Top 10 Mechanics of 2021!

Day of Judgment | Art By Anato Finnstark
Let's Close this Thing Down
2021 has come to a close, and one thing that I have been thinking a lot about is how mechanics can shape Commander. From the onset of "multiplayer-minded" design around the Return to Ravnica block, there have been design choices that have drastically changed the landscape. Today, we're going to look at each of the new mechanics introduced this year and give them a completely objective, expert ranking for how they stack up in EDH.
Without further adieu, here is the Ultimate TOP 10 NEW Mechanics EDH Power Ranking for 2021 (patent pending, or something like that)!
#10 - Venture into the Dungeon
When I saw the spoilers for Adventures in the Forgotten Realms, I was really hopeful that exploring dungeons would be a really cool, immersive mechanic that allowed for a lot of powerful decisions. I was half right. Even with a full precon designed to support Venturing into dungeons, it really fell flat for power level reasons. I honestly loved a lot of the gameplay, and some of the legends for Venture are super cool, like Zalto, Fire Giant Duke
#9 - Blood
Blood tokens were pretty underrated with the release of Crimson Vow, and that's just not correct. A friend remarked that Blood tokens give the worst card in your hand cycling 1, which is honestly no joke. Now, you have to go out of your way to produce a lot of them by playing some questionable cards, but I have Blood tokens ranked so highly because they give red even more card velocity. In particular, everyone's favorite Nessian Courser
#8 - Coven
I'm no Selesnya mage, but I know potential when I see it. Coven has a lot going for it: it's unique, seems like it has a lot of design space, and can exist on multiple card types. I like that kind of range. Leinore, Autumn Sovereign
#7 - Dice Rolling
Dice are about as engrained in the gaming zeitgeist as anything else, and their introduction to black-bordered Magic with AFR really felt like a coming home. While it was met with skepticism from some enfranchised players and monsters who hate variance, this mechanic has made a splash in a super fun way: making memories. All it takes is one high-stakes roll of the dice at a critical juncture (D&D, anyone?) to cause havoc or make a game-saving play, and the tactile nature of rolling dice just... it just feels right, okay! I really want to see this space explored more, hopefully in 2022, and I want to see it expanded to even more splashy, game-changing effects like The Deck of Many Things
#6 - Day/Night
Werewolves are one of the most beloved and, ultimately, one of the most chronically underpowered tribes in EDH. With the printing of Midnight Hunt, we actually got a really playable Werewolf commander in Tovolar, Dire Overlord // Tovolar, the Midnight Scourge
#5 - Foretell
Foretell is limited in that, often, the cost of the card is only fine - the upside is spreading the cost over multiple turns. However, with the printing of the Ranar the Ever-Watchful
Outside of some absolute bangers, like Spectral Deluge
#4 - Ward
Ward is just a much, much better mechanic than hexproof, and that alone is worthy of inclusion on the list. Like, this mechanic isn't all that interesting (other than some variability in costs associated with it), but it is significantly more interesting to play against a Storvald, Frost Giant Jarl
#3 - Magecraft
Really, we've always had something like this, at least for as long as I can remember, but keywording Magecraft and having it range across all colors is big game. Casting instants and sorceries is something that, for the most part, all decks do to one level or another, and the decks that really care about casting instants and sorceries also care about copying them. Like, the Venn diagram would be nothing more than a straight-up circle. This is an incredibly modular effect with a lot of room to grow, and they already pushed it enough to see cards like Veyran, Voice of Duality
#2 - Disturb
Graveyard value is a big deal, arguably, in every deck because it is crucial to squeeze value out of every resource you can, even ones that you have already expended. Disturb (in both its Midnight Hunt and Crimson Vow iterations) allows you to reuse cards that are more-or-less useful on the front side as a way to maximize mana efficiency, while also giving you some effects that are straight gasoline. Need a Curiosity
#1 - Cleave
Cleave is a powerful keyword that allows you to really stretch every slot in your deck, even if it does so in a clunky way. This way of designing cards is expansive and can mean a lot of new and interesting niche cards that can go in a lot of decks. Dig Up
That's a Wrap
That's all for this mechanical countdown of 2021. Which mechanic was your favorite from 2021? Which was your least favorite? Did my analysis make any glaring omissions or mis-evaluations? Do you think training should be #1? We'd love to hear from you in the comments!