Dominaria United - cEDH Set Review

G'day cEDH fans, Jake FitzSimons here, I've avoided compleation long enough to bring you a cEDH review of Dominaria United.
First things first; Dominaria lacks staples. That's not a criticism, but there's no Boseiju
White
Temporary Lockdown
The comparison to Culling Ritual
For one, Culling Ritual
Secondly, while Culling Ritual
If you're playing a more proactive deck and using it to fight opposing stax pieces, you'll be shutting off your own fast mana and value engines. If you're playing a stax deck trying to shut off your opponents' fast mana, you'll be shutting off your valuable hatebears. There might be windows where this card shines, but I think the symmetry of the outcome will be too awkward to play around.
Serra Paragon
I've been surprised with the hype around Serra Paragon
Blue
Defiler of Dreams
This is the only member of the Defiler cycle that stands a chance at seeing play. They're all held back by high mana costs and only discounting permanents, but Defiler of Dreams
Micromancer
Spellseeker
Vesuvan Duplimancy
If you've ever wanted Orvar, the All-Form
Black
Activated Sleeper
This card is at its best in the brief moments before you realise it reads "from the battlefield this turn". That hampers the utility of this card and means no Entomb
There's some utility in being able to copy something removed on an opponent's turn, but it won't come up often. You're banking on having three mana open, a creature dying (as opposed to more common forms of removal: exile and bounce) and that creature being worth copying.
Cut Down
The only notable creatures on the staples list that Cut DownMastercard Cut Down
Shadow-Rite Priest
While it takes a full turn to wind up and your opponents will see it coming a mile off, tutoring directly to the battlefield is a worthy payoff. If you've got reliable access to a Cleric (clue: rhymes with Jimna) and your deck relies on black combo creatures like Razaketh
Shadow-Rite Priest
Stronghold Arena
This is the most I've ever seen a card held back by its color identity. Specifically, the white and green parts of this card are absolutely useless while the black part of the card, the meat of it, is golden. If this was mono-black, I think it would see more play than Dark Confidant
Okay, snap back to reality. This card isn't mono-black, it's Abzan. That severely restricts its playability, but where this works, it shines. If combat is already a primary part of your gameplan, I can't see why you'd leave it at home. If you're leaning into Tymna, buy a ticket to the Stronghold Arena
Also, it gains three or more life if you kick it. Mana Crypt
Red
Phoenix Chick
Would you believe this is only the second one-mana creature with haste and flying
Squee, Dubious Monarch
Goblin Rabblemaster
Green
Tail Swipe
There's nothing flashy here, nothing that makes you leap out of your socks and start brewing in a mad fever. It's just a pretty good card, an improvement on the options currently available. While there's no shortage of fight spells at 1 CMC, this is the first that works at instant speed. If you were in the market for a fight effect, this is your best bet.
Threats Undetected
Threats Undetected
Requiring different powers is a surprisingly annoying restraint given how many valuable combo creatures are sitting in similar stat ranges. At sorcery speed, it's also inherently clunky if you want to tutor and capitalize on what you got the same turn. But what really puts this card in the unplayable pile is that the unchosen creatures are shuffled back into your library. If they hit the bin, reanimation options would be plentiful, but alas. I'll take Shared Summons
Artifacts & Lands
Karn's Sylex
Karn's Sylex
The rest of the card is much closer to Blast Zone
Plaza of Heroes
This card could reach borderline Command Tower
For the sake of improving a manabase, Plaza of Heroes
Relic of Legends
Good god, a three-mana rock? It seems unlikely any Manalith
Making colored mana rather than coloreless, Relic of Legends
Multicolor
Dihada, Binder of Wills
Dihada, Binder of Wills
Throw Flicker into the mix and you can get your entire library into your bin with enough mana to cast every spell you can Escape. Substitute Flicker with Mayhem Devil and you can use the Devil triggers from each Treasure sacrifice to ping down Dihada so you can recast and reactivate her. A Dihada deck will basically be an Underworld Breach secret commander deck, but that's not a bad thing. Who doesn't like going off with Breach?
Meria, Scholar of Antiquity
This is my pick for the best commander of the set. This is new territory for Gruul, not just because she's both mana production and card advantage, but because she encourages you to play artifacts, usually the very thing Gruul wants to destroy. The comparisons to Urza, Lord High Artificer are obvious and the same synergies apply, such as breaking parity on Winter Orb, Static Orb and to a lesser extent Trinisphere. But the differences can't be overlooked.
Most significantly, Meria's secondary ability is not an outlet, or at least, not a clean one. None of the combos so far found with Meria are as efficient or tutorable as Urza's Polymorph into Hullbreaker Horror or Isochron Scepter + Dramatic Reversal which makes her considerably less quick. Thankfully, Gruul is happy to slow the game down to a crawl and make the rest of the table play at its own pace. There are plenty of crippling stax effects to run alongside the orbs, the most notable being Collector Ouphe and Null Rod.
Anti-artifact cards? In my artifact-centric deck? It's more likely than you think. As long as your wincons don't rely on activating artifacts, Meria is the rare deck that can run fast artifact mana alongside Ouphe and Rod. They might stop artifacts from doing anything, but Meria's activated abilities are her activated abilities, not the artifacts'. They can still tap for green!
If you do want to use artifact combos and lean more into her second ability, there are combos with Underworld Breach and Grinding Station, not to mention some developing lines with Battered Golem and Traxos, Scourge of Kroog.
Stenn, Paranoid Partisan
With the printing of Elsha of the Infinite two years ago and The Reality Chip in Kamigawa 2: Electric Boogaloo, comboing off with Sensei's Divining Top has never been easier. Stenn is a new addition to that club, even though he serves a different role in the combo: the mana reducer.
If you don't know what I'm talking about, check out this explainer from my favorite cEDH resource, CommanderSpellbook. There's only one Sensei's Divining Top, but Future Sight and Helm of Awakening have various substitutes. Stenn is one of those substitutes and functions in the same way as Kykar, Wind's Fury does by making Sensei's Divining Top free to cast. Personally, I'd rather have the Future Sight equivalent in the command zone for the sake of consistent card advantage when not going for the combo, but the right artifact-centric build could make up for the lack of card advantage with additional speed via Stenn's discount ability.
Raff, Weatherlight Stalwart
This would be my pick for best Azorius commander ever if Shorikai, Genesis Engine hadn't been printed earlier this year. At a baseline and just like Vega, the Watcher before them, Shorikai and Raff both function as outlets for Isochron Scepter + Dramatic Reversal. Working as an outlet for a clean and tutorable combo is a great start when assessing anything for cEDH viability. The Isochron win can be harder to setup than Shorikai's courtesy of needing an additional creature, but easier because you only need to produce (2) mana on board to get infinite draws, not (3).
Beyond the Isochron combo, Raff, Weatherlight Stalwart is a decent source of card advantage. The additional value you'll accrue off creatures you probably weren't tapping down anyway will really add up over the course of a game. Pair that with Raff's low casting cost lending itself to a smooth curve and you've got yourself a fantastic commander. If nothing else, I've never seen a better reason to play Monastery Mentor in cEDH.
Ramses, Assassin Lord
Ramses is as funny as he is bad. There's been some discussion of how Ramses, Assassin Lord would work in a tournament context where a player could collude with an opponent and concede at instant speed to force a loss for the rest of the table, but this isn't much more than an irritating hypothetical.
Killing one player might seem easier than killing the whole table at once, but when the vast majority of playable combos in the format (including the very best, Thoracle, which this deck can run) already do that, it's hard to see what Ramses is actually making easier. Sure, you could lean into combat damage and hyper focus a single player down - Hatred works beautifully here - but you'll be doing it without card advantage or mana advantage, and you'll be putting in significantly more work than other Dimir decks like Yuriko, Nymris and Vohar - more on that last one in a moment.
Rona, Sheoldred's Faithful
Well, she's an Isochron Scepter + Dramatic Reversal outlet, I'll give her that. She's also dull as dishwater. Isochron outlets aren't new to Dimir, with Oona, Queen of the Fae being the go-to ever since Kaladesh's release and the printing of Dramatic Reversal. But much like Oona, in a cEDH context, Rona just doesn't really... do anything.
Being a scepter outlet is great, but is it enough? You could play Kels, Fight Fixer and have some incidental card advantage or Toxrill, the Corrosive with both card advantage and one of the most crushing anti-creature effects available in cEDH. The unique part of Rona is her mini Guttersnipe effect and that just won't be relevant outside of a long game or an incredible storm turn. The recursion is borderline flavor text as well. If you're keeping count at home, this is the second Isochron Scepter commander in Dominaria United and we still have one to go.
Shanna, Purifying Blade
It's nice to see Bant get something other than Chulane, Teller of Tales or the various partner combinations that the trio have been stuck with the last few years. Shanna, Purifying Blade is, fittingly, pure card advantage. There's nothing tricksy here, just swing, gain life and spend mana to draw cards.
The fact that Shanna doesn't actually have to connect the way that Tymna does is huge point in her favor. The fact you need to keep reinvesting in her to see that card draw is a strike against her. Likewise, the fact you don't see those cards until the beginning of the end step is a shame. A decent hand with a mana dork that lets you play Shanna on turn two will mean a turn three connection. With the exception of instants, you won't be able to use those cards until turn four. The end result is six mana spent over two turns for three cards. While those three cards are repeatable, and even scalable if Shanna can back herself up with Serra Ascendant, it's fairly slow in comparison to other card advantage options.
One way to mitigate this lack of speed would be to drag the game down to a slower level with a suffocating stax suite. White is easily the best stax color and green does a wonderful job of providing it the consistency and mana production it needs to get off the ground, along with stax of its own. Alternatively, Shanna could be built as more of a draw-go style deck, hoping to maximize Instant speed interaction to make use of the end step draws.
Verrak, Warped Sengir
He's one spooky-looking fella, and damned if we don't all wish Orzhov had a unique cEDH viable commander! At first, Verrak looks incredible. Doubling up on fetchlands? An Orzhov deck can max out at eight good fetchlands, and Verrak will give you genuine land ramp in colors that have no right having such a thing.
Not to mention getting twice as many cards from Necropotence! Wait, you still have to pay the life, so it's the same. Okay, well how about double trouble when you draw cards from Tymna the Weaver? Oh no, that doesn't work either, hers is a triggered ability not an activated one. Alright, what about producing a crazy amount of mana with Blood Celebrant, wouldn't that be awesome? You could pay for a Peer into the Abyss and have mana leftover to play with! Nope, Verrak says non-mana abilities. There's still Razaketh and Vilis, but by the time you've put in the work to resurrect either creature, they should be enough. The more you try to brew with this commander, the more you'll start asking yourself, "does Verrak do anything other than boost fetchlands?".
Verrak looks like there should be something under the surface, but there's too little that synergises with it and no smooth win condition. The hunt for a truly powerful Orzhov commander continues.
Vohar, Vodalian Desecrator
The coolest name in the set, no contest. And the best Dimir commander in the set, as it's not only an Isochron outlet (are you tired of talking about Isochron Scepter yet?), it does other things as well! While not exciting, filtering once per turn is a fine thing to do and never useless. More interestingly, it means Vohar can crack Doomsday piles on demand.
And then there's the second line of text. Reminiscent of Kess, Dissident Mage, Vohar can turn the forbidden tutors - Demonic Consultation and Tainted Pact - into one card wincons. Simply cast either one, grab Thassa's Oracle, activate Vohar to replay the tutor and execute the combo as usual.
Vohar is the first Dimir commander we've ever seen that can efficiently run Doomsday and Isochron Scepter & Dramatic Reversal. Coupled with Thassa's Oracle a Vohar deck is capable of running three of the best wincons in the format. If you love Dimir and you want a deck jam packed with the best staples the guild has to offer, Vohar is your... Phyrexian Merfolk.
Dominaria Concluded
Dominaria United looks like the weakest of the full sets this year, at least in a cEDH context. There's enough to brew to tide me over until the Brothers War rolls around, but only just. The best offerings are the new commanders - I wager it won't be long before you see Meria, Vohar, Shanna in the wild.
But maybe I've been too pessimistic. Is there more potential in Dominaria United than I've been able to find? Am I underrating your favorite new card? Did I forget anything? Let me know in the comments!