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Too-Specific Top 10 - On Your Mark, Jet Set, Go!
Vigilance: Check. Trample: Check.
Welcome to Too-Specific Top 10, where if there isn’t a category to rank our pet card at the top of, we’ll just make one up! (Did you know thatis the only creature that can make tokens equal to the total number of instants and sorceries you've cast this turn?)
Just in casewasn't doing it for you, Streets of New Capenna brings us a fun new in the command zone: . However, unlike the nebulous heights of and the like, Jetmir gives you a few specific targets to aim for: two additional creatures gets all of them +1/+0 and vigilance; five additional creatures gets them +2/+0, vigilance, and trample; and eight additional creatures gives them all +3/+0, vigilance, trample, and double strike.
Now, I won't dismiss vigilance. I've been a Big XII college football fan for decades, so I know what it looks like when you only have an offense. Still, vigilance is not the most important component of a lethal alpha strike, it just makes it easier to not die immediately after doing so. No, trample is what helps go over the top of the utility creatures and tokens you're sure to find on any Commander battlefield. Double strike on top of that is gravy, especially since Jetmir doesn't give a toughness boost, so the first strike portion of things is going to be extremely relevant. But really, at the end of the day, you're still more than happy with six creatures with two extra power and trample, right?
The question is this: if you're looking to get tostatus in one fell swoop, what are your options?
A Quick Detour
Now, to be clear, the Top 10 list we're about to engage in is silliness that will never be the main gameplan of a Jetmir deck. The entire idea of Caberetti is to accrue huge parties of creatures in any way possible. No specific guest is the MVP we have to theme the whole party around.
So with that in mind, before we delve straight into the "yes, check, we have now met the definition of a 'party'", let's first take a look at the actual workhorse party animals that will most likely get you there in the first place.
Top 10 Naya Creatures Under Four Mana That Bring Friends
- [REDACTED] (On our main list)
- [REDACTED] (On our main list)
This list will absolutely get a party started, from the Scute bugs that can do it all by themselves to the Goblins just doing Goblin things. specifically does get me thinking: do you actually need creatures that bring friends, or could you just bring friends of your own?
Top 10 Naya Strictly Creature Token Spells (as in, tokens is all they do, without restrictions on how they do them)
Well, that's a fun list, but we stopped two short of being able to include whole Jetmir Token Spellslinger build, just to make sure we get that representation.! Better spend a day making a
Alright then, enough messing around with all the different ways you can accrue tons of creatures. Let's get it all done in one go!
Top 10 Naya Cards That Can Make Five or More Creatures
Criteria: Cards that can, upon casting, triggering, or activating, result in a net gain of five new creatures under your control. As is tradition, all results are ordered by EDHREC score.
(13,907 Inclusions, 3% of 236,527 Decks)
Will you end up with five creatures at the end of an? Your guess is as good as mine. Still, while this may be a viable option in mono-green, in a Naya aggro deck, I can't think of anything you'd want less than an eight-mana situational board wipe.
(17,277 Inclusions, 3% of 508,803 Decks)
is also situational, but in a much more plausible fashion for a deck trying to go fast. For three mana, you can immediately catch up or even surpass an opponent who's already started going wide in the early game, and then in the late game, you're able to pay more into the Strive ability to just get a Soldier for each and every creature your opponents control. Not a bad deal.
(14,724 Inclusions, 3% of 508,803 Decks)
A seven-mana board wipe doesn't seem much better than an eight-mana one, but that's not really whatis. The flexibility to use it early just to make a couple tokens is less than optimal, but is still an option. Then in the late game, it's a solid board wipe that will also leave you five creatures up. In a deck, that means you can immediately recast your commander and you'll already have a horde of 3/1 vigilant tramplers. That's nothing to scoff at.
(15,189 Inclusions, 1% of 1,134,210 Decks)
I'm not gonna be the one to build it, but there is definitely a version ofsomewhere out there that cares about +1/+1 counters. Between Modular creatures, like , and various one-mana and X-mana artifact creatures that can be made to cost zero mana with a cost-reducer, there's an extremely resilient and stormy build to be had.
In that specific build,features prominently, but that's probably the only one.
(16,304 Inclusions, 3% of 544,848 Decks)
If there's any card on this list that fit the letter and not the spirit, it's definitely. Could you get five tokens out of it, all at once? Yes. Would it cost you 14 mana and still require you to already have five creatures on the board? Also yes.
With that said, I don't hate my token spellslinger build, any normal Jetmir build probably runs a bunch of creatures that make a bunch of tokens, so casting this spell for two or five mana means you'll probably get a ton of creatures out of it (and that's to say nothing of the payoffs like , , or that could double things up).in a deck. While it didn't make the cut in
(Helms 5,658 Decks, Rank #16; 11,345 Inclusions, 2% of 544,848 Decks)
It was inevitable that we'd seeon this list. While it does take you a couple activations to get more than five creatures if you start from scratch, there's also a good chance in a token-heavy deck that you're going to already have a couple Goblins to start:
Top 10 Goblin-Makers
- [REDACTED] (You'll see it soon enough)
While I'm not saying that you necessarily want to go full Goblin tribal with abrew, it's not like you couldn't. More importantly, there's not a card on that list that you'd be unhappy to have in a Jetmir deck (including the one you don't know about yet), so don't go assuming that you'll be starting your Krenko off from zero.
Besides, even if you do, you'll still be introducing folks to various entertainment systems before you know it!
Let's see here... 2, 4, NES, SNES, PS1, N64....
(19,814 Inclusions, 4% of 536,527 Decks)
It feels like every discussion ofends up at the "seven mana is a lot" portion of discussions pretty quickly, but it's not like people aren't playing it! Whether you're , , , or just plain casting , it does a whole lot. Five evasive creatures with deathtouch can swing a game your way in multiple ways, and that's before you even consider what they'll do with .
"Oh, you'll block? Well, let me explain some of the finer points of how first strike, deathtouch, and trample work together...."
(Helms 486 Decks, Rank #537; 23,221 Inclusions, 4% of 544,848 Decks)
I never would've called it, but it finally happened!has been usurped by his more violent version, ! Astute readers will notice that this is only in total inclusions in the 99, however; OG Krenko still has a lead of more than 5,000 decks when at the helm of his own deck. This makes sense, because Tin Street Kingpin is a payoff for multiple strategies, from Goblin tribal to +1/+1 counters and from aggro strategies to token decks. He covers a lot of ground. Plus, any deck that isn't just a combo deck will also want this second Krenko in its 99. However, I think the main reason the lesser Krenko has usurped the obviously better one isn't necessarily that it's more flexible, but probably just because it's less scary.
Put adown on the field and watch how the table reacts. I'd bet that 9 times out of 10, you're suddenly Public Enemy #1. Put a down, and the table might not even notice it, at least not until you start putting down more than four Goblins a turn, which is probably the first time you attack with him in your deck, but that's neither here nor there.
(29,986 Inclusions, 3% of 1,134,210 Decks)
Turns out,isn't the only seven-mana creature that provides four more bodies when you play it. doesn't just provide you with extra bodies, it can also deal 12 damage a turn, not to mention snipe planeswalkers straight out of the sky. These are all things that seven-mana creatures should be able to do. Where Battlesphere truly shines is with multiple triggers of multiple Myr. The true grand-slam in that arena is , who will at the very least make a ton of Myr out of the rest of your tokens, or, in a perfect world, will just make all of your tokens into s.
To get back to our main topic, though, I was at first tempted to suggest againstin a Jetmir deck. Seven mana is a lot, after all, and the Myr tokens don't come with evasion or deathtouch like 's do. However, upon further consideration, the Myr can both attack with the Battlesphere and pump it, thanks to Jetmir's vigilance! That means that you'll have a 10/7 or 11/7 Battlesphere dealing 10-11 damage to a player immediately, before it and its tokens also double-strike-and-trample over for the win. Does that feel a bit win-more? Absolutely. But not all of your Jetmir games are going to end on turn four. You're going to get board wiped, you're going to have your commander countered, and in general, games are going to get to the later turns, where can just win you the game outright, exactly like seven-mana spells are supposed to do.
(73,526 Inclusions, 14% of 536,527 Decks)
Speaking of seven-mana spells that just win you the game, here's!
Except, should you be playing very first article, I argued that you shouldn't. That article was almost four years ago, and while I don't think I necessarily still agree with every point I made in my initial foray into writing about EDH, one thing I can definitely say is that the format has not gotten slower over the last four years.in a non-lands deck? In my
You don't get to seven lands on turn seven anymore, or even on turn six. These days, the average pod probably gets closer to seven mana on like turn four or five, and I can assure you just from goldfishing my ownbrew that he is not going to be in your lower-powered pods, no matter how you build him. It's important to note how those average pods get to that seven mana, too; more and more, it's not with lands. In the more traditional builds of Jetmir, it's actually quite likely that you'll get to seven mana with the likes of , , and .
In other words, unless your deck is married to the concept of ramping with lands specifically, there are probably better options thanthat will cost a lot less. Here's a possible list of examples:
Top 10 Multiple Token-Makers That Cost Less Than Seven Mana
I mentioned my Token Storm build of Jetmir multiple times in this article, so if you clicked on any of those Archidekt links you've already seen it. If not, then here it is in all of its overcomplicated glory:
Token Storm Guys
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It is a blast to goldfish, and feels very powerful. That's not to say that it will even come close to the speed of the typical token build or creature storm build, much less the inevitable attempts at cEDH Hatebear brews, but if you enjoy the feel of both an aggro deck and a spellslinger deck, it might just be the brew for you.
As for the options that got left out of our Top Ten this week, there're just a few I'd like to highlight:
It might just be due to the general lack of Gruul decks in the world, but even considering that I feel like I don't see enoughs played. At worst, it's two mana for two tokens and the removal of someone's mana rock in the early game, which is nothing to sneer at. In the late game, it can be an absolute swing in your favor, often getting you five or six tokens at instant speed while also removing a game-winning problem from the battlefield.
One I do see quite a lot of that didn't quite make the list is. It's been a staple of token decks since it was printed, and for good reason. White runs out of gas or gets board wiped out of contention often, meaning that the hefty nine-mana Flashback will have you smiling as an option in the late game, while the initial five mana for five tokens is just as efficient as it gets.
Finally, a card that probably doesn't deserve a mention, but my personal love of it is going to get it one anyhow:. The progenitor of , there is no doubt that his activated ability is pricey, not only requiring four mana but also the sacrifice of a Goblin. With that said, his actual casting cost of three mana and his extremely relevant triggered ability are not pricey, making me wonder why we aren't drowning in pingy Goblin builds. There's not a better mono-red Aristocrats commander out there, tribal or otherwise, so give him a try!
Nuts and Bolts
There always seems to be a bit of interest in how these lists are made (this seems like a good time to stress once again that they are based on EDHREC score, NOT my personal opinion), and people are often surprised that I’m not using any special data or .json from EDHREC, but rather just muddling my way through with some Scryfall knowledge! For your enjoyment/research, here is this week’s Scryfall search.
What Do You Think?
This is the second time in a row that I've said this about a decklist in one of my articles, but I don't actually plan to build the Jetmir Token Storm brew I created for this article. The reason is simple: it's just way too fast and powerful. Even just goldfishing it, I knew I wouldn't want to officially put it together. If I played more regularly at a higher power level, I might be more tempted, but as it is, I'm more in the camp of trying to get folks to slow down a bit and smell the tap lands.
Which makes me wonder about your meta!
Some of you may be thinking that I forgot about 1-3 and that I purposefully omitted 7, and you'd be right.
Finally, what are your favorite token-makers? Do you think I'm still way off the mark when it comes to, four years on? How are you thinking about brewing ?
Let us know in the comments, and we'll see you at the Commander Party.