Hello all and I hope your day is finding you super-mega well. As well as possible! Please take some time for yourself as well, you've earned it.
I've been writing up articles on casual and multiplayer stuff for more than 20 years. For a long time, I was on the default casual format of the day called Five Color which at the time had 250 cards and 20 of each color. Today, that casual and multiplayer is very alive with stuff like Commander and other formats too. I love to give you my Top Ten Cards from the 6 Standard Sets this year that should really stand the test of time for anything multiplayer too. By the by, I am not including stuff here that's broken as a Commander and you shouldn't run, that's next week. Many of these are about mana in one or more ways, just as a heads up. This list is pretty long because of the pushed FF sets in power.
Many of these are just nasty for multiplayer, but Commander good stuff will be here too, but it's always multiplayer first and last too with me. Ready?
#19. Renewed Solidarity
This three-drop creature-type Anthem is first! On arrival you can choose a creature type and then pump their power too! Then you can populate each token that arrived this turn of that type too! Great since folks love kindred brews and tokens too, and then this combines them!
#18. Space-Time Anomaly and Aettir and Priwen
Next up are two great ways to work wins into life totals. The first Azorius card can be a bit of an alternate win-con since someone can get milled equal to our life total, us too! Then the Equipment six-drop colorless five-equip one gives our equipped dork your life total in size too! Both work, and the latter is an actual win con instead and can be tutored for or dropped as an artifact or Equipment too.
#17. Valor's Flagship
This seven-drop legendary can be Commander 7/7 Vee with crew 3 and tons of keywords in flying, first strike and lifelink is next! It has great stuff but it's here for that cycling three mana X thang to make 1/1 Pilot with 3/1 size for Mounts and Vee crewing and artifacts and colorless too like Decree of Justice, that dominated all day and night! But this is way better on the front end too. Enjoy it!
#16. The 5 Crystals
The Five Crystals cycle is next and then also in a good place too! These are four-drop artifacts that cost two in their color, and then drop their color's cost like a Familiar. Then they often have a static trigger to double something like mill or life gain too! Then you can tap them for mana to get something that plays into their static too. Love them much!
#15. Secret Tunnel
Rogue's Passage is a powerhouse in casual land. And multiplayer too. You tap it for four to make one dork unblockable, and then note that's not your dork either so you can make allies or kill off the big-bad. Here this base is unblockable with this land in case it's Earthbended or other stuff. Then you can tap it with four to make two of our dorks unblockable, but they have to share a creature type too. That's a much better Rogue's Passage base, but there are the obvious restrictions there to make it not as great since you need two targets. I think you'll understand why it's here though.
#14. Triple Triad
This powerful and strong free-card caster is next. You drop this six-cost Red enchantment with a rough triple red cost. And then in our upkeep everyone exiles their top card of their library and we can cast ours that turn for free! We can also cast our opponent's stuff for free too that are cheaper, so if we free cast Insurrection? This brew is all about free pricery stuff and then most foes should count too. You are also getting more free costs the more we are playing against, and there are some ways to see what's top like Scroll Rack and Sensei's Divining Top.
#13. Impostor Syndrome
Are you feeling a little queasy? Check the title and number here. I hear you with this also six-drop enchantment this time in Blue and easier to cast. When your nontoken stuff deals damage you can make a token copy that's not legendary. We all know how much fun players have with Copies and copies, and then the Copies won't make more, but the original ones will - sorry I know.
#12. Behold the Sinister Six!
This fun game winning seven-cost mono-Black sorcery is next! When it resolves you can bring back six creatures with different names to my battlefield. That's great in Highlander formats, or self-mill or self-sac or Aristocrats, Midrange and especially multiplayer since you'll often have more time to build up your graveyard into something better. From Solemn to Eternal Witness to Mulldrifter to even win cons and such, this is strong stuff,s right? And I'd rather lose to this than the prior card, and I'm sure you all too!
#11. Hammerhead Tyrant
This six-drop on-curve 6/6 flying Dragon is in my 11th spot and I am sure you can see why it's here too. This turns the casting of any spell at any time into a non-land Boomerang opposing bounce too! But just for cheaper stuff which seems a powerhouse here and there too. I'm just glad that this isn't legendary because you can imagine the issues here.
#10. Adventure Lands
This five land Adventure Town cycle is next in Alpha order! Getting a Modal land was already great since you could choose which one was best! But these are both. Ishgard, the Holy See comes with a five cost to bring back artifacts or enchantments, Jidoor, Aristocratic Capital can six mana to mill one foe's half library. Lindblum, Industrial Regency is three Instant speed to make a game-winning in Spellslinger 0/1 Wizard; Midgar, City of Mako is three sorcery to sac something and draw two! Then the last six-mana Green Zanarkand, Ancient Metropolis makes a 1/1 Hero with size equal to our land count +1. That's my fave!
#9. Repurposing Bay
This simple cost but powerful and dominant three-drop artifact in Blue is next. It taps with 2 at sorcery speed to sac an artifact and then bring one to the battlefield for anotiher mana...yup...it's a Pod for artifacts! Pods for dorks were nasty in casual, multiplayer, Standard and more too. But artifacts are often better in some ways since they are colorless and tons of them are around too! I'm not sure you'll want to embrace it, but that sorcery speed might be the killing stroke on why folks aren't running it!
#8. Dracogenesis
We all know that Dragons are always a very popular Kindred type to build around ever since the first gave us two - Shivan Dragon and Dragon Whelp too. But once you've dropped this Omniscience for Dragons, I'm sure you'll win the game with all due speed and then run Wheels too after to keep on the free beats and drops too.
#7. Radiant Lotus
This six-drop Mana Rock is next. It arrives untapped and then taps for that mana or more when we tap and sac artifacts at three mana each. Note that can be stuff like tokens from Treasures to 1/1 Servos. That's nasty and big and potent! Just insert game-winner like X spell and win.
#6. Protection Magic AND Ultimate Magic: Holy
Next up we have two awesome answers to answers here that I adore in my brews that go wide. The two-cost one tosses a shield counter on all of our dorks to save them once, better than just indestructible since they'll stay until needed. Then than three-cost foretelling one will give everything indestructible, not just dorks. Then it's also a Fog if cast from exile.
#5. The Will Cycle
Ever since Commander Masters gave us the beloved spell cycle like Jeska's Will, these are great to skate. Each half is good for the cost and then with a Commander out both resolve to really take over a game fast. Will of the Mardu for three instant speed will make a 1/1 Warrior equal to one player's count and/or Shock a dork for our dork count. The Blue sorcery Will of the Temur costs six for either making a token copy of anything from lands to dorks to battles as a 4/4 Dragon flyer or you draw cards equal your largest permanent cost!
Then Will of the Abzan for four mana will either make our foes each sac their priciest dork and lose life and/or Zombify. Then Will of the Jeskai will make everyone wheel five if they want! Then you can give all of our spells flashback this turn at their mana cost! Then that five-cost Green sorcery Will of the Sultai rounds it out.
#4. Mox Jasper
This 0-drop Mox legendary is great since as long as you have a Dragon it taps for any color of mana! That's just awesome possum and doesn't even need a Dragon brew to make it work, just a Dragon Commander!
#3. Horizon Explorer and The Wandering Minstrel
We have these two awesome Green rare bodies with the ability for...all...lands coming to play untapped! Karoos? Fetches? Shocks? Tris? All of them! Then the three-drop first one has an attack trigger for not just it to make a Lander token for ramping! Drop it prior to combat. Then the two-drop Simic legendary dork is great with the ability to care about Towns too and make dorks for free and then activates for all colors of mana for an Overrun too.
#2. Icetill Explorer
This is my second favorite card this year! This four-drop 2/4 land loving lad is here! It's an Exploration you can drop another land! Then it's a Crucible and youcan grab and drop another land from the graveyard too! Then you can landfall and mill one for playing later or other good stuff too! There is nothing bad here, it's perfect and combines beloved and awesome power in one card here!
#1. White Lotus Tile
This four-drop non-legendary Mana Rock arrives tapped but is worth it! You can tap for mana equal to what your biggest dork total is! Note that's not set and could change from turn to turn as the game shifts too! You don't even need to be in a Kindred set to make that work too, right? It's all of the good mana making!
There we are! What did you think of my list? I hope you enjoyed it! Sorry, but the FF set was pretty overpowered and thus this list needed to be longer too!






















