Hello, everyone. Commander Legends: Battle for Baldur's Gate has been out in the wild for less than a week, and there's a lot to be excited about. Today I'm going to be talking about the new cards found in the Exit from Exile preconstructed deck, helmed by, so prepare to hear that Cascade is good, casting free spells is good, and copying those free spells is good.
Faldorn rewards you for playing cards from exile, and is fortunately worded in such a way as to include both the ability to play lands from exile and generate extra benefit from it. This means her ability works withas well as synergizing with a few new cards from this deck.
At the helm of her own deck, though,works alongside several mechanics. Cascade, Suspend, Foretell, Hideaway, Rebound, and Adventures are all cast from exile, and each comes with an extra 2/2 token with Faldorn in play. And, of course, red's suite of impulse draw will also have you spawning tokens every turn. Cascade in particular has the potential to create a very powerful engine in this deck. , , and (which isn't included in the precon) can all generate a steady stream of extra cards, which Faldorn compounds with tokens. Add in , , or even simple effects, and you have an effective aggro strategy.
This precon also comes with. Getting up to four free spells from exile every turn is a huge advantage with Faldorn. You could build upon that with and in a version more focused on spells than creatures. also gives you free spells from exile, while can double your Wolves every turn. If you really want to kick things into overdrive, consider . Not only does it make your Wolves huge, you'll get to cast a copy of your best spell for each token that gets through, creating a new one in the process. Alongside and , is a potent win condition for .
If you're aiming for a more powerful deck, you can make infinite Wolf tokens with. Cast or as many times as you'd like from exile to generate a wolf each time, winning with a haste-enabler or the aforementioned .
may look unassuming at first, but putting card selection and cost reduction on the same card is usually the sign of something powerful. Giving spells Undaunted will almost always reduce their cost by three. That means Durnan can cast for four mana, or for just three. Even haymakers like and only cost seven and eight mana, respectively, and while may seem fragile with only three toughness, he doesn't have to stick around for you to cast the cards he exiles. It also means you can make him unblockable with to ensure you always get to dig for your next threat.
If you don't want to go for the big creatures, you can also useto dig for combo pieces. , , and are all free to cast with Undaunted. Pairing Durnan with a blue Background ( , perhaps) also gives you access to and to copy his effect and find even more free creatures.
If you like Cascade, you'll really like . This card turns your long strings of Cascade spells into true game-enders, and it also helps grindy strategies actually push towards a win. decks built around Adventure cards can sometimes struggle to finish a game, but dealing three or four damage every turn with your Adventure creatures helps deal with that, but they also helps you gain control of the game by removing key creatures.
If you want to play a, then is perhaps the most obvious choice. He lets you cast big spells from exile to deal as much damage as possible.
also loves to cast spells from exile, and has the potential to deal twelve damage when cast, and don't even get me started on and . To get the absolute most out of this Background, however, you'll want to throw it into a Partner deck. It gives the damage ability to each commander you own, so having two commanders in play doubles your damage. and put spells into exile and then let you cast them, so they're the perfect home for .
There was a lot of excitement around when it was first revealed, and it's easy to see why. effects are a niche form of interaction that generally don't do much. Outside of or , most triggered or activated abilities can simply be triggered or activated again. Not so with . , , , and all tremble before this small Slime. If you're tired of people asking, "Do you pay the one?", not only denies this particular draw, it destroys . But if you see more troublesome creature abilities, can actually still help. You can respond to 's win-the-game trigger with to turn it into an artifact, allowing to follow up and counter and destroy .
Copying spells is always good, especially if they were already free. Cascade is coming up a lot in this review, but it's a powerful mechanic that a ton of these cards only make much, much better. makes your big turns even bigger, gives you octuple Cascade with . is also great in combination with [/el]Birgi, God of Storytelling[/el], or more specifically . Harnfel is potentially the best Storm-enabler you can have in the command zone, limited only by the number of cards in your hand. not only copies to refill your hand, it also doubles your win. now deals ten times X damage, and makes two tokens. Long story short, anything that copies spells is worth considering. costs the same as , and the condition of casting from exile isn't very hard to achieve.
is a little harder to assess. In most cases, cards I see cast from exile are free with Cascade, or , but casting creatures for free could be powerful enough to tempt people back to and , especially if you can stack the top few cards of your deck. also makes and much stronger, since any creatures you exile are free. It does cost seven mana, though. By the time you can cast , you'll probably need to cast something more impactful to keep up with the rest of the table.
Even if you don't plan on using the creature half of this card, the Adventure side is still worth considering.lets you exile any creature from your graveyard and cast it from exile until your next turn. If you don't have access to , then is your next best way to take advantage of the graveyard. Exiling that creature also dodges and discard effects, plus the synergy with and . I'd consider especially for or to return your best creatures to play.
I have a hard time with cards like. Getting an extra land or a big token every turn is good, but it never feels good to exile a card you needed to draw. This feels appealing to decks, with lots of impactful permanents to get full value from that critical twenty, but there's no guarantee you'll ever role a twenty, and the more cards exiled by , the more attractive it will look to . Once you have three or four lands, or a couple big creatures exiled under Journey, your opponents will start thinking about removing it to stop you from leaping ahead in the game. If you do try this enchantment out, you'll want to play it alongside and to ensure you have the best odds possible to hit that natural twenty. Otherwise, I just can't see being worth it.
might be my new favorite four-mana rock. I really like chaining two-mana ramp into four-mana ramp. Seven mana on turn four lets you play some powerful spells. On top of that, gives you the initiative, a new variant of monarch. When you take the initiative, and again during your upkeep, you venture into the Undercity, a new dungeon from Battle for Baldur's Gate. Because gives you the initiative, it'll always tap for two mana on the turn you play it. That isn't a huge deal, though, since you'll play this card with the goal of casting spells from your deck for free as often as possible. doesn't need the value, but and could both make use of the mana and card advantage provided by this tome.
is a great top down design. You can cast it right away for a little bit of damage, or set it away to charge for a bigger explosion later on, except you don't actually have to wait to get that bigger blast. Because deals five damage to each opponent and their creatures when it's cast from exile, you don't actually have to Foretell it. Exiling it with lets you pay three mana to wipe the board in most cases, and of course, Cascade gets full value out of this spell too, and because it only deals damage to your opponents' creatures, you don't mind Cascading into this spell at any point of the game. This also makes it great for and to ensure your attacking creatures aren't blocked.
I'm a fan of four-mana ramp spells, but something aboutisn't quite clicking for me. Similar to , will give you a boost of mana every three turns. Except, has a much higher ceiling and is much more consistent. You always know what it's going to give you. is semi-random. You don't know what land you're going to get, although you can build your deck to game the odds. My main concern is whether casting this every third turn is enough to make it better than or . If your games go long enough to let you cast this three times, it's definitely worth considering, but otherwise I'd expect to not be worth it.
Everyone Must Come Out of Exile in Their Own Way
And that's it for the new cards in Exit from Exile. I've been excited about since she was spoiled, but a bunch of other cards have caught my eye as well. will definitely slot into a few decks, along with . I wasn't impressed by , but that fabled critical hit may be tempting enough for me to try and make it work.