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Another Top Ten Commander Staples Worth Reconsidering

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Hello awesome Commander fans! I hope that you're having an awesome tastic day today! Last week I looked at my choices for the Top Ten Commander Staples You Shouldn't Play. You can check it out here. I also was running three Honorable Mentions too. This week we are doing the next Ten plus another four Honorable Mentions. In order to make my list, it must be heavily played at EDHREC. All numbers sited are from that site.

We run staples in decks we shouldn't where there are better options for your deck's need (Sun Titan from last week at the eighth most played card in White) for a better version in print (Mortify from last week) or something so nasty that folks aren't to play against. Once again, I won't be using recent new stuff in the last few years since they really aren't "Staples" yet.

Ready for Week #2? Let's do it to it!

Honorable Mention #1 (#27 Overall) - Grafted Exoskeleton

Grafted Exoskeleton

In 40,056 decks. This uncommon artifact equipment costs four to drop and then two to equip and it gives it a solid +2/+2 boost and then infect as well. It's here for the infect. In 20-life formats you lose with 10 poison counters so with double that starting life in 40 life in Commander you might expect double the poison counters to kill, but that's not the case. With just 10 needed to kill, a lot of players feel it's a cheap win - you can kill in one hit of 10 damage.

The problem with this equipment is that you can run this in a normal deck and still kill in one hit no matter the opposing life total. As such, you only need an 8-power dork to get to 10 with this and kill in one hit. The other option is use this on an evasive Commander that can kill in just a couple of hits - much faster than Commander Damage. I have only run this in one brew. If you are going to play a poison counter kill deck then don't hide it with this card or last week's, just play it naturally so I know to block that Glistener Elf with my Soul Warden to trade. Don't hide it. Our next card is also an alternate wincon, this time an enchantment that I alluded to last week.

Honorable Mention #2(#26 Overall) - Revel in Riches

Revel in Riches

In 4% of possible decks. This five-drop enchantment makes Treasures for each opposing dork that dies - it counts tokens by the by. Then in your upkeep you will win the game if you have 10 or more Treasures. Since so many Treasure makers will make 10 in one fell swoop or nearly there, this a 2 card win the game with so many other cards, and it's not nice. As designed, it made sense Treasures were a one set thing, but after it became evergreen, it's just too easy of a win con and you shouldn't run it since it's broken today and makes folks feel bad.

Honorable Mention #3 (#25 Overall) - Kessig Wolf Run

Kessig Wolf Run

This is the 6th most-played utility land. Kessig Wolf Run? Really? How do 15% of Gruul colored decks run this? Sure, it's good, but is it really that good? Not really.

This is an example of a staple that's fine, but there are other options out there. Sure, this is a useful mana sink in Gruul colors, which does include ramp in Green and Treasures in Red. I get that. But there's plenty more out there than Ramp. I guess you could run it in the Power-Matters archetype if you have these two colors, but none of these are heavily played.

So...what decks are running this? Voltron winning with Commander Damage? It's just 4955 decks and doesn't crack 5k. Why is this the sixth most-played utility land in the format? Play other lands like land removal of Dust Bowl or Wasteland, Boseiju, Who Endures? The other win con Field of the Dead? You got it! Next is an overplayed mono-Black sorcery and our final Honorable Mention!

Honorable Mention #4 (#24 Overall) - Torment of Hailfire

Torment of Hailfire

This is in 94,609 decks, 6% of Black decks. Your foes pick their poison, but then they are each blasted with discards, sacrifices or discarded cards. The idea is to play this in a Black deck that has enough mana with Cabal Coffers and Urborg, Tomb of Yawgmoth or Nykthos, Shrine to Nyx or Caged Sun to fill this out with tons of X mana to make all of that mana and force enough for your foes to lose life, discard their hand and be denuded of their stuff and then you can, slowly win the game from there after removing their life, hand and stuff so that you have a slower game win from there with anything like Commander damage or finishing off someone with a lower post-Torment life. And it works on each opponent and scales up in multiplayer.

However, it doesn't often kill since folks start at 40 life and can sculpt what happens to their situation. Also, it takes a while to resolve in a four-player game. You don't even give them the courtesy of killing everyone like the Revel in Riches, you just slow roll it. For a mana ramping color it's a nasty sorcery to play, but it doesn't crack my Top Ten. What does? An artifact!

#10. (#23 Overall) - The Great Henge

The Great Henge

In a whopping 10% of Green decks; we go from one high-priced card with a big X to another. This artifact costs nine total but is easy to play by the fourth or fifth turn in the high-power Green decks. Just a five-cost, 4-power Commander on the fourth turn will make this cost just five.

Getting a two-mana tapping rock isn't why it's here or heavily played though. It's the final triggered ability. When a nontoken enters your battlefield put a +1/+1 counter on it and then draw a card. There's no break there like "once per turn" it's just all of the time. By combining cost reduction with mana tapping and free cards, that's pretty good. Sure. If it didn't have the cost reduction, or was colorless and tapped for two colorless mana, it would be fine and feel fair, but in the color of ramp and high-power stuff, it's pretty bonkers. How about another artifact next?

#9. (#22 Overall) - Wishclaw Talisman

Wishclaw Talisman

This is played in 84,903 decks, or 6%. This two-drop Black artifact is weird. It arrives with three counters of the wish variety. You can tap it with a mana to Demonic Tutor your library and then hand it to someone else. Three Tutors for the table, but you get the first one. In a multiplayer game they'll hand it to someone else, not you, so this is a one-off. In multiplayer where you aren't breaking this, that's fine. Run it as your tutor in politics decks or Group Hug decks. But most folks are familiar with how powerful this is in combos where you can get both halves with untapping effects that'll untap this and do it again and win right there. If that's you? Please stop and just run Demonic Tutor and move on.

#8. (#21 Overall) - Victimize

Victimize

This has 11% inclusion, and is here as a "Why are you playing it so much?"" rather than "Why are you playing this mean card?" Your three-mana investment sacrifices a dork you control for bringing back two from your graveyard, but tapped. In a Reanimation deck, you'd rather not relay on something out to sacrifice so a four-mana spell makes more sense. In a Sacrifice-Matters deck, I'd rather run better sacrifices that don't require two dorks in my graveyard.

Where are you running this? I run this in my real life mono-Black Nether Shadow deck to sacrifice a self-recurrer like Bloodghast or Nether Shadow to bring back a non-one like Necrosavant or Scion of Darkness. There you are loading up the 'yard with Buried Alive effects and cheap dorks to cast and drop. But where else? It's overplayed.

#7. (#20 Overall) - Mox Amber

Mox Amber

A massive 108,348 decks? Hitting my halfway spot is another legendary artifact! I rarely run this, I've only used it twice in my deck lists, once with Isamaru and once in Boros with a zero-drop partner. Those were both droppable on the first turn from the Command Zone. Otherwise, it's just too unreliable and only taps for that legendary color of mana. It's not bad, but it's just rarely useful in a Commander deck. Certainly not worth more than 100k copies. Also, this thing is pretty pricey, so you have to sacrifice a lot to run it. The result from playing the Mox Amber is that it's too unreliable.

#6. (#19 Overall) - Narset, Parter of Veils

Narset, Parter of Veils

Another 108,447 decks, the most-played planeswalker! She is here because she's mean, not because she's overplayed. This three-drop, five-loyalty walker is here for her static ability: your foes cannot draw more than one card per turn. She's paired with Wheel effects like Windfall and Wheel of Fortune to discard and draw a bunch, and when you can only draw one, that's a face smash. If she were just run occasionally in metagames to help brake against folks abusing cantrips tethered to win cons like Guttersnipe then she wouldn't get the play it does. She also is not fun in a Group Hug deck with Howling Mine effects. Why are you running her that much when she's a feels-bad and shuts down people's ability to find answers?

#5. (#18 Overall) - Ashnod's Altar

Ashnod's Altar

Our biggest number yet, at 234,343 decks, or 8%. That's 8% of all decks no matter the color? That's pretty heavily played, but...why?

It's a key combo piece in a few decks out there frumping around. But 10% of all decks? I doubt it. This is like last week's Blood Artist - good, but not that good. You use this in combo decks to sacrifice a dork for two mana, trigger a game-winner, recur something like Bloodghast for no mana, you netted two colorless mana and then triggered something like Zulaport Cutthroat for the win. However, combo decks aren't the only place I've seen this card run, I've seen it in things that aren't combo decks - why? Aren't there more synergetic cards for your brew? Why are you running all of those things? Run some other stuff instead, like Goblin Bombardment or Viscera Seer that gives you a free sacrifice but with more useful abilities. Hitting our fourth spot is another Black card, this time a creature.

#4. (#17 Overall) - Opposition Agent

Opposition Agent

At 9% of all Black decks, this is the 24th most-played Black card and sixth most-played dork. This thing is nasty in Commander where it debuted for it in Commander Legends. It costs three mana, has a sizeable 3/2 body and has flash. While on the battlefield your foes cannot tutor for anything themselves you do it yourself. And the cheap cost and flash really shut stuff down instantly when search is on the stack like a cracked fetchland or any other tutor. When you finish searching your foe's library you exile what you found and then you can play it with any color of mana. This is just so unfair that I have never run it in any deck I've ever built for you, and like Mox Amber it's pretty pricey on the secondary market. It's just too mean. Run something else. And then there were three, next is another land!

#3. (#16 Overall) - Urza's Saga

Urza's Saga

This thing is just broken. It's in 199,910 decks and 7% total. Because it wasn't printed in a Standard-legal set, it was powered up past the point of no return. It's powerful in Modern, Commander, Vintage, Legacy, whatever, and it costs a lot of money as well.

The way this plays out, giving you mana and then the ability to make a creature on the second chapter and can be activated again before being sacrificed to the third, so you often get two Constructs for one land. Then you tutor for an artifact with mana cost 0 or 1 and put it onto the battlefield untapped and shuffle. You can get a free Sol Ring, the card flow of Skullclamp, and more, and they cannot be countered since they arrive untapped. It's just too powerful for the format, and just too impactful for the game.

Also note that this is in the most commonly played archetypes like Artifacts (#1) Equipment (#5), Treasures (#2) - three Top Five archetypes for this to slide into, it's just an unfair tutor and win-con maker for any, and it scales up as the game progresses. Our next card was printed as a common and it is the highest charting card with a color, but which one?

#2. (#15 Overall) - Mystic Remora

Mystic Remora

This is in 265,437 decks, 18% of those possible, and is the fourth most-played enchantment. You have cumulative upkeep of one, so it doesn't last forever, but you are dropping one land per turn, so as long as you hit your land drop, this can be kept up for a few turns. When your foes cast a noncreature spell, they can spend four to prevent you from drawing a card. They won't. Instead, they'll either cast creatures, wait until the upkeep finishes, or only cast when pushed. This gives them options, but they won't be paying four when they do cast it.

It has a massive impact on the game as people pull their dorks for spells. You can drop this before counters are up and start drawing, and it works for early mana rocks like Arcane Signet and Fellwar Stone and even Sol Ring. It's just so reliable and powerful and game changing that I rarely play it. It has no Salt score probably because players can wait it out or just cast creatures, but I think it's pretty salty.

#1. (#14 Overall) - Jeweled Lotus

Jeweled Lotus

Another pricey card that's rarely worth the feel-bads. It's in 7% of all decks. This costs nothing to drop on turn 1, and then you can sacrifice it for three mana to cast a three drop Commander on the first turn or a four-mana Commander with a land.

Why would you do that to your friends? Maybe you just don't like them that much, sorry to hear. After a fast Commander Damage kill or a combo that your Commander enabled equally fast, it makes them feel like money beat them, not your deck's abilities or your skill playing it. I have never added this to a decklist I've built here for y'all. It's not worth the feel-bads.

And there we are! I hope that you enjoyed my second look at all things Staples You Should Reconsider. Next week I am publishing my Commander deck on Tuesday updating the old Standard powerhouse Dark Spike Girls for modern Commander and then on Friday I'll rank all 11 Spikes. Then we'll turn to Wilds of Eldraine in future weeks.

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