Greetings fellow clowns, Jake FitzSimons here, I've taken a quick break from the circus to bring you a review of the best Unfinity cards for cEDH. If you're not up-to-date with the latest happenings in the world of Magic: the Gathering, it might interest you to know that "Un" sets now include cards legal in eternal formats. In fact, every single card in Unfinity has a black border!
However, black border isn't the sign of a legal card in this set; the absence of an acorn stamp is. See here for more info on that and an explanation on Stickers and Attractions - you'll need it. But while this set is shooting for zany hijinks and miscellaneous shenanigans, it does contain cEDH-playable cards. Some are fringe, some are sleepers that will get better, and one is going to saw the format in half. Let's get into it!
What's Mind Goblin? Who's Joe?
Ponder those questions while you try to get your head around a card that works differently every time you play it. What matters is that despite its inherent randomness,will always be mana-positive. There are 44 sticker sheets to choose from, nine of which of have a word with four or more unique vowels. This means even though you'll only get three of those ten sheets, will always make a minimum of four mana.
There is one sticker sheet with a six-vowel word, two with five, and six with four. This gives a 71% chance that your three sticker sheets will contain a five- or six-vowel word, at which pointstarts to feel like a real ritual. It also makes terribly hard to evaluate. There are decks that care about making mana and little else ( ), but there aren't many of them.
It's also important to know you can't go infinite within the same way you would with . Stickers stay stuck for as long as a card remains in a public zone, meaning that blinking will not go infinite: you'll run out of stickers. The same is true of reanimation combos.
Thankfully, there is a card that will easily create infinite mana with 1.; . The ease of execution here will hinge on which your best sticker is, but you can guarantee it with any
Let's get into the nitty gritty.is irritatingly impractical, even in the best of circumstances, and even when you're not playing it yourself. You don't need stickers if you have , or a reanimation effect in your deck because you can only ever place stickers on permanents you own, making useless. And yet, cloning works.
That's right folks, if you clone ayou'll be able to place a name sticker and generate mana. As long as you've got a in your deck, there's a chance you'll have to figure out what stickers you have access to. This is annoying to say the least.
You don't need real sticker sheets (they operate more like counters, and anything will suffice) but you do have to pick a set of ten sticker sheets and randomly pick three of them. While you'll pick the same ten your opponent chose, unfortunately, technically speaking, the randomising has to happen before the game begins. There's no way reasonable people will expect you to do this and I'm sure randomising on the spot will be fine, but good god. It's a tremendous amount of work just to figure out what a single card actually does.
Right now the most obvious home foris in a favorite deck of mine, where mana neutral/positive creatures are already the name of the game. But note just how rare this Goblin is. There are no shortage of creatures in Magic that produce a lot of mana, but there are very few that produce more than they cost the same turn they come into play. , and all fit this description and it's no coincidence they're cEDH staples. may well join them.
Captain Rex Nebula
Ding ding ding ding, the fourth2 card printed this year that can go infinite with ! Just go to combat, turn into a Vehicle, and suddenly she'll lose creature typing. No amount of -1/-1 counters will kill a noncreature artifact, so she can be tapped and untapped infinitely.
Whileis cheaper, has the advantage of being a creature, making him easier to tutor for. Admittedly, isn't the first creature that makes go infinite; takes that crown, but because the good Captain turns into an artifact and, again, removes creature typing, won't need to worry about summoning sickness.
Far, far more interesting and significantly sillier are's implications as a commander. In fact, he can deal infinite damage with just one other card to win the game on the spot! Yep, all you need is a two-mana Dwarf and . There's just one catch. You can't roll a 2...
Turn the Dwarf into a Vehicle (I'm not even going to entertain a mental image here), roll a dice, deal a damage, roll a dice, deal a damage etc. The chain will break and the Dwarf will explode the moment you roll a 2, which you have a 1 in 6 chance of doing every time you pick that dice up. Presuming your healthiest opponent is at 40 life, your odds of success are 0.068%. That's horrible, but in for a penny, in for a pound.
Spit in the face of the dice gods. Twist the fates. With one of these cards, your chance of avoiding a 2 (or a 2 and a 1, which is still failure) forty times in a row is now 3.08%! Add the second and you can get that all the way up to a staggering 26.77% of success! Who doesn't like a four card combo that only works a quarter of the time? Obviously this is terrible, but many cEDH players will be silly enough to try it and I salute them.
In fact, if you like dice, it might be better to have simulation for this, check out this awesome resource3 from Draft Punks MTG, an Aussie drafting channel and friend of Commander's Herald.in the command zone. Wyll can even combo with for infinite creatures, but true to form, it's hilariously unreliable. Begin combat with both in play and you might go infinite, you just need to roll better than 15. Many times in a row. The good news is that every successful roll improves the likelihood of the next one. If you want a
goes fast. This is the third new ride she's got this year. In case you haven't been keeping score, she started earlier this year thanks to Kamigawa: Neon Dynasty and courtesy of the Streets of New Capenna. And now, fittingly, she has her very own .
I say fittingly because from the moment Unfinity releases, Clown will be an official black-bordered creature type. That means that before anyone can put a real physical copy ofin their deck, they'll already have actual factual Clowns in there, going by the name of and . Get that into play and you're not playing Dwarf Tribal, you're playing Clown Tribal.
As to why Vehicles are valuable in the first place, cEDH Magda decks revolve around tapping down Dwarves, and there's nothing quite so simple and reliable as paying a Crew cost. You can do it any time you have priority and it bypasses the summoning sickness that would otherwise slow newly played Dwarves down. While, , and the original are all valuable for their additional utility, none can boast the bargain bin price of .
It's free. For zero mana, you can tap down as many creatures as you like for the crew cost, making this one of the easiest ways in the deck to gettriggers. Outside of , the next most obvious home is in . Even played at zero mana, it's just as good as a . Yes, you need to tap to swing with it, but there's not much point swinging unless you have her in play to begin with.
Best of all, it's a great way of turning spare mana into moretriggers. Terrifyingly, the Clowns are not Humans, and while you aren't guaranteed to get tokens out of it, any tokens you don't make just ensure a bigger creature to lay down pressure with. Otherwise, it's always at least a 0 mana artifact for that can produce extra s if you've got mana lying around to begin with.
Last Voyage of the _____
is to as is to . It's the same card but it costs twice as much. Usually that's enough to ignore a card ( is powerful, not so much), but when the card in question can win the game on the spot, paying double doesn't seem so bad.
Enchantment-based reanimation has a long history of going infinite with explains it best., and as of Commander Legends: Battle for Baldur's Gate, . Reanimate one or the other and you'll have a loop that blinks everything (except lands in Abdel's case) you have in play, effectively generating infinite mana. Commander Spellbook
is fittingly last in a line of viable cards that can achieve this combo, coming fourth behind , , and . If your deck is a dedicated or deck and you're desperate for extra redundacy, is your answer. Also it does something with stickers, but we can ignore that. is enough for now, no need for cEDH to get any stickier.
Magar of the Magic Strings
What if spells were also creatures? And not just creatures, but puppets controlled by a Minotaur... I'm not super clear on the flavor here. Either way,provides three useful cEDH tools: card advantage (replaying spells from the bin), mana advantage (casting those spells for free), and combo potential (specifically with ).
It might look like any old extra combat spell would allow one of's 3/3 puppets to set up infinite combat steps, but that won't work. Cards like and stipulate "after this main phase". Because the 3/3 tokens cast their spell on impact, during the combat step, you won't be rewarded with an additional combat. Unfortunately, is the only exception.
Red does have access to extra turn spells, but every last one of them includes some variant of the phrase "at the beginning of that [the extra] turn's end step, you lose the game." Without access to something like, there's no point in puppeting a turn spell. Unless? Black does have access to... !
Sort of. While opponents may squabble a bit over who takes one for the team and loses half their life total to stop you, someone will eventually do it. If not the first extra turn you take, then the second. Your mileage may vary based on the playstyles and political shenanigans in your cEDH group, but this is interesting if nothing else.
Having said this,is held back his puppets not having haste. At three mana to play him and three mana to reanimate a spell, you're six mana down before you even have a token. Add the full turn you'll have to wait before swinging, and looks like the sort of commander who needs a longer game to shine. There are solutions to this in the form of ( will be a key card in any deck), and even to ensure the tokens connect, but it will take some work.
I don't consider myself a Minotaur expert, but if you'd like to hear from one, Commander's Herald has the Minotaur specialist writing a guest set review on Monday. Stay tuned!
Myra the Magnificent
Again with the dice-rolling. I don't have the space (ha) to explain how attractions work, butwill reward you with them whenever you cast an instant or sorcery from hand, an easy enough condition to meet.
While the attractions themselves provide minimal, inconsistent value, they are at least artifacts, making them relevant forand interactions.
The real attraction (haha!) here is's ability to go infinite with a turn spell. Exile a or variant with her ability and you'll take another turn whenever you visit that attraction. But like and , the problem here is reliability. In fact, it's less reliable and costs even more to get going.
Remember, a 1 is always a failure.or can help you avoid them but there's always a chance. Thankfully has a little extra redundancy in the form of . After all, three rerollers are better than two.
So this set has two different die-centric card that sort of go infinite with just one other card, but require either ridiculous luck or a host of additional support pieces. That doesn't sound particularly competitive, and for good reason: it isn't. But it could be! Give it a couple of years, a few sets, maybe a few dice-rolling cards in a Modern Horizons set. It sounds outrageous, but remember it was only a few years ago that coin flipping decks were a gimmick at best.
The Most Dangerous Gamer
does two very important things for cEDH. It means that Gamer is an official creature type (joining Clown as something I'll pretend my is in my deck), and it means we have yet another fantastic card to name with .
Unfortunately, Warhammer 40k Commander. Either way, we're getting so many cards with silly names that I'm going to declare a "best name" winner each set, and this epic Gamer takes the cake for Unfinity.doesn't shine quite as brightly as it would have if hadn't just been printed in
Saw in Half
almost deserves an article to itself. There's just so much going on under the hood here, both in the combo and the utility departments. More than that, it was spoiled over ten months ago. Magic fans first laid their eyes on this a few weeks after Innistrad: Crimson Vow came out.
Anyway, lets start with something kooky: if you Saw a healthyin half, you'll get two 8/8s. You heard me: two 8/8s. But that's not even the beginning of what this card can do.
First things first: it's really good with. That sentence is becoming a catchphrase when it comes to cEDH card evaluation, but is really, really good with that cheeky Goblin. Bouncing and replaying a is a good enough already, but that's a rate of one card for one additional Treasure explosion. is one card for two Docksides. Okay, we got the comment out of the way, let's talk about more interesting things.
The easiest combo application foris as another tool for going infinite with . Just like and before it, just target a creature, hold priority, cast , target with the copy, and whoosh, you have infinite 1/1 creatures.
But unlikeand , does not grant haste. While the combo can make infinite creatures, waiting a full turn to actually win with those creatures is subpar for cEDH. However, is an instant. Assembling the combo at instant speed means you can untap with an infinite wide board for the win.
What makeseven better is that you'll be making two s per loop, not just one. That means an extra Mage ETB and an extra spell that can be copied infinite. I couldn't hope to list all the cards that will lead to a win with near infinite copies, but cEDH cards that work include: , , , , , or even a humble .
Still, there's more.also functions as a win condition in . Printed back in Streets of New Capenna, poor has been waiting since April for the very thing that makes her so powerful to begin with. With five mana available, in play and a in hand, you can win the game.
Feminine Grixis commanders and convoluted combos that require a primer to understand - name a more iconic duo. In short, the ability to recur spells (a ritual, a tutor, explainer available here.itself) with s by halving her over and over again will lead to infinite mana and infinite spell cast. I couldn't possibly hope to write this out in full, so I'll defer to a great
What about the general utility? If you've lost your commander to ayou can just saw the stupid thing in half. You'll not only get your commander back, you can steal something else to boot. Someone has the audacity to target your commander with a ? Beat them to the punch. Do the cutting yourself and enjoy imagining what one half of your commander would actually look like on a battlefield.
That's just as true of any important creature with "remove me" stapled to its forehead. Protect youror your . Get extra mileage out of or . If you're feeling greedy, cut your or in half. Get two more triggers with . Do whatever you like, the list goes on and on. Good creatures you're already playing get even better with .
And then we get to. An eternal combo tool, she's become even more interesting lately with the printing of and is another feather in her cap. Having and an in play is sort of like having an endless supply of es. Without fail, every three mana can bring something back from your bin (not to mention make more 1/1s).
This is a simple value engine that will quickly get out of control. Throw a tutor into the mix and you can grind with the best of them. Cast your tutor, cut yourin half, get back your tutor and your . Rinse and repeat for as long as you like. Three card interactions that take this much mana usually aren't worth it, but this is unique in that all three cards are powerful and playable independent of one another.
The c in cEDH Stands For Circus
Well, that's a wrap. If you'd told me a year ago I would be reviewing an Un set in terms of the impact it would have on cEDH, I would have... probably believed you. Magic is getting weirder and weirder. Even still, it's strange to see the Unfinity cards up close and recognise that yes, stickers are a part of cEDH and yes, eventually a Clown will kill you.
The strongest card in the set will be, without question. It's only the most dedicated cEDH fans that have brewed with it so far, but most of the community has been patiently awaiting its arrival. Now that it's here, I think we've only just scratched the surface of what the card can do. I'd like to think is what we'll most remember this set for when we look back on it a year from now, but I worry that will take that spot, for good or ill.
So what do you think? Are there cEDH tools hiding among the balloons and children and clown robots and animal puns? Have you already tested @Jake_FitzSimons.and reached your own conclusions? How do you feel about stickers? Let me know in the comments or reach out to me on twitter at