Grapple with the Past - Born of the Gods
Greetings, everyone, and welcome back to Grapple With the Past, a series in which we look back at the set pages for old releases to discuss the cards that made it and the cards that fell into obscurity in EDH. Once a set releases, Commander players write and read reviews, test out the new cards, and incorporate winners into their EDH repertoire. But with the constant stream of new products, it’s easy for cards to slip through the cracks. I’ve found that by exploring set pages on EDHREC, I frequently stumble upon cards that could easily find a spot in one of my decks. In this series we look for irregularities in the data, try to identify sleeper cards from formats past, and discuss the legacy of particular sets in Commander. Today, we continue our foray into the least-played sets of the last ten years in our format.
Born of the Gods had a few things working against it. It was a small, middle set from the old block structure. Not only that, but it released in a time when Wizards still hadn't really plunged into designing for EDH in Expert-Level sets. Even the marquee keywords of the set play best in Limited: Inspired, Tribute, and Heroic have never been high-performing abilities in our format.
That being said, there are a few notable aspects of this release. First, this was the first appearance of multicolored Gods, which are now popular and expensive cards for EDH. Then, there's the cycle of Archetypes, many of which are still decent for Commander, with the only real dud being. There are bright spots here, so let's try to find them.
The Commander Class
The Top 10
The top 10 for this set is probably where it shows its age the most. Some of the Gods show up here, alongside a couple of Archetypes, but there's nothing that I would really consider a format staple.
The closest that Born of the Gods comes to a staple is. This green card advantage effect is one half of and earns its spot at the top of the list. I'm not a huge fan of , so I don't play it frequently, but if you're looking for a light effect in green, this'll do the trick. is an awesome card that has extra utility as a mana dork, perfect for commanders with tap abilities such as and . , on the other hand, is an acceptable way to fill the graveyard. It's not amazing, but it's fine for and .
is a strange entry at number six. The -1 ability is really good, but this planeswalker only starts with two loyalty and its ultimate costs five loyalty. It doesn't even play well with . I like the card, especially the art, but its spot on this list is a bit perplexing. Seeing as her number one commander is , I'm guessing she sees play mostly in the Sea Creatures archetype. is one of my favorite Gods from Theros. This card is a great card advantage engine in blink decks. Outside of that application, however, she probably has little utility. Finally, we have two Archetypes in the top ten. I'm not the biggest fan of because it costs eight mana, but I can imagine it as a tech card in decks that cheat out creatures such as . The real winner here, though, is . On a cluttered board, this ends the game. Don't be fooled, this card is good.
I don't know ifis a good card or even a fun card, but it can definitely stall out some games. This is one of the most annoying cards for Commander, and I've never enjoyed playing against it. Taking it for what it is, this card acts as a deterrent to anyone who would play any high-value spell at the table. just got nudged out of the top 10, but it might be one of the better ones. While removing trample from your opponents' creatures might only be relevant under special circumstances, there aren't many cards that give your entire team trample. This is the type of card that is perfect for . Finally, I love . Four mana to clear the board is great, but it's even better in Sea Creatures decks, such as , where you can break the symmetry of the card.
Next, we have a few removal spells that seem decent. Four mana is a lot to pay for single-target removal, but black decks have very few ways to actually exile creatures. Combined with the Gold token that comes with it,isn't a bad inclusion if you find yourself in a meta with plentiful indestructible threats. is the rare fight offshoot that doesn't damage your own creature and is best with mono-red commanders that are already pretty chunky, like . is a worse . Some may say that seven mana is too much for a board wipe. Most of the time, I agree. But in an Azorius control deck, and might have a place.
Sometimes, my EDH preferences bubble up in my articles, and nowhere is this more apparent in how I evaluate enchantments. I love enchantment decks, andsounds my enchantress alarm. Now all I'm thinking about is playing this on my , drawing two cards, and having a mana dork for the trouble. probably isn't great, but it does have a very high ceiling for mono-black decks.
That was that. Which Theros-based set is your favorite? What about your favorite Theros God? Do you miss the old three-set block structure? Sometimes I do. Are there any cards from Born of the Gods that you might try out now? Let me know your thoughts in the comments below!
Remember to EDHREC responsibly: always dig a little beyond the statistics. I’ll see you all on down the road.