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Another Set of Top Cards from Tarkir: Dragonstorm

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Hello and welcome back! Today, I wanted to knock out the next article in my Top Cards from Tarkir: Dragonstorm for all kitchen table formats like Five Color, Type Four, Highlander, Peasant and Pauper, and multiplayer formats like Commander. Last week's article is here.

Honorable Mention #1. Songcrafter Mage

Songcrafter Mage

This three-cost Temur 3/2 flash dork is the first card on today's list! It gives a spell in your graveyard Harmonize, which in some cases is better than flashback since you can tap a creature to reduce the cost. This is clearly calling out Snapcaster Mage, but Harmonize and a bigger body are better if you've got the colors to make this work. It's a great option for Five Color or Commander brews that can support it. Also, don't sleep on it's ability to trade with 3 toughness dorks that swing your way. Then just reuse something like Brainstorm for card selection if there's nothing else.

#15. Jeskai Revelation

Jeskai Revelation

This three-color, massively expensive, instant will bounce a spell or permanent (note no "nonland" restriction). Then you Lightning Blast anything, make two 1/1 dork with prowess, and then draw two and gain four life. There is nothing this card doesn't do, it's just pricey. In Type Four this is a first turn play since you have infinite mana, but just one spell/turn. This does so much! You want to find ways to drop that cost, but it's does much to help out!

#14. Avenger of the Fallen

Avenger of the Fallen

This 3-drop, Mono-Black dork with 2/4 body is next! It has a mobilize win-con attached, attacking to gain X tapped and attacking 1/1s equal to your graveyard critter count. It's strong with self-mill, (see the below card), discard to draw (like rummaging in Red or looting in Blue), in decks with an active graveyard like Reanimator (with its Buried Alives) and Aristocrats (with the sacrifice engines), or just decks dense in creature count like Aggro or my Bear Beats.

#13. Stillness in Motion

Stillness in Motion

Stillness in Motion is up next! During your upkeep, you'll mill three. That's great value over time since we casual players love using the graveyard as a second hand. And in bigger deck formats like Commander and Five Color (with 100 and 300 cards respectively), self-mill is more prevalent than milling your enemies since it can help rather than hinder by milling something like Anger or giving them a target for that Reanimate in their hand. Then, when your library is empty, this gets exiled and then reloads five cards in the whatever order you want. This is a great combo of synergy and power for Johnnys/Jennys to set up their next five cards!

#12. Fangkeeper's Familiar

Fangkeeper's Familiar

When this three-color creature arrives in a flash, you can destroy an enchantment, counter a creature, or dig with surveil 3 and then gain three life too! It's awesome but a bit harder to fit into non-Sultai decks in Commander, but elsewhere it's brilliant interaction. Thus, from Five Color to Type Four, it's awesome possum!

#11. The Dragonstorm Cycle

Encroaching Dragonstorm
Breaching Dragonstorm
Roiling Dragonstorm

Teeming Dragonstorm
Corroding Dragonstorm

Next up is the uncommon five-card cycle with an ETB ability, and then when a Dragon ETBs you can self-bounce it and recast for another trigger. The White one turns four mana into a pair of 2/2 Soldiers, the Blue one draws two and discards one for two mana. The Black one also costs two for draining two life from your foes and then surveil 2. The Mono-Red one turns five mana into a free spell. And then the Mono-Green one is an Explosive Vegetation.

#10. Stormscale Scion

Stormscale Scion

We've got few actual proper storm cards for a set called "Dragonstorm." But not here! This six-drop 4/4 flying Dragon has storm and other Dragons get +1/+1 so this can win the game in one or two swings based on how many actual proper spells you've cast this turn. With a haste enabler like Anger or Fervor you can kill now and not in a turn after giving everyone a turn to respond and untap their mana.

#9. Taigam, Master Opportunist

Taigam, Master Opportunist

Taigam, Mater Opportunist is next up! When your cast your second spell on any turn, make a copy. That includes creatures! Then what you cast is suspended for four turns. I love the idea of him leading or in many multiplayer decks!

#8. Herd Heirloom AND Dragonbroods' Relic

Herd Heirloom
Dragonbroods' Relic

Next up are these 2-drop mono-Green mana rocks. Herd Heirloom will tap for any color of mana, but just for creatures, and then you can give your big-powered dorks trample and card draw when they smash face! Dragonbroods' Relic taps one of your dorks for any color of mana and then can be sacced for a mana of each color and then three generic to make a 4/4 Dragon with all colors and tons of abilities! But just at sorcery speed. Sad face there.

#7. United Battlefront

United Battlefront

This four-cost sorcery in White is next! You can dig seven and then reveal and drop two cheap non-creature or non-land permanents. From getting halves of a combo like Goblin Bombardment or Ashnod's Altar to mana ramp and card draw, good stuff like Rhystic Study or Skullclamp, and then Sol Ring or Arcane Signet, this is great! It's even better in singleton formats since you can find strong stuff and make sure you find the right cards for the situation like Seal of Doom for removal.

#6. Magmatic Hellkite

Magmatic Hellkite

This Mono-Red Dragon costs four, has an on-curve body at 4/5 with flying, and on arrival will destroy an opposing nonbasic land and then ramp them a basic. I love something like this for opponents using Gaea's Cradle or Maze of Ith. Land destruction is often pretty lightly used, so pull this Hellkite and surprise some folks! Top Five Time!

#5. Ureni, the Song Unending

Ureni, the Song Unending

This eight-mana but in Green for ramping on-curve 10/10 is next! It's got flying and two protections for safety and swinging and can kill in just a few Commander Damage or regular kills. When it ETBs you can shoot opposing non-player stuff for your land count, so if you've got eight, you can shoot a Consecrated Sphinx for 6 and then a BOP and Esper Sentinel for one each. It's one of my favorite leaders or just good stuff and I think you'll enjoy my take published earlier this week; it's also a Type 4 powerhouse even though it won't deal any damage since it's light on lands.

#4. Rainveil Rejuvenator

Rainveil Rejuvenator

This fun uncommon in Green with a 2/4 body taps for Green equal to its power, so a minimum of two mana. I love this for brews with Anthems or +1/+1 counters on all your stuff as well as Voltron or Auras like Rancor or Bonesplitter. Then you can mill three, and it's a "may" effect so that's great with this set's Harmonize or Flashback or just general recursion. I love this little Elephant!

#3. Shiko, Paragon of the Way

Shiko, Paragon of the Way

This fun Jeskai colored 5-drop legendary dork is next at the three-spot! Shiko has an ETB to exile a cheap nonland from your graveyard and cast the copy for free. It may be a one-time effect, but even just getting a free three-mana or less spell card, like Brainstorm, Swords to Plowshares, or a mana rock, is great!

#2. The Siege Cycle

Barrensteppe Siege

The next cycle is here! The Sieges are the enemy-colored enchantments and you can choose between two option when they enter.

Barrensteppe Siege costs four and then, depending on your choice, at the end of your turn you'll either toss a +1/+1 on each of your dorks or your foes will lose a creature if yours dies, like a slower Grave Pact. Frostcliff Siege will be a slower Coastal Piracy just drawing one card or your dorks will gain trample, haste and then +1 power. Both are strong, but I prefer the first usually. But a better Fires of Yavimaya is great for the same cost. Glacierwood Siege also costs three and then has a player mill four when you cast an instant/sorcery, or you can play lands from your graveyard like a Crucible of Worlds! That's my favorite in this strong cycle.

Hollowmurk Siege will draw a card when a counter is placed on your dorks, but just once per turn, or when you attack it can give a dork you control menace and a +1/+1 counter! The final one in the cycle is Windcrag Siege, which says if a creature attacking triggers an ability of a permanent you control? Get another! Or you can make a 1/1 hasted Goblin dork with lifelink in your upkeep. That's my second favorite of the cycle, but they're all good stuff!

#1. Duty Beyond Death

Duty Beyond Death

This two-mana instant is my top card in mono-White, and it's an uncommon to boot! It's a brilliant answer against targeted or mass removal since you can give your team indestructible and then as a combat trick since it'll grow your team permanently with +1/+1 counters. It can also be a surprise anthem to kill with a go-wide army, but you do need to sac a dork to run it. So, this probably wants to be played in Aggro or token brews with tons of bodies to send to the graveyard. Also, at two mana this is cheaper than White's typical three-mana options, so you might be able to bluff them, but probably not.

And there we go with my second look at my Top Cards from this set! See you next week.

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