9, Nov, 21

The Best Innistrad: Crimson Vow Cards For Commander

Crimson Vow is another great set, and it seems especially full of new toys for Commander.
Article at a Glance

The spoilers for Crimson Vow are all out now, and it’s about time someone did something about them. Of course, what we mean is that someone should make a list of ten of the best cards in the set for Commander.

What’s that? It should be us… Well, alright then. We’ve decided to make a list of the ten best Innistrad: Crimson Vow cards for Commander. Aren’t you lucky? So, dust off your capes, close the curtains, and let’s get stuck in.

The Best Innistrad: Crimson Vow Cards For Commander

Necroduality is our shoutout today, not because it doesn’t belong in the top ten, but because we’ve already written about how absurd it is. It’s literally impossible for an enchantment that makes copies of you Zombies as you cast them to be bad, so it’s no huge surprise. We didn’t want to waste a spot on it as a result, so it’s sitting here eating its lunch away from the cool kids.

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10 – Old Rutstein

Old Rutstein is a three-mana black and green 1/4 that is going to be brutal in decks like Korvold, the Fae-Cursed King. It reads, “When Old Rutstein enters the battlefield or at the beginning of your upkeep, mill a card. If a land card is milled this way, create a Treasure token. If a creature card is milled this way, create a 1/1 green Insect creature token. If a noncreature, nonland card is milled this way, create a Blood token.” Tokens are good, self-mill is good, this is good.

9 – Cultivator Colossus

Would you like a big green land/card draw machine? Well, Cultivator Colossus is a seven-mana X/X where X is equal to the number of lands you control, and it also has trample. It reads, “When Cultivator Colossus enters the battlefield, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.” You can combine this with Abundance for some silly stuff, but even on its own it’s very silly.

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8 – Ill-Tempered Loner

Werewolves have two new toys with this set. Well, they have more, but we’re only talking about two. The first is Ill-Tempered Loner, which is a four-mana red 3/3 that you can buff by paying mana, and it deals damage to stuff when it takes damage. It transforms into Howlpack Avenger which is a 4/4 that reads, “Whenever a permanent you control is dealt damage, Howlpack Avenger deals that much damage to any target.” You can literally turn your entire board into a Stuffy Doll.

7 – Kaya, Geist Hunter

A new three-mana white and black planeswalker is always worth mentioning, and Kaya, Geist Hunter is no different. They come in with three loyalty and can gain a loyalty to give everything deathtouch and also put a +1/+1 counter on a creature token you control. You can pay two loyalty to double the number of tokens you’re about to make. Finally, you can pay six loyalty to exile all cards from all graveyards, then create a 1/1 Spirit with flying for each card you just exiled. That’s probably not good enough in other formats, but Commander is going to love it.

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6 – Toxrill, the Corrosive

SLUG! Toxrill, the Corrosive is a seven-mana black 7/7 with a lot of text. You can pay one blue and one black mana to draw a card if you sacrifice a Slug, so that’s nice. The rest of them reads, “At the beginning of each end step, put a slime counter on each creature you don’t control. Creatures you don’t control get -1/-1 for each slime counter on them. Whenever a creature you don’t control with a slime counter on it dies, create a 1/1 black Slug creature token.” So yeah, Slugs.

5 – Manaform Hellkite

We’ve got another Dragon who fits in Spellslinger decks, so that’s nice. For four mana, Manaform Hellkite is a red 4/4 with flying. Whenever you cast a noncreature spell, you get to make an X/X Dragon Illusion with flying and haste where X is the mana value of that spell. The token only sticks around until the next end step, but that’s really no issue when they can attack straight away.

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4 – Faithbound Judge

Faithbound Judge is a three-mana white 4/4 with defender, flying, and vigilance. Also, they get a judgement counter on them which slowly removes defender from them. Mostly though, they can be cast from the grave for seven mana thanks to disturb, which turns them into Sinner’s Judgement, a curse that takes three turns to kill whoever it’s attached to. It seems good, but expensive. Also, Faithbound Judge is the only card with both defender and vigilance.

3 – Avabruck Caretaker

Our second Werewolf is Avabruck Caretaker, a six-mana 4/4 with hexproof that lets you put two +1/+1 counters on another creature you control in your combat step. Also, when they transform into Hollowhenge Huntmaster, they become a 6/6 that gives all of your permanents hexproof, and then also puts two +1/+1 counters on all of your creatures in your combat step. This all seems fair.

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2 – Curse of Hospitality

A new curse is always worth celebrating, and this one is a doozy. Curse of Hospitality is a three-mana red Curse that gives creatures attacking the cursed player trample. Also, it reads, “Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature’s controller may play that card and they may spend mana as though it were mana of any color to cast that spell.” Trample plus card draw and stealing stuff is a dream come true and we love this card so damn much.

1 – Hallowed Haunting

Finally, we have Hallowed Haunting. This is a four-mana white enchantment that gives all of your creatures flying and vigilance as long as you control seven or more enchantments. Also, it reads, “Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with “This creature’s power and toughness are each equal to the number of Spirits you control.”” We’re pretty sure it’s obvious why this is a great addition to Commander, and it’s already changed how we’re thinking about Spirits in the format too.

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