Modern Horizons 3 - A cEDH Set Review

Vexing Bauble by Tony Foti
White | Blue | Black | Red | Green | Colorless | Artifacts & Lands | Allied & Shards | Enemy & Wedges | cEDH | Reprints | Minotaurs
Oh, Modern Horizons. This is the third chapter in your storied history of having a major impact on cEDH, and I'd be lying if I said I didn't love you for it. There's nothing in Modern Horizons 3 that will be as ubiquitous as Esper Sentinel
We've got a cycle of semi-playable double-faced lands, a superior Gilded Drake
White
Charitable Levy
I keep going back and forth on Charitable Levy
Flare of Fortitude
Many years ago, Angel's Grace
The best thing to be said for it is that it makes all your permanents indestructible, which means it might have some fringe utility paired with cards like Armageddon
Razorgrass Ambush
Would you ever play a two-mana removal spell that could only remove a three-toughness-or-less creature and only if that creature was attacking or defending? I'll guess not. What if it was also a land that could enter untapped? If you're anything like me, you're just a little bit more interested, and that's Razorgrass Ambush
Sure, it's three life for an unfetchable Plains
Static Prison
Static Prison
Witch Enchanter
Four mana for a Reclamation Sage
Blue
Amphibian Downpour
Amphibian Downpour
Simply wait for a sizably big turn where opponents are interacting with each other or chaining spells on top of themselves, and a single Amphibian Downpour
Flare of Denial
Wizards of the Coast are breaking new ground here with a free blue counterspell! Flare of Denial
First, the upsides. At three mana to hardcast, it's basically a Cancel
As to the bad? Needing a blue nontoken creature in play that you're willing to sacrifice is a serious price for a lot of cEDH decks. There's been some talk of sacrificing Thassa's Oracle
Which, of course, as always, brings me to my favorite topic: Yuriko, the Tiger's Shadow
Harbinger of the Seas
I've written in the past about why we don't see more Blood Moon-style effects in cEDH, and I don't think Harbinger of the Seas
Hydroelectric Specimen
Hydroelectric Specimen
Hydroelectric Specimen
Sink into Stupor
Of the bolt lands in Modern Horizons 3, Sink into Stupor
While I think most of the MDFC lands will be relegated to mono- and dual-color cEDH decks, Sink into Stupor
Strix Serenade
A year ago, I predicted that, despite being narrow, Stern Scolding
Strix Serenade
Volatile Stormdrake
Who else thought we'd see a superior Gilded Drake
I admit, not being able to steal and keep a Kraum, Ludevic's Opus
Black
Chthonian Nightmare
Is a set even worth discussing if it doesn't have a card that goes infinite with Dockside Extortionist
First thing to understand is that, even though sacrificing is part of the cast, you choose targets before you pay costs, so you can't try reanimating the very thing you sacrificed. That said, you can still loop Dockside for infinite mana as long as the Dockside count is at least five and you have a creature between zero and four mana to loop it with. I'd write this out for you, but it's a headache and a half, so why not leave it to the experts at Commander Spellbook?
As for how useful this combo actually is, I can't see it having a real impact outside of Rakdos decks and possibly Jund decks. The ability to go infinite with Dockside Extortionist
Boggart Trawler
Looking for a land that can make black mana and exile a player's graveyard? Run Bojuka Bog
Fell the Profane
Despite being unconditional in what it can kill, Fell the Profane
Flare of Malice
Flare of Malice
Necrodominance
You've heard of Necropotence
Mass card draw is still mass card draw. Access to a third of your library off the back of a turn-one Dark Ritual
Warren Soultrader
Warren Soultrader
But let's talk about the brightest-eyed and bushiest-tailed: Chatterfang, Squirrel General
Red
Ashling, Flame Dancer
Ashling, Flame Dancer
Follow that up with a discard and a draw for not just every instant and sorcery cast but every one copied, and you can see the sort of direction Ashling, Flame Dancer
Given Ashling, Flame Dancer
The only issue with this deck and this combo is that it might run into the "four horsemen" dilemma, where even though you have an infinite loop, that loop isn't 100% guaranteed to win the game. This is because even though it's ridiculously unlikely, if you end up with a shuffler titan on top of your library after every shuffle, you're repeating yourself without getting anywhere. That might create issues for tournament play, but I'm no judge.
Flare of Duplication
I'd argue Flare of Duplication
"Seems risky", was my first thought, but my jaw dropped as I heard the player name Thassa's Oracle
Galvanic Discharge
If you were playing Lightning Bolt
Ghostfire Slice
The majority of the time, Ghostfire Slice is going to be a better version of Lightning Bolt. Most of the commanders you see at a cEDH table are going to be multicolored and there are a small handful of multicolored permanents floating around, so you shouldn't have any trouble paying the discounted cost and dealing four damage wherever you see fit.
That's significant for killing creatures that Bolt can't finish, like Seedborn Muse
Pinnacle Monk
A long time ago, Archaeomancer
Powerbalance
Without question, Powerbalance
You can also respond to the trigger with topdeck manipulation, Brainstorm
The floor on this card is abysmally low. Like, "do absolutely nothing at all" levels of low. If you play it out and the first card you reveal from the top of your library is a land and you don't have a way to get rid of it, congratulations, you did nothing this turn. If you hit a counterspell and the card triggering Powerbalance
Granted, the ceiling is that you get a free card and play it for free whenever any of your opponents cast anything, so the delta between a good Powerbalance
Siege-Gang Lieutenant
Siege-Gang Lieutenant
Unstable Amulet
Unstable Amulet is a nice simple one with an obvious home: Ob Nixilis, Captive Kingpin. The big mob boss already relies on cards like Firebrand Archer and Kessig Flamebreather as reliable sources of one damage pings to get cards into exile and counters on himself, something Unstable Amulet does as well and sometimes better than the existing options. Whereas the Firebrand and Flamebreather need noncreature spells to trigger, Unstable Amulet only cares that the spell came from exile, meaning any creatures cast from exile will also keep the pain train rolling and the exile pile stacked.
The only catch is that you do need spells in exile to get going. There are scenarios where the five cards in your hand could have resulted in five fresh cards in exile if Unstable Amulet were one of the other two-mana pingers, but thankfully Unstable Amulet can set itself up with its own active ability.
Wheel of Potential
Wheel of Potential has very little potential in cEDH. Wheels in general have been in an awkward spot ever since Orcish Bowmasters reared its ugly heads, and while they still see play Wheel of Potential relies on energy, which is not something you're going to be producing naturally, and even if you were, it's a "may". Giving your opponents a choice is not something you want to do with a wheel effect; you want to force them into it. A hard no.
Green
Basking Broodscale
Basking Broodscale goes infinite with a ham sandwich and then some. With Mazirek, Kraul Death Priest or Sadistic Glee or Odric's Outrider or an equipped Blade of the Bloodchief, you'll make an infinitely large Eldrazi Lizard and infinite colorless mana. With Cathars' Crusade or Rosie Cotton of South Lane, you'll make an infinitely large board of infinite creatures and infinite colorless mana. That's all well and good, but none of the above cards see much cEDH play, and a few of them already go infinite with Scurry Oak, so will Basking Broodscale see play in a competitive pod near you? Right now, I doubt it, but we're so close to a Selesnya deck that makes running a +1/+1 counter theme worth it, we just need a Selesnya commander that makes Selesnya more appealing than running more colors or Tymna and a friend with green.
Bridgeworks Battle
If you're playing a mono-green deck, you don't care about your life total outside of Sylvan Library, you likely have a lot of mana at your disposal, and fight effects are the best removal you have access to, so Bridgeworks Battle is worth a look. If you're not playing a mono-green deck, keep it moving.
Eladamri, Korvecdal
Eladamri, Korvecdal has some great stuff going for him. Being able to play creature cards from the top of your library is a great source of card advantage, particularly for a mono-green deck, and being able to cheat a creature into play from your library or your hand can make for some impressive mana discounts. Unfortunately, the creature-cheating is limited by the sorcery-speed clause, and Eladamri, Korvecdal is going to look fairly static outside of his own turn.
Eladamri, Korvecdal will likely rely on Great Oak Guardian for mass untapping, easily repeatable with help from Temur Sabertooth. Smaller untaps are possible with Quirion Ranger, Scryb Ranger, and Wirewood Symbiote. Well and good, but I could just as easily be describing Yisan, the Wanderer Bard. Outside of the value from the top of the library, I'm not sure Eladamri, Korvecdal is bringing anything to the table that makes him stronger from predecessors like Yisan, Selvala, Marwyn, or the surprisingly successful Yeva, Nature's Herald.
Evolution Witness
Evolution Witness is a much worse Eternal Witness unless your commander hands out +1/+1 counters willy nilly. It's a magnificent card for Ghave, Guru of Spores and Marath, Will of the Wild, but as it's no longer 2018, that's not as relevant as it once was. For 2024, Evolution Witness seems best suited for the Lonis, Genetics Expert deck that Sam Black was brewing, or maybe a particularly spicy Kenrith, the Returned King brew. Even then, only being able to return permanents is a shame.
Fanatic of Rhonas
Power creep is not something I lose sleep over, particularly in a game that's over thirty years old, but it sure is funny to look at Fanatic of Rhonas and compare it to Whisperer of the Wilds. Anyway, dorks that cost more than one are historically terrible in cEDH with the exception of Bloom Tender and Devoted Druid, both of which have a host of associated combos. In fact, most dorks are in a tough spot these days thanks to Orcish Bowmasters, but with a butt this big, Fanatic of Rhonas doesn't care, and the main reason to pay attention is how nicely he pairs with Tasigur, the Golden Fang. Tasigur has seen better days himself, but having a dork that can pay for Tasigur activation by itself is a nice upgrade. Fanatic of Rhonas also makes for infinite green mana with Umbral Mantle, but Mantle has been making infinite mana since it was first printed.
Six
As a self-contained engine that can fill the bin, put lands in hand, and turn those lands into recycled permanents, Six definitely has potential, but I don't think the command zone is where this tree should be putting its roots down. Six can generate infinite mana with the help of Lion's Eye Diamond and Groundskeeper, but it doesn't actually have anything in and of itself to do with infinite mana, so that's a three-card combo all dressed up with no place to go. None of which is to say that Six isn't an exciting card with interesting possibilities.
Six can turn a hand full of lands into a hand full of Lotus Petals, which is nothing to be sneezed at. Just had your whole hand of gas wheeled away? Six has your back. It's important to remember that Six only brings back permanents, so you can't go nuts with Life from the Loam the way so many of us thought you could upon first glance, but it's just as important to remember that commanders like The Gitrog Monster and Korvold, Fae-Cursed King have easy draw triggers, so it is possible to create Loam loops by dredging the Loam to hand instead of drawing.
Sowing Mycospawn
Four mana to bring any land into play is a bit pricey, but it's not extortionately so, especially not for a green deck, and especially not when the land enters untapped. If having access to Gaea's Cradle is so mandatory that Crop Rotation isn't enough and you want to be able to find your land tutor with a creature tutor, Sowing Mycospawn is your answer. Also, if you happen to have an extra two mana, you can nuke an opposing land, but that's not likely to come up all that often.
Trickster's Elk
Trickster's Elk is awful similar to Kenrith's Transformation in terms of what it does and being reminiscent of life under Oko back in the day. Unlike Kenrith's Transformation, it doesn't cantrip, but by virtue of being a creature, it's tutorable with some creature tutors. I say some because you need to bring the card to hand to actually bestow it; if you Eldritch Evolution or Neoform into Trickster's Elk, you're going to a lot of effort for a vanilla 3/3.
Multicolor
Nadu, Winged Wisdom
BREAKING: New Simic Commander Lets You Draw a Card AND Play an Extra Land! Except, Nadu, Winged Wisdom doesn't just let you play an extra land, it puts them into play directly from the library. And it can be more than one. And they enter untapped. And it doesn't just draw you a card, it puts cards directly into your hand from your library. And it can be more than one. Whoever designed Nadu, Winged Wisdom, please put me in contact with your dealer, because I want to see the world the way that you do. Nadu is cooked.
The first thing to note is that the "twice per turn" restriction is per creature. So multiply your creatures by two and that's how many times you can get a Nadu trigger in a single turn. If you blink Nadu, you reset the count on all of them. As for how to trigger Nadu, the options are endless. Both Aphetto Alchemist and Seeker of Skybreak are able to target themselves as many times as they like, meaning they're only held back by that twice-per-turn limitation. This means that, in a single turn cycle, you have two triggers a turn plus an extra one before the untap, making for NINE Nadu triggers. That's right, with just two cards and five mana, the top nine cards of your library will go into your hand or into play if they're lands. And that's just the beginning.
Shuko, Lightning Greaves, and Umbral Mantle are all Equipment with a cost of 0 to equip, and because equip requires a target, that means a Nadu trigger. Simply take the number of creatures you have in play, multiply by two, and that's how many Nadu triggers you'll get. It starts getting really silly when you add Scute Swarm, an active Field of the Dead, or the new Springheart Nantuko to the mix, as each fresh land is two more triggers once you equip the token. Not infinite, but near enough is usually good enough, particularly when Nadu flips fetchlands into play.
Nadu is arguably a little held back by being so commander-centric and needing to run otherwise bad synergy cards, but the good news is that opponents that remove Nadu will give you a Nadu trigger. The Ibis (we call them bin chickens in Australia) is also amazingly resilient to Orcish Bowmasters because a Nadu trigger isn't actually a draw, and if the OBM player starts picking off your mana dorks, that's just more triggers.
Is Nadu better than Kinnan, Bonder Prodigy? I don't think so. The pudgy mana-doubler is still the king of Simic and one of the best decks in cEDH, but I'd wager that Nadu will at least give him a run for his money and prove one of the best cEDH commanders printed in recent years. It's also a fantastic card for Derevi, Empyrial Tactician decks. Fear the bin chicken.
Phlage, Titan of Fire's Fury
Phlage, Titan of Fire's Fury is an infinite mana outlet for Boros. That's kinda cool, but we already have an infinite mana outlet in mono-red thanks to Jeska, Thrice Reborn, and that's just about all there is to say about Phlage. Having a Lightning Helix in the command zone is cute, but it's not exciting, and even a repeatable Lightning Helix is still just a Lightning Helix. The lifegain isn't going to do very much, and the damage, while useful, isn't enough to build a deck around. No card advantage and no mana advantage is a death knell for a Boros commander. If you're really desperate to make Phlage work, look for easy infinites, like Dockside Extortionist and Cloudstone Curio, or Zirda, the Dawnwaker and either Basalt Monolith or Grim Monolith, but I wouldn't expect anything from the latest Therosian Titan.
Stump Stomp
One of the more efficiently priced modal lands from Modern Horizons 3, but not one that can ever enter untapped, which hurts its chances a great deal. If you're in Gruul or possibly Naya and you don't mind playing a slower game where a tapped land is no death knell, Stump Stomp could pull some weight. Mostly it's just fun to say. Stump Stomp sounds like the name of a great Gruul warrior.
The Necrobloom
The thing that makes The Gitrog Monster obsessed with Dakmor Salvage isn't John Avon's beautiful art, it's the fact that it has Dredge 2, creating one of Magic's most headache inducing combos ever. But The Necrobloom asks the question: "What if every land had dredge?"
The answer is that rather than a deck revolving around Dakmor Salvage, you'd have a deck revolving around The Gitrog Monster, or if not revolving, using it as a primary combo piece. There are plenty of lands that would be nice to use and then dredge back to hand, particularly Boseiju, Who Endures, Emergence Zone, and the Horizon draw lands, not to mention that having access to an additional color is nice, but you'd still be left with a four mana commander that provides no mana advantage and no card advantage.
I want to like The Necrobloom because having a lands matter deck in cEDH would be awesome fun, but I'm not convinced the big plant will get there. If that's madness on my part, sound off in the comments and show me your Necrobloom list because I'd love to take it for a spin.
Waterlogged Teachings
Surely the very best of the MDFCs that enter tapped no matter what. Four mana is glacially slow, and this is a hard no for Ad Nauseam decks, but as an instant, it's flexible, and the number of targets is huge. The instants speak for themselves, but the average blue and black deck has more cards with flash than you might realise: Opposition Agent, Hullbreaker Horror, Orcish Bowmasters, Faerie Mastermind, Dress Down, and Notion Thief among the most common. Then again, Mystical Teachings already exists and has never seen a scintilla of play, so I'm not as hot on Waterlogged Teachings as some of my colleagues are.
Colorless and Lands
Disruptor Flute
Phyrexian Revoker has seen cEDH play for as long as cEDH has been a thing, so it stands to reason that a similar effect with flash and ancillary upside would see play as well. Bear in mind that, once a spell is on the stack, you can't retroactively raise its cost, so if you're using it to neuter a spell, you'll want to name a card when you have more information than usual. That can either be an educated guess when an opponent uses their Demonic Tutor and you're trying to deter them from casting that crucial missing piece, or when they used a naming tutor, like Mystical Tutor or Worldly Tutor, in an end step and you know precisely what they want to cast. Like Drake Sasser mentioned, it's also a great solution to Lion's Eye Diamond in Underworld Breach loops.
Eldrazi Confluence
Another card that goes infinite with Dualcaster Mage, only one set after Molten Duplication in Outlaws of Thunder Junction which joined the ranks of Twinflame and Heat Shimmer. Now, I say infinite, but it's a different type of infinite. Instead of infinite Dualcaster Mages with haste, pairing the red 2/2 with Eldrazi Confluence results in infinite 1/1 Eldrazi Scions and a one-sided board wipe. Those Scions don't have haste, though, so you'll need to execute this combo in an end step before you untap if you want to kill quickly. Unfortunately, the fact that Eldrazi Confluence is slower and more expensive than any of the existing red spells that pop off with Dualcaster Mage means that it's unlikely to see very much play for this purpose.
Null Elemental Blast
Null Elemental Blast is great for countering and killing commanders in cEDH and close to useless for just about everything else. While most commanders are multicolored, some only have a multicolor identity, meaning Null Elemental Blast whiffs on the stack and on the board against cards like Kenrith, the Returned King and Sisay, Weatherlight Captain. You also run into the issue of needing colorless mana. That's not too difficult thanks to Mana Crypt and Sol Ring, but it's not a given either. If Null Elemental Blast does see play anywhere, it'll be in low-color decks absolutely desperate for more interaction and with enough colorless-producing utility lands to support it.
Shifting Woodland
Shifting Woodland is a cherry on top of a wonderful set for green mages. A land that can temporarily become any permanent you have lying in your bin for the low price of four mana and turning on delirium (quite easy if you use Crop Rotation to find it, putting an instant and a land into the bin) is a land just begging to be broken. Think of all the incredible targets: Hullbreaker Horror, Razaketh, the Foulblooded, Underworld Breach or whatever miscellaneous permanent card you might be missing for your game-winning combo. It's not even limited to sorcery speed!
It might not see play in four-color decks as it's too likely to enter tapped without consistent and reliable access to a Forest, but Shifting Woodland looks like a shoe-in for three-color-and-less green decks that can take advantage of their graveyard. It should also make for good lines with Entomb, improve and open possibilities with Intuition, and make life a lot easier for people like myself who always discard whatever they were trying to tutor for with Gamble.
Talon Gates of Madara
If Modern Horizons 3 has anything, it's a lot of cool lands with spell effects. Talon Gates of Madara, much like Sink into Stupor and Otawara, Soaring City is interaction in the mana base, and much like Otawara, Soaring City, it's not an actual spell, which means it gets around the likes of Rule of Law and Eidolon of Rhetoric, doesn't trigger Mystic Remora or Rhystic Study, and works through Grand Abolisher and Ranger-Captain of Eos alike. It costs a whopping four mana and it's only phasing, but that can be the difference between a Drannith Magistrate that stopped your combo or a Dockside Extortionist loop that enabled theirs. When you pay four to put it into play, it even ramps you! You can also bypass that cost with a simple Crop Rotation, turning the land tutor into a psuedo-interaction piece if you find room for Talon Gates of Madara.
Urza's Cave
If your deck revolves around a specific land and Crop Rotation just isn't enough, or worse yet, you don't have access to Crop Rotation because you're not in green, Urza's Cave is a viable solution. The only catch is that you'd better hope you don't need that land in your hand. Because Urza's Cave pulls the land directly into play, it's not suitable for The Gitrog Monster, a deck with a single minded focus on Dakmor Salvage. For now, if Urza's Cave shows up anywhere, it'll be in decks desperate to get Gaea's Cradle into play, even if it does enter tapped.
Vexing Bauble
Void Mirror turned a lot of heads and lead to claims that it would change how cEDH was played back when it was first printed in Modern Horizons 2. Clearly that didn't happen, and all the decks I saw testing Void Mirror dropped it weeks or days later. Vexing Bauble, for all its similarities, could well prove different.
To begin with, one mana is much, much less mana than two. You need some fast mana to play Void Mirror on your opening turn, whereas any keepable hand can play Vexing Bauble by default, meaning any fast mana can be used on something productive rather than just something that slows your opponents down. Speaking of which, Vexing Bauble strikes me as an absolute backbreaker if you're on the play, as it shuts down: Jeweled Lotus, Lion's Eye Diamond, Lotus Petal, Mana Crypt, Mox Amber, Mox Diamond, and Mox Opal.
Beyond that, it shuts down Deadly Rollick, Deflecting Swat, Fierce Guardianship, Force of Negation, Force of Will, Mental Misstep, Mindbreak Trap, Pact of Negation, and any other number of free interaction pieces you might be able to imagine, making it a solid protection piece for your own combos. Granted, it's a symmetrical effect, so you're shutting your own spells off as well, but therein lies the other true beauty of Vexing Bauble: you can remove it as you need.
Being able to spend a mana and crack the Bauble to draw a card and remove the effect means that you can use it as a political tool as needs be. If you play it and realise you've accidentally protected another player's win, it's easy enough to remove it and open up the interaction that would have otherwise been useless. That said, it can still lead to awkward play patterns if you have plenty of free interaction of your own, which makes me think Vexing Bauble is best suited to low-color non-blue decks that want to protect their own wins. It's almost like a miniature Defense Grid in that way. I should also add that if Vexing Bauble does become a meta staple, I'll have to declare Koll (already on life support) as officially deceased, time of death June 14, 2024.
Winter Moon
Many Magic: The Gathering players ask the question, what if Blood Moon and Winter Orb had a baby? ...no? You've never asked that? Just me then. Well, Winter Moon is our answer, and if you really like hating out nonbasic lands, jam this baby in your cEDH deck. I'd caution against that because nonbasic lands aren't where the broken mana in cEDH is, but there are a few decks that could stand to try it, not least of which is Urza, Lord High Artificer. Just bear in mind that because it doesn't have the "as long as ~ is untapped" clause that Winter Orb and Static Orb do, Urza can't turn it off by tapping it for blue mana.
Third Time's the Charm
You know when Frodo and Sam are on the edge of Mount Doom after finally destroying the ring and Frodo is staring into space exclaiming, "It's over! It's done!". That's me, at time of writing. This is the single longest set review I've ever written, and my fingers hurt. As to how good Modern Horizons 3 is for cEDH, it's complicated. I don't think we've ever seen a set with this many possibilities, this many cards worth discussing and this many cards worth playing, but at the same time, it doesn't have any genuine format wide staples, and I think that's a good thing. Cards that are situationally good are much more interesting than cards that are always good.
Compare that to Modern Horizons 1 and Modern Horizons 2. As far as staples go, MH1 finished the Talisman cycle, and had Collector Ouphe, Force of Vigor, Force of Negation, half the horizon land cycle, and Ranger-Captain of Eos. Meanwhile MH2 had Esper Sentinel, Urza's Saga, Dauthi Voidwalker, Ragavan, Nimble Pilferer, and Dress Down. I'm not sure Modern Horizons 3 has anything that will become so ubiquitous as any of those cards.
When it comes to the command zone, MH1 had Urza, Lord High Artificer, Sisay, Weatherlight Captain, The First Sliver, and, to a lesser extent, Yawgmoth, Thran Physician. Modern Horizons 2 was much softer in the commander department, with really just Sythis, Harvest's Hand and Chatterfang, Squirrel General. I'm hoping that Ashling, Flame Dancer pans out because she's so damn cool, but it won't surprise me if a year or two from now the only card we're seeing in the command zone is Nadu, Winged Wisdom.
But what did you like from Modern Horizons 3? Calling this set stacked would be a grave understatement and I can't deny that there were some interesting cuts left on the cutting room floor, so let me know what I missed out on, what I overrated, and what I underrated. See you back here in couple of weeks for Universes Beyond: Assassin's Creed.