Hello folks and happiest of days to each of you! Last week was the final review of Final Fantasy: MTG!! Today I wanted to start looking at my top selections for this set for all things casual,
like all multiplayer, Commander, Highlander, Five Color, Type Four, Peasant and Pauper and loads more! Let's knock out the first of them for y'all!
Honorable Mention #1. (#17. Overall) - Ultimecia, Temporal Threat
This six-drop ETB dork legendary for Command Zone purposes is a 4/4 lady with two awesome possum abilities. The first is that when she enters she taps all opposing dorks - great with blink too to keep them tapped, and then when your dorks deal that sweet sweet damage? You'll draw that card, for each one too, since many of those are written to be just one per combat. Love that amazing duo, get your swing on with her tapping and then swinging for cards on the 1st pre-combat main phase, and then refill your hand.
Honorable Mention #2. (#16. Overall) - Xande, Dark Mage
This rare Dimir legendary dork is the first of three in a row. It costs Hill Giant mana and size and then evasion in menace. Then it gets a size boost equal to your graveyard non-land or non-dork too, so everything from instants or sorceries to artifacts and planeswalkers. Then get that Commander Damage or other formats kill fast!
#15. Golbez, Crystal Collector
We'll kick off the list proper with this two-drop Dimir blocking size of 1/4 legendary too for Command Zone good stuff. Then when an artifact ETBs you can get a free card selection surveil one. Then in your end step get a free Raise Dead if you control at least four rocks, and then if 8? You'll shoot each foe for life equal to its power, nasty. Great value over time with deck selection, and bringing back those dorks. The artifacts surveil and owning amount can be tokens like Treasures or Clues. Then I really super secretly like here Channel and Cycling dorks to keep on bringing back for card flow like Scion of Darkness. Love this much, you will too after playing I suspect.
#14. Emet-Selch, Unsundered // Hades, Sorcerer of Eld
This three-drop 2/4 also good for blocking with vigilance too Dimir legendary too is next. When this arrives or swings, you can loot one, great card flow and graveyard filling too. With vigilance you can swing to trigger and then block too. Then this can transform in your upkeep if you have double-threshold - easy with that looting, and then turns into a 6/6 keeping vigilance and then you can play stuff on your turn from your graveyard and then when they hit, they get exiled, like a permanent Yawgmoth's Will on a permanent - totally worth it! It's also great in the same brews as the above two, but a bit stronger on its own since you don't need artifact infrastructure to make it work. Hence it hits one higher.
#13. Prishe's Wanderings AND Reach the Horizon
The three-cost common instant will ramp a basic or Town tapped, love that instantly smoothing your mana. Then the sorcery four mana one will drop two tapped like Explosive Vegetation or two Towns too. Love that duo much I am sure you will too, right? Right!!
#12. Diamond Weapon
This nine-drop at most uncommon on curve 8/8 with reach is legendary. It's got a built-in cost reduction equal to your permanent count in your graveyard, so it costs a minimum of two. Then you stop all combat damage from it. It's a better Dawn Elemental and such. It's a game winner, and amazing in Type Four where it's a first turn play with infinite mana but just one spell/turn or in anything else from mill to decks with looting and rummaging card flow. Love it!
#11. Memories Returning
This four-cost sorcery speed unusual take and card draw spell with remnants of Fact of Fiction is here. You dig five, draw one, then someone choose one to your library, then you draw another, then they choose again and then last one draws. Unlike FOF you'll always get what you want and then three cards too. Amazing in multiplayer, but then it's sorcery speed so you cannot do it instantly, hence it hitting just outside of my Top 10. Love it's fun little potential much!
#10. Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel AND Shout Out to Al Bhed Salvagers
This duo and then shout out is next for Aristocrats brews. The three-drop on curve 3/3 enters ands swings and then you can sac a dork to draw a card, even tokens! Then when another dork dies, you can Blood Artist a target. Then if it's happen four times in a turn, flip into the 5/5 flyer and then you get an unanswerable emblem to Blood Artist and when it swings instead of just one you can attack and sac any number of dorks for cards. Then the shout out is Al Bhed Salvagers and they also cost three for a 2/3 when this or another dork or artifact you control dies Blood Artist one foe. Nasty in the same brew! Love this new addition to Aristocrats that's better than Blood Artist since the first is also sacs and then the other works for rocks too.
#9. Ultima
This five cost flavorful mass sweeper is next. You destroy both artifacts and dorks, great for five mana! But then you end the turn and then you cannot be the first to cast stuff afterward, worse for multiplayer. It's going to take some time to figure out with play.
#8. Triple Triad
This six-drop harder to cast triple R enchantment is next! In your upkeep you have everyone exile the top card of their brew and then you can play yours and then the others for free if they were cheaper. This is clearly better the more foes you have, making this free thing a multiplayer classic!! Cough...Sensei's Divining Top...cough or Scroll Rack, scry and more break this. Get it and break it all day long!
#7. Jumbo Cactuar
This fun seven-cost game winner - literally, if it punches face is next with a power of 1000 when it swings, but just 1 when it blocks, and 7 defense too - but with no evasion. Just insert evasion and kill easy from 40 life formats to against life gain decks. Get your kill on! This might be too broken for Type Four on the first turn.
#6. Edgar, King of Figaro
Our final one before the Top Five proper is this mono-blue six-drop 4/5 legendary dork to lead your next brew. Then when he ETBs break the game by drawing equal to your artifact count. That does count tokens like Treasures and such, and you can easily draw your combo, win-con or just punch face with dorks. Then stop from discarding with Reliquary Tower and more friends. If you cannot draw your win-cons or answers to others, you'll die - so draw them all!
#5. Aettir and Priwen
This is our highest scoring Equipment in the set - also a win con! This six-drop will equip for five and then the dork's base power is your life total - a brilliant win con in life gain decks, or just any non-black deck where your card draw doesn't lose you life like Sign in Blood. I also super secretly like this in toughness matters and defenders since folks won't swing your way early they'll head elsewhere.
#4. The Crystal Cycle
This four-cost rare five legendary artifact cycle gives the spells of that color a discount. Let's look at them in color order! The Wind Crystal will double that life gain! Then your dorks get flying and lifelink this turn if you tap it for six. The Water Crystal will make your foes mill an extra four each time they mill! Then you can tap it to have them each mill equal to your hand count - we know how much casual players adore their mill!
Then The Darkness Crystal has an exile if your foes would lose a nontoken dork, so it cannnot be reaniamted, like a Leyline of the Void for them and then you'll also gain a pair of life too! Then you can tap this to reanimate one to your side but bigger. The Fire Crystal gives your stuff haste and then turns its tap into making a copy of your dork temporarily. Great for ETB stuff. The Earth Crystal will double +1/+1 counters on your stuff and then you can tap it to toss a pair on one or two of your dorks. Great cycle of loving!
#3. Ultima, Origin of Oblivion
This five-cost colorless 4/4 God is next. It's flying, is a Mana Flare for your colorless mana, and then has an attack trigger for making a land of anyone lose all types and then only tap for colorless - nasty - do not run him as a Commander. That's really nasty strong since you'll be in colorless and don't have to make your stuff tap for mana and you'll shut people out of their colors - but we cannot deny his power everywhere.
#2. The Adventure Land Cycle
Our penultimate hitting card is this cycle of five Adventure lands that are better than Modal ones since you get both if you cast the spell. Let's do this also in color order too. The white one five-mana sorcery will return two dead artifacts or enchantments to your hand! Then the six-mana sorcery in Blue will have one foe mill half of their library.
The three-cost black one sorcery will draw two if you sac something! Then the red one is a three-cost instant to make a 0/1 Wizard black with a bit of a Spellslinger feel since it'll ting foes for one as you cast non-dorks. Then the green is back to a sorcery at six mana for making a 1/1 Hero token and then increasing it's size equal to your land count, love that much. Enjoy this cycle so much up and down the block.
#1. Absolute Virtue
This eight-mana game winner 8/8 Azorius brokenly-good, maybe-banned flyer is tops. You cannot counter it, sorry. Then you have protection from your foes, the more the better this is - you cannot take damage from them! Your foes cannot target it either...that means you cannot answer this barring something mass removal - not Counterspell, not Swords, not Edicts - nothing traditional. It's even legendary to lead your brew. I get the flavor, but the fact they made this at all is brokenly nasty. Nothing else could be here.
There we go! I hope you enjoyed my first look at this weirdly Standard set. See you next week for another go around the bin. What are you most looking forward to play?


























