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The Best Draft Chaff from Avatar: The Last Airbender

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The holidays have put me a little behind, but we're still drafting Avatar a little bit, and people probably have big stacks of cards they've picked up from drafting and other events which they just know are going to sit there until they eventually get shuffled into a box somewhere. If they're willing to share, here are my picks for the cards worth grabbing, aimed at Commander players who like to build a lot of decks, just like the last one.

General Notes

Subtypes are real, y'all. If you're the kind of builder who likes themes in their decks, it's generally going to be worth it to grab cards with specific subtypes. As an example, I have at least two decks in my stable with an Ally theme, so I'm going to snatch up any Ally I see. Lessons are a similar one, and since we've got them, I'd grab those too. Because that carries a standing direction for this set, I'm not going to highlight a card because it's an "Ally" or a "Lesson".

White

Airbending Lesson

In a deck which needs to get rid of stuff to clear a path, or is looking to remove just about anything, this is just enough of a Generous Gift to consider. Yeah, they'll get it back, but probably not right away, and this replaces itself rather than giving them an Elephant.

Curious Farm Animals

Self-sacrificing (always valuable), reasonable death trigger, plus a Naturalize built in? Plus it's like a million Creature types. Sign me up.

Path to Redemption

Pacifism gets a bad rap. Among other things, it can shut down a Commander because the Commander doesn't change zones, so there's not a lot they can do about it without Enchantment removal. With the Stack, if they try to remove your Enchantment you can pay five and still exile the enchanted creature. Considering this lets you actually remove something fully with more mana, and it leaves you with a token, this is a solid upgrade.

Yip Yip!

Cards like this aren't for every deck, but combat tricks are so wildly unexpected in Commander, and combat math is often so tight, something like this for 1 mana can be just the right thing.

Blue

Forecasting Fortune Teller

I like effects like this. Clues are great mana sinks and they can lean into Artifact synergies, and 1/3s for 2 mana are surprisingly effective early game. It's not a Wall of Omens, but it's close, and it can attack.

Rowdy Snowballers

If you're looking to build for Bracket 2, this is the sort of thing that can solve a lot of problems. It opens a path or gives you a break from an oppressive Creature, buying some time, leaves you with a guy, and doesn't make anyone too sad.

Waterbending Lesson

"Draw 3 cards" is awesome. For four mana? Even if you have to discard, who cares? This is great. Wish it weren't a Sorcery, but a deck that wants draw spells will want this.

Black

Beetle-Headed Merchants

Sacrifice effects are valuable; Black deck often want them. This isn't perfect, but imagine this in a Meren of Clan Nel Toth shell. Any deck moving things in and out of the 'yard should at least poke this with a stick.

Hog-Monkey

This is a surprisingly powerful ability. Yeah, it can target itself, but it gives Menace to anything with a +1/+1 counter. Menace complicates combat math really well.

Merchant of Many Hats

Another powerful ability. Yeah, there are more powerful, but this is the sort of thing that buys back an unfortunate discard or mill, and it's on-curve.

Swampsnare Trap

Oof, that guy looks unhappy. I like that this sort of removal gets around Indestructible, and the fact it's an Aura can be relevant. Plus, it's cheap if you're pointing it at a flyer.

Red

Bumi Bash

Options are great. These options are both solid; it'll always be able to remove something that needs to go.

Deserter's Disciple

Another surprisingly powerful ability. It's not scary until it targets a Master of Cruelties.

How to Start a Riot

Another fun combat trick, although you must use it before blockers are declared to give your attacker menace. Could be a lot of fun with a bunch of Goblin tokens.

Green

Cycle of Renewal

It's a functional Harrow. I'm putting one in Multani right away, and lots of decks want to mess with Lands. Grab as many of these as possible.

Origin of Metalbending

A Naturalize with an extra option? Sold. It's an easy swap if you're actually running Naturalize. If you're not, start. It's worth it.

Raucous Audience

If you're the kind of person who runs mana dorks, grab this. If you're not, grab this anyway. Sometimes mana dorks are the way to go, and you will want this one.

Multicolored

Abandon Attachments

It's not for everyone, but this is quite strong in the right shell. It leaves you even on cards but it does it at Instant speed. Make the discard work for you (Madness?) and you're ahead of the game.

Wandering Musicians

Sometimes you want this effect, and its high toughness makes it easy to attack with it. Combine with Assemble the Legion for maximum fun and add Cathars' Crusade for bonkers insanity.

Colorless

Aang's Journey
Zuko's Exile

Both cards are great. Sometimes you need to search for a Land, and sometimes you need to remove stuff. Because they go anywhere, in any deck, these are always solid choices.

Bender's Waterskin

Three-mana rocks are where casual players live. This one making itself available every turn makes it even better!

Rumble Arena

You don't run Rumble Arena because it's the best Land in the world. You run it because you're looking to save money and have some cool synergy... or because you intend to make it a Creature and now that Creature has Vigilance!

I hope this helps guide your choices when someone leaves behind a pile of cards!

Thanks for reading.

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