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Random Top Ten #19

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Hello happy readers! Happy April Fool's Day! I hope that you are having an amazing day today! Today we are looking at my favorite series in the Top Ten, when I look at Ten random cards from Gatherer and then, in the order given, I do a deep dive into them. Fun stuff! I am out at Spring Break in Arkansas vacationing since I've never bee there. After this I only have Utah, California, Alaska, Hawaii, Idaho, Wyoming, South Dakota, North Dakota and Montana. I knocked out New Mexico a few months ago.

Therefore, I wrote this article up a few weeks ago, and it slides in nicely after the Kamigawa: Neon Dynasty and it's Commander and the Secret Lair x Street Fighter which I have looked at over the last bit. Now I have room for this spot before we go all crazy with the next spoiler season.

Anyways, I usually respond to all comments in my articles, but that will be delayed by a day or three until I return from Little Rock. Ready for the next step? As a reminder, I will skip past cards that I have already gotten or that are basics.

Let's do it to it!

#10. Hand of Honor

Hand of Honor

Hand of Honor was one of the first attempts by Wizards of the Coast to remake the popular classic White Knight. One earlier way of doing this was Silver Knight which was a reprint of White Knight save it had protection from Red. The Black version is Hand of Cruelty. These are good uses of bushido since they are already on curve 2/2s for two and I've played them both in decks. Shoot, Hand of Honor was in my Boros Samurai deck built around Raiyuu, Storm's Edge.

Until there were two Samurai added to the Commander set that I wanted to find space for that were spoiled the day after I built my decklist. The first attempts to make White Knights and Black Knights were likely the Pump Knights in Fallen Empires (Order of Leitbur; Order of the Ebon Hand) and Ice Age (Knight of Stromgald). Those were also heavily played. We also had a White Knight variant in Dominaria (Knight of Grace, 2 mana 2/2 first strike, hexproof from Black), and a core set of Black Knight and White Knight (Knight of Glory; Knight of Infamy - 2/1, exalted, protection). Good stuff!

#9. Sidisi's Faithful

Sidisi's Faithful

This Naga Wizard is a fun common. It has exploit to Unsummon a dork back to someone's hand. That's card disadvantage but it's a big trade in tempo, since they have to recast and equip the dork in question, and if you sacrificed a token or a creature that will come back like Reassembling Skeleton, this is quite nice. Along Aristocrat builds with cards like Harvester of Souls for card draw and Zulaport Cutthroat it's got nice value as a permanent sacrifice effect tied to a nice tempo and an 0/4 body for one mana that sticks around and can block a bunch.

#8. Divine Sacrament

Divine Sacrament

The double pump. The problem with Bad Moon effects is that they pump your foes' stuff just as much as yours, which can be pretty bad. The Sacrament pumps all White dorks up front, but with threshold that's a double pump and that's very mana nice, and you can see its power. I've run it in Limited decks, and I've had it played against me in mono-White aggro builds. Another classic effect here; good stuff!

#7. Mesa Enchantress

Mesa Enchantress

Another white rare that is a reprint of an earlier card. Mesa Enchantress is a color-shifted Verduran Enchantress, which named the archetype "Enchantress." This is a powerful card drawing tool for White since it's not about card drawing, and it loves those decks. Like Hand of Honor's iteration of White Knight and Divine Sacrament's take on Crusade, Verduran Enchantress is also in the first set and loads of decks were built around it.

Now most Enchantress decks are Selesnya colors and in Commander are usually led by Sythis, Harvest's Hand which is an Enchantress in the Command Zone. Also don't sleep on a Five Color Enchantress build with Go-Shintai of Life's Origin as the Commander. I've run this in many builds that love its power and synergy. Shoot I just built a Gruul Enchantress deck around Blanka, Ferocious Friend, which uses the original Enchantress.

#6. Hellrider

Hellrider

Hellrider is a fun 4-mana 3/3 with haste that will shoot the defending player for a damage each time any of your dorks swing. I love dropping Hellrider prior to attacking, and then getting extra damage output that your opponents weren't expecting, and it's good. It's also non-combat damage so you can swing into a foe with low life in a multiplayer format like Commander and finish them off from its tinging and then keep your team from getting gang blocked and attacking elsewhere in the future. I've run it in Commander brews, and I really enjoy its power with Isshin, Two Heavens as One which will double its attack trigger. It's also a Devil for Zurzoth, Chaos Rider's attack trigger and won't die to Rakdos, the Showstopper's enters-the-battlefield ability. Good power here!

#5. Knowledge and Power

Knowledge and Power

Another Red card and enchantment and uncommon is this "build around me" in Limited that regularly pairs Red's burn with an ability from the set in enchantment form. Examples of these include the cycling matters Lightning Rift, Burning Vengeance and the "if you kicked" Rumbling Aftershocks.

This is a bit pricey at 5 mana to drop and then 2 to activate when you scry, but you do get a free Shock when you do so. Yeah. It could easily have been two mana less to drop and it still would be a hard ask with its two mana tax on your handful of scry effects to Shock, since you have to pay the full cost of your Magma Jet and Bolt of Keranos. I have run it in at least one draft deck alongside two Stormcaller of Keranos in an Izzet Counter Burn deck. Good card for those that care.

#4. Gempalm Avenger

Gempalm Avenger

Cool! In the last Random Top Ten I got one of the "Muse" cycle from this set and now we are getting the Gempalms. This set, Legions, was a creature-only set. That created tension for drafts and Sealed events. How can you have enchantments? Enter the Muses like Seedborn Muse. How can you have instants? Enter cycling and triggers like the common Gempalm cycle.

This block was the first tribal block, so there were five Gempalms that would cycle for various effects at instant speed. Other ones were the damage-dealing, Goblin-loving Gempalm Incinerator; the Zombie loving life loss of Gempalm Polluter; the Gempalm Sorcerer that cared about Wizards and Jump'ed one into the air; and the mono-Green Elf loving Gempalm Strider that was a bit of an Overrun for the tribe. Good cycle! I've run each of them in my limited and sometimes tribal constructed decks.

#3. Port Inspector

Port Inspector

1/2 for two mana and when it's blocked you can see their hand? This card sucks! After the massively powerful Urza's Block Combo Winter they powered down the next few sets, and you can really tell with this horrible card. This card is, to be fair, quite flavorful. It does exactly what you would expect a Port Inspector to do. This should have been a 2/2 so that you create tension. Why let them see my hand when I can just take a damage, which is even less of a cost in Commander's 40 life format.

You'll want this in a deck that already has built in the infrastructure for forcing blocks with things like Lure and Nemesis Mask in Simic brews that can force them to block these while your Commander nips on through untouched for Commander damage while this can turn a death into a key piece of information. I have played this in Mercadian Masques sealed at the prerelease where I was gagging for creatures on curve. This is in just 17 decks over in Commander at EDHREC.com...I want to make it 18! Don't you? Let's take on the "Port Inspector Challenge!"

#2. Chandra, Fire of Kaladesh // Chandra, Roaring Flame

Chandra, Fire of Kaladesh // Chandra, Roaring Flame

This is my favorite Flip 'Walker from this cycle, a group of mythic legendary creatures. The most played is the Jace that dominated Standard at the time. In this case you get a three-mana legendary Human Shaman with a 2/2 body and that will tap to shoot a player and untap if you cast a Red spell. Once you've done 3 or more damage this turn, you flip her to the Roaring Flame.

It's very easy to flip her, tap for damage, untap with a single spell, then tap to swing - 3 damage. Then the Roaring Flame can +1 to Shock a target player which is fine, -2 to Shock a dork which is a good way to answer things, and she begins with 4 loyalty, not bad. She's very nice leading a Commander deck. I have built a deck around her. Love her lots!

One card left!

#1. Ogre Arsonist

Ogre Arsonist

Ah yes, I love this card so much I run it in places like my iconic Abe's Deck of Happiness and Joy. This 3/3 is one more than a Hill Giant, and for your extra mana you get a free Stone Rain! That's a nicely discounted card and effect for the masses. In formats like Commander non-basic land is abuse and people will hide behind their hard-to-answer Gaea's Cradle, Academy Ruins or Cabal Coffers to devastate the board. Enter cards like this or Avalanche Riders that can destroy these threats without leaning into loathed Armageddon or Obliterate territory. It's also pretty cheap, under a buck here at CoolStuffInc.com. There is a promo version of this card as well. Despite how good it is in Commander, just 58 decks run it!

And there we go! That's a fun card to end on! Did you forget that some of these cards existed? Or never knew? Anything in here inspire your next deck? Let me know!

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