Is anyone else wowed by the sheer amount of power printed in Crimson Vow? This set is absolutely bonkers, from the legendaries, down to the commons. There is definitely something for everyone this time around.
But what about Commander players? What are some of the best cards to emerge from this set like a vampire from their coffin? Well, this particular list should help point you in the right direction (don't mind the fangs)!
I have to be honest with you. I am not a fan of the cleave mechanic. It feels flavorfully weird for paper play, especially on Innistrad. I will say, however, that I am fond of Winged Portent. Without it being cleaved, this card serves as a three-mana draw spell where you draw cards for each creature you control with flying. This seems a bit off to me since this card is aligned under Simic. Personally, I see this as being Empyrean Eagle but...y'know... white doesn't get this type of card draw.
Nonetheless, paying six mana to remove the flying from this card does seem worth it. This can make token decks pop off, drawing dozens upon dozens of cards to help you find that finisher!
It took a while for me to warm up to this card. In fact, I almost completely ignored it during preview season. However, after taking some time to soak in the set in its entirety, I found that this card is rather potent.
Eruth, Tormented Prophet exiles the top two cards of your library as a substitution for you drawing a card. We have seen a lot of exile synergy from the folks at Wizards lately, and Eruth can utilize that. Eruth can also give a lot of value to some cheaper, often less-played card draw spells such as Goblin Lore, Careful Study, and Breakthrough. Whether you're looking to go budget or dive in deep like Scrooge McDuck in a vault of gold coins, Eruth is sure to make for an interesting commander.
Commander counterspell? Don't mind if I do! Wash Away was a piece that had me absolutely howling when I saw it previewed. This piece is essentially a one-mana "counter target commander spell." Of course, that isn't the exact wording on the card, but as a Commander player this is exactly what it will be most used for. Countering someone's commander is a bit of a taboo, making your opponent go through all five stages of grief. So of course I had to include Wash Away on this list.
However, countering commanders isn't the only use for this spell. It can counter spells in graveyards as well as spells cast from exile, and we have seen a lot of support for spells in these two zones. When you cleave the cost, a three-mana "counter target spell" is usually worth it, making Wash Away viable in almost any deck that runs countermagic.
Wheels. Wheels. Wheels. Wheels. I love Wheels.
While some people call this a rummage effect, as your resident wheel expert (RIP Hullbreacher), this piece definitely has all the markings of a powerful wheel. This card feels particularly powerful in decks under the command of Anje Falkenrath or The Locust God, where discarding is often commonplace. Rather than drawing seven cards, you could draw 12 or maybe even 20! There is a lot of potential in this piece that I think will become more apparent after prerelease weekend.
Hallowed Haunting is a fun piece that will find a home in many enchantment decks. Most would look at this spell and focus solely on the fact that it makes you Spirit tokens that only increase in power the more enchantments you cast. However, I want to direct your attention to the first sentence of this piece. For just one low payment of four mana (with seven or more enchantments included in shipping), you're able to give your creatures flying and vigilance.
Enchantress decks are already very powerful in the Commander meta, but just imagine how gross Sythis, Harvest's Hand or Tuvasa the Sunlit could get with two of Magic's strongest keywords!
When I saw this card, I was absolutely giddy. This is one of the coolest forms of removal I have seen in white in a while. This piece is particularly appealing because rather than choosing a number between 0 and 13 randomly, you just choose what you feel like.
Whether your opponent has a horde of tokens or an army of big baddies, By Invitation Only clears boardstates swiftly and comically while also getting around a few pesky keywords such as indestructible or hexproof. This card will definitely be invited to my next white deck!
White definitely got some sweet tech in Crimson Vow. Sure, there's a long way to go in terms of fixing the color imbalance, however, there are quite a few examples of this attempt in this most recent set. One such example happens to be Sigarda's Summons.
White is no stranger to the concept of +1/+1 counters, and Sigarda's Summons rewards you if you utilize them in your list. With this piece out, creatures you control with +1/+1 counters have base power and toughness 4/4, have flying, and are Angels in addition to their other types. This enchantment essentially turns all of your creatures with counters into Angels. Flavor nod aside, this is a huge benefit to you and your creatures, making you an instant threat. Slamming this down before combat will surely mean victory!
Wow, Zombies have been really getting the long end of the stick lately. From Wilhelt, the Rotcleaver to Cleaver Skaab, there has been no shortage of good cards for Zombie tribal. This did not stop Wizards at all. Oh no no no, in fact, Zombies have received even more power in Crimson Vow. One such card happens to be Necroduality.
This beauty of an enchantment allows you to create token copies of nontoken Zombies you control that enter the battlefield. This can be bonkers in Commander when you run pieces like Gray Merchant of Asphodel or Cleaver Skaab (not to beat a dead horse, but that card is also bananas)! Necroduality serves as a way for you to double up on some of your strongest Zombies without breaking the rules of the game. Singleton? No thanks!
I feel like you knew this was coming. I mean… I have to. Let's talk about Crimson Vow's most infamous legendary creature: Toxrill, the Corrosive.
He's mean, he's slimy, and boy does he have some nasty synergies. What makes this card stand out from among the rest is the fact that he doles out slime counters at the beginning of each end step. This means every single turn, creatures you don't control get slime counters. Toxrill, the Corrosive effectively functions as a continuous board wipe. Even better, when your opponent's creatures die with slime counters on them, you make a Slug creature token! You're essentially able to sap their board and build up your own.
However, the fun doesn't stop there. Last week I did a deck tech with Toxrill on my stream and discovered just how devastating this slug can be.
When you add pieces like Urborg, Tomb of Yawgmoth and Kormus Bell into the mix, your opponents will surely scoop to your immense power and strength of slugs!
This. Card. Is. Bonkers. I may be biased when it comes to mono-red goodness, however, this card is too good to not talk about. This Dragon turns your noncreature spells into Dragons… well… sorta. It actually just makes a Dragon token with power and toughness equal to the mana value of noncreature spells you cast. What makes these tokens so strong is not only the varying power and toughness, but the flying and haste! Sure, they get exiled at the beginning of the next end step, but the fact that they can attack immediately and evasively makes them absolutely terrifying.
I can definitely see this finding a home amongst the likes of Neheb, the Eternal, Vadrik, Astral Archmage, and even Veyran, Voice of Duality. Regardless of the commander, Manaform Hellkite is a deadly inclusion to any spellslinger deck in the format.