fbpx

Top 10 Dominaria United Commander Set MTG Cards – Riley Ranks

Dominaria United Commander is bringing a host of new cards to the Commander format, and it looks like some of them are going to have a real impact. It’s not just the legendary creatures, as well – there are utility cards and even a reprint or two that really stand out from this latest Commander release. There are some real stinkers mixed in amongst the new cards, of course – I don’t know that many people are getting excited by General Marhault Elsdragon – but between some sweet new cards and old faces getting brand new iterations, Dominaria United Commander has got a fair few cards that might be worth picking up. 

 

 

10. Ohabi Caleria

Ohabi Caleria

As it stands now, Archer tribal just… isn’t really a thing. It’s a tragedy that has gone overlooked for too long, especially when there are sick cards like Greatbow Doyen and Brigid, Hero of Kinsbaile crying out, begging the coach to be put in. Fans of Archer tribal have, at long last, had their prayers answered, in the form of Ohabi Caleria. This new Caleria turns cards like Elite Archers and Crossbow Infantry into card advantage machines, while also finally finding a way around Arbalest Elite’s downside. I’m just excited to have an excuse to play Seton’s Scout, because how often do you get the chance to play with a Centaur Druid Scout Archer?

9. Activated Sleeper

Activated Sleeper

Clones – especially cheap clones – are always worth a second look in EDH, and Activated Sleeper is even more interesting than your typical, run-of-the-mill clone in that it’s a black card, rather than a blue card. You do have to jump through a few extra hoops in order to really get things going with Activated Sleeper, as you can’t just pay three mana and two life and clone something like you could with Phyrexian Metamorph, but remember: it doesn’t have to be you that kills the creature you want to copy. Your opponents get into combat, and trade off some powerhouses? Oh baby, it’s time for the Sleeper to activate, and copy the (former) best threat on the field. 

8. Crystal Quarry

Crystal Quarry

This card is a reprint, but it’s an important one for a simple reason: cost. Prior to this, Crystal Quarry had only ever been printed in Odyssey and was a $10 card, which is absurd considering Cascading Cataracts is less than half the price and has considerably more upside. It’s not like it’s a truly critical reprint or anything, but for people playing WUBRG decks, it’s a very welcome resupply to the card pool. Besides, it’s the first time it’s been printed in a new border, which matters to players like me, who want their decks to look consistent with card frames. There are dozens of us. Dozens!

7. Tiller Engine

Tiller Engine

I’m a little cooler on this card than most, but the fact that it comes down on turn two and turns bouncelands into obnoxiously powerful cards is probably enough to warrant people’s interest (I don’t play bouncelands, as it’s too confusing to have some lands tap for one mana while others tap for two. There are dozens of us!). The fact that the lands have to enter tapped in order to trigger the second ability is a bit of a knock against the card, but I suppose if you desperately need to tap something down with a fetch, you can get a Triome or shockland. I’m just not buying into the hype, I suppose, as while untapped bouncelands are cool, untapped Triomes just aren’t doing it for me. I’m ready to be proven wrong on Tiller Engine, however. 

6. The Reaver Cleaver

The Reaver Cleaver

Treasure is being pushed so hard in Commander, and The Reaver Cleaver is yet another card aimed at producing a ridiculous number of Treasures every turn. Suit a big beater up with this and send it in and it won’t be difficult to generate five or more Treasure tokens each time it connects, especially with trample. Aside from that, the name opens up all sorts of exciting opportunities for similarly-titled cards: instead of Catacomb Crocodile, what about the Blocky Crocky? Instead of Assembled Alphas, how about Attacky Wolfpacky? I, for one, welcome such a bold new creative direction.

5. Robaran Mercenaries

Robaran Mercenaries

For the combo potential of this card alone, Robaran Mercenaries is a very interesting addition to the Commander format. There are a ton of disgustingly broken things you can do: for instance a five-power Robaran Mercenaries plus Fain, the Broker, Marwyn, the Nurturer and Chromatic Orrery (or Mycosynth Lattice) is infinite mana thanks to Fain’s untap ability. Robaran Mercenaries plus Grimgrin, Krenko, Mob Boss and one other Goblin produces infinite tokens, and an infinitely large Robaran Mercenaries (and Grimgrin, for that matter), not to mention infinite death triggers. Or you can take a classic route: Robaran Mercenaries plus Kiki-Jiki and have the Mercenaries target itself with the ability… no, wait, then the infinite number of tokens you make are all tapped. Hm. I guess we play Rally of Wings as well?

4. Baru, Wurmspeaker

Baru, Wurmspeaker

Much like Caleria coming along to breathe new life into the archer tribe, Baru is here to finally give us a Wurm commander worth having (sorry, Grothama). There are some unbelievably strong Wurms – Engulfing Slagwurm, Wurmcoil Engine and of course Impervious Greatwurm – and now they’re even stronger, with +2/+2 and trample thanks to Baru. Baru’s activated ability seems nuts, to be honest, as it will usually only cost one or two mana – and even on an empty board, it only costs eight mana the first time, as the 6/6 you create makes the second activation cost two. It’s good to see a weird, underappreciated tribe get a bit of love, especially with a genuinely powerful commander like Baru. 

3. Gerrard’s Hourglass Pendant

Gerrard's Hourglass Pendant

What I love most about this card is just how devastating the blowout potential is for such a low cost. With Gerrard’s Hourglass Pendant, and for just one mana, you can ruin the day of the blue mage who has just spent 20 or more mana copying and re-copying their Time Stretch or Expropriate. For just one mana, you can counter a billion mana worth of extra turns – and that’s just the beginning! Consider this: your opponent casts a Time Warp, then attacks with everything. You make terrible blocks, flash in the Pendant, get everything back and counter their extra turn. Time Stretch enjoyers, watch out: the Pendant will get you. 

2. Hazezon, Shaper of Sand

Hazezon, Shaper of Sand

Old Hazezon, Hazezon Tamar, was a pretty sweet legend. Generating a ton of Sand Warrior tokens with something like Anointed Procession or Parallel Lives out is pretty sick, and being across the Naya colors meant you could play all those token doublers plus damage-dealers like Purphoros or Impact Tremors. New Hazezon won’t make quite as many tokens, but offering a “Desert tribal” angle makes up for it. Almost every single Desert ever printed has a way to get into your graveyard, whether through an activated ability or through cycling, so having a way to recur them while also making tokens is very strong. Welcome back, Hazezon – that’s quite a second album you’ve put together!

1. Tetsuo, Imperial Champion

Tetsuo, Imperial Champion

What I really like about Tetsuo is how it takes a theme so firmly rooted in another color combination and brings it to an all-new space. Equipment decks are so overwhelmingly Boros, and now Tetsuo is bringing them to Grixis decks. This rules, and the rewards you receive for suiting up Tetsuo are just massive – whack an expensive bit of Equipment on him, like Kaldra Compleat, and you’re dinging stuff for seven a turn – not to mention Tetsuo’s absurd synergy with Oathkeeper, Takeno’s Daisho, as he’s a Samurai. Finally, my favorite thing about Tetsuo is that even when suited up with something as cheap as Lightning Greaves, you can still use his second ability to cast suspend cards like Ancestral Vision, Profane Tutor or Inevitable Betrayal. Sick!

 

Leave a Reply

Scroll to Top