The Gods of Amonkhet
Tom is back, and with the release of Amonkhet close at hand he's going to be looking and all the neat new legendary creatures that you're bound to see in the command zone in the next few weeks.
I love release season. Aside from the new exciting cards and mechanics being displayed, it's also great for the commander players. Even if your Legendary Creature pick for the set is no more than Trash in Standard and Modern, they can easily find a home in Commander. And that's exactly why it's my favourite format. It's a home for those wayward cards that can't find a home anywhere else. But you're not here to hear about my adoration for a Magic format, you're here to see me break down the legendary creatures, so in no particular order, let's kick this off!
The Pantheon of Gods
God of Weenies |
Oketra the True is probably my pick for Commander of all the Gods.
A 3/6 body with Double Strike and Indestructible is huge for four mana, and getting her online isn't a hard call, as a white deck should have plenty of ways to do this. And besides, her activated ability helps her become a creature (As with all the gods) and is surprisingly good at it, since the tokens also have Vigilance, making them really good for buffing up and swinging in.
With keywords like this, she proves resilient to removal, and Double strike effectively doubles any buffs she gets. For this reason, I'd like to think she fits well as an equipment voltron commander, which a token subtheme.
If you were to build an Voltron deck with Oketra the Fair, the following list will provide a basic framework to build from and some example of cards to play.
If you were to build an Voltron deck with Oketra the Fair, the following list will provide a basic framework to build from and some example of cards to play.
Kemba, Kha Regent | It's exactly the kind of card this deck wants. |
Sram, Senior Edificer | Never run out of cards in White again. |
Loxodon Warhammer | Any equipment will work here, but Warhammer is my favourite. |
Skullclamp | Oketra basically reads "4W: Draw two cards." |
Cathar's Crusade | Pumps the team at will thanks to Oketra's ability. |
Hour of Reckoning | Kill every creature but tokens and Oketra. |
Odric, Master Tactician | Since you'll have more than three creatures, this is perfect. |
All in all she isn't breaking new ground as a white commander but gives some great new angles to attack from compared to her close cousin Kemba, and makes a truly unique choice for a voltron style deck.
God of Bin Chickens |
The two things to take away from the card are the the lines "Kefnet the Mindful can't attack or block unless you have seven or more cards in hand," and "Draw a card, then you may return a land you control to it's owner's hand."
The big take away is that you want a stacked hand, but if it's full of lands thanks to Kefnet, how can you make use of them?
Luckily for us, the Kamigawa block has us covered. Blue, and in particular the Moonfolk tribe had a lot of "lands matter" strategies. While we certainly don't have the amount of synergy with lands like green and red do, blue gets a lot of off-the-beaten-path choices.
If you're looking to build a blue deck to make the most of our lord and saviour Tip Chook, consider the following cards that make the humble Ibis a valued part of your team.
Trade Routes | This fills up your hand and cycles lands you don't need away. |
Uyo, Silent Prophet | There's plenty of other good Moonfolk, this one is just an example. |
Roil Elemental | If it lives long enough, this guy will take over the game. |
Flooded Shoreline | Control the board AND gets that hand filled up with lands. |
Patron of the Moon | Good with Moonfolk and very powerful ramp in blue. |
Sunder | You can easily play this if you can deal with the retaliation from the other players at the table. |
Is Kefnet a powerful commander to build around? It's certainly unique and offers an interesting strategy to play with, but in the end it's a much easier to cast Soramaro. If you like playing with lands in all the wrong colours though, I can't recommend Kefnet enough, and I'm all about the silly plays.
God of Aristocrats |
As with most of the gods, the spicy bit is the last ability.
"1B, Sacrifice another creature: Scry 1. Each opponent loses 1 life and you gain 1 life."
I am a man with a very long history with sacrifice outlets. And even though Bontu isn't game breaking on his own, the big thing is that he's a sacrifice outlet in the command zone. That's indestructible. And is a crocodile. I mean the last point isn't relevant, but it's still a cool point.
He's not meant to lead the deck, and a commander deck with Bontu at the helm is not meant to be built around him. He's a working part of the deck, and he enables some very powerful plays with some already good black cards, and even some lesser thought about ones. Let's get into some of those choices.
Corpse Dance | Sacrifice the reanimated creature to get around the exile clause. |
Grave Pact | I don't even need to explain why this card and it's ilk goes in the deck. |
Blood Artist | Along with Zulaport Cutthroat you can easily bleed the table. |
Black Market | Black combos are very mana heavy, and a little help is appreciated. |
Grim Haruspex | Even though the scry happens before the draw, it's still incredibly good. |
Pawn of Ulamog | Get double duty from all your creatures, and watch your opponents cry. |
But is Bontu really worth it in a deck? I'd personally love to see him at the helm of a commander deck but he faces some very stiff competition from Ayli, Eternal Pilgrim and to a lesser extent, Ghost Council of Orzhova, and they grant an extra colour which is known to provide very nice fodder for sacrificing. But whatever, neither of them are crocodiles. Bontu - 1, everything else - 0.
God of Madness |
We can't decide on that until we break her down, but she has a few things going for her. The 5/4 hasty indestructible body goes at good rate mana-wise, but that's not what we're here for.
One ability wants us to have a very small hand, and the other ability gives us a way to discard cards for profit. I hope you like discarding cards.
Now, before you say it; yes, there are other cards that could pilot a deck like this better, including but not limited to Malfegor and another legendary creature card from Amonkhet that I'll be breaking down soon. This isn't an article for them though, we're playing mono-red madness, son! Now let's find some cards that make the jackal-deity "tick".
Ignorant Bliss | Surprise your friends and family with a 5/4, any time! |
Sneak Attack | Empty your hand and keep the pressure on your opponent. |
Seismic Assault | Sneak Attack for land cards. |
Ghirapur Orrery | Drawing four cards a turn is too good. |
Avaricious Dragon | See above. Worse for drawing but empties your hand easily. |
Feldon of the Third Path | You wont find reanimation anywhere else in red. |
All the cards above you can play in any old madness deck, preferably with black, but I would argue that mono-colour gives you some big ramp options you can't explore with another colour. Combine Snow Covered Mountains, Scrying Sheets, Extraplanar Lens and even Mouth of Ronom for some extreme mana.
All in all, it's rare to have a on-demand discard outlet in this style of deck, which is almost reason enough to put her at the head of your deck.
God of dumb things and Snakes |
He's a big dumb creature that cares about big dumb creatures, but also makes you big dumb creatures even bigger and dumber.
But, at the very least, there is a theme here. Unless you've been living in a mountain range for the past decade, you should know that Wizards like to print green cards that care about creatures with power greater than or equal to X. It's not the most interesting theme, but there is enough synergy in green to really make the most of playing as many big creatures as possible.
This deck is going to take a lot of inspiration from Mayael the Anima, but mono-green, since our deck needs to be as straightforward and stompy as possible. The list below, therefore, is as linear as you can get in the format. You have been warned.
Sacellum Godspeaker | Make mana from big dumb creatures, for big dumb creatures. |
Spearbreaker Behemoth | They're big, but now your opponent can't get rid of them. |
Archetype of Endurance | And now they can't even target them. |
Paeleoloth | But if they do get rid of them, you'll just get them back again. |
Elemental Bond | See also: Drumhunter, Garruk's Packleader |
Selvala, Heart of the Wilds | Sacellum Godspeaker and Garruk's Packleader rolled into one. |
Also a big shout out to Illusionist's Bracers. +4/+0 and trample for three mana is exceedingly good.
For the most part, I'm happy to see some new Gods in Commander. Even though a lot of them can be outdone by other non-God legendary creatures, they provide just enough to distinguish themselves from their counterparts in Theros. And besides, they're still great additions to the 99 in a lot of decks, even if you can't justify giving them the responsibility of leading your deck.
What do you think of them? Love them? Hate them? Think I missed something? Sound off in the comments below!
I'll be back with another article soon dealing with the rest of the commanders in Amonkhet, and boy are some of them hit and miss.
Until next time,
May his return come quickly, and may we be found worthy.
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