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Top Ten Fallout #2

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Hello awesome folks! I hope that your day is going super mega well! Today I am knocking out another Top Ten from the new Fallout Commander precons. Last week I did my first Top Ten with three Honorable Mentions, so we'll sit with another 13 this week in a set deep with fun things for the kitchen table formats I like such as Peasant and Pauper, Five Color, Highlander, Type Four, multiplayer and some format you might have heard of before called Commander. We'll hit this list again next week!

Honorable Mention #1. (#26. Overall) - Paladin Elizabeth Taggerdy

Paladin Elizabeth Taggerdy

I love this Boros colored free stuff leader that I called her and built around her next Tuesday the 26th so check it out! She was my first call for power not flavor. She costs three for a 3/2. She rocks battalion, when you swing with her and two more, draw that card. We already know how hard drawing is in Boros and getting it in your Commander while also doing that while you are attacking is great! Also note that you can then cast for free a creature with mana value equal to or less than hers, so that will be a minimum of three costs with her base three power and that spirals up from there! Free stuff and card draw? What's not to love here?

Honorable Mention #2. (#25. Overall) - The Wise Mothman

The Wise Mothman

Coming from where my family lives in Point Pleasant, WV, this was my first Commander deck I ran, and this was published this week! This four drop Sultai colored dork has a flying 3/3 body like Phantom Monster. When it ETBs or swings, everyone grabs a rad counter for mills and damage. Then when one or more nonlands are milled, you'll toss a +1/+1 counter on two dorks and then this only happens when someone mills, no matter how many, but it'll trigger for each mill, and each player too. It's pretty fun to build around, check out my brew and see what you think!

Honorable Mention #3. (#24. Overall) - Pre-War Formalwear

Pre-War Formalwear

This three-drop mono-White equipment is next. It costs three, gives +2/+2 and vigilance and equips for three. On arrival to the battlefield you'll recur a three drop or fewer ad equip it for free! That's very strong, and I tossed it into my Paladin Elizabeth Taggerdy since it'll recur the same level of costs and give her a power boost for more stuff.

#10. (#23. Overall) - James, Wandering Dad

James, Wandering Dad

Hello awesome folks! Note this is an Adventure legendary dork for Command Zone purposes. The instant is an X cost double blue to start and then makes that many Clues. Nasty card flow over time, and you can crack when you have the mana or need for cards to draw, so in some ways this is better than Stroke of Genius effects since you aren't forced to discard. It'll also make a ton of artifacts for this color that cares about it hard, like Master of Etherium. Then he costs three for a 2/4 with the ability to tap for two colorless but only for abilities of things like...Clues...or artifacts or creatures. Love this thing well!

#9. (#22. Overall) - Preston Garvey, Minuteman

Preston Garvey, Minuteman

Let's turn to this color combo of Dogmeat, in its deck, and then five-drop 4/4. At the beginning of your combat, you can make a free green Aura called Settlement attached to a land that taps for one mana of any color. Then when he attacks, you untap all enchanted things, from dorks like himself to lands to make that mana like Wild Growth or his Settlements. That's very strong, and kitchen table and Commander players love Auras. He's strong, and his unique take on Auras wants to go wide not tall to untap attackers, mana dorks and lands all in one go. Love him loads!

#8. (#21. Overall) - Pip-Boy 3000

Pip-Boy 3000

Hello colorless and another equipment for that genre alert! This one drop, equips for two, can be dropped in the first turn. And then when the equipped dork swings you Charm. (Three options, choose one). You can loot one card for card flow, or to add to your graveyard for recursion from Sun Titan and Karmic Guide to Living Death or Eternal Witness. Or you can permanently grow it in size by one with a +1/+ counter on those brews that care about counters in Simic or Abzan or with Voltron stuff too. Or you can make that mana and untap two lands, or get another use from a Nykthos or Cabal Coffers with an Urborg out. It's a nasty three set of stuff, and no matter the game state or deck, you can draw, grow, or make mana, so it's always valuable!

#7. (#20. Overall) - Crimson Caravaneer

Crimson Caravaneer

This mono-Red dork costs three for a 1/2 with double strike and trample! It also has a combat damage trigger which can happen twice with double strike if unblocked and if blocked with trample with the pumping of its power to more than the toughness of what blocked. And then that trigger will make you a sweet Junk token for the card flow impulsively, or you can use it for other Red artifact things like sacrificing it to a Goblin Welder in that color. It's very strong, and you can use it all day long, and night too...just like...

#6. (#19. Overall) - Junktown

Junktown

...this land! This is our middle charting land is this fun ETB untapped tapper of colorless mana! You can sac this with five mana to make three Junk tokens to try and make that impulsive card flow! Nasty! Since they don't cost mana to use, you'll have it free and ready for use!

#5. (#18. Overall) - Yes Man, Personal Securitron

Yes Man, Personal Securitron

For general multiplayer play, this is one of my favorite cards in the set, bar none. Let's look! This three-drop 2/2 has two abilities. It's also White and artifact dork for that genre and legendary for Command Zone purposes. Although, I prefer this in the 99. You can tap it for no mana or other cost like discards or life payments to draw two cards and then hand this to a foe and toss a quest counter here. When this dies, you'll make tapped 1/1 Soldiers for each quest counter on it. Since it'll take a round for everyone to tap, equip it with haste giver equipment like Lightning Greaves on the 2nd turn and then you can use this now and each foe can and you'll all draw tons. This reminds me loads of a great two drop mono-red 2/1 called Humble Defector that also tapped to draw two but swapped control. It was heavily played when printed in multiplayer, and it's still in more than 38k. It's nasty good! So is Yes Man, they are a great tag team for your next multiplayer game!

#4. (#17. Overall) - Rampaging Yao Guai

Rampaging Yao Guai

This X spelled hard to cast triple Green dork has a 2/2 body with both vigilance and trample - massively powerful since you can swing with a beater and hold back from big beaters swinging back on the ground. Then this ETBs with X +1/+1 counters. Then when it ETBs, you can destroy artifacts and/or enchantments with X total mana value, so this is huge removal in your win-con section as a mana sink. You can tap out and put 6 here and then make an 8/8 Bear Mutant and then destroy an opposing Mirari's Wake and Sol Ring, or a Sylvan Library and Stasis or The One Ring!

#3. (#16. Overall) - Screeching Scorchbeast

Screeching Scorchbeast

Our last permanent and monocolored card is this sexy dork! Hello black fans! This six-drop flying and menace dork is next! It's very strong at the hard to block since someone will need two reachers or flyers to blocks. You'll want to swing, because when you do, everyone nets two rad counters for milling and pinging. Then you have another trigger like the Mothman above, this to make that many 2/2 Black token dorks, but just once each turn! This thing is super mega awesome! Get you swing on and win on and token makers.

#2. (#15. Overall) - Mutational Advantage

Mutational Advantage

Hitting our second highest hitting spot in our second highest chart is this fun Simic colored three-cost instant! Your permanents with counter (could be +1/+1 on critters, charge counters on artifacts or counters on a land like Vivid Grove) will all get both indestructible and hexproof like a better and worse Heroic Intervention. All damage to them is prevented like planeswalkers, and then you proliferate. This is an amazing response to targeted or mass removal, combat tricks, keeping chump blockers alive, and loads more! It's just so strong as a response to keep your good stuff, and adding in proliferate will really make that work in counter decks.

#1. (#14.Overall) - Atomize

Atomize

This awesome four cost Golgari instant! It will destroy any nonland, so it's a slightly worse targeted Beast Within, but doesn't leave behind anything to block your attack. Then you'll toss in a free proliferate! Nasty in counters like loyalty counters, +1/+1, charge, flying and many more. Love this answer loads! You need removal to make stuff work, don't sleep on it

Thanks for reading! I hope you enjoyed my middle take! See you next week!

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