- Legion Loyalty
- Tomb Of Horrors Adventurer
- Pact Weapon
- Elturel Survivors
- Font of Magic
- Displacer Kitten
With the weekend behind us, it's time for Magic: The Gathering to pick up the pace of its Commander Legends: Battle for Baldur's Gate preview season. A whole slew of new cards have been revealed, and there is a lot of spice to enjoy in today's spoilers.
Today's highlights include a new white enchantment bomb, a fun way to not lose the game, a hot new mythic rare for spellslinger decks, and an adorable, cuddly Displacer Kitten. Here are the highlights of day seven of Commander Legends: Battle for Baldur's Gate's spoilers.
Six generic, two white enchantment:
Creatures you control have myriad.
If any card shows us what Battle for Baldur's Gate's design philosophy is, it's Legion Loyalty. A huge, splashy enchantment that allows you to copy all attacking creatures for each opponent in the game is an easy game-ender, especially if you have creatures with great enters-the-battlefield (ETB) effects like Gray Merchant of Asphodel, Craterhoof Behemoth, or Massacre Wurm.
However, Legion Loyalty's spiciness is offset by its hefty mana cost. Eight mana is a lot to ask for, meaning it won't be coming out until the game is almost over anyway. Of course, you could cheat it out with something like Academy Rector or Narset, Enlightened Master, but they're edge cases you're less likely to see. Legion Loyalty is a huge, fun game closer, and is possibly one of the best-designed cards in the whole set so far.
Tomb Of Horrors Adventurer
Five generic, one blue creature – Elf Monk – 4/4:
When Tomb of Horrors Adventurer enters the battlefield, you take the initiative.
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies.
Tomb of Horrors Adventurer does cost a lot, being a 4/4 for a whopping six mana, but it's well worth the cost. Even if you've not completed a dungeon yet, being able to copy your second spell each turn (including your opponents') is immense. Pair this up with a flash-enabler like Tidal Barracuda or Leyline of Anticipation and you can cause utter havoc. It doesn't even specify what type of spell is copied, meaning you can throw out permanent spells to get token copies of them.
There are two downsides to this card, though. First, taking the initiative plasters a target on your head and encourages your opponents to attack you. Second, with no sort of built-in protection, Tomb of Horrors Adventurer is just scary-but-squishy enough to have the entire table's removal pointed right at it.
Three generic, one black artifact – Equipment:
As long as Pact Weapon is attached to a creature, you don't lose the game for having zero or less life.
Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value.
Equip: Discard a card.
Cards that stop you from losing the game are usually far and few between, but we've been seeing them more recently through cards like the Book of Exalted Deeds and Cloudsteel Kirin. Pact Weapon takes this powerful effect and doubles it up with an ability that could push you into negative life total in exchange for card advantage.
The first commander that springs to mind here is Kaldheim's Varragoth, Bloodsky Sire. With Pact Weapon you could attack and boast with Varragoth to tutor and put any card on top of your library, then reveal it and lose the life equal to its mana value.
Of course, all your opponent needs are one bit of removal and you'll be knocked out of the game. Like most lose-the-game effects, Pact Weapon is a glass cannon strategy that banks on you being able to win the game before your opponents work out how to get rid of it.
Three generic, one red creature – Tiefling Peasant – 0/4:
As long as Elturel Survivors is attacking, it gets +X/+0, where X is the number of lands defending player controls.
A great late-game way to punish a table who have been punishing without you, Elutrel Survivors can hit the entire board for massive damage very easily. In a lot of ways, it's similar to the original Commander Legends' Fathomfleet Swordjack, in that it's a creature designed to close out a game by knocking everyone out at once with a copiable creature.
Some players have been confused by the triggers on this card. Usually, if a creature enters the battlefield attacking, it skips being declared an attacker and any attack-based triggered abilities it has won't go off. However, Elutrel Survivors' buff isn't an attack trigger; it's a static effect that applies for as long as the creature is attacking. The myriad copies will enter with the buff equal to the number of lands the player that copy is attacking controls.
Font of Magic
Three generic, one blue enchantment:
Instant and sorcery spells you cast cost one generic mana less to cast for each time you've cast a commander from the command zone this game.
Font of Magic is potentially a new staple for spellslinger decks, such as Veyran, Voice of Duality or Talrand, Sky Summoner. Though you do need to keep casting your commander from the command zone (and paying the additional two generic command tax each time), the net saving you'll be making on all your instants and sorceries is well worth it.
A neat thing about Font of Magic is that it subtly encourages you to play partnered commanders. Command tax is tracked per card, meaning you'll be able to reduce the mana cost of instants and sorceries by two generic before you have to pay any kind of command tax.
Three generic, one blue creature – Cat Beast – 2/2:
Avoidance: Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.
Out of every card revealed for Baldur's Gate so far, this feels like the one with the most potential of being a new Hullbreacher or Opposition Agent. Being able to flicker any nonland permanent just by casting a noncreature spell is an incredible ability. Flicker a Peregrine Drake to boost your mana, a Torrential Gearhulk to play every instant and sorcery in your graveyard in one go, or an Archaeomancer and a zero-cost spell for infinite storm count.
It's incredible that, for a set otherwise full of limitations, this doesn't have some kind of "once per turn" clause on it. A combo piece for sure, this is likely one of the sleeper hits to watch out for in the Commander meta going forward.
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