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9, Jul, 21

Ranking The Forgotten Realms MTG Commanders

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With the four new main commanders revealed for Adventures in the Forgotten Realms, we decided to have them all fight for supremacy.
Article at a Glance

Along with the Adventures in the Forgotten Realms previews, we’ve also had the new main Commanders from the upcoming Adventures in the Forgotten Realms Commander decks too. The new way of doing Commander decks means we’re all getting a lot more Commander cards more often.

Well, we’re waiting to see the full decks for the Adventures in the Forgotten Realms Commander decks; we can still have a little bit of fun taking a proper look at the new main commanders for the decks. So, we’ve decided to go ahead and rank them.

Read More: MTG D&D Forgotten Realms Commander Decks: Release Date, Pre-orders, Where to Buy & More

Ranking the new Adventures in the Forgotten Realms commanders

There are four decks this time around, with them being a mix of two and three color Commander decks. It feels odd to not have them all be the same number of colors, along with the lack of a fifth deck, but we’re pretty happy to see new Commander decks either way. Now, the full decks might fit together differently, but here’s our ranking of the first cards spoiled from each one. Enjoy!

Read More: The Best Forgotten Realms MTG Commanders

4 – Vrondiss, Rage of Ancients

Poor Gruul. Red and Green is a great combination for a lot of things, but it’s beginning to feel a bit like Boros when it comes to commanders. Vrondisss, Rage of Ancients five mana Red and Green 5/4 Dragon barbarian. We really like the whole vibe, but in terms of actual abilities, they feel as though they fall a bit short.

The first paragraph of text is titled enrage, and reads, “Whenever Vrondiss, Rage of Ancients is dealt damage, you may create a 5/4 red and green Dragon Spirit creature token with “When this creature deals damage, sacrifice it.”” That’s not a bad ability, but it requires you to be able to damage Vrondiss here without killing them, ideally a few times per turn.

The second part of their text means that they deal one damage to themselves whenever you roll one or more dice. That’s a good way to deal a bit of extra damage as you go, and is, presumably, the main way to get those cool Dragon Spirit tokens into play. However, the combination of the two abilities, while interesting, feels a bit underpowered. The tokens die quickly anyway, and you can only make four a turn at most, at least without buffs or other tricks.

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3 – Sefris of the Hidden Ways

Next up is Sefris of the Hidden Ways. Sefris is a three-mana White, Blue, and Black 2/3 Human Wizard. Both of those are good Creature types if you’re after making a tribal deck, but that’s not really what Sefris is all about.

Instead, what Sefris is all about is dungeons and resurrections. You see, whenever one or more Creature cards enters your graveyard from anywhere, you can venture into the dungeon. However, this can only occur once per turn.

Their second ability is create undead, which allows you to bring a Creature back from the graveyard and put them into play whenever you complete a dungeon. While the dungeons in the set are undoubtedly good fun, we’re not sure if they’re going to do enough in Commander games to keep up with things. Of course, all of this depends on the power level of your playgroup, but we’re not sure Sefris is doing enough, what with them being limited to one venture per turn.

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2 – Prosper, Tome-Bound

Prosper, Tome-Bound is a four mana Black and Red 1/4 Tiefling Warlock with deathtouch. That’s all very fancy, but as ever, you’ve got to take a look at the abilities to see how good they actually are as a commander.

The first ability is mystic arcanum, which reads, “At the beginning of your end step, exile the top card of your library. Until the end of your next turn, you may play that card.” The second ability is linked to this too, and is called pact boon, which means that whenever you play a card from exile, you get to create a Treasure token.

This means you get one card and, presumably, one extra mana a turn too. Given how good Red is at exiling cards for you to play, this is something you’re going to be able to trigger in other ways too. It’s very easy to imagine that you’ll be playing a few extra cards a turn, and you could easily include some good Treasure synergies to get the most out of this commander.

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1 – Galea, Kindler of Hope

Our top pick from the lot so far is definitely Galea, Kindler of Hope. It’s not even close really. Galea is a four mana Green, White, and Blue 4/4 Elf Knight with vigilance. That’s not only a good rate for a decent enough body, but both Creature types there have the potential for easy synergies thanks to some good tribal cards.

On top of that, you can also look at the top of your library whenever you want, and you can even cast Aura and Equipment cards from the top of your library too. What makes this whole thing really absurd though, is that you when you cast an Equipment spell like that, it gains “When this Equipment enters the battlefield, attach it to target creature you control.”

That means that all you have to do is cast an Equipment from the top of your deck, and suddenly you’ve bolstered your attack and defence substantially. It’s a very potent effect on the likes of Sigarda’s Aid, but having it on a commander, let alone one with vigilance too, is definitely going to lead to some obnoxious Voltron builds. They could well be one of the best Equipment commanders in MTG. We think it’s pretty clear that they’re the best of the four, but what do you think?

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