Tuesday, October 15, 2019

The Uncommon Throne

As it's early in the format's lifecycle, this ranking will likely have a few changes while things shake themselves out and people optimize their strategies.  With that said, I've seen each following card overperform to an extent that I'm confident that it belongs as one of the best 10 uncommons in this set.

As most of the uncommon Gold/Hybrid cards are great in their respective strategies, but quite committal, I've stuck to mono-colored cards for this article.  Clockwork Servant is also out, although I'm not confident it should make the list.

Honorable Mentions: Oakhame Adversary, Beanstalk Giant, Faerie Vandal, Animating Faerie.



Competition at uncommon is steeper than I've ever seen, and I'd say that all of the above cards could be a top uncommon in most sets where they've got a bit of contextual support.  While I wouldn't be the slightest bit unhappy to start my draft with any of the above cards, they fall short of making the list.


Notable Omissions: Syr Carah, the Bold, White/Red cards




I know others have had good experiences with Syr Carah, but whenever I've cast it I just wish it was something else.  3/3s for 5 aren't relevant enough in combat, and my Red decks haven't been hurting for a late game card advantage engine, just something to deal the last few points immediately.

White and Red have some strong uncommons, like Mysterious Pathlighter and Shepherd of the Flock in White, and Syr Carah, the Bold and Slaying Fire in Red.  Blacks uncommons are so universally incredible that combined with the best uncommons from Blue and Green there's no room here for White and Red cards.

10. Revenge of Ravens 

If you'd have told me I'd be starting this list with Revenge of Ravens just a few weeks ago I would have called you, whoever you are, a maniac.  While there's quite a bit to unpack with why this card is actually good, I can summarize by saying that there's a lot of small creatures attacking this time around, and Black has life drain as a major color theme, meaning that it's not safe to just take millions off this ability.  Playing against this card in multiples is as depressing as Magic ever gets, as the vast majority of creatures quickly gain defender.  I still think most players are overrating this, as any controlling deck just won't care about this whatsoever, but I'd rather start my Draft with Revenge of Ravens vs. any White or Red uncommon.

9. Keeper of Fables


4/5 is a great set of stats with a lot of creatures having 4 toughness and quite a few 4/4s running around.  The ability is harder to make work than I'd have expected as Green isn't flush with non-Humans, and as you're only ever getting one card each turn no matter how many creatures connect this doesn't snowball out of control quickly.  It's rough to take a hit from the passive, but not game ending, and as the ability is also mandatory it can be awkward when one of the major archetypes is trying to mill you out.  I think the format is relatively hostile to this card compared to my initial impression, although I'm still stoked to first pick Keeper of Fables out of strong packs.

8. Foulmire Knight


During my set review I noted a lower than usual amount of fliers, specifically ones that you're interested in killing.  With all of the ground combat that goes on a result, this card is just a card positive brick wall that's nearly impossible to punish outside of exactly Syr Carah, the Bold.  With Forever Young and Witch's Cottage in Black it's not unreasonable to forcibly trade this off and continuously accrue value by rebuying it a bunch.  As a non-human Knight this also scales off every tribal bonus in the set, and I'd describe Foulmire Knight as one of the most consistent over performers in the set as a result.

7. Edgewall Innkeeper


Adventuring steadily downwards in my pick order has been Edgewall Innkeeper, which I had initially pegged as best uncommon in the set by a lot, but has failed me enough times that it finds itself dropped to 7th.  My biggest gripe with this card is that if you don't take it relatively early in pack 1, or even pack 2, you just don't have enough time to fulfill the build around condition.  Taken early this card is still totally busted, as when you've got the time to take Adventure cards a bit higher than usual this is just a ridiculous draw engine that must always be killed at a tempo disadvantage.  While I don't expect this card to slide much further, this is the card on this list that's most likely to fall off. 

 

6. Order of Midnight


Most of the time, this is going to come down as a 2 mana 2/2 flier that can't block and happens to have Knight typing.  While that's a fine enough package, late in the game this is a Gravedigger that trades the ability to block with Flying and an option to cast it in installments.  While you're not getting the total package right away if you're splashing this, this is one of the very few cards in the set I'd try for.  Black has a great life drain plan supported across lots of cards, and a 2 mana evasive flier with 2 power will greatly facilitate those plans, while also accruing value in long games.

 

5. Bog Naughty 


Trading Food for Last Gasps is the real dream for a Food pay-off.  Combat becomes impossible with Bog Naughty and a Food or two in play, and with this effect stapled to a 5 mana 3/3 flier everything about this card is great.  While there's definitely some work associated, as there aren't a lot of ways to gain free Food, killing a single creature with this ability is often enough to swing a game, with the threat to do it again in the absence of an answer.

 

4. Trail of Crumbs


My experience with this format has been lots of grindy games, and in a deck with just a few other ways to make Food this card is unreasonable.  Lifegain from food buys you the time needed to continuously activate this, and the ability select the best permanent from 2 means that you can dig for what you need, often additional ways to keep activating Trail of Crumbs.  I've also really liked this card as a plan B for aggressive decks, as if you're in the market for Gingerbrute you can trade that rascal in for something else once it's no longer useful.  Every Green deck can make solid use of Trail of Crumbs, but when built around it feels incredibly oppressive.

 

3. Syr Elenora, the Discerning


At absolute worst this is a 5 mana 1/4 that's hard to target and draws a card.  While that's not an effect to write home about, when you've got a few cards in hand this is just stupid.  Anytime you can hold onto 4 cards or more this will demand a trade or answer, and in either exchange you're significantly advantaged.  As a finisher this can kill incredibly quickly, as in your Blue decks it's not unreasonable to be at a consistent full grip thanks to cards like Unexplained Vision and Witching Well.  To top all of this off this combines great with Run Away Together, and even has Knight text which will have relevance occasionally.

2. Epic Downfall


Blowout generated by Epic Downfall turn games around fast, as this always trades up in mana and even exiles, stopping future recursion or death triggers.  Despite how hostile this format is to splashing, Epic Downfall is so efficient that it bucks that trend, and I'm especially happy to splash for this in my otherwise mono-colored deck.  The only drawback here is the Sorcery speed, but even without the ability to blow out multi-blocks and combat tricks this card is absolutely insane.

 

1. Syr Konrad, the Grim


Nearly every time I see this card come down I assume I'm going to lose.  Thus far, I've lost to every aspect of this card, almost independently of all its other text.  Decked? Yep.  Combo killed? Sure.  Attacked? Absolutely.  White and Blue enchantment based removal is a joke on this card, as the incredibly powerful static ability is still intact, and under Charmed Sleep the active is also still live.  As if Syr Konrad needed any more help, he's quite Knightly, and as such works with all of the various Knight cards, most notably Barrow Witches which ensures that you access a back-up copy if the game comes to that.  #1 barely does this card justice, as I'd put it above most of the Rares and Mythics in my pick order, somewhere between 10th and 15th best card in the set.

Disagree or agree? Think I made a major snub? I'm always happy to talk on Twitter @sealedawaymtg, in the comments here, or by e-mail at sealedawaymtg@gmail.com

Until next time,
Kevin

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