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Top 10 Most Important Neon Dynasty Commander Set Cards – Riley Ranks

It’s not just 60-card formats that have received new additions with Neon Dynasty – the Neon Dynasty Commander decks have brought all sorts of new spice for 100-card EDH decks as well! It’s difficult to find the right balance between excitingly new and format-breaking, but so far most of the new additions to Commander seem like they’ve found the line. You can expect to see many of these new cards at your EDH tables soon – here’s a look at the 10 most important additions to the format. 

 

 

10. Kaima, the Fractured Calm

Kaima, the Fractured Calm

Kaima is a reluctant inclusion on this list because I personally don’t see this style of red-green deck taking off. It’s pretty narrow and rewards you for doing something pretty specific, and unlike most red-green decks that thing isn’t just “make big creatures and attack”. I like that – I think it’s good that new design space is being carved out for color pairs like this – but I do worry about overreach. We’ve seen green gain access to everything from card draw to pseudo-counterspells, so while I like seeing Kaima push the boundaries of what red-green cares about, I don’t want it to go too far. 

9. Cyberdrive Awakener

Cyberdrive Awakener

While this is a long way from Craterhoof Behemoth, it is cut from the same cloth! The fact that it doesn’t turn all your little 1/1 Thopters into 4/4 monsters is a little rough, but Cyberdrive Awakener can serve as something of a finisher in the right artifact-based decks, sending Signets and Sol Rings into the sky to chase down opposing life totals. I think the best place to put a card like this is in a deck heavy on Treasures and/or Clues, where it can do a serviceable Craterhoof impression by sending 100 or so power into the sky. 

8. Organic Extinction

Organic Extinction

Sweepers are always going to be relevant in EDH, and if there’s ever a potential to turn a sweeper into a Plague Wind then it’s worth sitting up and taking notice. Organic Extinction can do a very serviceable impression of Plague Wind, and will generally cost a fair bit less if you’ve got a board filled with artifacts, especially if you’re able to generate plenty of Servos and Thopters. A one-sided sweeper is no joke, and in any artifact build Organic Extinction is going to be a great inclusion, leaving your board of robots untouched while clearing everything else. 

7. Aerial Surveyor

Aerial Surveyor

More white ramp, with the usual “more lands than you” proviso baked into it. Aerial Surveyor seems like a decent way to snag an extra Plains or two, but unless you’re up against a dedicated green ramp deck filled with Rampant Growths, you’ll struggle to get more than a handful of extra Plains out of this card. It’s not a bad attacker, I suppose, but I’ve been surprised to see just how excited people have been to include this in their white decks. It’s a fine card, but it’s not a game-changer. 

6. The Myojins

Myojin of Blooming DawnMyojin of Cryptic DreamsMyojin of Towering MightMyojin of Roaring BladesMyojin of Grim Betrayal

The second round of Myojins join the first in being enormously expensive, temporarily indestructible and equipped with a very powerful activated ability. I do like how they matched the stats for all the new Myojins to their older counterparts, but I’m having trouble evaluating exactly whether the new ones are more or less powerful. Myojin of Towering Might is the least exciting of the new batch, while Myojin of Cryptic Dreams seems ridiculous with something like Agent of Treachery (steal four things, draw 12!). I expect to see these Myojins around the tables, but I don’t think they’ll turn EDH on its head. 

5. Silkguard

Silkguard

Protection spells are a bigger part than ever of EDH, and these days you have to be ready to fight through things like Heroic Intervention and Teferi’s Protection. Silkguard is a fresh twist on the standard instant green protection spell, offering +1/+1 synergies in addition to being a way to protect your team. I like how this protects Auras and Equipment no matter what, but relies on a more sizeable investment to guarantee the safety of your entire team – then again, perhaps not, because in a dedicated +1/+1 deck all your creatures will probably be modified most of the time anyway. 

4. Imposter Mech

Imposter Mech

Cheap clone effects can be massive – see Phantasmal Image – and being able to spend just two mana to copy an opposing creature is always pretty good. Especially, of course, if you’re going after utility creatures with powerful noncombat abilities, in which case Impostor Mech might as well just be Clone. If you’re interested in something that doesn’t want to attack, and instead just bolster your board with static or triggered abilities, Imposter Mech is a great pickup for blue decks of all kinds. 

3. Swift Reconfiguration

Swift Reconfiguration

Removal like this comes at a premium in Commander, as it’s a way to deal with opposing commanders without running afoul of the rule that lets you return your general to the command zone. Swift Reconfiguration can neuter an opposing commander pretty effectively by rendering it unable to participate in combat – but that’s not the only reason it’s a $15 card. This card also combos with Devoted Druid to produce infinite mana – and for just an initial down payment of three mana, rather than something like Palinchron/Sneak Attack costing five. Swift Configuration is a card to keep an eye on!

2. Drumbellower

Drumbellower

What will it take to make white good in Commander? A pseudo-Seedborn Muse isn’t a bad place to start, to be honest, and I’m interested to see just how silly you can get with Drumbellower and a host of creatures with tap abilities. Mana dorks come to mind, of course (how about Bloom Tender?), but then there are things like Captain Sisay, Krenko, Mob Boss or even Beguiler of Wills. This card has a lot of potential, and I’m very interested to see what ridiculous things can be done with it. 

1. Go-Shintai of Life’s Origin

Go-Shintai of Life's Origin

Shrine decks finally have a commander that will juice the archetype up to unforeseen heights – a five-color general that doesn’t just reanimate destroyed or discarded Shrines, but also creates more of them, more than the 17 that have been printed so far. Think of the Shrine triggers each turn, when you have five or 10 Shrine tokens out! Go-Shintai of Life’s Origin is a huge addition to EDH and you can safely expect five-color Shrine decks to flourish in its wake. People love nonsense like Shrines, and this card is the ultimate enabler for the archetype. 

 

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