Pros: Because we’re gonna make a morph deck more viable in commander! You can manifest on a stick as long as you have the mana for it!
Cons: Costly manifesting. Dies to Disenchant.
Pros: 2 mana for a 4/4 with all the abilities (or none).
Cons: You have to exile some cool creatures that you could have just reanimated for more value. In which case, this guy might be a late game card depending on your strategy. If you can fill up your graveyard fast, it might be worth it, but again reanimation might be a better strategy.
#10: Sandsteppe Mastodon
Pros: 5/5 with reach. Puts counters on your little guy, or himself. One more reason to buy a Doubling Season. There’s also probably a pretty sick combo with persist somewhere.
Cons: Dies to removal. Probably hard to get those tusks untangled.
#9: Supplant Form
Pros: Bounce and copy your opponent’s commander.
Cons: Not a clone or impersonator. Targets.
Pros: 5/4 flying for 5, and he wipes away your opponents swarm each turn.
Cons: Dies to removal. Big target.
#7: Flamerush Rider
Pros: Attack with Doubling Season and some ETB creatures. Many possible combos. Evades board wipes.
Cons: Dies to instant removal and will be a big target. Might get annoying. STOP DASHING! JUST STOP IT!
Pros: Instant board wipe in combat. Target your 1/1 bird. Block your opponent’s killer 7/7 flier. Arcbond!!! Also did you read that flavor text?
Cons: It’s damage, which is worse than destruction because it can be prevented. Doesn’t get rid of indestructible creatures either.
Pros: Red reanimator. 3 mana cost for a 3/2 First strike. You can make her your commander.
Cons: Dies to removal. Big target. No haste or Dash. Give this lady some boots!
#4: Frontier Siege
Pros: 4 free mana on my turn? Yes please! In late game the second mode might be more valuable if you’re playing a dragon deck.
Cons: Dies to disenchant. Green doesn’t have that many fliers, so you need to be running more than just a green deck to get the most value out of this card.
They are awesome even if you’re not going for dragon tribal. But the best rare dragon for Commander IMHO is Silumgar, the Drifting Death.
Pros: Flying, hexproof legend for 6. Wipes out 1/1 tokens. Very strong in Dragon tribal.
Cons: 6 casting cost for a commander is a little slow especially in blue and black. Attack power is only 3. No haste.
#2: Crux of Fate
Pros: Cool black board wipe. Play it in a dragon deck. Look at that flavor text. Cool art too.
Cons: Not Damnation. Things can be regenerated.
But honestly how many people are playing with regenerate? Most people don’t bother with that nowadays. If creatures are put into a deck, it’s usually not for regenerate. I haven’t seen regenerate as a dominant strategy. It’s more of a second thought like, “Oh this guy can be regenerated, that’s cool.”
Hey look! I’ve built a regenerate deck! Look at my Wall of Bones! Take that Crux of Fate! Yeah… not gonna happen. Anyways…
#1: Mob Rule
Pros: Red Control! Get your opponents elves, or get the brutes! Multi-player? Yes please! Where’s my sac outlet? Hey look! There’s a picture of the Hooting Mandrills attacking people on it!
I see… in the past the Mandrills hooted the humans out of the Sultai clan!
Cons: It’s not all the creatures. Can only play it on your turn.
That’s it for the rares in this set. Some of the other rares that I didn’t talk about here are probably a must for your deck. But again, it all depends on your deck’s strategy.
So, should you be using any of the mythics from this set? Some look amazing for Standard and even Modern! How useful are they for commander? We’ll talk about that in the next upcoming article.