March of the Machine: The Aftermath Review - Legends Part Two

(Niv-Mizzet, Supreme | Joshua Raphael
Commanders I | Commanders II | Noncommanders I | Noncommanders II
Just Plain 'Walkers
We're in the epilogue of March of the Machine, or denouement if you have an English degree. Things have changed since those rascally Phyrexians sputtered oil all over the place, most notably in terms of our planeswalking friends. No longer able to traipse through the Blind Eternities on a whim, the members of the Protagonist Guild are sparkless, and are thus rendered inert. This 50-card set, wordily titled March of the Machine: The Aftermath, tries to tie a bow on as many stories as possible, in a post-credits stinger kind of way. As a result, almost 50% of the cards are legendary creatures, an occurrence we're likely used to by now.
Our good Canadian friend Mike Carrozza (of Am I the Bolas? fame) tackled half, and I'm doing the other half. I'm Nick Wolf, by the way, writer of the Commander Canvas series, in which artists spill the beans on their own personal Commander decks.
So let's stop rambling and get to the goods.
Mythics
Calix, Guided by Fate
Poor Calix only received one planeswalker iteration
Now a lowly Human Druid, Calix's Constellation effect isn't exactly realm-shattering, simply distributing a +1/+1 counter whenever an enchantment enters the battlefield under your control. There are plenty of ways to make that into a motor by utilizing cheap enchantments and Auras, especially my personal favorite, Gossamer Chains
It's that second ability that makes Calix an interesting choice. Typically, enchantress decks win through card advantage, but with Calix at the helm, we're looking to cast Auras and punch people in order to copy enchantments we control. There'll be a narrow balance in a Calix deck between creatures for punching, Auras for punching harder (or smarter
Keep in mind that Calix triggers whenever an enchanted creature deals combat damage to any player, but will still only copy something once per turn, so it's less important to have multiple evasive attackers than it is to just ensure one creature + one Aura gets through, so slap that Alpha Authority
Kiora, Sovereign of the Deep
Kiora's been depicted as a planeswalker three times (or four times, if you count the Arena-only version
Lucky for her, those waters are absolutely teeming with the deep-sea Mount Rushmore of creature types in Kraken, Leviathan, Octopus, and Serpent. With this Kiora in play, each one of those creatures you cast from your hand in essence get Sea Monster Cascade. Or to be more accurate, Sea Monster Sunbird's Invocation
Kiora's one of those commanders that doesn't allow a ton of wiggle room when it comes to deckbuilding. Most games will see you ramping as fast as you can in order to play high-cost sea critters, with the randomness (and thus, fun) coming from flipping cards from the top of your library with each cast. If you're curious, the best sea monster to cast with Kiora in play is Icebreaker Kraken
There are two ten-mana options in Deep-Sea Kraken
Still, that's just half of what Kiora wants to do. The other half will hopefully make playing Thing from the Deep
Samut, Vizier of Naktamun
From creature
No longer Naya, like her original creature incarnation, Samut's strictly Gruul these days, and because this new version is two mana fewer to cast, she's also coming to town without flash and double strike.
We've gotten a few instances lately of "haste matters" strategies on legendary creatures, from Ognis, the Dragon's Lash
Samut seems like a pretty linear commander, but the more you think about it, the more options arise. While she's a regular ol' Human herself, she might be secretly an amazing Goblin commander. Goblins historically aren't great at card draw, but with something like a Goblin Chieftain
You can also go the tokens route, as many of the tokens that can be created in red also come with built-in haste. Force of Rage
Sarkhan, Soul Aflame
If it's a lizard with wings and a penchant for fire, Sarkhan Vol's likely got a strong opinion about it. He's been all about Dragons since he first appeared
Nowadays, he's a Human Shaman with a text box that says the word "Dragon" more than once. His first ability reduces Dragons' cost, making him more or less a Dragonlord's Servant
We have plenty of Dragon-matters commanders, and we have plenty of commanders that can clone or shapeshift into other things, but we've never had both in one card, so that's neat. This version of Sarkhan provides an interesting opportunity to combine the three strategies of Dragons, clones, and Voltron should you want to walk that particular path. Since Sarkhan himself enters the Dragon, there's room to finesse wins with commander damage as he takes to the skies in the form of a Dragon Tyrant
It's likely that Sarkhan will see more play in the 99 of more established Dragon commanders, like The Ur-Dragon
Tyvar the Bellicose
Tyvar picked up a lot of new fans during the story of the Phyrexian Invasion, coming across as a gruff and honorable hero who will clap his friends on the back just a little too hard, but out of love. He's already back with a new card, and this time, he's sending those fans to Google to find out what "bellicose" means.
Without a spark, Tyvar is now an Elf Warrior, and if we're all honest here, basically the same as he ever was. Every iteration of him prior to Tyvar the Bellicose
Tyvar points you heartily in the direction of an Elf deck (almost literally, based on the art), and in the realm of Golgari Elf commanders, he's at least on par with Abomination of Llanowar
Sure, in an Elf deck, mana-producing Elves, like Priest of Titania
And lastly, in the "so that's why they added the 'this ability triggers only once per turn' clause" category, we have Cryptic Trilobite
Rares
Jolrael, Voice of Zhalfir
As a diehard Jolrael, Mwonvuli Recluse
Unlike the mythic rare legends we've discussed already, Jolrael was never a planeswalker, just like all the other rare legends. Instead of darting to and fro through the Multiverse, Jolrael never came out of her jungle, and when Zhalfir swapped places with New Phyrexia, it's likely Jolrael was very confused. It'd be like if you woke up one day and walked out your front door to find out your house is now on the moon.
As a commander, Birdland Jolrael will be very familar to players of Noyan Dar, Roil Shaper
Nashi, Moon's Legacy
In which Rat Boy digs up dead things with the help of the ghost of his mother; I don't watch anime, but if someone said that was the synopsis of an anime, I would believe them. Still, it's a better plot than the other Rat Boy I can think of.
For three Sultai-flavored mana, we've got a new Nashi, who no longer steals cards from the top of opponents' libraries on attack, but instead allows us to quasi-reanimate legendary or Rat cards from our graveyards. In practice, it'll be more akin to Feldon of the Third Path
On the other hand, Nashi can make a copy of Garruk, Apex Predator
But if you insist on sticking with Rats, you'll probably be doing so with Rat Colony
Niv-Mizzet, Supreme
Despite a card name that sounds like he should come with olives and sausage, Niv-Mizzet, Supreme
In a lot of ways, Niv will be as annoying to play against as a bizarro Muldrotha, the Gravetide
- Dovin's Veto
- Drown in the Loch
- Terminate
- Decimate
- Eladamri's Call
- Anguished Unmaking
- Izzet Charm
- Assassin's Trophy
- Boros Charm
- Growth Spiral
Conversely, the top spell in each color combination in terms of how cool I'll think you'll be if you cast them are:
- Thoughtweft Gambit
- Soulquake
- Phyrexian Purge
- Surge of Strength
- Altar of Bone
- Identity Crisis
- Schismotivate
- Grim Contest
- Fight to the Death
- Voidslime
Being in five colors and largely open-ended, new Niv presents a pretty blank slate in terms of build theme. You can focus on bounce spells, like the aforementioned Soulquake
Pia Nalaar, Consul of Revival
Chandra's mom appears on a third card, and second solo outing. This time, she gains white, but she's still all about those Thopters.
Pia's a lot like a Boros-colored Faldorn, Dread Wolf Herald
Just don't forget that you're jumping through hoops just to make a bunch of Thopters, so be sure to make that relevant in some way, either with a big-mana artifact package powered by Krark-Clan Ironworks
Sigarda, Font of Blessings
Another day, another Sigarda. This'll be the Angel's fourth iteration, mixing together elements from the other three into a new, yet intensely familiar, flavor. That slightly unfamiliar note you detect, however, is Sigarda's attention toward Angels as a creature type. That's new.
Sigarda's pretty straightforward as a commander, of course. She wants you to play Humans, Angels, or some combination of the two. And for your trouble, you get a little Realmwalker
At least one thing is for certain: every card on which Sigarda appears features A+ art, and Sigarda, Font of Blessings is no different in that regard, in both the regular version and the showcase version. Good work all around.
Old Names, New Beginnings
That's a wrap on the legendary creatures from MOM:A, which is not a museum but a Magic: the Gathering expansion. Which of these ten seem most appealing as your next commander? Any you're looking to add to the 99 of existing decks?
And lastly, what are your thoughts about Aftermath as a concept? It's been said that this 50-card tack-on is an experiment, and like any experiment, favorable results bear repeating. So if this does well, we'll probably see more of it. Is that going to be a good thing?
Time will tell. Until then, see you around.