Hello happy casual folks and players! From multiplayer to Peasant to Five Color to Type Four to Commander too, I now have a few great weeks to give you all of my thoughts for kitchen table play for my Tops stuff.
Honorable Mention #1. (#18. Overall) - Three Good Card Draws
First up are these three good card draw spells in Blue. The three-cost rare sorcery will draw two and waterbends six. If that was paid you can Timetwister instead. Love it! Then that four-cost common will draw three and discard one! But not if you paid two waterbent mana. I kinda like it without that waterbending too. Then the two-cost uncommon instant will dig three and draw like a less digging Impulse! But with three Lessons in our graveyard we can draw three! Nasty there.
Honorable Mention #2. (#17. Overall) - Joo Dee, One of Many
This uncommon Black Bear is next! She can tap with a Black to surveil 1 at sorcery speed, and then make a copy of herself. But then you'll need to sac a dork or rock to keep her. Note this doesn't have the word "other" so you can sac it to itself. I had someone break me and win with it against me at the prelease. Then I drafted it next week and did great work there too. It's pretty good in all of the places and triggers stuff later we'll see.
Honorable Mention #3. (#16. Overall) - Sun Warriors
This final Honorable Mention four-drop uncommon 3/5 Boros dork is next! He's got firebending X equal to our critter count! Then we can invest five mana over and over again to make a 1/1 Ally. Just spend the first for the second. I just wish this were legendary! Grab a token leader instead.
#15. Bitter Work
If you like reliable card drawing over time, you'll love this three-drop uncommon Gruul thang with an attack trigger to do it! All you need to trigger it is an attacking bigger power dork! Just once per attack, no matter how many get their swing on. Then once you can spend four to earthbend 4 to trigger it! Might I suggest this in brews with Relentless Assaults?
#14. The Unagi of Kyoshi Island
This fun mono-Blue legendary rare five-drop 5/5 with flash and ward is next. It's pretty reliable card flow in multiplayer since as our foes draw two on any turn we can too! Then flash it out when our foe is about to draw two on the stack! Or you can flash it out as a surprise blocker to kill, trade, or chump block too in combat. This is awesome with Group Hug since one Howling Mine triggers it in everyone else's turn!
#13. Four Great Two-Cost 1:1 Removal Spells
Next up are four two-cost pinpoint removals all of which do something different. Most are instants save the one that cannot be. The Green Origin of Metalbending can Naturalize or combat trick one dork to grow with a counter and add indestructible for the turn too. Then the two-cost Price of Freedom can Shatter or Stone Rain, they'll get ramped and you'll draw too. Then the rare instant The Last Agni Kai lets you fight, and you'll also make mana equal to the difference! Then the Black uncommon Heartless Act can destroy a dork with no counter! Then you can pull three off one too. Get your removal on!
#12. Team Avatar
This three-drop uncommon Voltron style enchantment is next! When one dork, like your Commander swings, you auto-grow your other creatures' count in size, right? Right! Then you can discard this for three to shoot a dork for your total, too. It can win or act as removal too, whichever is needed most, right? Right!
#11. Phoenix Fleet Airship
This 4/4 flying crew 1 four-drop mythic Black Vee is next - and it feels like something strong with Joo Dee above. Each of our end steps we'll make a token of this if something of ours was sacked. Like Joo Dee's token. Then if we have enough copies? They are all crewed all the time! Nice for twice, right. Right!
#10. Meteor Sword AND Zuko's Exile
Next up are these two colorless pinpoint answers. The seven-drop uncommon Equipment destroys anything on arrival. It equips with three for +3/+3 too! It's great since many cards can tutor Equipment or artifacts to our hand or drop it. Love it. Then the five-cost instant Lesson common will exile and thus-perma answer something. Then you can answer three types commonly played - creatures, enchantments and rocks. Then they'll also add a Clue too for compensation.
#9. The Uncommon Land Caring Cycle
Next up are this mono-colored cycle that cares about that colors basic land type. Gather the White Lotus is awesome as a five-cost sorcery that makes a 1/1 Ally and scries 2 for each of our Plains. The two-drop Blue Waterbending Scroll taps with no more than 6 to draw one, but that cost is reduced by our Island count. The Black Cat-Gator is a bit of a win-con seven-drop 3/2 lifelink to smash one target our Swamp count, and with lifelink there? The Red Lesson Solstice Revelations with flashback for three mana and then exile and cast or draw our top nonland if its cheaper than our Mountain count. Then Rockalanche also is a flashbacking sorcery for three that will Earthebnd our Forest count too.
#8. Toph, Hardheaded Teacher
I adore this four-drop Gruul take on Toph at 3/4 size and legendary rare too. When she arrives, you can discard to Regrowth a spell. Then as we cast any spell not just instants or sorceries, we can earthbend 1, and 2 if a Lesson was cast instead. She is great in tons of places like a Gruul take on Spellslinger but all spells count here. Try her out!
#7. Iroh, Tea Master
Next up is this fun three-drop Boros rare legendary leader. On arrival we can grab a Food. Then in our combat step we can give away anything to make a 1/1 Ally token and then grow it in size based on how many they have of our stuff! Not bad, and very flavorful since giving away presents would make friends too.
#6. Octopus Form
I do like this one-cost combat trick or protection spell common Blue Lesson! It grows your dork and then has hexproof to shut down targeted removal too! It's great to shut down targeted interaction with our stuff too. Right? Right!
#5. Suki, Kyoshi Warrior
Hello and welcome to the Top 5 proper with this game winner. I did run this in my release day FNM winning draft, and really smashed them good and strong with her. She's uncommon, four-drop, Selesnya legendary but hybrid and I didn't run Green but Esper. Her power is our total dork's total and then a nice 4 toughness. But no trample. Then when she swings, we can make a tapped and attacking 1/1 Ally to grow her fast!
#4. Koh, the Face Stealer
This six-drop mono-Black on-curve 6/6 mythic legendary leader is next. And I've called him in Commander to lead a brew. When this ETBs you can exile another dork like a better Ravenous Chupacabra. Then this will let you exile anything else of a creature persuasion that dies! You don't have to though, and it's for anyone's stuff. Then trade a life to copy the activated and triggered abilities of the last one here. It should prove to be a fun but not too nasty addition to your brews, since once exiled to work with him, you can just answer him and then they are gone. And it's not all abilities like keywords too.
#3. Azula, Cunning Usurper
This fun Dimir version of Azula at 4/4 size and five mana is next. She's also earned the third spot in my third list too! She's rare and with firebending 2. Then when she ETBs we can have a foe exile their choice of a nontoken dork and nonland from their graveyard. Then on our turn we can cast them with flash and with any mana! Not bad, right? Right!
#2. Aang, at the Crossroads // Aang, Destined Savior
Next up is this fun Bant five-drop transforming 3/3 legendary rare with evasion in flying. He has an ETB to dig five and drop a cheap 4 or fewer creature from them onto the battleifield. Then flip him to the 4/4 when our dork leaves and then our land dorks have vigilance and then you earthbend 2 each of our combats.
I opened TWO in my first Blue prelease! I built around him and barely won a match and was swept. But why? Let's look! First, his size isn't that great at 3/3 and then flips to 4/4. Then, secondly, you cannot control what you get. Once I got a nasty Yue! But mostly it was minor to the battlefield. Hence him here. However, with Sensei's Divining Top or Sylvan Library where you know? Much better.
#1. Obsessive Pursuit AND Tolls of War
But this won me my draft! This two-drop Black enchantment arrives with a Clue and a life lost. Then in our upkeep make one with a life lost too. Then in our combat, for each thang we sacced this turn we grow one dork with counters! Then if that was at least three? Lifelink! This wasn't in my list initially. Then I cracked it pick 1, pack 1 and grabbed it and was passed the Tolls and snagged it and was Orzhov, with Blue flyers for the win. I built around them both with stuff like Hei Bei, Joo Dee and Buzzard-Wasp Colony too, and then the one mentioned above too. This needed to be added! Tolls is an Orzhov two-drop enchantment that also arrives with a Clue and then turns sacs on my turn into a 1/1 Ally! But once only.
There we go! What are your thoughts of this set thus far? We'll see you next week!





