Streets of New Capenna Set Review - Brokers and White
Going for Broke(rs)
Hello, everyone! It’s your friendly neighborhood Jesguy here, and welcome to the Streets of New Capenna Brokers and White Set Review! Just like last set, New Capenna as a ton of fantastic great cards for Commander, and a bunch of them are white!
Remember to pay respects toSpara and The Brokers, and let's see what terms they have to offer us. Watch your back!
Brokers Mythics and Rares
While not flashy, athat can buff all your creatures and planeswalkers is a solid little enchantment.
Unsurprisingly, this Ascendancy will be most at home in +1/+1 Counter and Planeswalker decks. With Streets of New Capenna, Bant has a burgeoning +1/+1 counter strategy, and will be a slam-dunk there. Similarly, any planeswalker decks with these colors, like or a Superfriends version of , will happily try and find a slot in their lists so that they can buff their planeswalker and token armies simultaneously.
is simple, but very solid.
Let's cut to the chase: this is one of the most flexible cards I've ever seen. It's, an upgraded , and a , all on a single card! No matter what kind of issue you have to deal with, as long as it doesn't have hexproof, has you covered. Yes, many times it will only delay the inevitable, but an extra turn is sometimes all you (or the rest of the table) need to deal with a troublesome player, get some breathing room, and then turn the corner to defeat them once the coast is clear. Not only that, but in a pinch, this Detour can also potentially save your own key pieces from removal, too!
I am a sucker for flexibility, andis the epitome of it. If you have access to white, blue, and green, I'd make room in your deck for it. You won't be disappointed.
Falco has never looked so good! While his Up-Air and Shine aren't what they used to be back in Melee -
Wait, what do you mean, 'Wrong Falco'? How many birds named Falco can there be???
is the leader of The Brokers and is a force to be reckoned with. Not only does he cost a respectable four mana, but he has two keywords, comes in with built-in protection via a shield counter, and can let you play spells from the top of your deck. That's incredible. I've seen a lot of people disparage , comparing him to commanders like or , which thrive on top deck manipulation and accruing value through cheating the timing of spells or through cheating of mana costs, neither of which can do.
My response to this criticism is to politely ask those folks to read the card again.
does not care about manipulating the top of his deck, he strictly cares about providing card advantage. He wants creatures with counters so he can then continue to press his advantage. Jumping through hoops to try and "break" him isn't helpful when there are commanders who do "unfair" things better than he, especially when there's a "fair" archetype drooling to put him at the helm:
While +1/+1 Counters.cares about all kinds of counters, I want to make sure to touch on the most plentiful first:
As you can see, Bant's options for +1/+1 Counters are slim. At bare minimum,provides a powerful fourth option for anyone looking to play a +1/+1 counter deck in these colors. With cards like , , , and , you'll have plenty of spare counters to throw toward playing cards off the top of your deck. Current builds of +1/+1 counter decks often stall out once they get board wiped or when a key piece of theirs gets removed. With at the head of the deck, this style of deck now has a way to recover from these setbacks much more quickly by converting extra +1/+1 counters into additional spells.
Sure, having a creature that's a 24/24 is cool, but potentially casting four spells off the top of your deck is going to make more of an impact on the game than "downgrading" your creature into a 20/20 will. You've got extra counters. Use them!
Moving away from solely +1/+1 counters, there are tons of other synergies that work incredibly well with the. and love getting their counters removed. itself can supply you with an endless supply of counters to remove, while can go grab your best enchantment and put it right onto the battlefield!
Spells that can Proliferate are great no matter what kind of counters build you're running, butin particular is borderline busted with . By removing a counter from a creature, we can cast a spell from our deck, which will then let us Proliferate and generate a ton more counters, including 's shield counter! Perfect!
Creatures with Undying and Persist are also fantastic here. Cards likeand can continually die over and over if is able to remove their counters from them before their next death! Speaking of -1/-1 Counters, is a slam-dunk in a deck too, as he can make use of all of the juicy -1/-1 counters it produces, letting you cast spells and generate mana in the process!
Lastly, remember how I mentioned thatdecks shouldn't be focusing on top deck manipulation to do unfair things? That doesn't mean it shouldn't be utilized at all. Unlike a lot of other effects, does not let us play lands form the top of the deck, so once we run into a glut of lands, we're in trouble. A splash of topdeck manipulation will help us keep up our card advantage and keep our gameplan going.
Unobtrusive topdeck manipulation should be prioritized first and foremost to prevent pulling the deck in too many directions.sits in your mana base and can clear away unwanted lands or undesirable cards. , , and can let us play lands from the top of our deck to get them out of the way and are perfect recipients for any spare +1/+1 counters. is all around just one of the best cards in the format, and any deck will benefit from its inclusion, especially this one. Raw card draw or cantrips, like or , also go a long way in smoothing the deck, providing card advantage, and also clearing the way for to "draw" us cards
Overall, I think Top Deck commander, but he can easily be one of the best +1/+1 Counter legends. I'm quite pleased with where finds himself in our format, and I can only hope that legendary designs like this continue!is a round peg that people are tying to fit into a square hole. He isn't flashy, but he's powerful, his card pool is impressively deep, and he provides an under-explored strategy in these colors to make a name for itself. He isn't the next best
This Pegasus is cute, but it's a fragile little flier, especially for our format.
Despite its size,can wear counters well and can perform admirably in decks that have a plethora of pumps, like . That said, these decks have a handful of different ways to draw cards already - , , , - so I'm not sure it needs another, especially one so fragile and doesn't actively push its gameplan forward.
If you have lots of pumps or counters in your deck,might find a spot in your list. Otherwise, I'd just let it fly on by. You've got better ways to draw cards.
Goodness, I love these style of commanders! Bant, Selesnya, Azorius, mono-white; you can put command lists that don't include all of their colors! It's so neat!at the helm of any of these decks! I love it when legends can
The best part about
love damage around. Awesome! Due to his final ability, which lets small creatures draw oodles of cards, he's a total cert in decks. Nearly all the creatures in that deck have one or less power, so no matter who you attack, you'll end up nabbing a couple cards each combat!
In terms of helming his own deck, there's an interesting tension between him and. Both of these decks love and all their variants, but trades the pure draw power of in exchange for access to white while also making sure that your opponents can't nab any extra cards either. I find this to be a really interesting decision point when brewing.
I've seen the "Color Identity vs Power" discussion crop up a handful of times this set, not only from these two cards, but also betweenand . I adore seeing new commanders who can give old strategies access to another color, particularly when they do so at the expense of power. To me, that is the sign of healthy legendary creature designs, and I will always welcome them into the format. Kudos to the Streets of New Capenna designers!
It'll be difficult to take full advantage of, since his restriction is so staunch, but these three colors are perfect for providing and taking advantage of 1/1 creatures. From to to , there are plenty of small, powerful creatures and spells that can synergize with them. Don't be afraid of running some anthems too! , , or are great, and sure, they may shut off 's ability to draw cards, but at some point, taking an opponent out of the game will be more valuable than drawing a few more cards. and are standouts, since you can attack, draw cards, and then pump those 1/1s before damage!
While restrictive, I thinkis a great addition to Bant's commander options. He isn't outright better than any other commander, and he pushes a small creature strategy all on his own. That's a win in my book!
is an cute variant, and I am here for it.
My biggest issues with cards like Artifact decks that can sac or recycle it) is the fact that the Needle by itself does basically nothing. It stops something, but then it just sits there. Conversely, while can't preemptively stop cards before they arrive on the field (like or are able to do), it trades that preemption for the ability to utilize the very effects it's stifling! Being a creature means that it's easier to recur or blink, providing plenty of opportunities to reset it.(outside of
Blink decks, Hatebear decks, and decks that can recycle creatures can certainly find a spot for a sweet little utility creature. I don't think it's knocking anyone's socks off, but I do think that it's a nice new option for those decks to have access to!
This card is big and splashy, but I'm not entirely "soul"d on it. ( ͡° ͜ʖ ͡°)
is really trying its best to do a impression, but it's falling flat for me. A big part of The 'Don's appeal is the fact that it could outright tussle with the tokens it creates. The tokens that Soul produces have flying, so can't even threaten to block them. On top of that, you have to be in three colors to run it.
It isn't all bad, though:trades 's ability to destroy lands for the ability to hit creatures, which is nice if you need to downgrade an opponent's commander. Similarly, it can upgrade your own measly creatures if you have a handful of 1/1s lying around, which is some nice modality.
All that said, I'm pretty low on. itself has been falling off in recent years, and I can't imagine that a more restrictive, weaker version of it will put up big numbers.
Brokers Uncommons and Commons
No, this isn'ton a body. Don't worry, your reading comprehension is perfectly fine, I assure you, the templating is just abhorrent.
Basically,will send a single creature from each player on a . Then, when she leaves, they will all come back, but your own exiled creature will come back with two additional +1/+1 counters.
I won't lie, that's a lot of words and some awful templating for what is essentially athat can hit multiple creatures.
I can't see this being great at the head of a deck; it's probably best in the 99 of others. Gatherer page handy for when people don't understand how she works.is a solid addition to some +1/+1 Counter decks, Blink decks, or Bant decks that have use for removal that's stapled to a creature. Otherwise, this card is a big headache for a very minor effect. Use her at your own discretion, and make sure you have her
is just fine. + + are three good modes, but I can see how it might feel weird to pay the full WUG for any one of these. It'll never be a dead card, though, so consider it if you have room to spare.
is a decent enough Equipment. +2/+1 and trample are good buffs to add to creatures. It isn't , but it you want a budget-friendly way to give creatures trample in an Equipment deck, this shovel has got you covered.
Token and +1/+1 Counter decks, as well as any deck that can make extensive use of other types of counters. An instant that can put two (or more) unblockable 1/1s with a bevy of counters on them is a really neat tool!is neat for
White Mythics and Rares
I love me some four-mana board wipes, but I am lukewarm on.
White has no shortage of sweepers, so a new one has to really knock our socks off to be worth the inclusion. Competition is steep when you're getting compared to, , , and the brand-new . You have to really hit it out of the park to keep up with these juggernauts, and just doesn't do that. It is more akin to , which only sees play in about 6,000 decks. Conversely, and see play in 49,525 and 37,560 decks. That's a huge difference.
Depopulatefrom your decks. If you value mana efficiency, is a better card. If you're willing to pay five or even six mana, the modality of those board wipes can make them one-sided in your favor, and that's 100% worth it.
Elspeth is back, and she's looking better than ever! While she's no, I think this iteration is much closer to than .
Adding two different counters to a creature is really cool, especially for +1/+1 Counter decks and keyword decks, such asor my boy . The -3 ability is also neat, recurring a tiny permanent and giving it a shield counter, but it feels very small-ball overall. Her ultimate is definitely cool, and it can certainly help close out games, especially when combined with or , but lots of planeswalker ults can do that, so I don't really count that one for our lovely lady.
If her +1 could provide a shield counter, I think I would be quite a bit higher on this card. As it stands,is solid and certainly playable in the correct strategies, but she fails to live up to her incarnation, or even from the previous set. That said, I will certainly be trying her out in my and future decks to see how she fits there!
I swear, I could hear all the Angel tribal players cry out in collective joy the minute was spoiled, and I don't blame them.
is an absolute house. She's cheap, she ramps out Angels, and then she buffs them to boot! All this combines to make what is easily the best mono-white Angel commander available. Normally, I'd be off put by the amount of power and text on a two-drop, but I can make an exception for this. Angel players have basically been playing "Five-Drop Tribal" for years, so I'm glad WotC threw them a bone.
Like I mentioned during thesection above, I'm happy to see power like this concentrated in a single color. It gives mono-white a great new commander while also leaving space for less powerful but more colorful designs in the future. I don't have a lot to say about except for the fact that she's awesome. Grab your , , and , and get swinging!
Token maker? ✅
Card draw? ✅
Alt wincon? ✅
That's a lot of utility from a single white artifact!
is a steady source of tokens and card advantage, while also being able to end games if your opponents can't deal with you late game. will be best at home in , , and decks, where you can take full advantage of untapping creatures in top of its other abilities. Cards like , , , and also combine extremely well with to always ensure that you have creatures to untap to get whatever effect you desire.
Despite the awesome utilityhas, I only have one knock against it: its mana intensity. Not only do you need a lot of white mana to utilize it properly, but you also have to invest a lot of mana into it before you start seeing results. To make your first token, you need to spend four mana and have a creature to untap. To draw your first card, you need a total of five mana and two creatures to untap. Neither of these are backbreaking costs, mind you, but they may end up making play a bit more clunky than it looks.
If you're in white with a deck that has a commander with an untap ability, or a deck that likes to commit to the board, I thinkis worth trying out. It might be a little clunky, but it provides a little bit of everything, including inevitability!
this is not, but having an efficient piece of reanimation for small creatures is always welcome!
Blink cards, like , or recursion from something like .can get back a ton of nifty creatures: , , , , , , , , ... the list goes on. Rescuer gets even better if you combine it with
While this card is not broadly powerful, there's certainly a home for it in plenty of strategies and decks. From Hatebears to Blink to Aristocrats, excels in multiple archetypes, so I'd definitely try it out if you have the chance. The minor downside that it puts on the creature it brings back is negligible. This Good Samaritan can provide a lot of value.
Now that's a ride!
Thecan pivot between being a slow form of blink, protection from board wipes for a single creature, or a that can change who's trapped inside. While none of these things on their own is worth the five-mana cost, that's a nice bit of flexibility to come from a single card.
That said, while I am always an advocate for flexibility, it is only good if all of its "modes" are going to be used on a frequent basis. Dana Roach has a fantastic article discussing this "Modular Tax", and I think that exact "tax" is going to hurt this card. Blink decks have a plethora of ways to creatures, white has plenty of ways to creatures, and it also has much of .
Your average white deck and average Blink deck aren't going to have room for this, but Vehicles decks have had an impressive resurgence lately, with over 6,500 decks on the site right now. This archetype is popular, but still burgeoning, so if any archetype is interested in a flexible piece of removal, it would be this one.
is strong and can get out of hand real quick. It will provide a 1/1 for each creature you attack with, which makes its threshold of having 10 or more creatures just paltry. On top of that, the tokens don't come in tapped and attacking, which is a huge boon when trying to create a massive board to satisfy its free-cast trigger. Simply swing with five creatures, and bam, you create five more! Then, if everyone survived combat, you can play the card for free! Not only that, but it doesn't specify 'nontoken' creatures for its trigger, meaning the Citizens it creates will beget more Citizens!
THIS is the kind of help white needs!
is white's second Titan, providing value whenever she enters the battlefield or attacks, and she even comes with built-in protection!
Token decks, +1/+1 Counters decks, Flying decks, and Blink decks can all take full advantage of the Warden. She's at her best when you're able to eat up counters other than her own, which makes me lean towards including her in decks with lots of +1/+1 counters or planeswalkers, like , , or . Blinking her with a spell like will also reset her counters, forcing your opponents chew through tons of removal spells or attackers before she is actually dead for good. Spicy!
Overall,is impressive, especially for a white card. She's big, she flies, she protects herself, she produces tokens, she provides card advantage, and she can do this as soon as she enters the battlefield! It's even part of a popular tribe. 10/10, fantastic design.
White Uncommons and Commons
is a cute protection spell akin to . While it isn't blowing the doors off of anything, giving protection via a counter is something I wanted to shout out. If you can Proliferate or take advantage of multiple types of counters, this little common's stock rises considerably!
is neat! While this may seem like a very roundabout , there are plenty of decks that care about artifacts and tokens. is in nearly 5,000 decks, and I'm sure would love to add this to their list!
is an upgraded , full stop. Priest sees play in nearly 3,000 decks, mainly in Blink decks, Lifegain decks, or Cleric decks, and Overseer checks all those same boxes, but it also flies, and it's even an Angel! This is a welcome addition to white, and should see a modest amount of play. I'm happy to see all the cantripping creatures white's been getting recently!
is the first white in years, which is noteworthy. The 3/2 creature itself in negligible, but having a token that can muck up an opponent's plans is a very cool tool, especially since white is the best color for maximizing token synergies.
Aristocrats decks, so I'm interested in seeing if follows suit.is a in white that trades putting counters on the creatures it revives for being able to bring back up to three creatures. sees play in nearly 5,000 decks, mainly
Just Business, Nothing Personal. I Hope You Understand.
WHEW! There we have it! All of the interesting cards from The Brokers and mono-white in Streets of New Capenna!
Three-color sets are some of my favorites, and this one is no different. Fantastic legends, interesting cards, and powerful spells? Sign me up! This set has a little something for everyone. On top of that, white's arsenal continues to expand, which is excellent and exciting to see!
What about all of you out there? Which of these cards are your favorite? Do you feel like any of my thoughts on them were off the mark? I'd love to hear your thoughts down in the comments below. Until next time!
As always, you can reach me on Twitter (@thejesguy), where you can always hit me up for Magic- or Jeskai-related shenanigans 24/7. Do you have any comments, questions, or concerns? Please don’t hesitate to leave them below or get in touch! Stay safe, wear your mask, and keep fighting the good fight. I support you. No justice, no peace.