — A deck with this commander can have artifact creature and Equipment cards of any color identity and any basic land cards.

Whenever you cast an artifact creature or Equipment spell, you may copy that spell. Do this only once each turn. (The copy becomes a token.)

4 / 5
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Another exception among the Rulebreakers in that I actually like him, because he has a real limit. Sure, you can play all the equipment you want, but the deck remains colorless. Colorless creatures to equip. Instants and sorceries are practically unavailable. He himself is a vanilla 4/5 for 6 mana, so no voltron. Building him is trickier than expected, and as a result, more challenging and fun.

And that's a wrap on the article. Despite a lot of negative opinions, I really liked the set; I haven't seen this much attention given to lore in a long time. I haven't seen such open and stimulating designs in a long time. In this era of Magic drowned in UB and powercreep, it's nice to see that we, the Commander players of 2010, haven't been (entirely) forgotten. Plus, the set even manages to make me look forward to Nauctis with anticipation, so it works as a product too. Let’s hope Wizards keeps this up in the future... maybe with something a bit more affordable, eh!

Il Meglio Emilio