It's been a long stretch but the end is in sight, however there is still one more mountain to climb, a multicoloured mountain. Today, we're going to take a look through all of the multicoloured cards from Dominaria. We've got a blast from the past, a babe at the helm and man with a staff that some of you may just recognise. Let's go.
Adeliz, The Cinder Wind
Three mana for a 2/2 Flying, Haste creature is very playable in limited just as that. Additionally, Adeliz essentially gives all of your wizards Prowess, so because of the high amount of wizards there is a decent chance you could have a wizard tribal thing going on. Adeliz fits well in a tempo deck, using creatures to put on the pressure while utilising Instants and Sorceries in conjunction with Adeliz’s pump effect. Keep in my her effect counts herself, so even if you don’t have many wizards but a lot of Instants and Sorceries you can still have a threatening three drop with a built in combat trick ability.
Arvad, The Cursed
Arvad provides you with a lot of value for just five mana. Sure, his mana cost is spread over two colours but with both of those colours comes powerful keywords: Lifelink and Deathtouch. If Arvad is left unanswered then the Lifelink can pull you in a commanding lead and even if his is blocked the Deathtouch can take care of the opposing creature. Arvad is a kind soul, despite the cursed thing but stay with me on this, and plays very well with other Legendary creatures benefiting them with a brilliant +2/+2. With all these Legendary creatures in Dominaria Arvad will be limited all-star provided you’re in black and white, maybe not so much in constructed because he has no immediate impact on the game.
Aryel, Knight Of Windgrace
Aryel is an absolute house. A four mana 4/4 is a great start and things only go up from there with the Vigilance playing very well into her two abilities. Firstly, the ability to make an additional creature each turn nets you a lot of advantage on the board. If your opponent has fallen behind in the race Aryel and her knight friends start applying pressure quickly and the game will soon be over. She also comes with built in removal which could help when getting into the late game after making a bunch of knights, keep in mind that it’s not just the knights Aryel makes but any creatures with the type knight. Aryel is a bomb in limited and, given a slow enough metagame, she could see standard play in a midrange/control deck with spells to protect Aryel long enough to start gunning down opposing creatures.
Darigaaz Reincarnated
You can’t look at Darigaaz Reincarnated and not recognise the sheer power that this card holds. Get the cons out the way first: Darigaaz costs seven mana and he’s three colours. Despite those two minor drawbacks if you will, Darigaaz is so incredibly powerful that he will win you the game pretty much every time you cast him thanks to the Flying, Trample and Haste. Additionally, Darigaaz is hard to kill, if he would ever die in combat or due to a removal spell you only have to wait three turns before he’s tearing up the skies once more. This huge, scary dragon is a limited bomb and a lore filled juggernaut. Unfortunately, because of the high mana cost Darigaaz probably won’t see constructed play, unless you can cheat him out that is.
Garna, The Bloodflame
Garna gives creature based limited decks a great longevity advantage. What I mean by that is, you can flood the board with creatures through the early game making combat difficult to navigate for your opponent, forcing either a reckless attack on their side or a tactical pressure attack from your side. The aftermath of one of these situations will hopefully leave your opponent’s side of the board weakened and yours decimated, at which point you can Flash in Garna to re-buy all of your creatures and build the pressure all over again. On top of that all of your creatures will have Haste thanks to Garna, starting the whole attacking cycle a turn earlier than usual. As a five mana 3/3 with Flash Garna, The Bloodflame will easily take a spot in aggressive limited decks. The ability makes playing him ever so sweet, especially when you get the perfect combat situation where you can trade off creatures and clear the board only to return all of your creatures while your opponent’s defences are completely wiped out.
Grand Warlord Radha
Radha is great in those “go big” type decks that are looking to ramp early and drop a huge bomb creature. If you can cast her before turn four and get maximum you can very quickly get ahead of your opponent piling on more and more pressure the more creatures you find. Brilliant in limited with a shout for constructed, though her immediate impact on a game isn’t particularly big.
Hallar, The Firefletcher
Hallar is a great aggressive on curve creature, a three mana 3/3 Trampler is going to see play all the time. Kicker is a big part of Dominaria so you won’t struggle to find many Kicker spells, at which point Hallar can make the most of them by getting exponentially bigger. The more spells you kick the bigger Hallar gets and eventually will start to take command of the combat step until only a removal spell will be able to stop the elf archer. As I said though, even without a bunch of Kicker spells Hallar is still very limited playable as a three mana 3/3 and holds a little elf tribal connotations that could show through in more of a casual setting like commander or brawl.
Jhoira, Weatherlight Captain
As one of the major players on Dominaria Jhoira was definitely going to get a card, although it was kind of given away with her being on most of the posters. Jhoira is bursting with flavour: being the captain of the Weatherlight, friends with Karn and a fellow student and savior to Teferi. As a creature Jhoira can be a four mana card advantage engine, given enough Historic cards, on a 3/3 body. She plays well in a tempo deck that can overwhelm your opponent with the card advantage Jhoira gives you. Being able to tear through your library finding all the spells you need for any situation or applying pressure with multiple spells a turn is a slippery slope for your opponent. Jhoira is the type of creature that can make a game seem unfair with everything you get just for playing the game, a limited bomb for sure and has a little potential for constructed, though with no immediate impact on the game.
Jodah, Archmage Eternal
I love the stats on Jodah but I’m not a fan of the ability. If you can get to all three colours in the first three turns and end up dropping Jodah on turn four you would gain a huge advantage going into the mid game. Of course three colours aren’t always the easiest to assemble which could leave Jodah in a position of more of a mid to late game creature, which would still ok but nowhere near as potent. The reason I don’t like his ability specifically on this card is that Jodah, Archmage Eternal already asks you to play three colours and now the ability wants you to play all five. Maybe it’s an easy jump from three to five colours but in limited things would be hard enough on your mana base without jamming in a one-of Forest and Swamp to maybe use Jodah’s ability once. If you’re on colour Jodah’s a bomb rare in limited. I don’t think he will make it into constructed though, there’s something about an awkwardly costed creature with a lackluster ability that doesn’t impact the game much that isn’t starting my brew brain going if you get what I mean.
Muldrotha, The Gravetide
A six mana 6/6 is on curve and even though Muldrotha is a three colour creature you have more time to find those colours than say, Jodah. Muldrotha’s ability doesn’t impact the game immediately but instead opens up another avenue of resources. Being able to play cards from your graveyard is immensely advantageous, unfortunately you can only play permanents so you can’t abuse reusable removal or counterspells every turn. Still, casting a planeswalker from your graveyard must be an incredible feeling, knowing you can deplete it and cast it again the next turn. Muldrotha is a limited all-star bomb and is a brilliant example for a commander in the new “Brawl” format, which I will definitely be trying out.
Oath Of Teferi
I like the “Blink” mechanic do you may think I like Oath Of Teferi but you’d be wrong. It’s five mana, two colours, sorcery speed and it’s a Legendary Sorcery making it slightly harder to cast. There is one thing that I do like about this five mana enchantment and that’s the last three lines of text. If you do manage to land Oath Of Teferi in limited or constructed and you have any amount of planeswalkers in play, well you’re going going to win. Activating planeswalkers once a turn is advantage, activating them twice a turn starts to feel unfair. You get to use two different abilities, so you can use a planeswalkers plus ability to then use its minus ability straight away. All this power is subject to resolving Oath Of Teferi and having it stick around, so chances are you’re not going to drop it on turn five unless you’re opponent is very far behind. It’s one that keeps popping into my brewing sessions but I think it’s more of a pipe dream unfortunately.
Primevals’ Glorious Rebirth
This is probably the most flavourful card in Dominaria, it depicts the Primevals (draconic beings that represented the five colours of mana) being reborn, as they were when Darigaaz reunited them only to have to sabotage them. Primevals’ Glorious Rebirth is costly but it gives you such a sudden burst in resources, in limited you’re going to end up with a fair few legends and being able to bring them all back in the late game will win you a lot of games.
Raff Capashen, Ship’s Mage
I think Raff Capashen has actual potential in constructed. The 3/3 body is fine at four mana especially when he has Flash, but the added bonus of giving all of your Historic cards Flash is what puts him over the edge. There is probably an artifact based deck or there that could use Raff but I was thinking more Planeswalker Control. Being able to cast your planeswalkers at the end of your opponent’s turn then frees up your entire turn while also having a planeswalker activation at your disposal, which makes it all the sweeter. You’re going to get to abuse Raff Capashen in limited with enough legends and artifacts, the first thing that came to my mind though was Sagas. I like the idea of casting The First Eruption in your opponent’s combat step to clean up a few creatures and then get extra mana in your turn you get even further ahead, it would feel brutal.
Rona, Disciple Of Gix
This card is quite neatly designed, Rona gives you a slight advantage but everything on her ties together neatly. Firstly you get to re-buy a Historic card just for playing her and later on in the game you can start trying to find more nonland cards to get extra advantage. As a three mana 2/2 she is a little fragile but still an all-star in limited with a slight possibility of play in constructed, though she is slow.
Shanna, Sisay’s Legacy
Shanna is a great early drop aggressive creature that keeps getting bigger the more creatures you cast. Keep in mind that her first two lines of text state that she can’t be targeted by abilities your opponent’s control, but it doesn’t say anything about spells so be careful.
Slimefoot, The Stowaway
Slimefoot is just one big fungusy ball of value. Thallids are a theme in Dominaria and they produce Saprolings, so in limited Slimefoot is a powerhouse even if he couldn’t make his own. However, the fact that he can make his own Saprolings takes him from powerhouse into a huge value engine. Make a couple of blockers to chump some opposing attackers and drain your opponent for two life. If you’re able to use Slimefoot’s ability to create a groundstall situation then eventually you’ll be able to make a huge Saproling attack and either way your opponent chooses to go with the situation, it’s a very awkward one.
Tatyova, Benthic Druid
A great mid game creature advantage engine all rolled into one card. Split over two colours Tatyova isn’t the easiest to cast, though by turn five you shouldn’t have many mana issues, but the advantage in both life and cards she provides you for playing lands is hard to pass up. All-star in limited.
Teferi, Hero Of Dominaria
Teferi is one of the biggest names in Magic’s history. He has been around for centuries, mainly due to his time manipulation abilities, and has fought horrific foes, saved planes and even given up his spark to save the Multiverse. In this iteration Teferi is depicted as Dominaria’s Hero and with these three abilities I can believe it. First of all, a five mana Planeswalker with four starting loyalty is always worth a look and that look becomes a stare when the first three words read “draw a card”. That’s not even the whole ability but it definitely makes you take notice, the other half of the ability is that you get to untap two lands at the end of the turn. Teferi’s first ability is a mix of Jace Beleren’s minus ability and Garruk Wildspeaker’s plus ability and what’s not to like? Moving onto to Teferi’s Second ability, and as far as Planeswalkers protecting themselves go this is pretty good. Not only does his minus protect Teferi from creatures but also can hit an Enchantment or Artifact that is giving you problems, and that card then won’t be a problem for around three turns, that’s pretty good value. So Teferi’s first two abilities give you both value and protection, helping you get to his ultimate. Speaking of his ultimate this one is pretty nuts: exiling a permanent your opponent controls. This ability doesn’t state nonland permanents, so you when you do hit Teferi’s ultimate you can spend all your card draw on picking apart your opponent’s mana base if that takes your fancy. Other than their lands you could take every creature that’s ever been a threat to you, or even a couple of Artifacts, Enchantments or Planeswalkers. Teferi is a massive bomb in limited and I am already brewing up lists in standard containing him. I think he could define a new metagame for the years to come being a stalwart of slower, more controlling decks, so get ready to see him a lot.
Tiana, Ship’s Caretakers
Tiana is another great example of commanders for the new “Brawl” format. She gives you multiple colours and a dedicated ability that is nicely outlined on her. A five mana 3/3 Flying, First Strike is an all-star in limited being able to hold the ground and the air competently as she is. If you whack a few auras or equipment on her though you can start to create a huge threat with evasion, also even if your opponent can deal with the auras or equipment Tiana will just bring them back at the end of the turn for you to build up a big bad creature all over again. Tiana has to be dealt with otherwise you will continue to gain so much value from her given enough auras and equipment. As I said earlier, Tiana is more “Brawl” centric because of her dedicated aura and equipment theme that just so happens to also run through Dominaria, I can see this deck already and I think it’s definitely worth trying it out.
Teferi, Timebender
This Teferi is the Planeswalker deck version. Honestly, I’m not so hot on this version of the blue white Planeswalker even though all of his abilities are pretty strong. Being able to untap an Artifact or creature can offer you extra resources like mana, card advantage or damage and this first ability kind of doubles up as Teferi, Timebender’s Protection ability, allowing a creature to block. His second is a good amount of advantage in both life and cards but this is typically where the protection ability should be, a way to keep creatures at bay for example. The last ability is what you really want to play Teferi, Timebender for. Taking extra turns is the most amount of value a card could ever give you in my mind, a lot of cards have offered it to you as a one off but having this ability on a Planeswalker where you can theoretically reuse it is insane. Teferi, Timebender isn’t going to see play in limited because of its Planeswalker deck nature but could see some fringe constructed play, I don’t like the fact the he doesn’t really protect himself but I think the advantage and value you can gain from Teferi, Timebender could justify him as a one of in a deck.
Niambi, Faithful Healer
Planeswalker decks always have a tutor for the Planeswalker of that deck. Niambi is the tutor for Teferi, Timebender and by the looks of it is also Teferi’s daughter or at least descendant. Other than being able to search up Teferi, Timebender, Niambi is a decent creature as a three mana 2/2 but is slightly harder to cast being two colours. There isn’t much more to say on the topic, she works well in the Planeswalker deck but nowhere else.
Firesong and Sunspeaker
Lastly in the multicoloured cards is the Buy-a-Box promo. Firesong and Sunspeaker is probably the best advert for “Brawl”, a multicoloured Legendary creature with a build around me ability. The nice mix of red and white aligned abilities can make Firesong and Sunspeaker very effective: Lightning Bolt your opponent and gain three life or Healing Salve to gain three life and deal three damage to your opponent at the same time. Sweltering Sun's mixed with Firesong and Sunspeaker can be an absolute bomb play where you could gain a tonne of life. Outside of "Brawl" Firesong and Sunspeaker isn't a particularly useful creature, six mana and no immediate effect in constructed is way off the mark.
We're almost near the end of the week but fear not, tomorrow is our last Dominaria set review and we focus on all of the Artifacts and Lands with a special surprise as well. Keep checking back to Game Changers to more gaming news, updates and set reviews.
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