Wilds of Eldraine (WOE)
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September 1, 2023
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Justin
Find out what the best commons are from Wilds of Eldraine and what you should be looking for during your next draft.
Image Credit: Magic the Gathering | Artist:
Marta Nael
Click here for limited ratings of every card from Wilds of Eldraine.
Every set has commons that define the format. Since most packs have at least 6 commons, these cards are the ones you'll have at your disposal most often. Knowing which to play, and which to avoid, will help you be more consistent in limited formats.
Hamlet Glutton stands out as an impactful creature, blending a 6/6 trample with life gain to offer a robust recovery option for ramp decks, despite potential susceptibility to control effects, making it a sought-after card that synergizes well with the format's ramp strategies and serves as an excellent progression in a ramp sequence.
Curse of the Werefox, as green's take on common removal, faces challenges due to its fight mechanic over bite, sorcery speed, and three-mana cost, making it less optimal than desired yet still a necessary pick for green decks, particularly beneficial in green/white roles strategies, though caution is advised when including multiple copies due to its potential for volatility and the importance of securing an advantageous position before engagement.
Even if the two mana cost for creating a Monster Role seems high, deploying the Werefox as a 4/3 trample remains a robust fallback option, blending the strategic depth of adventure spells with a potent creature form for consistent performance across various game scenarios.
This enhanced Shock variant, featuring exile and the potential for increased damage and scry through bargaining, offers versatile and enduring utility, making it a top early draft pick capable of efficiently handling a wide range of threats and standing out as one of the set's premier commons.
For four mana, this removal spell not only efficiently dispatches most targets but also grants a beneficial Role, offering enough value to make its cost justifiable and ensuring its place as a staple in decks, highlighting its appeal among common removal options.
This flexible removal spell easily integrates into various deck types, quickly becoming an effective tool with just minimal graveyard setup, dealing sufficient damage to eliminate key threats and proving to be one of the set's standout commons through its straightforward yet scalable utility.
Candy Grapple stands out as potentially the premier common in the set, offering a dynamic removal option that adeptly scales with the game, its early-game efficacy and bargain option for addressing larger creatures affirm its position as an exceptionally powerful tool in Limited play.
Feed the Cauldron earns its place as a highly regarded removal option, balancing instant-speed flexibility and the added benefit of generating Food, making it effective for mana-efficient trades against smaller targets. While its inability to handle larger creatures limits its scalability in a deck, the value it brings, especially in its initial copies, ensures its early pick status despite a mild disadvantage in dealing with higher mana value creatures.
Shatter the Oath, while not classified as premium due to its higher cost and potential for unfavorable mana trades, remains a crucial inclusion in Limited decks for its capacity to eliminate key threats or flyers, demonstrating that even sorcery-speed removal at five mana can be indispensable for overcoming opponents' bomb.
This card adeptly combines an effective combat trick with a strong flying creature, offering the potential for early-game advantage and late-game dominance, making it a versatile and valuable addition capable of significantly impacting the game with minimal effort.
Spell Stutter, while potent in the early to mid-game, may lose effectiveness later on, yet shines in a faerie-centric deck where its potential drawbacks are minimized, making it comparable to a hard counter under the right conditions and particularly strong when synergized with a sufficient number of faeries.
Vantress Transmuter exemplifies the strength of Adventure cards by melding two moderate components into a compelling whole, with the adventure half adeptly stalling opponents by diminishing a creature's threat, and its creature side providing solid value, ensuring its overall utility in advancing game state and pushing through damage.
Cooped Up builds on the classic Pacifism removal with the added flexibility of exiling the targeted creature for extra mana, effectively countering non-combat abilities and synergizing well with the set's overarching themes, making it a valuable addition to any white-based strategy for its enhanced and versatile removal potential.
Hopeful Vigil emerges as a versatile two-drop creature that complements major set synergies, offering valuable enter-the-battlefield triggers and acting as advantageous sacrificial material, making it a desirable choice for any deck featuring white.
Archon's Glory stands as a pivotal card capable of swinging games or tipping close races in your favor, with its initial inclusion likely in white decks for its potential to significantly gain life and keywords through bargain, though its early pick necessity is low due to the limited need for multiple copies.
#1 - Rating: 7.0 - Candy Grapple (Black)
#2 - Rating: 7.0 - Torch the Tower (Red)
#3 - Rating: 6.3 - Cut In (Red)
#4 - Rating: 6.0 - Hamlet Glutton (Green)
#5 - Rating: 5.8 - Cooped Up (White)
#6 - Rating: 5.3 - Curse of the Werefox (Green)
#7 - Rating: 5.3 - Hopeful Vigil (White)
#8 - Rating: 5.0 -Frantic Firebolt (Red)
#9 - Rating: 4.5 - Edgewall Pack (Red)
#10 - Rating: 4.5 - Feed the Cauldron (Black)
Red has four of the Top 10 commons, Green, White, & Red each have two, and Blue has zero (sorry, Blue players).
Click here for limited ratings of every card from Wilds of Eldraine.
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