The Best Modern Horizons 3 Budget Cards for Commander

by
Brian Cain
Brian Cain
The Best Modern Horizons 3 Budget Cards for Commander

Angelic AberrationAngelic Aberration | Art by Helge C. Balzer

Hello, fellow Modern Masters! I'm back to continue the search for budget cards from previous sets, and this time we're going to revisit Modern Horizons 3 (MH3).

Though named for Modern, the Modern Horizons sets are frequently thought of as Commander sets as well, especially since MH3 actually came with four precons. Hard to make the argument that the set is only for one format in that case. However, it means within the set there are all sorts of goodies, and while sealed product for the premium priced sets will always be expensive, that doesn't mean the individual cards have to be. Let's go!

Archway of InnovationArchway of Innovation ($0.65)

Archway of Innovation

If you squint really hard, you can see Tolarian AcademyTolarian Academy. Archway is part of a cycle of mono-colored utility lands that are generally overshadowed by Arena of GloryArena of Glory and to a lesser extent, Shifting WoodlandShifting Woodland. I love the green one, but the blue one deserves some love too, especially if you're in a deck that generates a lot of miscellaneous artifacts.

Unlike Inspiring StatuaryInspiring Statuary, Archway of Innovation gives your next spell improvise no matter what it is. So, if it's colorless, you can just cast it by tapping this and artifacts, no need to use your other mana. In blue decks, this is especially useful so you can continue to play at instant speed. The opportunity cost for including this is really low, being a land.

Spymaster's VaultSpymaster's Vault ($0.84)

Spymaster's Vault

The black member of the same cycle also deserves some love. I've written before about how I value card velocity, rather than just pure draw. This can very easily help you sculpt your hand, fill your graveyard with specific cards, and give one of your creatures a big power and toughness boost.

Black decks can increase the connive count with aristocrats synergies, but I've used this on a turn where two opponents traded a bunch of creatures in combat. Again, the opportunity cost is so low for the Vault, and connive is such a fun mechanic. If you're in black and have synergies with sacrifice, counters, discard, drawing cards, and/or an evasive commander, throw this in your list in place of a Swamp, and I promise you won't be disappointed.

Flare of MaliceFlare of Malice ($1.48)

Flare of Malice

Speaking of black cards (shocking for me, I know) we also have the black member of the free spell cycle for this iteration of Modern Horizons. Flare of Malice is excellent in one of your removal slots since it hits each opponent. Spot removal has the issue of leaving your other opponents up on cards, but since each opponent sacrifices something, you end up even. This even takes out the thing with the highest mana value, which means you're getting way ahead in the mana exchange as well.

Since black is the color most likely to want to sacrifice creatures, paying the alternate cost could even be an upside (it is in the decks where I run this). And if you can't pay the alternate cost? Well, that means you're probably behind, so removing threats is important to you, plus at that point, you're basically casting Soul ShatterSoul Shatter, a fine card that I also recommend over traditional spot removal.

Party ThrasherParty Thrasher ($0.45)

Party Thrasher

I'm also a big fan of blanket statements that include the word convoke. Party Thrasher (in addition to being excellently named) plays excellently in the Exile-matters decks. Exiling the top cards of your deck so you can play them (otherwise known as impulse draw) usually comes with more cards than traditional card draw, the trade-off being you only have a limited amount of time to play the cards. That means the pinch is usually on mana.

Thrasher helps get around that by giving noncreature spells convoke, so your creatures can act like mana dorks to cast them. Not to mention, the triggered ability gives you even more card velocity every turn, adding even more to the package on a two mana, four toughness creature. Any deck that is consistently casting cards from exile should consider this as a way to get the two most important things in Commander, mana and card velocity, in a single card.

Benthic AnomalyBenthic Anomaly ($1.03)

Benthic Anomaly

MH3 also gave us a bunch of new Eldrazi, including this crazy thing. For seven mana, you get this guy and a gigantic token, plus any enters triggers your copy might have. Ideally you're getting things with trample, flying, or another form of evasion so you can just smack your opponents, but that's basically the floor of this card. Imagine copying a Terror of the PeaksTerror of the Peaks, but even bigger? Holy moly. I've flipped past this guy in my bulk bin a bunch of times before playing it, but once I did, I never looked back.

Like most Eldrazi, the triggered ability happens when you cast the spell, so even if an opponent counters the Anomaly, you're still getting the massive token creature. Any blue-based ramp deck should consider running this spaghetti monster as a finisher. It's even a Serpent, so it slots right into those Simic () Sea Monster decks.

Angelic AberrationAngelic Aberration ($0.39)

Angelic Aberration

Speaking of Eldrazi, why does no one run this card? It is in just 0.4% of decks that can run it. To be clear, this checks the base power and toughness of all your creatures. So, if you have a giant board of 1/x or x/1 tokens that are getting pumped by Intangible VirtueIntangible Virtue or Angel of InventionAngel of Invention, you can trade them all in for a board of Serra AngelSerra Angels.

Of course, if you can take advantage of the Angel synergies or sacrifice synergies, that's even better, but even a normal token deck should play this as an easy way to upgrade their tokens. Tell you what, if you're running a deck that's playing Divine VisitationDivine Visitation, you probably want to take a look at this as well.

CrabominationCrabomination ($0.30)

Crabomination

Crabomination is what my wife calls me when I haven't had coffee. Another card with a great name and a great trigger to mess with your opponents. Unlike Flare of Malice and Benthic Anomaly, this one only targets a single opponent. However, you get the choice of three cards, and you get it for free. Admittedly, this is a lot more back-breaking in 1v1, but there's still a lot of value to be had in Commander, especially if you can repeatedly get the trigger by blinking or reanimating the Crab.

I think the emerge from artifact text is also overlooked quite a bit, as any two-mana rock basically reduces the cost for the Crab down to three mana (tap the rock for mana then sac it to emerge). With the high powered spells everyone is packing in Commander, you'll probably hit something to vault you ahead, with a big ol' Crab leftover.

Marionette ApprenticeMarionette Apprentice ($0.66)

Marionette Apprentice

The Horizons sets tend to have some juiced commons and uncommons, and MH3 is no different. Marionette Apprentice calls back to Marionette MasterMarionette Master, but wow is it so much better. Most importantly the Apprentice pings each opponent, which is three damage total, just under what you'd be doing if you gave Marionette Master three +1/+1 counters with its fabricate ability. You need to do approximately 120 damage to win the game, so I'll give up a single point of damage for a more flexible trigger and a four mana discount.

The vast majority of tokens are creatures and artifacts, so almost any kind of sacrifice shenanigans will be draining your opponents with Marionette Apprentice on the board. I need to pick up another copy of this card for my Commander cube, which tries to limit redundant effects. With Apprentice, I can replace three different pinger effects and free up those card slots for a greater variety of cards.

Malevolent RumbleMalevolent Rumble ($0.33)

Malevolent Rumble

Ah, another entry in my never ending quest to get people to stop playing Rampant GrowthRampant Growth. Yes, I understand that the mana doesn't last turn over turn like getting a land and it doesn't fix for colors, but the Spawn token on turn two should put you far enough ahead where you won't notice the difference. Now let's imagine you draw Rampant GrowthRampant Growth on turn seven. What a stinker. Draw Rumble on turn seven, you can now dig deeper for something more useful, get a Spawn token that's a chump blocker at the very worst or helps you cast the card you just grabbed.

Rumble is a must in any graveyard deck, as you actively want to be filling the yard, but honestly, just put this in over Rampant Growth in any of your green decks that aren't exactly a Landfall deck and you'll see the additional utility in no time.


So what do you think? Are there any cards that I missed? Do you have a set you want me to explore next? Let me know down in the comments and I'll see you next time!

Brian Cain

Brian Cain


Brian started playing Magic in 2003, and played occasionally until 2017 when he finally embraced his love for Commander and never looked back. Ratadrabik of Urborg and The Gitrog Monster sit atop the list of his favorite decks, while Dread Return and Faithless Looting are among his favorite cards to cast. Outside of Magic, Brian works as an engineer in the marine industry, turning his love for ships into a career. He loves his growing family, the beach, and D&D

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