The Brothers’ War Review, Part 4 of 4: The Colorless Cards

Magic’s newest expansion has us journeying to what many consider the home of Magic, Dominaria, to see familiar faces and pick up old plot threads. A new set means new cards to examine, and in this article we’ll talk about the monocolor ones, what they mean for the game, and how they’ll play.

Last time we covered the monocolor cards, and this time as usual we won’t be looking at everything, and we’ll be doing this mostly with an eye for Commander play.

As always, this set offers a bunch of new commanders. Many of these are references to some very old cards, from the earliest sets in Magic’s existence, or the first set with Legendary cards, the eponymous Legends.




Credit: Wizards of the Coast

Autonomous Assembler

BPhillipYork: Solid for putting together some kind of Assembly-Worker deck, which is fun, that’s cool. There’s only 11 Assembly Workers, so this seems like a bit of a futile gesture, but it could be fun, (changelings too I guess).

Loxi: I don’t think this card will see much play in Commander, just because I think the value of this really comes in to play when you can field multiple. If you have the synergy its fine, but I can’t picture many decks that will.

Beanith: If it wasn’t for the fact I’m still waiting for the second wave of 40k Commander decks to hit Australia, I would be all over the Urza’s Iron Alliance precon Deck and scoping out which of these stompy robot lads I wanted to add to my deck of terrible ideas (I did terrible terrible things to the Dungeons of Death precon). So with that out of the way, this card is both a robot, it stomps and can get stompier. It’s on the team.


Credit: Wizards of the Coast

Platoon Dispenser

BPhillipYork: The ability to create token creatures on demand is solid for a number of reasons, having draw linked to it is really nice. 5 Mana is a lot for that effect, but there are definitely loops to be had with white in particular, such as Teshar, Ancestors Apostle and construct is probably the most useful artifact creature type.

Loxi: If you’re in an artifact creature deck this obviously seems solid, but what about just normal mono-white creature decks? In reality, I feel like this isn’t too far off something like Eye of Vecna, only you’re paying more up front to not have to pay later, have a condition to meet, and get the card at the end of turn. It can even make tokens in a pinch. This might be good enough to make the cut in some niche mono white builds, especially if you happen to play Soldier tribal.

Beanith: This card is a robot, it stomps and can make chump blockers. Plus it can come back from the trash heap? It’s on the team.


Credit: Wizards of the Coast

Steel Seraph

BPhillipYork: Well people playing Angel decks will be all over this, it’s nice that it has a Prototype at 3 mana since most of those decks have a glut of creatures that start at 4 and go up to 7, this is a solid enabler for certain needed keywords for your midrange creatures that often have some of what you want but not all of it.

Loxi: Pretty sweet for Angel tribal, but also not bad in Voltron decks since it can just sit around and be a versatile buffer for your commander; you find another way to get evasion? Boom, switch to lifelink or vigilance. I dig it.

Beanith: Flying robot that stomps and hands out buffs. What’s not to like? On the team.


Credit: Wizards of the Coast

Urza’s Sylex

BPhillipYork: I’m loving that there are so many new true board clears. Been goofing around with a way to build more meaningful Eldrazi decks, and this slots in really nicely as a reset before you start dumping out ridiculous threats each turn, and to ensure that people’s pesky Rhystic Study and Carpet of Flowers are gone before the Eldrazi Titans start hitting the board and wreaking havoc. I like that this Sylex doesn’t enter tapped, only real downside is the sorcery speed thing. Also grabbing a planeswalker is a nice bonus. There’s a weird potential where you use this thing as a planeswalker tutor by blinking it in and out of play to fetch planeswalkers.

Loxi: So, I’m torn on this. The obvious comparison is Nevinyrral’s Disk, but they operate quite differently. When it comes down to it, I think the reality is that if you want to use this on the turn you drop it, it’s going to cost you 8 mana, meaning with the land destruction you will more than likely be getting put back on mana resources as well. If you’re in superfriends, I can see some merit here, but I think most of the time you’ll want to go for Nev’s or a normal white boardwipe before you mess around with Urza’s Warcrime. It’s a bit of a shame; I do think it’s a cool card, but the more I look at it the less I think I would actually play it.

Beanith: I’m still new to Magic so I can see absolutely no problem with blowing up everything and salting the earth.


Credit: Wizards of the Coast

Arcane Proxy

BPhillipYork: Nice, 3 mana to grab a 2 cost instant or sorcery is pretty reasonable. 7 to hit a 4 cost is a bit expensive for my taste, in that range you’re really looking for a wheel, but that’s not necessarily a hard no. I mean, if you’re playing Tron. This is how you get Tron in Commander. Is that what you want? Tron all over Commander? 

Loxi: I really love this card in the right decks. If you either can cheat it in to play or make good use of the prototype cost, this seems like a monster. I also think this seems really good in blink decks, since most blink spells tend to be in the 1-3 cost range, and if you blink it you can have it re-enter as the non-prototype version.

Beanith: Dirty Blue shenanigans… which I’m down for because of the aforementioned robot thing and the fact I still don’t know any better about recasting Austere Command. Welcome to the Team.


Credit: Wizards of the Coast

Hulking Metamorph

BPhillipYork: This is a pretty standard clone at 4 but one that can also clone artifacts, which is potentially a really big deal, sometimes turning an artifact into a creature be really powerful, so if you’re looking for a straightforward way to do that, this will accomplish it.

Loxi: While slightly different, I’m all for budget versions of Phyrexian Metamorph. Only hits stuff you control, but can maybe have some other shenanigans by being a flexible 4-cost clone.

Beanith: I choose to ignore the 9 mana cost in favor of the very idea of a 7/7 Robot Baleful Strix. Terrible terrible idea haver here, its on the team.


Credit: Wizards of the Coast

Surge Engine

BPhillipYork: Honestly an unblockable 3/2 for 3 isn’t bad at all. The other stuff seems kind of like noise, 9 mana to draw 3 is whatever. But slamming through to get Reconnaissance Mission triggers is solid. However it’s competing with a lot of unblockable 1/1s for 1 or evasive creatures for 1, so it probably has to matter to you that it’s an artifact, or that its a construct.

Loxi: These grow-over-time type cards are always nasty in 60 card but tend to be a bit lackluster in EDH. This one however… Edric, Spymaster of Trest flying men might love this one. The unblockable really seals the deal for me here, and letting you draw cards in a pinch later is really nice.

Beanith: Filthy Blue shenanigans… but it’s a lovely chump blocker that can grow into a real robot so it’s on the team.


Credit: Wizards of the Coast

Terisian Mindbreaker

BPhillipYork: Well that’s certainly compelling, milling half their library is almost certainly going to be 40+ cards, with something like a Bloodchief Ascension on the board that’s probably game. A 7 cost 6/4 with unearth is okay. I mean, if you’re playing Tron. This is how you get Tron in Commander. Is that what you want? Tron all over Commander?

Loxi: Straight up, if you’re in a mill deck, you can probably just jam this. These effects are so stupid good in mill that I see no reason this won’t make this cut. If you are playing a mill deck that also cares about creatures (see: Phenax, God of Deception), this will be a solid pick.

Beanith: You had better believe this hefty lad is part of my squad and it’s only partially the robot thing… the sheer beauty in the spiteful return from the dead just to stick in the boot one final time? *Chef’s kiss*


Credit: Wizards of the Coast

Phyrexian Fleshgorger

BPhillipYork: For Commander 3 life isn’t usually very meaningful, 7 is, if you’re doing some kind of attrition or artifact recursion deck I can see this being a useful beater. I mean, if you’re playing Tron. This is how you get Tron in Commander. Is that what you want? Tron all over Commander? 

Loxi: It’s a big beatstick that you can do some weird stuff to cheat in to play. If you care about big smacky artifact creatures it’s a good one. If Phyrexian tribal gets support in the future, this will probably have some value there.

Beanith: I’m taking this bad boy fishing for sure.


Credit: Wizards of the Coast

Razorlash Transmogrant

BPhillipYork: So I think this is really cute and actually kind of terrifying. With something like K’rrik, Son of Yawgmoth out (assuming you have an opponent with 4 non-basics, generally a safe assumption) you can just keep replaying this thing. Loop it with a sacrifice artifact and it becomes a win condition.

Loxi: I want to quickly touch upon that typing: it’s a zombie. This can potentially fill a similar role to Gravecrawler for a lot of decks, which I’m all for, especially since this version will likely be a lot cheaper.

Beanith: Well they can’t all be winners.


Credit: Wizards of the Coast

Terror Ballista

BPhillipYork: Well it’s definitely a terrible ballista. I mean, I guess, whatever, it’s fine, 7 for a 5/3 with menace and a sacrifice destroy trigger is fine. I mean, if you’re playing Tron.  This is how you get Tron in Commander  Is that what you want? Tron all over Commander? 

Loxi: A little too expensive for my tastes. Seems like a limited bomb, but I think this might bit a bit too much as far as mana costs go for constructed.

Beanith: I take it back Razorlash Transmogrant, all is forgiven. I just need you to stand next to this Ballista and wear this red shirt.


Credit: Wizards of the Coast

Transmogrant Altar

BPhillipYork: In a sense, this is sort of like a Dark Ritual on a stick, which is potentially useful, black has plenty of recursion, so there’s ways to build out this into some kind of useful Zombie maker. Having a Zombie is generally useful to win via Gravedigger, and this is a nice way to ensure it I guess. Also such decks often require a huge investment to get some combo rolling, so this could be a way to get enough mana to start your game winning combo.

Loxi: The main draw of this is if you aristocrats/sacrifice deck can reliably make use of colorless mana. If it can, this seems fantastic, but really be sure that you can use up all that sweet sweet mana if you include this. Also: makes Zombies. 3/3 ones too what the heck Wizards why? Just cause they’re artifacts makes them buffer.

Beanith: Something to pass the time with until you can get out the Ballista, Mindbreaker or Fleshgorger? I’m down, you’re in.


Credit: Wizards of the Coast

Transmogrant’s Crown

BPhillipYork: Yes, fine, this is fine. Skullclamp wasn’t a problem so this is totally fine. No problem. Granted, this is not Skullclamp. One of Skullclamps most important features was that it gave the creature +1/-1. The -1 toughness was huge, letting you just eat your creatures for card advantage. Combining it with modular was truly gross. Still you can pay B and equip this onto a creature, then equip Skullclamp and get 3 cards. Also this works really well with Koll, the Forgemaster. Thankfully it’s out of his color identity, and cost 2. So yes, this is fine. I keep saying this is fine but I’m imagining drinking a cup of coffee with flames all around me.

Loxi: The reality of this card is that, as myself and pretty much the whole internet has noticed, it is a powered down Skullclamp. That being said, I think in reality this card will still be very good, just less insane than Clamp is. If you can reliably sacrifice creatures anyway and you can regularly play the 1 black mana to equip, this card can make its cost back in spades. I think it will be niche, but I think it’s solid. I like to see them attempt to fix cards like this, especially since this card will most likely end up being a fraction of the cost of a Skullclamp.

Beanith: It’s a cool looking hat and I think the Terror Ballista would look very dapper wearing it.


Credit: Wizards of the Coast

Artificer’s Dragon

BPhillipYork: Honestly, just, too expensive. Artifact creatures are usually not that good at attacking. Maybe there’s a way to do this for real, especially after we get multiple artifact creature-centric sets, assuming Phyrexia the whatevering is so artifact-heavy, which I think it’s supposed to be. The instance where this is solid is go wide artifact tokens, which isn’t outside the bounds of reality. Nicely it doesn’t have to be attacking to buff your horde, so it’s lack of haste isn’t a showstopper, and you can also choose to unearth it to give it that haste.

Loxi: I think the fact that it can pump your whole team won’t outweigh Moltensteel Dragon having Phyrexian mana. It’s not awful to me, but I can’t exactly picture the deck this goes in.

Beanith: I care not for this card. Mostly because my pretend Urza, Chief Artificer deck doesn’t have red mana. Shame, that’s a sweet looking robot dragon.

Credit: Wizards of the Coast

Phyrexian Dragon Engine

BPhillipYork: Yeah this thing melds with Mishra and is awesome. I’m just, in my head, comparing this to the original Dragon Engine and laughing. Dragon engines have gotten significantly more badass in the last 30 years. If you infected that goofy thing with the x-files oil I don’t think it would turn into that thing ripping the head off of a Terror Ballista also it’s a 2/2. I’m guessing the art is sort of actually after Mishra, uh, melds with it. Wait isn’t Mishra a dude later? Can you unmeld?

Loxi: I’m gonna be blunt. You’re playing this with the goal of melding it with Mishra, and you’ll only play it with him. The wheeling is handy, and unearth is a nice backup plan if it gets wrecked or you mill it. In reality, this card could have no text besides the meld and it would accomplish the same goal, so anything is nice really, but you’ll never attack with it if you stick this most likely.

Beanith: Boooo red mana.


Credit: Wizards of the Coast

Skitterbeam Battalion

BPhillipYork: I mean, if you’re playing Tron. This is how you get Tron in Commander. Is that what you want? Tron all over Commander? Things like this are dangerous. 3 4/4s for 9 is a lot of mana, but you generate a lot of metal for that mana. Red is particularly adept at Flinging things and having ETBs trigger things, so I’m glad it has the “if you cast it” modifier. A pretty fun big scary construct IMO.

Loxi: This also falls into the category of “I’m sure this is good, but where does it go?” I guess if you have a stompy ramp deck that includes red, artifact synergy or otherwise, this is a lot of stats for the cost, but I think it just falls short a bit for commander. At 9 mana and requiring a cast, it doesn’t seem like it can close out a game or pose a “deal with this or I win” threat, which I feel like cards should at that mana value.

Beanith: Technically not red mana but yikes at the 9 mana cost. Still gets a pass based on looking like a robot land shark though.


Credit: Wizards of the Coast

Perennial Behemoth

BPhillipYork: Wow this effect is starting to be everywhere. There are now 4 unconditional, and 1 conditional source of it. I sort of feel like I’m being explicitly told to play Stripmine from my yard over and over and just wreck everyone’s mana base. That’s fun right?  That’s “Commander”, it’s not mass land destruction, it’s just massively destroying everyone’s lands all game.

Loxi: The classic Crucible effect is always nice to see. I think there have been a lot of these over the years, but having an absolutely enormous caboose as a 2/7 in addition to a cheap unearth makes this great in my opinion. Of all these effects, I think this one might be my favorite. If you’re in a lands deck, give it a try for sure.

Beanith: It’s not easy being green is a lie taught to us by frogs and monsters running Mutate decks.


Credit: Wizards of the Coast

Rootwire Amalgam

BPhillipYork: So 5 mana and then 5 more mana and you get a 15/15. I mean I like 15/15s. I guess the scary thing is there’s no reason you can’t make this even bigger with anthems or whatever, there’s also no reason you can’t recur it and have even more giant beaters.

Loxi: This card is bananas. If you’re in a deck that can pump this thing to kingdom come it can just get absurdly big. Xenagos, God of Revels, Neyith of the Dire Hunt, or even token/populate decks like Ghired, Conclave Exile will love this thing. It might be a bit of effort to set up, but the payoff is a good one, and if you can reliably give the token some sort of evasion it gets real nasty. Bonus points for playing it in Ich Tekik, Salvage Splicer.

Beanith: I would love to drop a 15/15 on the table, stupid green mana.


Credit: Wizards of the Coast

Simian Simulacrum

BPhillipYork: There are lots of times you want to drop +1/+1s on a specific creature, like a Commander, because it has something keying off it’s power or it needs to survive something specific and this is great for that. It’s really too bad you can’t share the counters.

Loxi: Ape tribal staple. On a serious note, not too bad for counter decks. I might give it a whirl in Ezuri, Claw of Progress.

Beanith: If it wasn’t for the green, he’d be on the team as Dr. Horace Worblehat.


Credit: Wizards of the Coast

Woodcaller Automaton

BPhillipYork: My flavor is a bit confused here. I thought the forest like uh, fought against the war or whatever, or was devastated, I don’t remember all these animating trees with constructs and stuff. Did Urza put on his pope hat and change what was canon? Anyway, 2 8/8s for 10 is fine. I mean, if you’re playing Tron. This is how you get Tron in Commander. Is that what you want? Tron all over Commander? 

Loxi: I think land creatures have never been a huge hit unless you can do some really crazy stuff with them in Commander, and I don’t quite think this is crazy enough. I can see this being a sweet top-end for a limited deck with some ramp, but the “if you cast it” clause makes this a little too pricy for what ends up being basically two vanilla 8/8’s.

Beanith: Sure you could wimp out and use green mana but wouldn’t it be far more satisfying to slap someone upside the head with a island turned Treefolk?


Credit: Wizards of the Coast

Clay Champion

BPhillipYork: This is super neat, I like it. I hope WotC keeps doing cards like this. The real gem is putting a bunch of +1/+1s where you want them, but I really like this kind of templating.

Loxi: I’m with BPY here; regardless of if this card sees play in Commander, this design is so amazing that I support it through and through. I do think it’s probably good enough to run in G/W counters, even if it might not be as exceptional as it will be in 60 card. The big talk of the town is that it ends up being really big if you go all-in on the green pips, which is really cool as a late game mana sink.

Beanith: Proof if there ever was that white mana is selfless and green mana is for Mutating monsters.


Credit: Wizards of the Coast

Bladecoil Serpent

BPhillipYork: This thing is mean. In a way forcing it into Grixis is really good since it means you can’t just ramp it out and eat everyone’s hands with it. It’s flexible and has a powerful asymmetric potential as a mana dump, and also is a so-so-beater.

Loxi: I can see this being a really good top-end finisher to just jam in Grixis control decks; if you have artifact synergy to recur it, even better. The black mana discarding effect can get REAL nasty, but I mostly see this just being a big value brick that you stick late game to try and close out games with.

Beanith: Two out of three isn’t so bad.


Credit: Wizards of the Coast

Cityscape Leveler

BPhillipYork: I mean, if you’re playing Tron. This is how you get Tron in Commander. Is that what you want? Tron all over Commander? Yes, this thing is great. Absolutely slam it down and eat pesky things with it. An 8/8 for 8. Surprised it doesn’t have like 8 8s on it. I like the secret tech case where you are destroying your own treasures or something to get powerstones. Also love that it can attack a player and destroy another players permanent. Spread the destruction.

Loxi: This is what haunts Meteor Golem in its sleep. Aside from having a cast instead of an ETB trigger, I think any deck that had synergy there can probably use it here. It’s also a Construct, so you can tutor it up with a Scrapyard Recombiner.

Beanith: They were clearly already on the team.


Credit: Wizards of the Coast

Energy Refractor

BPhillipYork: Yeah okay I guess Celestial Prism was a bit outdated.

Loxi: Pauper might like this one, I don’t think its a super commander-oriented card. I wouldn’t fault anyone for running it in 5c artifacts though.

Beanith: I mean it’s not awful, I suppose there’s space on the bench.


Credit: Wizards of the Coast

Liberator, Urza’s Battlethopter

BPhillipYork: Another source of artifacts having flash with flash, which is already a thing, and already a deck, so fun, potentially doming someone with a giant Urza’s Battlethopter as your Commander is pretty fun.

Loxi: Well friends, this is it. We finally have another colorless Commander who you can seriously build around. I think this will become the de facto colorless artifacts Commander, and even might be a good colorless Eldrazi lord. Outside of being a Commander it’s basically a Shimmer Myr with extra goodies. There is a lot you can do with the ol’ Urzopter, but I think we are looking at a new EDH staple here.

Beanith: The team needs a bus, especially if said bus gets bigger and lets you yeet out robots at breakneck speeds.


Credit: Wizards of the Coast

Portal to Phyrexia

BPhillipYork: I mean, if you’re playing Tron. This is how you get Tron in Commander. Is that what you want? Tron all over Commander? Like, whatever. 3 Creatures. That’s brutal. Also just reanimating stuff. This is Sheoldred, Whispering One but all colorless mana, which is, problematic.

Loxi: This is the big “nobody will play fairly” card of the set. You kinda have to analyze this like people will be getting it in play through downright illegal means. That being said, this card is real good. Great removal as well as providing fuel for your reanimation is pretty solid, especially if you can constantly find a way to reanimate or blink the Portal. I don’t think its for every artifact deck since it seems just “good enough” if you play it fairly, but if you can abuse it I think its a really scary piece.

Beanith: Why piss off one opponent when you can upset the entire table? And then after slapping a target on your back you can kick an opponent while they’re down too for extra salt. You better believe this little hand grenade is in the deck.


Credit: Wizards of the Coast

Slagstone Refinery

BPhillipYork: This is really cool and a potential combo piece. There are recurring artifact creature loops, there even were before the Necrons, and now with the Necrons there’s even more.

Loxi: 4 Mana for something that doesn’t do anything at first is a little bit of a rough sell, but over time it can be really scary. I think if your deck is really all in on artifact sacrifice/looping, this is a nice value engine since it provides mana as well as extra artifacts on board to use, but I would only include it in that scenario. Just, for the sake of argument, compare it to Thran Dynamo which provides 3 mana for anything right off the bat. If you think you can end up getting more value from this over a dynamo, I think its probably a fine inclusion, but it takes a bit to get rolling.

Beanith: Going to need a lot of Powerstones on hand for some of these cool robots.


Credit: Wizards of the Coast

Su-Chi Cave Guard

BPhillipYork: Erm, you can loop this gg. 8 mana wtf. Who thought this was a good idea. I totally remember old Su-Chi so this is nice. Something about the Thran or whatever. For real eating this with an altar or a KCI and getting 10 mana with all the dumb stuff you can now down with 10 mana is an interesting choice.

Loxi: Do you like Cathodion but with a BIG ol’ butt and a dumb amount of mana tied to it? I like this a lot since it provides such a big payoff if you can save it for a big turn or reanimate it.

Beanith: Robot meatshield just got drafted.


Credit: Wizards of the Coast

Symmetry Matrix

BPhillipYork: Well this will be problematic with tokens and powerstones galore.

Loxi: This card is good, but especially so since it’s colorless. Ideally this is a house in token decks that can’t access better draw; I can see decks that make a lot of bigger tokens liking this as well, like Lathliss, Dragon Queen, since this curves out really well as a setup card before you can actually get your tokens in play.

Beanith: Given the sheer amount of tokens I could generate with Urza, Chief Artificer this may be the a fantastic card draw mechanic.


Credit: Wizards of the Coast

The Mightstone and Weakstone

BPhillipYork: Solid, toolbox item, draw 2 on a mana rock is sort of unheard of like this.

Loxi: I think this is better than the Dragon Engine, but copy basically what I said there to here. I think this one provides a bit more to your board without the meld since it helps with some good toolbox utility, but in reality you’re just using this as a way to buy time/speed up getting to Urzawalker.

Beanith:  Pretty pricey for a potential creature removal spell. That and it’s not very robot like so pass.


Credit: Wizards of the Coast

The Stasis Coffin

BPhillipYork: I don’t see a lot of actual use for this, but it’s cool I guess EXCEPT HIS COFFIN ALREADY EXISTS AND IS A BOMB CARD. Tawnos’s Coffin. Which is nasty for Commander because you can just exile someone’s Commander, if they use the state-based trigger to get it back you can just exile it again.

Loxi: Huh, neat. I’d never bash anyone for playing it, but it having to exist on the board before you can use it I feel like makes it more volatile than other protection spells. Probably solid if you’re in like mono-red or something where you don’t get this sort of effect though.

Beanith: Things I would to see pushed out the back of Liberator, Urza’s Battlethopter because I don’t see anyone letting you keep this around.



Credit: Wizards of the Coast

The Stone Brain

BPhillipYork: Cool way to grab a win con out of someone else’s deck. But also kind of a dick move.

Loxi: This card looks like a meme and I love it. It’s a sideboard Pithing Needle-type deal, which have never really been Commander’s forte.

Beanith: Much like the Portal to Phyrexia this gets in so I can spread the hate around a lot more efficiently by destroying everyone’s Sol Ring.


Credit: Wizards of the Coast

Thran Power Suit

BPhillipYork: I guess this is just, Voltron on Voltron. Kind of a hat on a hat. Though with things that just let you slam all your equipment onto something it get’s nasty.

Loxi: I recently made a comment in an article about how strong these growing effects are for equipment decks (and even certain aura decks), so having another one is always welcome. Ward as a bonus is a nice touch.

Beanith: It’s no Shield counter but it will do to hopefully make the blue player reconsider their choice of target.


Credit: Wizards of the Coast

Thran Spider

BPhillipYork: Anything that lets you do something with infinite mana is potentially powerful. This is no exception, the ability to just keep grabbing artifacts out of your deck is potentially huge, letting you grab your win con and finish.

Loxi: Interesting. It does a thing. Where does this thing go? Spider Tribal? These are the things I need answered.

Beanith: Who doesn’t love robot spiders? Well if you consider the 7 mana ability then I might just raise my hand… oh who am I kidding, welcome to the team.




Credit: Wizards of the Coast

Argoth, Sanctum of Nature

BPhillipYork: Love it. Giant Gaea/Titania tearing things up.

Loxi: I wonder if there was discussion over if this could be a forest or not. Would this be too strong if you could tutor it easier due to that? Regardless, I think this is a fine land that is ok on its own if you don’t have the meld ready to go on board, but I wouldn’t run without Titania. Since it’s a land that has a nice little activated effect and can even enter untapped in other decks though, it makes it a pretty low opportunity cost.


Credit: Wizards of the Coast

Fortified Beachhead

BPhillipYork: Erm okay, neat if they do whole cycles of these. Soldier tribal I guess is, a thing.

Loxi: Woo, tribal lands! This card is super good in Soldiers and I think is a great way to add a backbone to the tribe. Hope to see more in the future.


Credit: Wizards of the Coast

Demolition Field

BPhillipYork: Neat. There’s a lot of ways to make this really useful, generating multiple staxy type triggers that benefit you off of it, and there are now a lot of such effects and a ton of ways to play lands out of your yard so.

Loxi: If printing more cards like this will get more people to run them, I’m all for it. I really like this one since it won’t put you down a land either, so of all the similar Ghost Quarter effects I actually think I like this one the most, even if you have to pay a little tax for it. Not going back on mana is really nice.

Beanith: Explosives to solve problems? I’m interested to learn more.


Credit: Wizards of the Coast

Hall of Tagsin

BPhillipYork: 4 to make a Powerstone is kind of meh, like if you have that kind of time, do something better. Granted if you get enough Powerstones you can just keep making more Powerstones, but so what.

Loxi: If you’re in budget 4-5 color artifacts and really need some fixing, sure. If not, I think there are better options.

Beanith: Pretty sure I’m going to need another Hall to store all of these Powerstones.


Credit: Wizards of the Coast

Mishra’s Foundry

BPhillipYork: Cool. Meh for Commander but a cool throwback, but also inherently worse than Urza’s dumb lands. Should give +1/+1 for each foundry you control or something.

Loxi: I want to note real quick that colorless decks have the option to run a lot of these since they’re basically strict upgrades from Wastes, and usually end up cheaper to boot. I think this isn’t a great one for EDH, but I’d probably run it over Wastes anyway.

Beanith: It’s late and I was trying to work out why I would want to give +2/+2 to the target attacking my Assembly-Worker… It’s a land that makes robots, it’s in my terrible deck for sure.


That wraps up our look at the set’s colorless cards. We know four articles and 281 cards are a lot to remember, so expect an edition of Memory Jar coming soon, listing the top cards from the set you care about. In the meantime, if you have any questions or feedback, drop us a note in the comments below or email us at