Hello and happiest of days to each of you good folk! Today I've got my first of a few articles on my top cards from the Commander decks from the new FF set but just new cards. It's pretty deep and made for the casual play I look at from everything multiplayer to Highlander and Commander and then Type Four
and Five Color too. Get ready and started!
Honorable Mention #1. (#18. Overall) - Strago and Relm
This three-drop Red blocking toughness of 3 tapper at sorcery speed with three too will have your foe dig until they reveal a spell or dork, then cast it for free! If a dork, it's even got haste, but it dies EOT. A great free way to hurt your foe while helping yourself and note that stuff is exiled and doesn't come back either. It's also legendary for Commanding.
Honorable Mention #2. (#17. Overall) - Gogo, Mysterious Mime
This four-drop legendary Red guy is a Red version of Clone effect, since on your combat he'll become a copy of another dork, and note that they don't need to be attacking, but with haste to swing now and then a double power boost too, great! Just that turn, but that's great to lead or support decks that use combat lots, just like the color he's in. Love him with dorks with combat damage or attack triggers too.
Honorable Mention #3. (#16. Overall) - Observed Stasis
You know how much I love good defense to keep you alive. This four-drop flash Aura in Blue is great at that! It gets removed from combat just like Kor Haven, and then you'll draw equal to the number of tapped dorks that just swung at you that could be loads. Then it cannot attack or block - great, and all of its abilities are taken out too - amazing to shut down any Commander. That trio of card draw, removing a dork from combat and Imprison in the Moon is brilliant!
#15. Bugenhagen, Wise Elder
Ah yes, you know how much I love answers and defense as well as mana ramp too. This two-drop mana dork has great 1/3 reach size, taps for any color, and then you'll draw in your upkeep if you have a larger powered dork to of at least 7 power. That's amazing card draw, ramp and size on a cheap dork too.
#14. Lifestream's Blessing
This six-cost instant speed and foretellable for one less is next. It draws equal to your biggest power, and note that's not targeted, but just when it resolves, and then instant speed is great too since you can do it when it's removed to draw or just to dig or EOT to just use your mana. Then if cast from exile you'll also gain twice that power's life - great for saving yourself and then free in Type Four where you have infinite mana but just one spell per turn barring alternate costs like Force of Will or this.
#13. Rejoin the Fight
This six-cost sorcery game winner mills you three and then each foe chooses a dork that wasn't chosen and you'll bring them all back, so the more foes the better this is! This is just one more than many single things like target recursion spells such as Karmic Guide, but they choose so they'll always choose the worst for you, unless you play politics....
#12. Locke, Treasure Hunter
This three-drop legendary Rakdos dork has an okay size of 2/3 and then good evasion with nothing with a bigger power blocking him. Then you can attack, have everyone mill, you too, and then make a Treasure for each land milled! Then you can cast the nonlands and then use your Treasures to cast them too. But no mana washing, so if you run him don't run Arcane Signet or Rakdos Signet, but Fellwar Stone and Manaliths that tap for all colors. Enjoy this fun three-drop dork!
#11. Thancred Waters
This flashing fun five-drop on an okay-sized 3/5 body which is a great combat trick with the ability to make a legendary dork indestructible and then it stays as long as you control this dork. Then when you cast a non-dork, you can give this indestructible too to really surprise everyone. From the Commander format where this is an all-star adjunct but not leader to the other formats, this is pretty good to go, Idaho.
#10. Lord Jyscal Guado
This two-drop on curve flying 2/1 legendary Spirit will each end step make a Clue for the digging if you tossed any counter onto any dorks - and note that's not just yours either. And any end step too - not just yours either, but all of them!
#9. Emet-Selch of the Third Seat
This four-drop Dimir colored dork is a great Familiar for your graveyard since he drops those spells costs by two to be played from there! Then when opposing players lose that precious life, you can cast one spell as if it were flashback essentially. Yay for that graveyard reduction and presence.
#8. Gatta and Luzzu
This flashing mono-White pair for three also ETBs to save your best stuff - here that prevents the damage to a dork you control and then pumps up the size with counters equal to how much damage was prevented. That's a unique ability to do something that has never existed before and I cannot wait to try it out!
#7. Sin, Unending Cataclysm
This brilliant seven-drop 5/5 with flying and trample Simic lad is next with the ETB ability to remove all counters any number of dorks, enchantments and artifacts, of anyone too! Then you can toss double those counters here as +1/+1 ones! Note there are no restrictions here beyond that any counter counts from anyone's stuff, and then when it dies you can send them to a dork like your Commander or other stuff and then this is tucked! From Commander to casual metagames with counters to fight against to your own counter brews - love this fun little thing much!
#6. Siegfried, Famed Swordsman
This great four-drop 2/2 evasive win-con in dork form is next. When it enters you can mill and then this legendary lad grows in size by twice your dorks count in your graveyard, so a better Mortivore. He's great middle or later in the game with a bigger graveyard.
#5. Snort
Everyone loves Wheel of Fortune cards and brews to discard and draw a new hand! Red is the best, and this splashable four-cost one will have everyone may discard and draw five, so no one has too, and then foes will eat five damage too. Then flash this back for another one for two more mana, get it and run it all up and down the block!
#4. Espers to Magicite
This fun instant speed Black four-cost will exile all enemy graveyards and then you can bring one exiled dork back as an artifact token under your control. Emergency graveyard removal at this cost and speed is great. We know how much casual players love their graveyard as a second hand - punish them with this!
#3. Lulu, Stern Guardian
This three-drop 2/3 lady and legendary can turn attackers to you to get a stun counter to stop them from untapping or swinging elsewhere. Then you can add more and more to keep them tapped with her proliferate! If you've got her, people will get their swing on elsewhere. Just like an untapped Maze of Ith! Only vigilance critters won't care. This Lulu is great, try her out and then let me know your thoughts!
#2. Protection Magic AND Ultimate Magic: Holy
Next up at our two-spot are two instants that protect your stuff. The two-cost will toss a shield counter on up to three dorks - note that they don't need to be yours - just as a heads up! Then they remain until used so that's brilliant at protecting now in response and then in the future. Then the three-cost gives all of your stuff indestructible, not just your dorks - better than usual and then Fog yourself if cast from exile or foretold. Love it much.
#1. Kefka, Dancing Mad
My favorite card from this set is this seven-drop legendary Rakdos game winner with indestructible on your turn. Great for mass removal. Then in your end step exile a random card from all foes, cast it for free, and then they eat damage equal to its cost - amazing free stuff and game winning life loss too! Enjoy this new powerhouse for us all!
There we go and are! I hope that you enjoyed this deep dive into my faves from this set and next Friday the next one hits.























