Modern Horizons 2 EDH Set Review: Blue
Hello everyone, welcome to the Commander's Herald Modern Horizons 2 EDH set review! We're kicking things off with the blue cards in the set. There's some wacky cards in the Modern Horizons 2 EDH side of things, so let's dive in!
More Modern Horizons 2 EDH Content
- Modern Horizons 2 Release Date & Information
- Colorless and Lands
Dragons are almost always big, splashy spells you expect to see dominate the later turns of a game. Givingdelve means it can come down before your opponents expect a big threat, and easily leave you with mana open to protect it. Even just exiling two instants or sorceries makes the Regent a 5/5 with flying for five mana. And it still has the potential to grow. For every instant or sorcery that leaves your graveyard, will pick up another +1/+1 counter. will easily make very large. I could also see it fitting into a deck that plays lots of small cantrips to power other delve spells. Casting with in play will let you deal a big chunk of damage.
also fits thematically into or , which are often built as Flying or Dragon tribal decks that include many spells for to snack on. It could even be a backup finisher for . Overloading with in play should quickly end the game in your favor.
Despite the fact that EDH is a format specifically designed around legendary creatures, data on EDHREC. is a better . Normally, if you counter a commander, your opponent will just put it back in their command zone, ready to cast it again next turn. puts the card on top of their library instead. Its controller could still choose to redirect it to the command zone, but if it stays in their library they can avoid commander tax. However, that means they effectively miss a draw step, setting them further behind the other players than if you had just countered their creature.only appears in 1% of decks, compared to 23% including , based on
Svyelun of Sea and Sky
Merfolk tribal decks no longer need rely onfor divine favor. is obviously a powerful Merfolk tribal commander. It protects your other Merfolk, similar to , and grants itself indestructible if you have enough merfolk in play. And you're playing merfolk tribal, you'll always have enough merfolk in play. On top of that, is card draw in the command zone. It doesn't have to actually deal damage, just attack.
That ability to draw whenever it attacks reminds me of. A 3/4 for three mana that draws cards when it attacks is a good contender for a tribal Voltron deck. and make Svyelun near unblockable while contributing to that Indestructible clause. also counts as a Merfolk, and gives pseudo-vigilance. The new even creates Islands if your opponents aren't playing blue, so the islandwalk from is as useful as possible.
is a temporary that you can cast in response to , or use to nullify the abilities of or . You can cast it in the upkeep of a player's turn, ensuring they can't play spells out of the graveyard for a turn. decks often rely on the many of abilities of their commander, which you can shut off for a turn. Overall, is a powerful counter spell for every powerful creature that sees play in EDH, without being as oppressive as actual , and without requiring the same deck building restrictions on yourself.
Fourteen cards for three mana isn't nothing, but it's not a ton either.pushes that number up to 28 cards from each player. That's basically a second copy of , and more than half a . This could also be a solid early play for decks, ensuring you have a sizable pool of cards to choose from when you cast Gyruda for the first time.
There are also 25 Mill Theme page on EDHREC. If you cycle , the can return it to your hand when it deals combat damage, milling each opponent for four cards every turn. The draw from cycling will also trigger and setting decent pace for your mill plan. Even without the extra mill, cycling every turn is a potent engine if you plan on reanimating your opponents creatures, or casting spells out of their graveyard with .and decks under the
is a popular card, appearing in nearly half of the decks for and over a third of all decks. is a similarly powerful theft card, but is slightly less straightforward. You cannot cast it from your hand normally, but must suspend it, giving your opponents two turns to take you out before you can steal their best creature.
You can get around this with an effect that lets you castwithout paying its mana cost, though. is one that I have seen discussed online a lot. Because of the way is worded, you can cast even when has no counters on it, since has a mana value of zero. So instead of paying three mana for suspend, you pay three mana for and then use the alternate cost of zero to cast .
You can also castwith attacks. Looking on EDHREC for the commanders that play I found . Whenever Vadrok mutates, you can cast a non-creature spell from your graveyard without paying its mana cost. Importantly, that spell isn't exiled, but returns to your graveyard. As long as you have creatures to mutate onto Vadrok, you can grab the best creatures from your opponents' decks.
Rise and Shine
Withand and and and and and and and so on and so forth, is a win condition. is perhaps best poised to take advantage of , just for the chance to create an army of s with four +1/+1 counters on them. It also plays well with the cycle of artifact lands in this set, which will be indestructible to boot.
One mana, instant speed, generic creature removal is good. Usingto exile a creature gives you time to prepare a counter spell for when it would be recast, or you can stop it from being cast with or . Even without these synergies, exiling a value creature like or for two turns will give you enough time to catch up, or just end the game.
According to EDHREC, over 70% of Blink decks, and is better. They are both 2/2s with flying that draw two cards, and you only need to have two artifacts in play for to cast the same as . That includes mana rocks, and , , , and . There are more than enough good artifacts for blink decks for to never cast more than four mana.shows up in
Of course,is also great in artifact focused decks as well. and will almost always get to cast for a single blue mana. is another commander who can expect to cast multiple times as well.
In the right deck,could be a powerful draw spell. The maximum number of card types you can have in your graveyard is eight (Tribal counts as its own card type). Most decks don't play that many card types, but creatures, instants, sorceries, and lands often end up in graveyards as a matter of playing the game. Many artifacts can also sacrifice themselves, from to . Five mana for four or five cards is an excellent rate, making worth considering for decks that play a diversity of card types.
seems very, very good in token decks. A dedicated token deck will almost never have to pay full price, often getting a 5/6 Serpent for just two mana. For every token you make after that, you'll get to tap an opponent's creature for two turns, opening up the path for your creatures to attack unobstructed. and don't need to worry about tapping down creatures without flying, but and partner decks can take advantage of aggressively or defensively, using the tokens the commanders make during combat to tap down any creatures that could retaliate.
Another solid spell for thatand mill deck. Could also fit into cycling decks as a backup plan to and . It also seems solid for Wheel decks, where you can guarantee that your opponents are losing more cards from their library than you for each wheel, so they'll all mill out before you do. is also occasionally built as a mill deck where could do a lot of work.
Crab Tribal support, finally!players rejoice! But even if you don't like crustaceans, discard outlets fit into a few strategies. In reanimator decks lets you discard your huge creatures while also giving you bodies to flashback . It's also a great way to discard cards with Dredge. is also a source of tokens for decks.
is one mana to make two tokens. If you evaluate it as a cantrip, three mana for a card and a 0/3 body doesn't seem great, but this set is giving us plenty of ways to make use of spare tokens. doesn't want to crack that clue, though. They want to make it a or somewhere down the line, and that's where this card will shine.
doesn't seem super exciting, but I think it fills two important roles in any deck that can play it. Early on you can cycle it to search for a basic, ensuring you hit your land drops, and potentially fixing your colors as well. If you draw it later on, you can cast it for three fresh cards. makes sure you never stumble at any point of the game.
has a triggered ability that untaps itself, which means there has to be a way to combo with this thing. If you hit it with you can tap to bounce your own , recast it and untap . This generates infinite storm and infinite enter-the-battlefield triggers to win with or .
So what blue cards are you most interested in for Modern Horizons 2 EDH? Did I leave anything off the list you think deserves to be mentioned? Let me know what, and why, in the comments.