Wrenn and Six is one of my favorite cards to play with in Magic’s Eternal formats. I’m thrilled to see the Dryad planeswalker make an appearance in Innistrad’s storyline, and in a Standard release set. Let’s take a look at Wrenn and Seven.
Wrenn and Seven has a much higher mana cost than Wrenn and Six, but that’s to be expected in moving from a card designed for Modern and Vintage to a card designed for Standard. But the strategic similarities are certainly there. Both planeswalkers involve putting lands into your hand, both play closely with the graveyard and both have ultimates which synergize with the other abilities.
Is Wrenn and Seven good? Let’s answer this question using a two step process. First, what can they do in a vacuum? For example, if you open them in Sealed Deck or toss them in any old Constructed strategy.
Wrenn’s +1 provides card advantage, and is nice in a control or ramp deck that’s looking to continue making land drops. We also have access to some nice value lands in Standard, even if you’re not in the market for more mana.
The 0 ability would be pretty fringe for most decks, since you’re not likely to have a bunch of lands in hand by turn five unless you’re drawing dump trucks full of extra cards.
The -3 ability creates a giant reach Treefolk, which will presumably be at least 5/5 upon creation, and will grow larger as the game continues. A particular appeal of this ability is that Goldspan Dragon will presumably be one of Standard’s defining cards after rotation, and a 5/5 reach matches up well against it. Notably, this Treefolk is not legendary, so multiple copies of Wrenn can create an army. The pattern of one +1 and two -3s over the course of three turns is also very strong.
Finally, the ultimate ability returns all permanents (creatures, planeswalkers, lands and more) from your graveyard to your hand. Your graveyard will always be totally stocked after several activations of the +1 ability, so this should be quite powerful.
So at face value, I think we have a solid planeswalker who ought to be playable, and gives about what I’d expect to get for five mana in Standard. Perhaps not a Nissa, Who Shakes the World or a Teferi, Hero of Dominaria, but certainly useful.
Now let’s consider a deck built to maximize Wrenn’s abilities.
The first thing I’d seek to do is utilize my graveyard, and we already know that flashback will be represented in Innistrad: Midnight Hunt.
Next, I’d design my deck to make use of lands. Lots and lots of lands. I’d be looking to cast big spells, and perhaps utilize landfall.
Getting Lotus Cobra on the battlefield could threaten some combo potential which gives me vibes of the now-banned Omnath Ramp deck. Waking the Trolls is also an excellent way to accelerate while making a threat.
I think Wrenn and Seven could be great as both a payoff and an enabler for dedicated ramp decks, and this is one of the first ideas I’ll be excited to explore when Innistrad is released.