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Uncommonly Good

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Fate Reforged is out, and people are slowly getting a hold of the cards they want and figuring out what to add to their decks. Seeing some of the new cards that aren’t rares got me thinking about uncommons that seem to show up in a lot of decks. While this is a bulk-rare format, it can also be a forgotten-uncommon format, especially if you’re building a 75% deck. I keep stressing that this isn’t a budget format, but since I like to build a lot of new decks, I appreciate uncommons and commons that are useful and can go in a lot of decks.

Wardscale Dragon
The EDH subreddit had a thread earlier this week that discussed a lot of uncommons that are staples in Commander, but I think if we are making a list of 75% uncommons, that list might look a little different. The responses on reddit were about what you’d expect—Sol Ring, Sensei's Divining Top, Spell Crumple, Hinder, and Skullclamp were popular responses. Those cards are obviously powerful, but with the exception of Skullclamp and Sol Ring, we try to avoid those cards. If we’re going to find powerful cards that should go in 75% Commander decks but don’t run cards like Hinder or Top, how are we going to make our list? I think it’s simple—we’re going to have to get a little creative. I took a look at a few uncommons from Fate Reforged that I think are good choices for 75% and then looked at all of Magicdom. Here’s what I came up with.

Wardscale Dragon this card would make me happier if it had 5 power so I could play it with Mayael the Anima, but I think this is a powerful effect, and it can go in a lot of decks. I’d at least try it out. Disrupting opponents’ abilities to cast spells during combat is useful. Whether this breaks into the format remains to be seen, but I think unique effects are worth discussing, especially on a relevant body.

Dark Deal This is a bit narrow, but I think this can see play outside of just Nekusar, the Mindrazer decks. Obviously, Nekusar decks want this. Can you build a 75% Nekusar deck with Wheel of Fortune effects? Probably not. Still, refilling everyone’s hands and making them discard cards they may have tutored for—or decking someone with a Reliquary Tower—is an unexpected effect from black. If this sees play outside of Nekusar decks, it has potential in 75% builds.

Fascination
Fascination This is the Prosperity we’ve been waiting for. The ability to deck people or knock cards they put on top of their decks with a Top or tutor is worth the extra u, I think, and decks that run Prosperity might want a second. It’s great in group hug decks as well—I think this card is a great choice in certain 75% builds.

Sage's Reverie This is a very good choice for Voltron decks. I think Uril, the Miststalker and Bruna, Light of Alabaster can make obvious good use of this. I also think it’s worth noting if you play Faith's Fetters, Arrest, Pacifism, or the like, as this counts them as well. This could be the only Aura you attach to your own creature and still gain a substantial boost.

Humble Defector This was touted as a silly card in Jeskai Ascendancy decks, but this could be a good political card as well. Allowing another player at the table to draw cards if he or she needs it could make you some allies. Also, decks that run Brand effects or Threaten effects could make sure you keep getting this back. Yasova Dragonclaw comes to mind.

Reality Shift This may be the best mono-blue removal spell they’ve ever printed. It may not be, but it also may. I really like this better than Pongify and similar stuff, especially if the opponent can make use of his or her graveyard. This is likely to see a lot of play.

Valorous Stance
Valorous Stance This card is touted as Standard-playable, and while that’s certainly true, this is a flexible card that can do two very useful things. I generally like Charms, and this is as powerful as any Charm with the added benefit of being very castable.

Outside of FRF, there are some great uncommon, and I’ll try to steer away from obvious cards when possible. I think there are some gems that are either good substitutes for cards that we like to steer away from or are cards that are overlooked. Let’s get into it.

Archetypes (Archetype of Courage, etc.) — Frankly, this whole cycle is worth a look. These cards aren’t as splashy as other cycles in recent years and are easier to remove than nonenchantment creatures, but they more than make up for that liability with two very good abilities. The blue one (Archetype of Imagination) feels like cheating, and being able to blow up an enchantment isn’t much use if that enchantment and all of your other creatures have hexproof (Archetype of Endurance). Even the white one can screw combat up for opponents.

Arrest This is so good. Sometimes, Arresting someone’s commander is much, much better than killing it.

Aura Shards I don’t see this in enough G/W lists. You play creatures, and they play targets. This card does work.

Bellowing Tanglewurm This card feels unfair sometimes.

Brave the Sands
Brave the Sands This is a new card, but a useful one, especially if you’re chumping with tokens. This makes your creatures monsters in combat.

Brutalizer Exarch Sometimes, our Charms are creatures. That’s okay by me.

Burnished Hart This is a popular choice, but not everyone is aware of how good turbo-stag can be. If you’re not trying this out, try this out.

Charms — The harder to cast a Charm, the more worth it I find its effects. We have a lot of charms to choose from over the years, but personal favorites include Bant Charm, Simic Charm, Gruul Charm, Crosis's Charm, Rakdos Charm, Golgari Charm, Abzan Charm, Sultai Charm, Naya Charm, and Esper Charm.

Crystal Ball Sensei’s Top is expensive and can be annoying. Rearranging the top card of your library all the time can become addictive, and making people wait for you to Top is gross. While Crystal Ball still requires them to wait, you usually do it right before your turn, so it’s almost as though your Crystal Ball phase is the first phase of the turn—Crystal Ball, untap, upkeep, draw. I play this in my Mayael deck and don’t regret that it’s not a Top.

Nacatl War-Pride
Nacatl War-Pride This card has a lot of text on it and was in a block in which there weren’t a ton of creatures, even in Limited. Most people have no idea what this card does. Expect them to pick it up and read it more than once. Expect them to be really upset if you have Parallel Lives in play.

Nullmage Shepherd This card is bonkers in my Nath of the Gilt-Leaf and Prossh, Skyraider of Kher decks. Obviously, tokens are a big help, but this card always has a target in mind. Acidic Slime sees a lot of Commander play, but in certain decks, this is way, way, way better.

Riptide Shapeshifter This card is plenty good. I don’t know why I don’t see much appreciation for it, but this seems to be a great 75% card to me, especially if you have more than one creature of the chosen type. Skewing toward power and away from consistency is very 75%. Getting an Eldrazi is powerful, but getting a specific one is inconsistent—perfection.

Spin into Myth It’s better to punish people for doing things than it is to prevent them from doing them, right? As oppressive as it is to keep Hinder up to tuck someone’s commander, sometimes, an opponent will do something you need to prevent him or her from doing again. I tend to avoid playing Hinder and Spell Crumple (although a case can be made for them in 75% decks), but I think this is a solid card that I don’t feel bad using on a commander or annoying card like Vorinclex, Voice of Hunger or Prophet of Kruphix.

Unbender Tine This is overlooked but very, very useful. The colors it’s in are a bit of a liability, but there are plenty of good Esper decks that could but don’t use the Tine but that remember to use Voltaic Key. This is singleton—run both.




While far from an exhaustive list, I hope this included a few cards you hadn’t considered before that could take the place of a card you are looking to take out or that are otherwise worth building around. I think some of the new cards in Fate Reforged are worth a look, and I think there are some good substitutes for—or supplements to—cards already seeing play on this list. Have an uncommon you think is a good 75% deck candidate or you wish saw more play? Leave it in the comments section. Thanks for reading, and check back next week!


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