Greetings! Last week we took a look at our picks of best commons in Kaladesh. This week, we focus on the best uncommons. This list was surprisingly extensive, much larger than our past uncommons lists from other sets.
There is a large amount of fun and energetic cards in this set and trust me, I’m not complaining. Let’s have a look.
The initial hype about this Uncommon has been a bit overwhelming. Most of the reviews call this creature “The Vampire Nighthawk for White”. I’m not so sure. There is no doubting the strength of this card, however, I feel that deathtouch is a much better ability to vigilance. I do like this creature. He’s just not on the level with what my game circle calls “Cardboard Jesus”.
A 3/3 haste for 3 mana is no joke and for a Gremlin and he’s pretty good. I look for it to be included in many red aggro based strategies in Standard.
The Creeping Mold has been around for many years and it’s versatility is it’s strength. Destroying target artifacts, enchantments, or lands serves a purpose in this gaming environment so Creeping Mold hits most any sideboard list when playing green in Standard.
This elephant is going to turn some goofy casual Simic builds into grouchy ones. The Trumpeter reads, “At the beginning of each end step, if a +1/+1 counter was placed on a permanent under your control this turn, put a +1/+1 counter on Fairgrounds Trumpeter.” Graft, Evolve, Fabricate and Modular mechanics just got a tap on the shoulder to get off the bench.
Black’s entry to the uncommons show is this card. At the beginning of your upkeep you put a +1/+1 counter on Fretwork Colony and lose 1 life. initially, that may sound like an issue but truthfully, it’s not all that bad. You can lose a life to make the creature a 2/2 and attack for 2. Next turn you lose 1 and attack for 3. After that, you lose another 1 and attack for 4. In three turns you have lost only 3 life and your opponent has lost 9. Not too shabby.
This is a great card and here’s why. First off, you get a 1/3 flying creature for just two mana. Secondly, when it enters the battlefield, you get to dig through your library for an artifact. in this artifact focused set, that’s not a hard task. Great uncommon.
I’m sure there’s some broken energy loop mechanic out there but I’m not sold on energy as a whole. If I had to pick one card focusing on it, it would be this one. This 2/2 cat replenishes energy in an efficient manner, by dealing damage.
This is my pick for uncommon of the set. Green’s weakness is lack of creature removal beyond just running over blockers with trampling creatures. This sorcery not only gives you a vigilance and trample attack, it also punches an opponent’s creature in the face for damage equal to that creature’s power, with no damage sent back like the typical Fight mechanic.
The vehicle’s are alot of fun to play with and if I had to pick one, this would be it. The dragster is fast and hits hard. granted it has only one point of defense so it ‘s easy to crash. Luckily the one creature you hire to crew it won’t be injured in any potential collisions.
With this Genius in play, if an artifact enters the battlefield under your control, you may discard a card in order to draw a card. Playing with Fabricate mechanics compounds this since Servo creatures are artifacts. This will give a steady flow of fresh cards in hand.