All Star Trek, Reality Fracture, & The Hobbit Spoilers Review

Hello and welcome back! We’ve got some spoilers for the next three upcoming Magic sets, from Star Trek to The Hobbit and Reality Fracture. I’ll be going over those spoiled cards today, but we also had some set names from the next three universes within sets for next year too: Nauctis the Sunked Realm, Kamigawa Titanfall (mecha versus kaiju), and Zhalfir. We didn’t get any cards (but did get some amazing art) from those sets so I won’t cover any of that today. I might be some fun speculation though to ask where the cards today might meet the cards of tomorrow.

That all said, there are a LOT of spoilers, so this one is a long article. Hold on, we’re about to go there and back again at warp speed.


STAR TREK


THE SHOCK LANDS

The first thing to get out of the way is the return to Commander, but actually Standard, of the Shock Lands once again. These lands are always good for a reprint to get into any card pool and bring down the prices of the previous versions. Keep an eye on prices for those versions to jump on any drops, or look at the new art for both the regular and alternate versions from this set to decide which versions you want for your possibly spacecraft-themed commander deck.


THE COMMANDER DECKS

Not much is really known about these yet, but we are getting four Commander decks alongside this set, with two shard and two wedge colored decks. The premisses seem interesting at least, so I’m sure we’re going to get some great support for some old archetypes and excellent new cards.

 

U.S.S. ENTERPRISE-D, GALAXY-CLASS

Speaking of, and a mouth full at that, this new and expected legendary spacecraft helps you explore the top cards of your library whenever it gains a charge counter. Since you can only station the spacecraft as a sorcery, adding some proliferation to the deck can add up to extra advantage.


CRYSTALLINE ENTITY

Mass removal on a creature that can go in any deck. However, it works best in an artifact creature heavy one for some easy followup after the wipe to help win the game.

This can be an easily abusable card with its types, whether reanimation, blink, or artifact combo.


SEVEN OF NINE

Now, this is a legend with a lot of potential now and in the future. Modal cards are some of the most popular designed cards and this legend rewards you for choosing modes on cards. From charms and sieges to the will of the council, you will be rewarded.


CAPTAIN KATHRYN JANEWAY

Honestly, not something we don’t have an effect for, but the flavor on this one is pretty good. Besides, there are some other synergies you can get from the counters and landfall triggers regardless. While the design isn’t inspiring in a vacuum, Janeway is a good card for many decks.


CAPTAIN JAMES T. KIRK

Another flavor win (he was always a more “hands on” captain), he gives you some value for the less-talk-more-action approach. If you really commit to actions, he gives you bonus value.


BECKETT MARINER, IMPETUOUS ENSIGN

Repeatable burn to opponents is always good, and first strike helps her survive combat. It does take a bit to get there though, so something that adds counters and/or allows her to attack more than once a turn is going to be key.

I don’t see her leading many decks, but there is space for her in the 99 of a few.


SALT VAMPIRE

Some early denial of a card in hand can be nifty, though in commander you have three opponents most of the time. Reusing the enter ability however could spell a lot of doom for those opponents. I like this one, though in Commander it’s only okay.


DR. BEVERLY CRUSHER

We’ve got our (first?) double triggers effect of the set in the doctor here. It’s not bad either. I can think of a number of deck where this will be great to have in the 99. As a face commander, her value lies in that doubling ability, so I think she’ll get a fair share of decks built with her in front.


KHAN, ENGINEERED EVIL

This IS a reprint, sorta. It’s Sholedred, the Apocalypse and in that it’s a welcome reprint. Whether that’s enough for people to pick up this version has yet to be known.

(People will. That effect is truly nuts)


THE CITY ON THE EDGE OF FOREVER

There are some interesting angles with this card. You could keep everything phased out by protecting the token you make and sacrificing a different one from an enchantment source or something you cast or trigger during chapter two. You could also bring everything back, but the opponent to your left gets the first go. You could also set up for this with a Suture Priest or Torpor Orb to punish or lessen the impact of their board. Playing around what this card can do will make it better than it first appears.

As a stand alone card, it’s fine. Not the best removal outside of an enchantment deck in those colors, but a solid pick to get you a bit ahead of an artifact or creature heavy table.


BRAD BOIMLER, EAGER ENSIGN

An aggressive Harden Scales in White. Interesting, though I should note you don’t have to attack to get the benefit. Using this creature to pay costs like Convoke, Station or Crew can also work wonders. Specifically Station has some synergy here, and I’m sure we’re going to get a few more starships in this set. Adding some extra oomph to planeswalker isn’t a bad idea either.

Outside of those scenarios, counter synergies abound in Magic. At two mana, I imagine this card will be quite popular in many decks that want to get more of those counters.


HIGHLY ILLOGICAL

Scaling counter magic is pretty nice. You can use this early for some stopping power, especially against some possible combos and utility, or later to outright counter anything. I think this might be a sleeper counter spell. I’d get one or two just to have around.


HOSHI SATO, EXOLINGUIST

Seems okay in typal typal decks, and some other stuff like either Volo legend. In those scenarios it could dig decently deep to nab you a card you need. Otherwise, it will do a little digging but not much. It’s fine overall but a tad expensive compared to other effects. Having it as a creature can open some interesting combos to semi-tutor for stuff however.


IN THE PALE MOONLIGHT

Not quite as good as The Eldest Reborn, this card starts off the same way by getting rid of some creatures. It doesn’t allow for planeswalkers like Reborn, but it also makes them sacrifice something more important than a token.

It diverges from there, giving you a clue, and then some tokens. I’m not sure yet if the tokens will matter too much, but that will depend on what else gets spoiled from the set. As it stands though I think this is inferior by a wide margin to Reborn, but has a better chapter 1 than Reborn does.


AMOK TIME

A decent saga with some good timing on recursion. Specifically, this might be interesting with something that has deathtouch to recur after you trade it with something much larger. Or, get something better back after you’ve taken care of a problem on another board.


CONSIDER THE PRIME DIRECTIVE

Not a bad card here. Flexible counter magic is agave of mine, because sometimes you aren’t going to counter anything worthwhile. Being able to also save yourself from some damage for a turn or two and grab a card to boot as an option is nice during those times. Some specific decks like Hylda of the Icy Crown might use this card, but overall it’s a decent counterspell with a splashable cost.


SET PHASERS TO …

The flavor is good but the ellipse bothers me, not going to lie about it.

As far as the card is concerned, I love some modal cards, and this one also taps and stuns a creature like the prior counter spell. Instead of counting a spell in addition though, this one can potentially remove an attacker by dealing that three damage. Usually these cards aren’t great in Commander or most places, but as creatures get more efficient and may be some viable targets and the years go by. It’s especially good at nabbing those creatures that want to attack to add counters, which I think this set will have in limited.

On either side of the mode, we have to consider the cost, which is only a single White mana. I think the card isn’t always going to be good, but most of the time it will be okay. Commander decks specifically wont really want this outside of again, something like Hylda, but who knows what other cards have yet to be spoiled this set.



WELCOME DECK CARDS


PICARD, STEADFAST CAPTAIN

It’s a good effect, but it seems rather over-costed to me. I’m not sure we’ll see Picard at the front of any decks, but it might make it into the 99 of some.


OPERATIONS OFFICER

Not too bad, actually, though I think a mana less wouldn’t have hurt it in this day and age. In the welcome deck it will be a great card, but could also find a home in a few Commander decks. I wouldn’t wager on it being any kind of auto include though.


SPOCK, LOGICAL CHOICE

He draws a card. Decent body with vigilance. Best to go with this is some kind of combo, but I doubt we’ll see this Spock in front of any deck.


TRELANE, SQUIRE OF GOTHOS

This might actually have some legs as a hard-to-interact-with attacker. All kinds of modifications can be made to make Trelane a menace.


BORG QUEEN, PERFECTION MANIFEST

A legend that buffs the things you might steal, twice! This is the best of the welcome legends in my opinion, with the potential to go into many a Necron deck and beyond.


BIO-ASSET ALLOCATOR

Another decent card for the more aggro style of artifact deck that moves the game forward. I wager this will also see some play in Necron decks and beyond.


KIRK, ENTERPRISING CAPTAIN

I see what they did there.

An aggressive creature with some built in value. Has Menace to help with that attack too. Not a bad card, but again with these not a face commander, not likely in the 99 with other options available. Again with these, great at showcasing some of what the color does in a Welcome Deck.


KLINGON STRIKE FORCE

Get in there or die trying. Red go AAGGRROOOO.


BENJAMIN SISKO, BESIEGED

This is actually a great effect to have as support in a deck or at the front if you want it, but the cost is too high to compete with other like cards. Still might be worth the redundancy in some deck’s 99 however.


TENACIOUS TOSK

We don’t see reverse Menace often, but this creature here has it, and gets larger if it connects. Give it Menace to make it unblockable. I don’t think we’ll see this card much though, as I’ve almost never seen Alpha Authority and it's wholly better.


REALITY FRACTURE


AJANI RESOLUTE

A two drop walker with not too much in the way of win up front, this particular version of Ajani does his best Ajani’s Pridemate impression. However, just leaving it there does the card a disservice. With that lost cost he can come down early, sure, but the best use of this card is dropping him before some big life gain which increases his loyalty, potentially straight into his ultimate. With that ability, he gives you an emblem that permanently gives your creatures +2/+2. Just imagine doing that every turn.

While not the most powerful walk ever printed, but definitely can contribute to winning the game if you’re creature focused with some life gain going on. 


AJANI UNRELENTING

This Ajani is a little more interesting, at least in my opinion. This card also cares about creatures, though with a slight bent towards tokens. You get one free when you activate a loyalty ability of any planeswalker you control, not just ajani. That’s a very good ability, especially since it helps defend your planeswalkers loyalty count.

The first activation helps get your new creatures get in there, while the second ability lets you do a version of your own Wheel of Fortune, but drawing a hand equal to creatures you control.

The final ability helps clear the way for any specifically token creatures you have. Granted, that static trigger ability is probably going to be the single best thing this card does, but the rest of the card shouldn’t be ignored in the longer games of Commander.


CHANDRA, TORCH OF DEFIANCE

Not much to say about this reprint. This version of Chandra, in a vacuum, is arguably the best version of the character. It’s probably here for that reason, as her counter-self is designed as a Blue mirror to each of these abilities.


CHANDRA, CHILL OF COMPLIANCE

The one mana cheaper Chill, as I said, tries to be the Blue mirror to the Red Defiance. The first ability gives you a round way to draw a card as opposed to the impulsive card access Red gives you. Mana for a specific kind of spell instead of two mana for whatever (which nowadays is the odd one out for Red), a kind of creature removal but Blue flavored, and an emblem with a cantrip per spell instead of burn.

I suppose you could say that it’s a sprint versus a value card. I think Chill will be good in a bunch of decks and at three mana I don’t think it’s doing more or less than it should.


GARRUK, CURSE BREAKER

When I first read this card I took it as original Garruk Wildspeaker plus Garruk’s Uprising and bigger token. I’m not mad about it either. Original Garruk was considered very good in its day, and this one comes with card draw built in and essentially costs three mana with its first ability. It’s a good solid very Green planeswalker and getting to his ultimate isn’t going to be hard at all.

That said, I’m not sure how he is breaking any curses. Summoning a curse eating pig token or something might have been cooler than a 4/4, BUT I’m not a game designer.


GARRUK, VEILED BUTCHER

The static ability on this Garruk is usually a backbreaker for any deck that can do any kind of recursion with their creatures. Otherwise I think the next best ability is the -2, giving you probably something you're doing anyway in Black. The second ability confuses me a little with its asymmetry, but it could come in handy to protect the walker itself and change the math in combat for opponents. The ultimate, also easy to get to just like Green Garruk, doesn’t seem all that good, though when you can do it every few turns at a minimum it may be where the juice is here.


THE THEORIST, JACE BELEREN

So far the only Jace in the set (excluding the eventual spoiler of the Commander version), this card is going to be sought after in commander for its card draw alone.

The other abilities aren’t bad either. The token from the +1 is the most mediocre of them, but provides a blocker to protect the walker. The second gives you some removal for each opponent you have, and the scaling in an average four player pod is very good even if it is only a bounce effect to disrupt some tempo or value. The last ability can actually win you the game by giving you options to help close it along with a minimum +3/+3 buff to your creatures. That buff will often be larger.

I hope to pull this one myself for my Xyris deck.


LILIANA THE REPENTANT

Liliana as a soul sister (a one mana White creature that has the ability to gain you a single life per creature that comes in play either at all or under your control) is a kind of poetic thing you can really enjoy about the character if you followed the story at all and watch where liliana came from to where she is.

The card itself is interesting in that and the quasi-of-runes effect (like Mother and Daughter of Runes) she can do by discarding a card. It’s a decent card and one I think will see a LOT of play in certain deck strategies.


LILIANA THE FAULTLESS

This Lili is in a vacuum the stronger of the two and fits in more decks I think than the White one. She comes with a milling ability to fill the graveyard and an ability to retrieve a creature or planeswalker from that yard. Granted, since the ability is an exhaust one, you can only do this once unless you can blink her or bring her back from another zone again. At least she doesn’t have to tap to use the ability.


BLOODLINE RECOLLECTOR

Preparing this card doesn’t seem like it will be too hard, but it might be too hard to do consistently. The payoff for it is an Ancestral Recall in Black, and so very much worth it. This card wont go in every deck but will be excellent in the ones it can. It could also be a meta specific call as well, if your opponents like to cycle some stuff every turn.


CRATERCLAW COLOSSUS

Red gets its own part of the Behemoth cycle (Craterhoof Behemoth and Moonshaker Cavalry) in this card. It doesn’t give any toughness but it does give that all important evasion in Trample. Oddly, or maybe better for Red, this one scales off artifacts instead of creatures. Treasure is probably where this will get most of its bonus from, but I’m looking forward to having it as a finisher in Rocco with all his food tokens myself.


ENLIGHTENED CONFIDANT

Bob to Rob, the White version of Dark Confidant gives a roundabout way to draw a card based on life gain instead. It also might not give you the card you surveil either, so that drawback balances the life gain you might do in a turn against Dark Confidant’s card you always get. Overall I like the design and it would benefit lower curved decks with some life gain in them.

I do want to note that it can return the card no matter what it is, which is a rarer ability in White as it usually can’t return things that aren’t permanents.


STINGCASTER MAGE

Much like Snapcaster Mage, this card helps recur an instant or sorcery with the ability giving a card in the graveyard flashback. Unfortunately this card itself doesn’t have Flash like its counterpart. Haste is fine, but I was quite bummed about it not also getting flash. I guess it couldn’t be an almost one-for-one.

The card is fine and a welcome low cost recursion for instants and sorceries in Commander. I’ve been trying to gauge if it will be anywhere as used as Snapcaster was to also try and guess at the price of this card eventually. I’m not sure I can narrow it down, but I think outside Commander this could make some lists in Standard depending on how the meta shifts.


PARADOX SHAPER

An interesting card that can help fill and filter the graveyard a bit. Some decks will want this, but without more spoiled cards yet about the schools of Hexhaven I’m not sure what to make of this card yet. Does at least seem interesting.


PRUDENT FATESEER

A buff payoff for scrying or surveil isn’t new but to have one apply across a board of creatures is rare. It also comes with a spell to create a creature to buff as well and surveils when the token is created. The best part of this really is that the Fateseer can be blinked to re-prepare the spell.

I think this card might be some nice side tech in decks that want to use it, especially ones that might scry or surveil a lot or make some tokens with a bit of those. Really it can fit in a good number of cross synergies and while I don’t expect to see it much I do expect to see it somewhere.


STINGERQUILL VOXMANCER

Draft card and that really it here. Not a way to abuse it though it might be a pick for decks like Ob Nxilis Captive Kingpin if you need that card and don’t have much better.


TINYBONES, POCKET NUISANCE

A fan favorite returns with his usual pick pocket shenanigans. The static ability here will definitely make it into decks like Nekusar and The Raven Man, giving this card some mileage in decks that want to force discards.

The wording here lets it be in more decks as well, like perhaps decks like Hashaton or Varina Lich Queen.. Whenever a player discards, OPPONENTS take damage. So, forcing your opponents to discard isn’t something you have to do, you can just want to do it to yourself and get that burn value.

That’s another thing. Tinybones here deals damage, not life loss. Giving the little fellow lifelink can change the dynamic of the game real fast.


TITANBONES, TOWERING HEART

A fan favorite gets Echo-versed, but still cares about discarding cards. In Green there isn’t too terribly much of that but there are a few powerful effects like Survival of the Fittest. When you discard a card, you gain three life which also make Titanbones bigger with some +1/+1 counters.

Overall a fine card but you definitely need to give it trample to help advance a game. It doesn’t have a built in discard cost, so you’d need that as well.


VIGORBLOOM VANGUARD

This creature gives vigilance to creatures you control with counters on them. Not a bad static ability on a two drop, and in Green and White counters will be abound. It also comes prepared to give a +1/+1 counter to a creature you already have. Decent support for counter focused decks here.


WOODWORK PRODIGY

This card can make artifacts that give mana, and that is an interesting repeatable ability to have. While casting the spell on the creature takes three mana and a turn, you could, over time, create a decent amount of mana and abuseable tokens. Whether the card is good enough for Commander at the speed they can be made depends on the power level of decks, but I think this is a fine card and has a few avenues and decks to go into.


REALITY FRACTURE COMMANDER


DARKSTEEL ANGEL

Our only known (at time of writing) spoiler from the commander deck is an art lost to us many years ago during the fight for Mirrodin against Phyrexia. Used on mocked-up booster box art as part of the promotion for the set, this art featured on the boxes for “Mirrodin Pure”, which was the set that could have happened if Phyrexia had been defeated.

With Reality Fracture writing its own history and the Mirrans largely still around instead of being dozens, this guardian of your game is a slightly better, more costly Platinum Angel. It sticks around through more things and keeps weakness at bay.

Granted, the card is still only decent compared to stuff today with more impact, but to those of us who were there when this art happened… well, joy has been the majority feeling.


THE HOBBIT


BARD, KING OF DALE

Oh, this is going to be an absurd commander. While he may come down at turn 5 to 6, the payoff for the set up is going to be great. He mostly doubles any draw you have, and doubles tokens you create. Not just creature tokens either. Treasure, Planewalker clones, Shards, Blood Axes, whatever. Granted, creature tokens are probably where it’s going to get the most mileage. This legend might be an on site elimination kind of legend, though what might support it could give you a density of targets to remove.


BILBO, THIEF IN THE NIGHT

This set is going to be full of good legends I can already tell. This legend is definitely supporting bigger things, but that static ability can help so much when a deck is focused on casting this from exile, top of deck with mechanics like Miracle or from the graveyard.

On top of the static ability, he can help you cast something from your stocked graveyard when he attacks and is cheaper because of that static ability. The deck he could lead is fairly wide open, and he’s great support for a number of strategies.


ELROND, MOON-READER

While at first the clause of once per turn may be a downer, you can still net four extra cards going around the table. That’s not nothing. Elrond himself comes with an activated ability that can reset a bunch of stuff and net you that card draw. He doesn’t have to tap to do it, and it’s not sorcery speed so you can be tricksie.

Using something like Training Grounds can help a lot if he is your commander.


GANDALF, GOBLINS' BANE

Some card selection and Prowess burn on the legend himself. I’m biased as Red is my favorite color but this is a good card, and can go in many strategies involving spellslinging from prowess spells to eggs (many looped low cost artifacts for a payoff win) to storm.


GOLLUM, RIDDLE MASTER

This card will make for some great stories I think, but mostly for the user. Knowing who you're playing against or what a deck typically does increases the value Gollum can give you, and the advantage can be super good for you and super bad for your opponents. The fact that it covers half of anything with the odd or even choice is excellent.

With strangers, he becomes slightly less powerful just due to the unknown, but his low mana cost gets him down quick and there is still much value to be had. It’s a great card


THE ARKENSTONE

Tutors are powerful cards, and with a deluge of legends that make it into decks just by existing this Adventure will be a very good one. The permanent side gives a small buff to your whole team but also provides some card draw. At 5 mana it hits an awkward part of the curve but I think overall the card is very good at casual tables.


SMAUG THE MAGNIFICENT

A dragon with flying and haste is as good as a dragon can get sometimes but this has more. It passive generates a treasure for you every turn, and when he attacks he protects any hoarded wealth by offering removal and burn to faces. I like the design, and the damage from the burn isn’t against a defending player, so you can hit your opponent and then hit another opponent.

Like another card on this list, it rewards the hoarding of the treasure instead of using them. Magda, Brazen Outlaw will like this card a lot. She’s also a dwarf for some cross synergy with the set overall.


THE QUEEN OF DALE

This card has a LOT of potential. It’s as good as Esper Sentinel to trigger, and brings friends along a portion of the time while giving card selection. While this can easily lead a deck, I bet a lot of decks of varying strategies might want this card, from Lorehold discard to regular graveyard decks to even a weird storm brew or two.


THORIN, MOUNTAIN-KING

Thorin be throwing a mighty axe into a head. It’s a good enters effect if you already are weighed down by equipment, and he’s better later in the game. The built in removal helps a lot and can’t be discounted. Despite the card being good, it’s likely best in the 99 supporting things like Cloud and Dogmeat. I can see this being the head of his own deck, though, so don’t count him among the rank and file.


MY PRECIOUS

A good Adventure and Equipment here. Black usually wants something to die on it’s board, and the drawback of that happening often isn't a drawback at all, though you do lose some board presence. I think the card draw makes up for that.

The equipment side protects a creature you have and gives it the best kind of evasion. The card is just straight gas in the right deck and good in all others.


AN UNEXPECTED PARTY

An anthem that can bring friends first. Obviously if the enchantment comes and you choose Dwarf, your tokens get doubled in size. However, you don’t have to choose Dwarf, and this can be generically good in a number of tokens and go wide based strategies where the tokens are just gravy to the buff.


DESOLATION OF SMAUG

Some removal with mana fixing for Dragon typal and other decks. It’s okay. I think the real meat here is in the mana fixing, but then you might be blasting all your cost reducers and utility creatures to get it. It does get small flyers out of the way so that’s nice. I think this one is a meta call for what it achieves.


RIDDLES IN THE DARK

Instant speed makes this good to prepare for the next turn, and I think it will see some play. The decks that usually want this are ones that specifically want this effect though, so I don’t think we’ll see it too often. Good cost for effect though.


STING, BILBO’S SWORD

Flash this in in response to a board wipe and go nuts. This card has a very high ceiling and a really low floor, but we are probably always starting on floor three thanks to stairs.

Okay, confusing words aside, it’s a solid card and can be a very dangerous piece of equipment in the right build against the right opponent. Somewhat of a meta call, but I think there is always one player going a bit wide at the casual table.


SUPPER FOR SPIDERS

Some decent graveyard hate, but the timing of the card keeps it from being obnoxious. Could be a real setback in a game where there are multiple graveyards or using graveyard decks. I think this one is a meta call for your local group and roster of decks.


THE EAGLES ARE COMING!

I love when we get a White rescue card. I had a whole deck built on using them and the Myojin of Blooming Dawn. This one is probably the best effect I’ve seen. Rescue one or more of the creatures you own, and if you kick the spell, and replace your whole board with 4/4 flyers. This means not only can you protect your board, you can take back stolen creatures you own too! That is some pretty nifty rescuing right there! You do have to wait until the next upkeep to get those Bird Soldiers (typal synergies), but the card is an instant. It’s not much of a drawback.

This is my pick so far for “generically-good-better-buy-it-someday-card”.


THRANDUIL, THE ELVENKING

A legacy to uphold, this legend acquires the skills of past elves that are in the graveyard and makes himself a toolbox of utility, possibly a combo unto himself that way. It offers a way to get them there while going card neutral when another elf enters the battlefield with card draw and discard.

It’s a good elf-focused legend and I think it will be popular like most elf legend commanders, with enough open about the design to make it a unique deck among them.


TOM, BERT AND WILLIAM

And they turn to stone when the dawn hits them. Good favor here, and a good ability for various payoffs outside of drawing cards. They also have some resilience when they come back from the graveyard even though they can’t sacrifice themselves.

This card is going to be a good commander for value and support in the 99.


BARD THE BOWMAN

A good blocker with a second-draw ability. It offers +1/+1 counters and lifelink to a creature when you draw that card, and we know how many synergies counters have.


BIFUR, MELODIC RIDER

Another trigger doubler, this time for Dwarves specifically as long as you have an enduring story, which is three of any legendary creature, sagas or artifacts. Fairly easy to do. I think this is the first time we've seen a doubler ability be able to be turned off outside of destroying the source, with some interesting design space.

I do like this card as more Dwarves get added into Magic with good abilities. While I don’t think I’ll see this card often, keep it in mind for the future.


BILBO, LUCKWEARER

A legendary looter that can’t be blocked. Card selection is fine at this mana cost. His Adventure though is the more intriguing part, and allows you to switch between two players permanents that share a card type. There isn’t too much of this in Magic overall that I’ve seen used, but Zedruu players might love this card.

More generally, this Adventure is a good way to topple value engines or get more for your own.


BOLG OF THE NORTH

Big goblin that wants to toss another big something into another something and maybe rally more goblins to the field. It’s a very Goblin card and he might start a party. Unfortunately you can’t bring the party straight to an opponent’s face without some help. It’s a fine card but I don’t see it going into many decks without the support of say a Stuffy Doll, Brash Taunter or Mogg Maniac and a big thing to throw.


BURN, BURN, TREE AND FERN

Some removal coupled with some eventual extra mana. The removal is front loaded, which is a good thing. You also get to remove two things as you go through the saga. Helping to stabilize into the mana you use later. I really like the ability order of this Saga.

As far as a deck it goes in, perhaps something that cards about Historic cards or enchantments, but it’s a very general card that could go in a good number of decks if you don’t have something more specific you want to use in slot.


SILVAN REVELER

A little bit of ramp if you have the land to discard, and with the landfall trigger you can pay to return this to your hand. While the land synergies are decent, the elf leaving and coming back, while expensive, shouldn’t be overlooked for those typal synergies.


THE CHIEF WARG

Decent body with card draw built in with evasion to help get you there. You do need to attack with a power 4 or greater creature which this isn’t, but that’s an easy fix either by buffing or attacking with something else. Solid design and has some wolf synergies to get a little value out of. 


THORIN OAKENSHIELD

A simple legend that offers protection to artifacts and creatures via Ward 1 if you tell a good story through artifacts, legendaries, or sagas. Essentially, this is historic but with the limitation of needing three of something. It counts itself, so the card is very easy to get going and offers that good protection.


WOOD ELVES

A reprint here and I’m fine with it. I much enjoy when we get a choice of art from the UB sets and can choose to use whatever we want. It’s also one of the better land searching elves, allowing for land-type-forest cards to get tutored like the forest-typed triomes and shock lands.


THE LONELY MOUNTAIN

A land that can help bring more dwarves to the field if you can produce quality smithing wares. The flavor drips here, and having a body to equip stuff to when your board is wiped for the fourth time is nothing to disregard.


THE MISTY MOUNTAINS COLD

Possibly a 6/6 Dragon for three mana. What’s not to love? You can summon that dragon token super early with some set up, or just get some additional ramp the whole time. Ideally you get that dragon at the end, but that will require the set up in a vacuum, though there are some cards that aren’t slouches at making treasures. I like this one, and it will always net you one treasure at least and so refunds part of its cost.


PART IN FRIENDSHIP

Long has this ability, slightly tweaked, been in Green’s wheel house. Good to see it get another card, with this one depending on how many lands you have. A better card for the mid-powered commander tables, where lands cards are still more valuable than mana rocks for many decks.


THE MASTER OF LAKE-TOWN

This is an interesting legend, rewarding damage with another possible win condition. It also rewards you for doing the thing with a bit of card draw if it gets removed.

Also combos with Duskmantle Guildmage.


ROADS GO EVER, EVER ON

This is some decent mono-White ramp, netting you two basic Plains into exile to get back later and make sure you have the mana you need into turn four. The last ability makes whatever you're swinging with larger with a bonus based on the total amount of Plains cards you control. The important distinction there is the first ability only gets basic Plains while the last cares about cards like basic Plains, Sacred Foundry, Turbulent Moor and Indahta Triome.


MYSTERY BOOSTER: COMMANDER EDITION


JOVEN AND CHANDLER

A theft deck that cares about artifacts. Might need a Liquimetal Coat and Liquimetal Torque for this one. Also maybe a Mycosynth Lattice. There are definitely ways to make this legend better and bigger, even just by blowing stuff up. Funnily enough, treasure are a nobo here for the buff, but still useful to pay for the theft ability.


TOLABOW, LOCH RASCAL

BEHOLD, a version of Lutri that isn’t weirdly quasi-banned! It does have some weird rules to acknowledge though. While it allows another color to be used for spells that are instants or sorceries in the deck (along with that mana being produced by basic lands), that isn’t a color identity thing.

As an example, if you pick Red, you can’t use Mystical Retrieval, but you can use Ancient Grudge. Confusing I know, but you just pay attention to the mana cost in the top right corner. Multicolored mana-cost cards like Prismari Command are also fine in this scenario.

I do like they found a way to honor Lutri as it was designed, more or less, but I’m concerned about how many cards like this are going to be in market places at a decent price because of where the card will come from.

That said, I really like the card, and you could potentially build four or five decks or “color sideboards” and swap this in as the commander. Good stuff.


TO GO AND THEN BACK AGAIN


That is a lot of spoilers, and I’m not even sure there won’t be more after time of writing. It’s also a  lot to look forward to, and I’m hyped about some particular cards myself.

So many new considerations, so many spoiler seasons. Let me know what catches your eyes during this maelstrom of new cards.

Until next time, keep exploring new worlds.

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