The Best Bulk Rares of Innistrad Remastered - Bulk Up!

Innistrad Remastered is here, and I'm extremely excited to get my hands on some of these valuable reprints! For each copy of Craterhoof Behemoth and The Meathook Massacre people are opening, there's some other cards in the rare slots that might be easier to overlook, and that's where I come in, my name is Tyler 'Savesya' Bucks, and today I'm going to highlight some of the best bulk rares of the set!
For clarity, I define bulk rares as follows: a rare, usually under $1, that often gets overlooked during deck building, and by default doesn't see much play.
Vanquish the Horde
Let's start this list off with a board wipe I'm always surprised isn't fetching a higher price. Vanquish the Horde is an eight-mana spell that destroys all creatures, which might sound steep, but it costs one generic mana less to cast for each creature on the battlefield. That means you can be casting it for as little as two white mana!
Like Blasphemous Act, the ability to wipe the board and then be the first person to rebuild afterwards is super valuable. Seeing this hover around the $1 mark makes me think that this is a good time to pick a copy or two up. Sure, white has a lot of great sweepers, but Vanquish the Horde's cost reduction just edges it out above a lot of the pack!
Myrkul, Lord of Bones would be an interesting home for Vanquish the Horde. Since that deck doesn't bat an eye when its creatures die, so you can turn your board into enchantments, all while stopping your opponents' gameplans. That's a good win-win situation to be in and could really change the face of a game; all for two mana!
Tireless Tracker
Tireless Tracker brings green some much needed card advantage, which leads to it being a bit on the pricey side until recently catching several reprints. For three mana you get a creature that makes you a Clue every time a land enters under your control, on top of that, the Tracker will grow with counters each time you sacrifice a Clue.
Even though Clues aren't going to refill your entire hand like some of green's other abilities, they do provide you with unconditional card draw when you need it. The worst part of a spell like Return of the Wildspeaker is when you're behind on board, and need those cards right now, you might not be able to get the most value out of it. Where a Clue can easily give you a card for only two mana.
Do you have a Kona, Rescue Beastie deck? Consider throwing a Tireless Tracker in there! Since Kona pulls big permanents onto the battlefield from your hand, you want to make sure you have a good supply of them at all times. You can store up the Clues that the Tracker makes until you need to refill your hand again, and drop a big beater on the board!
Zealous Conscripts
The next card on the list is Zealous Conscripts, a theft spell with a twist. It's a five-mana 3/3 with haste, and when it enters the battlefield you gain control of any permanent on the board. This effect can be a game-ender in one-on-one play, but I think this is still a huge swing in Commander, allowing you to take control of one of your opponent's most important pieces.
Since you're able to steal any permanent from a player's board, that includes planeswalkers, enchantments, and even powerful artifacts, like The One Ring, which is a strong effect for red to have access to. Even stealing somebody's big creature to use in a pivotal attack is enough to change the tide of the game in your favor!
If you happen to steal a creature from one of your opponents, you could then sacrifice it for value in a deck like Caesar, Legion's Emperor. If you picked up this Mardu Fallout precon, utilizing Zealous Conscripts could help take it to the next level. Not only do you get the benefits from your commander, but you also get to use that theft ability as a pseudo removal spell.
Galvanic Iteration
Galvanic Iteration is a copy spell akin to Narset's Reversal, but for a fraction of the price. For a red and a blue, you can copy the next instant or sorcery spell you cast this turn. Not only that, but it also has flashback for three mana. This can make for not one but two explosive turns, allowing you to amplify a big card draw effect, a devastating burn spell or even doubling something like Pongify.
Looking at that flashback ability again, we can see how flexible this spell can be. Sometimes when you have a copy spell in your hand, you're waiting to cast it for when you can get the best value. Which can sometimes lead to it just sitting in your hand at the end of a game. Since Galvanic Iteration can be cast from your graveyard, you have the ability to copy a spell early in the game for value, then use it to double your wincon to close things out!
A commander that benefits greatly from casting multiple spells is Eris, Roar of the Storm that came out in Outlaws of Thunder Junction's Commander set. When you cast your second spell each turn, you're going to make a Dragon token with prowess. So, you can play Galvanic Iteration first, then copy your next spell, getting double the value on top of that flier!
Spell Queller
I'll be honest with you, Spell Queller is a card I've completely slept on for years. For three mana, you get a creature with flash, flying, and when it enters you exile a spell with mana value four or less. Then, when it leaves, that spell's controller can cast the card without paying its mana cost. While it does feel like a counterspell with extra steps, it has more use than just that.
For one, it gets around cards that say "this can't be countered", so you can catch somebody off guard when they're trying to cast their Toski, Bearer of Secrets. It is also a great way to disrupt someone's counterspell, since, if your Spell Queller leaves, and they cast their counter again, it most likely won't have any targets. Finally, it is still a flying body with flash, and sometimes Commander games are won by just one evasive creature!
Spell Queller fits in perfectly with Errant and Giada. Having both of the keywords they care about is great, but I'm sure the feeling of casting this Spirit from the top of your library out of nowhere will be amazing. On top of that, these decks seem to be populated with spells like Reconnaissance Mission and Favorable Winds that benefit greatly from your fliers.
Altered Ego
Finally, we are wrapping things up with a spell that says "anything you can do, I can do bigger!" Altered Ego is a creature spell that's four mana plus X to cast, and it enters the battlefield as a copy of any creature on the board, with X +1/+1 counters on it. It also can't be countered, which adds a level of protection to this card! (Unless someone has a Spell Queller...)
Altered Ego used to be a staple in Simic decks, but has fallen to the wayside in recent years. Newer cards, like Mockingbird and Flesh Duplicate, have swept in and stolen the glory of older Clone effects. I still believe that Altered Ego has a lot of playability in today's meta, since as creatures get more and more powerful, the usefulness of this type of effect will scale with the rest of the format.
While I can try to suggest a specific commander to pair Altered Ego with, I think it will speak for itself in any Simic deck. Throwing this in a build that can use more punching power would be a nice change of pace. If you have a Simic Landfall deck that tends to durdle in the late game, adding a spell that can be any creature on the battlefield, and a beefier one at that, can make for an explosive game-ender!
The Wrap Up!
As we come to a close, I hope you enjoyed a second look at a few of these cards. My hope is that when you pull any of these in your Innistrad Remastered packs, they don't just end up being binder fillers. So, when you build that next deck, don't be scared to take another look at these rares!