A new Magic: the Gathering set is here, and that means new Commander cards to upgrade and build around. Outlaws of Thunder Junction is locked and loaded with plenty of playable cards for a variety of decks. There’s a little bit of everything for everyone.
While Saddle/Mount, Crime, and Outlaw cards didn’t make the list, Spree is a standout mechanic and represents half of the strongest cards from the set that made our top ten.
Grab your boots and prepare to ride with our top 10 best MTG Commander cards from Outlaws of Thunder Junction:
1. Satoru, the Infiltrator
The ceiling for Satoru is extremely high. It is one of the best, if not the best card in the niche decks that want to run it.
In Yuriko, The Tiger’s Shadow decks, Satoru is busted. Every Memnite and 0 mana creature you play becomes a cantrip. Not only that, every time you Ninjutsu a card in, you also draw a card since you didn’t cast it.
Satoru is effectively a Sythis, Harvest’s Hand for Ninjutsu decks. Play it. Just don’t be surprised when you become the archenemy of the table.
2. Insatiable Avarice
Painful Truths has always been a solid draw 3 for Commander. Insatiable Avarice has the Draw 3 built-in, but with upside.The biggest downside of Insatiable Avarice is the triple Black mana cost. For two color decks, it shouldn’t be a problem, but can be a bit difficult in three color builds. It is still possible though, thanks to cards like Urborg, Tomb of Yawgmoth.
3. Oltec Matterweaver
Any white creature deck that wants to go wide or create a ton of artifact tokens should consider Olmec Matterweaver.
Olmec Matterweaver is much more than a mythic Oketra’s Monument. The most obvious powerful effect is creating copies of your already existing tokens. Imagine duplicating Construct tokens made with cards like Urza’s Saga.
4. Thunderclap Drake
Thunderclap Drake is one toughness away from being a strict upgrade of Goblin Electromancer. There’s only three cards in the history of the game at two mana that makes instant and sorcery spells cost one less. They are Baral, Chief of Compliance, Goblin Electromancer, and now Thunderclap Drake. There’s a good chance if you are running one you will want to run all three.
Unlike the other two cards, Thunderclap Drake also has added utility late game. Imagine using its ability to double up, or even triple up on a tutor spell.
5. Great Train Heist
Great Train Heist is pure power creep. Relentless Assault is the floor of 4 mana on a non-creature spell that grants you an additional combat phase. Train Heist is just so much better.
Not only is Train Heist only 4 mana to take an extra combat phase, you get to cast it at instant speed, you can give your creatures first strike (even after blockers are declared), and you set yourself up next turn with a bounty of treasure tokens.
Great Train Heist also gives you some weird niche options, such as using it to untap your creatures and surprise block an opponent that is attacking you. You can even give your creatures first strike to act as a combat step removal spell in those instances.
I have a feeling we will be seeing this card a lot in red creature deck strategies for a long time to come.
6. Aven Interrupter
Aven Interrupter is a mono-White non-conditional hard counterspell for one turn cycle. No other MTG card can claim that. In some cases, Aven Interrupter acts as a true hard counterspell. For example, if you counter a counterspell with it, it becomes useless at sorcery speed.
Not only can Aven Interrupter buy you a needed turn, it is a strong tax card in its own right. The two abilities put together make it one of the best new hate cards in Commander.
7. Lively Dirge
Entomb plus Lively Dirge will often enough win the game. All you need are two combo creatures with mana value 4 or less in your deck. Any reanimate deck or creature combo deck in Black is going to want this card.8. Final Showdown
I’m not sure Final Showdown is the board wipe you want. Farewell is almost always going to be the best wipe for your deck at 6 CMC or higher. That being said, Final Showdown is one of the few instant speed mass removal spells, and it does so for one less than Rout.
Final Showdown’s first two abilities, with the option to board wipe is what makes this card interesting. There are going to be times when causing an opponent’s Commander to lose all abilities could save you the game, or at least buy you a critical turn. And if that never comes up, you can always wait until late game to wipe the board and save your best creature.
Final Showdown is an example of a card I wouldn’t run for any one particularly mode, but the combination of all 3 provides powerful flexible. Similar to cards like Dawn Charm.
9. Smuggler’s Surprise
Smuggler’s Surprise has two insane abilities on one card. Heroic Intervention is one of the most popular Green Commander cards in existence and surprise, this card can do the same thing for the same mana cost for your big creatures.
The other ability normally costs 7 mana from Tooth and Nail. Granted, you can’t search your library for them.
Any big green stompy deck is going to love Smuggler’s Surprise. You’re going to be able to cheat big creatures into play for a very cheap rate, and protect those creatures at the same time. If worst comes to worst, you can always mill to draw some cards at instant speed.
10. Claim Jumper
The last card to hop onto the list is Claim Jumper. Catchup land abilities have been one of the few ways to help White ramp, and Claim Jumper is one of the more powerful ones.
To make the best out of Claim Jumper, use bounce lands to guarantee you get the double search trigger. There’s even a new one in Outlaws of Thunder Junction Arid Archway.
Do you agree with our list? What cards do you think we should have included? Leave us a comment on our Facebook page and let us know.
Also Read: The Most Expensive Cards From Outlaws of Thunder Junction