Only a month later, I’ve finally finished reviewing Innistrad – I forgot how big the large expansions are after only doing the new cards from M12 and the smaller expansions lately. But with only multicolor, artifacts and lands left I can see the light at the end of the tunnel!
I love Clone and its kin for Commander. The ability to kill any legend with untargeted removal is quite impressive. As a second Clone for black-blue commanders, this card works well for getting your own creature. But the second ability is the iffy one since in singleton formats there probably won’t be much use for this guy – unless you’re against a horde of tokens.
For casual 60 though, this card can add some much needed protection. Also, if your opponent just plays Essence of the Wild feel free to laugh before playing this.
Geist of Saint Traft
On paper, it looks pretty awesome to get 6 power attacking for only three mana. Even with hexproof, Giest of Saint Traft just feels too weak for my liking. Unless you can make him unblockable, he’ll quickly be chump blocked and destroyed. Toss in how combat rules are now, and you can’t do anything too fun with the angel either!
I adore this card. Maybe it’s from years of playing World of Warcraft and originally being terrified of the undead patrolling Duskwood but Grimgrin is so interesting. As a commander, he has a definite build-around-me vibe that I like. His mess of abilities are powerful – provided you have a way to untap him regularly.
What I really like though is the fact that blue and black have plenty of proliferation effects allowing Grimgrin to get big quickly. Toss some Lightning Greaves on him and watch as he devours opposing forces whole.
In a non-commander role, this guy is just begging for some Grixis action with the help of red to get second combat phases. I can’t wait to build with this guy.
Wort, Boggart Auntie has been a staple at the kitchen tables I play at since she was first released and I see Olivia Voldaren being very similar for years to come. With an ability that reminds me a lot of Vampiric Dragon, it’s amazing seeing how powerful she is as a four-drop. Evasion, removal and creature theft is impressive.
Memnarch can own tables by stealing artifacts and I see Olivia owning tables by stealing all creatures. Beware the black-red vampires, for they are terrifying.
A fun and flavorful reprint, I don’t really see any reason to play this. Green might have a use for Shock but there are better cards out there.
The biggest issue with equipment is that it will always have to compete with the original offerings of Mirrodin. At the end of the day, Butcher’s Cleaver is just a worst version of Loxodon Warhammer.
Beautiful name aside, this is an interesting take on milling. Sadly, I feel like this card doesn’t do enough. It’s bad for milling and not the best at token generating. However, it finally gives you a reason to play with Tel-Jilad Stylus.
Even if this card had Deathtouch, it wouldn’t be as exciting. While I utterly adore coin flipping cards, 5 mana is a lot for a 1/1.
With a pricey equip cost, Demonmail Hauberk just strikes me as being full of card disadvantage most of the time. All it takes is a single piece of removal to set you back two cards – and that’s not something I expect from equipment. If you’re looking for a sacrificing outlet, there are better options.
In multiplayer, creatures will die a lot and that makes me very interested in this giant machine. A 5/5 for 4 is interesting – especially in off colors like mono-blue beatdown. I don’t see this card ruling tables, but I do see it become a pain if unchecked.
A Flametongue Kavu for fliers, I just don’t think the Rig does enough to justify its inclusion in most decks. Most fliers that really cause issues are 5/5 and up, so this will just make them angry.
If you’re trying to mill people, there are better cards. This will just end up making other people upset with you.
Grimoire of the Dead
As a one-of in a random Commander deck, this card can be a lot of fun. It gives non-black Commanders a way to reanimate entire armies and that’s worth considering. Sadly, it requires study counters which are harder to replicate (short of proliferating). A fun and flavorful card, I don’t see this being the cornerstone of many decks but the one time it works, it will be glorious for the Homarids.
Double damage is very interesting since it means your 2/2 can take down a 4/4, but also be killed by a 1/1. Toss in Magnetic Theft to really mess with people’s minds. Remember, this is only combat damage so you can’t make Jaya Ballard even more awesome.
If this card had reach, I would love it. But it doesn’t.
Mask of Avacyn
Another fine addition to the boots, the Mask of Avacyn can be used by a lot of players in Commander. As a budget alternative to Lightning Greaves, this equipment does a fine job.
Another card that doesn’t have reach! If birds are an issue at your table, this can do wonders at shutting them down.
In longer games, this can turn any creature into an unstoppable force. For Commanders, I see this having decent utility since it will probably give +5/+0 at least. It’s not groundbreaking, but there is worse equipment out there.
If you’re running Humans exclusively, this is better than Viridian Claw. Otherwise, it’s worse.
Very similar to Darksteel Axe, this really comes down to the simple fact of if you need more equipment. On humans, this is an amazing bargain – especially when guys like Invisible Stalker are humans and can kill a person in 5 turns without issue. Or if you’re really mean, this is amazing with Blighted Agent.
Multicolor fixing outside of green – if your deck isn’t running quite the way you want, this isn’t awful. But I would prefer Expedition Map.
This is a weird quasi-milling card. You can get lucky and grab a half dozen cards with it sometimes, other times you get nothing. It’s just too out of your control for me to really like it.
Destroying curses is cute, but what I really like is that this is a Leyline of Sanctity for every color. If you regularly get targeted, this is a decent way to protect yourself.
Combine with Imagecrafter for some hilarious antics.
Clifftop Retreat, Hinterland Harbor, Isolated Chapel, Sulfur Falls, Woodland Cemetery
I’m lumping all of these together because they do the same thing. These cards are amazing. If you’re running any of these pairs, you’ll want these cards. They’re land utility at its best and will be multiplayer staples for years to come. Get your playsets now.
This reminds me a lot of Oran-Rief, the Vastwood. But the fact that this allows your creatures to get pumped up every turn permanently makes me excited. As a one-of in Commander, it’s a fine card.
A fantastic reprint – Ghost Quarter has been a staple in Commander for years as some of the “fairest” land destruction out there.
Kessig Wolf Run
As far as I’m concerned, this card really has three abilities since it can give any creature trample for just RG! A great card for aggressive decks and the ability to end the game at a moments notice is amazing.
Sadly, you have to exile a creature card from your own graveyard. A fine way to generate some extra attackers, but not the most exciting of the lands.
A slightly better version of Duskmantle, House of Shadow the Drownyard still feels too slow and too expensive to be worth it.
If you’re playing more than 3 colors, you might want one of these.
Ungodly expensive to activate, I love the idea though that a land puts a clock on a player. While Inkmoth Nexus is definitely better, the ability to Shock a player is an interesting land power.
While I find the artifacts of Innistrad lacking for the most part, the new gold legends and stunning lands are going to make any Commander happy. Now if only we could get some equipment that isn’t so human-centric. Or maybe we’re just too spoiled by Mirrodin equipment still.
Top 5 Innistrad Multicolor, Artifacts & Land Cards for Commander & Multiplayer
5. Evil Twin
4. Grimgrin, Corpse-Born
3. Ghost Quarter
2. Clifftop Retreat, Hinterland Harbor, Isolated Chapel, Sulfur Falls, Woodland Cemetery
1. Olivia Voldaren