27, Jul, 23

These 8 Secret Commander Gems are Criminally Underplayed!

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The unfortunate part about a reprint set is that rising stars, unsung heroes, cards with untapped potential and forgotten about MVPs don’t make the cut. Obviously the most celebrated, played and in demand cards should be included first. That being said there’s always room to include a few cards that are starting to pick up steam or have proven future potential. Here are just a few cards that may not have made the Commander Masters cut but can definitely put in work at your local table.

White

It’s hard to say enough good things about Angelic Renewal Angelic Renewal Angelic Renewal Whenever a creature is put into your graveyard from the battlefield, you may sacrifice this enchantment. If you do, return that card to the battlefield. . It’s two easy mana. It can save your commander from death at the low end. On the high? It has infinite combos with Sun Titan Sun Titan Sun Titan Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
, Renegade Rallier Renegade Rallier Renegade Rallier Revolt — When this creature enters, if a permanent left the battlefield under your control this turn, return target permanent card with mana value 2 or less from your graveyard to the battlefield. or Saffi Eriksdottir and any sacrifice outlet just to name a few. The card has incredible top end potential that has not even remotely been explored and will likely see play with the new card Narci, Fable Singer Narci, Fable Singer Narci, Fable Singer Lifelink
Whenever you sacrifice an enchantment, draw a card.
Whenever the final chapter ability of a Saga you control resolves, each opponent loses X life and you gain X life, where X is that Saga's mana value.
.

Blue

A card that is not getting nearly enough play, Wash Away Wash Away Wash Away Cleave {1}{U}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Counter target spell [that wasn't cast from its owner's hand].
reads “one mana counter target commander, that commander now costs two more to cast” and that’s a pretty incredible floor. Virtually every Commander deck revolves around getting your commander into play and leveraging it. The ability to shut out another deck for an extra turn or two for one mana is excellent. Of course, late game having a backup Cancel Cancel Cancel Counter target spell. sitting in hand is never completely useless, but that’s not the only place Wash can excel. Plenty of decks use Cascade, Flashback or another way to cast from a non-hand zone and Wash Away works against all of them, again for that same one mana. Take a look at your current counterspell package because Wash Away is likely better than one of them.

Read More: Top 10 Most Expensive Cards on The List for MTG Commander Masters

Black

For one mana, getting any card you want to the top of your deck is virtually the same as putting it into your hand, but why pay a premium dollar price for a card like Imperial Seal Imperial Seal Imperial Seal Search your library for a card, then shuffle and put that card on top. You lose 2 life. when Scheming Symmetry Scheming Symmetry Scheming Symmetry Choose two target players. Each of them searches their library for a card, then shuffles and puts that card on top. does all that and more and does not cost you two life? See the “drawback” on Symmetry is hardly that, it’s virtually an advantage! First, keep in mind Commander is a multiplayer format and diplomacy is something that cannot be underestimated. You can buy a friend on the cheap with this card.

Furthermore, lets say another opponent has a Smothering Tithe Smothering Tithe Smothering Tithe Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") in play. Sure you can tutor for an answer but what if they have a counterspell or other interaction? With Symmetry you can give another player an answer to that Tithe and let them handle it. Generally speaking when a player can remove a strong effect in play, they will do so. Finally, there is synergy with Symmetry and cards like Lobelia Sackville-Baggins Lobelia Sackville-Baggins Lobelia Sackville-Baggins Flash
Menace
When Lobelia enters, exile target creature card from an opponent's graveyard that was put there from the battlefield this turn, then create X Treasure tokens, where X is the exiled card's power.
or Ragavan, Nimble Pilferer Ragavan, Nimble Pilferer Ragavan, Nimble Pilferer Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash {1}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
. Each of these strategic plays turns Symmetry into two cards for you if used correctly which makes it a heck of a good card and way better than the amount of play it’s currently seeing.

Red

An oldie and a goodie Pyroclasm Pyroclasm Pyroclasm Pyroclasm deals 2 damage to each creature. has long been a board wipe against token strategies but has fallen off over the years. It’s a card that has only gotten better, though, with the addition of cards like Torbran, Thane of Red Fell Torbran, Thane of Red Fell Torbran, Thane of Red Fell If a red source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead. and Solphim, Mayhem Dominus Solphim, Mayhem Dominus Solphim, Mayhem Dominus If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead.
{1}{R/P}{R/P}, Discard two cards: Put an indestructible counter on Solphim. ({R/P} can be paid with either {R} or 2 life.)
. Four damage is enough to clear a whole lot of boards and two mana is a very cheap price to do so. How many of the EDHREC top 100 commanders does this kill? About ten, give or take, based on game state. The simple fact that this hits a chunk of popular commanders, token decks and is only two mana should make you take a second look at this low cost spell.

Green

This card should be no surprise to regular Commander players as it is likely one of the most seen cards on this list. Still, Manglehorn Manglehorn Manglehorn When this creature enters, you may destroy target artifact.
Artifacts your opponents control enter tapped.
is underplayed relative to how good it is. Obviously Reclamation Sage Reclamation Sage Reclamation Sage When this creature enters, you may destroy target artifact or enchantment. stole this Beast’s thunder. Is the fact that it can target Enchantments in addition to Artifacts really so important that it is in the EDHREC top 100 and Manglehorn is not? Now, more than ever, the secondary ability of Manglehorn Manglehorn Manglehorn When this creature enters, you may destroy target artifact.
Artifacts your opponents control enter tapped.
is even more relevant.

What good is Reclamation Sage Reclamation Sage Reclamation Sage When this creature enters, you may destroy target artifact or enchantment. against a Dockside Extortionist Dockside Extortionist Dockside Extortionist When this creature enters, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control. (Treasure tokens are artifacts with "{T}, Sacrifice this token: Add one mana of any color.") ? Besides stopping Treasure Treasure Treasure Trample from immediately going off, Manglehorn also stops Food Food Food {2}, {T}, Sacrifice this token: You gain 3 life. and even Blood Blood Blood {1}, {T}, Discard a card, Sacrifice this token: Draw a card. . All of the Talismans and Signets which see tons of play turn into Diamonds – mana rocks that enter tapped – which see far less play with a Manglehorn Manglehorn Manglehorn When this creature enters, you may destroy target artifact.
Artifacts your opponents control enter tapped.
around.

Read More: Old-Fashioned Archetype Picking Up Steam in LOTR-Dominant Metagame!

Multicolored

A highly flexible card, Pure // Simple Pure // Simple Pure // Simple Destroy target multicolored permanent. gives you either a Vindicate Vindicate Vindicate Destroy target permanent. versus multicolored or a board wipe for those pesky Auras and Equipments. Is this good? The answer is yes, it’s extremely good. Think about the population of multicolored commanders. It’s massive! So, the floor of this card is a three mana kill spell for a commander. That’s not impressive, but it’s far from a dead card in your hand. Now, move on to Auras and Equipment. Auras certainly are a bit rarer, but it’s Equipment that makes this worth running. So many decks run both Lightning Greaves Lightning Greaves Lightning Greaves Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip {0}
and Swiftfoot Boots Swiftfoot Boots Swiftfoot Boots Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
that the odds you will run into them out of the three other decks you face is near 100% so destroying any miscellaneous Auras at the same time is just extra.

Now, there’s an additional factor. Do you play against Voltron style players? If so, this card is their worst nightmare. While meta specific cards are always going to see niche play, I’m arguing that there is enough upside to Pure // Simple Pure // Simple Pure // Simple Destroy target multicolored permanent. where it will always perform adequately in any match up but sometimes be unbelievably powerful. That makes it a good card to test out in your local environment.

Artifact

Considering all the Food generation in Lord of the Rings, I was shocked to see that so few decks are trying out Clock of Omens Clock of Omens Clock of Omens Tap two untapped artifacts you control: Untap target artifact. . With any mana rock already on the table, it turns your extra artifacts into half a mana or more. If you have a rock that taps for more like Gilded Lotus Gilded Lotus Gilded Lotus {T}: Add three mana of any one color. now each Food would tap for one and a half mana. Additionally, Clock was printed well before the Indestructible Artifact Lands. Running ordinary Artifact Lands was extremely risky as they are easy to remove. However, the enters tapped but two color Artifact Lands having Indestructible lets you worry far less. Given these things, one would expect a lot more decks to consider the Clock as, at worst, an additional turbo charged mana rock. In the right decks, though, it also will give you additional activations of powerful effects like Strionic Resonator Strionic Resonator Strionic Resonator {2}, {T}: Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.") or Lithoform Engine Lithoform Engine Lithoform Engine {2}, {T}: Copy target activated or triggered ability you control. You may choose new targets for the copy.
{3}, {T}: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
{4}, {T}: Copy target permanent spell you control. (The copy becomes a token.)
. Finally, if you have an Artifact commander with an activated ability, Clock goes off even harder. For all these reasons it seems like it can find a bit more play in a larger slice of decks.

Read More: Commander Masters’ Rarest Cards are a Massive Trap!

Land

This card falls into the weird category of one that just got a reprint in LotR as Glittering Caves of Aglarond Glittering Caves of Aglarond Glittering Caves of Aglarond If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
{T}: Add {C}. If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
but probably should have gotten a Commander Masters reprint instead of that, or in addition to it, like The Great Henge The Great Henge The Great Henge This spell costs {X} less to cast, where X is the greatest power among creatures you control.
{T}: Add {G}{G}. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
did.

Certainly this card’s nomination is a lot less surprising than the others as Gemstone Caverns Gemstone Caverns Gemstone Caverns If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
{T}: Add {C}. If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
already sees a large amount of cEDH play. This trend tends to trickle down to casual tables over time, and it appears to slowly see more and more play. Going first is a huge advantage, but if you can start a game with a land in play before even the first player, it allows you to interact from the get go. This is recognized in cEDH as necessary while also being a source of ramp without having a color restriction. Just like a turn one Sol Ring Sol Ring Sol Ring {T}: Add {C}{C}. , when you have three other players who each have a chance of having the Caverns in their opener, it’s not a very rare occurrence for someone to begin with one in play.

Furthermore, because of the free mulligan in Commander it’s not uncommon for players to fish for excellent openers which regularly include this card. With ever more five color cards rolling out of Commander Masters, a five color producing land that is also a ramp effect becomes even more valuable than it already is.

These Gems are Everywhere!

Its easy, and generally a lot less time consuming, to simply take what the majority of other players are doing and do it yourself. There’s a reason why we now see Cultivate Cultivate Cultivate Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. and Kodama’s Reach Kodama’s Reach Kodama’s Reach Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. in basically every single casual green Commander deck. The cards are well-known and quite powerful for their budget.

Taking inspiration from only what is known, however, means that many players will miss the opportunity to find gems like these. Many MTG players have a moment, especially when learning how to play Magic, where a card that initially seemed mediocre ends up doing something spectacular, and truly starts to define why Magic is such a beloved card game. We can still have those moments, even after we’ve played the game for quite some time through discoveries like these. Don’t be afraid to take some time and explore the possibilities.

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