The Unluckiest PlaneswalkerThe Unluckiest Planeswalker | Art by Kieran Yanner
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 that Radiant GraceRadiant Grace is the only one-mana Aura that flips into a Curse?)
Don't be That Guy.
Oh, hey, look! That Guy got a card!
The Unluckiest PlaneswalkerThe Unluckiest Planeswalker has been a running gag across the various Curse cards for years now.
Aside from being a dude just trying to make his way in the multiverse, however, The Unluckiest Planeswalker also has a few things going for him mechanically. First off, he's a red commander that cares about Auras, which is something you'd normally see in full Boros or just mono-white. He's not actually mono-red, Commander-speaking, however: his rulebreaker ability allows you to play Auras of any color. In addition to all that, he also easily puts cards in the graveyard and draws a bunch more, assuming you have a bunch of Auras in play already. There is also some additional text that feels like it works well with Curses, but honestly doesn't really seem to do much outside of flavor, at all.
So, put it all together, and what do you get? Well, most folks that are fans of The Unluckiest Planeswalker from way back are going to build him as a Curse deck, and that's fine. Long-time readers, however, will know that I'm a huge fan of casting lots of spells, and I can't help but notice that here is a commander that adds mana and draws cards (i.e., everything on earth you need for a storm strategy). So what would it look like if we just found all the cheap Auras?
Well, it would look like a mess. Why? Because being able to play basics of any color is not the same as being able to play lands of any color. We don't get duals, we're in one of the worst colors for color-fixing outside of Auras, it's all just going to be a lot of work.
In other words, what we need to decide is not just what the best cheap Auras are in each color, but which colors we want to focus on. Sounds like a competition to me!
Top 10 One-Mana Auras of Each Color
Criteria: Auras with a converted mana cost of one. As is tradition, all results are ordered by EDHREC score, although in this case we will be competing each color's representatives.
10. On Thin IceOn Thin Ice vs. FlyFly vs. Gift of FangsGift of Fangs vs. Convenient TargetConvenient Target vs. One with NatureOne with Nature
(Nature: 20.4K Inclusions, Fly: 13.7K, Ice: 13.1K, Gift: 5.52K, Target: 5.16K)
We start off strong for the green and white camps in our number ten slot: On Thin IceOn Thin Ice has always been one of my favorite removal Auras, only with few decks that want to use it. The Unluckiest PlaneswalkerThe Unluckiest Planeswalker absolutely loves these cheap Aura effects that will take out a creature and have the Aura stick around to be counted, however, so we're going to want as many as we can get. Even more enticing, however, is One with NatureOne with Nature, a CuriosityCuriosity-type effect that puts lands onto the battlefield instead of drawing cards. Yes, please!
9. Guilty ConscienceGuilty Conscience vs. Honest WorkHonest Work vs. Dead WeightDead Weight vs. Akki War PaintAkki War Paint vs. Sixth SenseSixth Sense
(Sense: 24.4K, Conscience: 16.2K, Work: 14.4K, Weight: 5.84K, Paint: 5.71K)
As we were just advising with On Thin IceOn Thin Ice, removal Auras will continue to be at a premium. What's even better than exiling, however, is transmogrifying. Why? Because Honest WorkHonest Work can trap a commander on the board as a 1/1 Citizen with no abilities, where On Thin Ice would likely just have it being recast from the command zone the next turn. In other words? Point one for blue!
It's already rapidly falling behind the favorite in the race in green, however. Sixth SenseSixth Sense is another CuriosityCuriosity-like effect, only this one draws cards as well. Sure, it's only on combat damage, but that's likely to be what we're doing anyhow with a bunch of evasive creatures (whether that evasion be innate or added on by various Auras).
8. Gryff's BoonGryff's Boon vs. Curious ObsessionCurious Obsession vs. Edge of the DivinityEdge of the Divinity vs. Crown of FlamesCrown of Flames vs. Spider UmbraSpider Umbra
(Spider: 26.2K, Boon: 18.1K, Obsession: 15.2K, Edge: 6.47K, Crown: 6.21K)
Speaking of more Curiosities, it's Curious ObsessionCurious Obsession! +1/+1 and draw a card every turn we can get through? Yes, please! If we're having trouble getting through? Well, there's Gryff's BoonGryff's Boon to tack on another power and have our enchanted creature fly over the top. There are half a hundred Auras that can do that, however. The real prize of Gryff's Boon is it synergizing with our wheeling commander by being castable from the graveyard. Four mana is a hefty price, but if we're ever short on cards and high on mana, this is an option we'll want!
7. Sentinel's EyesSentinel's Eyes vs. VanishingVanishing vs. Demonic VigorDemonic Vigor vs. Messenger's SpeedMessenger's Speed vs. Instill EnergyInstill Energy
(Energy: 30.0K, Sentinel: 22.9K, Vanishing: 16.2K, Vigor: 7.30K, Speed: 7.00K)
While I'm not as excited about vigilance as I am flying, especially since The Unluckiest Planeswalker is going to be plopping down tokens to block with on the regular, there's no question that one mana to recast Sentinel's EyesSentinel's Eyes is much better than the four mana required for Gryff's BoonGryff's Boon.
That is, however, the end of the list as far as exciting Auras in our number seven slot. Messenger's SpeedMessenger's Speed could sneak in if we find ourselves desperate for evasion, but I'm not seeing a reason that we need haste here. While it might seem like you can make a token, then immediately give it haste, there's actually a clunky design element to The Unluckiest Planeswalker there: you choose targets for spells as you cast them, meaning that the Gremlin token won't actually exist when you choose what you're enchanting. Even if it did, though, who cares about a 1/1 getting trample and haste?
6. Shardmage's RescueShardmage's Rescue vs. Unable to ScreamUnable to Scream vs. Sadistic GleeSadistic Glee vs. War SqueakWar Squeak vs. AudacityAudacity
(Scream: 40.6K, Audacity: 32.6K, Rescue: 28.3K, Squeak: 9.80K, Glee: 7.72K)
If you'd asked me what the removal colors would've been going into this, I would've told you white and black, but here we are again talking about a great little removal Aura in Unable to ScreamUnable to Scream. Unlike Honest WorkHonest Work, it doesn't provide mana to your opponent, meaning there's no downside to this one and it's a slam dunk.
I think what I like even more, however, is AudacityAudacity. +2/+0 and trample makes even our Gremlins into an immediate threat, and if our opponents decide they do want to trade? We get a card back, and likely just cast another Aura to keep things going.
Finally, Shardmage's RescueShardmage's Rescue doesn't wow me, but it may find its way into the 99 anyway. Flash-speed hexproof is essentially going to be a counterspell for us with how often folks are going to be trying to remove our Aura-filled creatures, and +1/+1 on top of that isn't anything to scoff at.
5. Flickering WardFlickering Ward vs. Sigil of SleepSigil of Sleep vs. Curse of VengeanceCurse of Vengeance vs. Footfall CraterFootfall Crater vs. Keen SenseKeen Sense
(Keen: 56.0K, Sleep: 46.9K, Ward: 34.7K, Crater: 17.2K, Vengeance: 9.67K)
While normally enchantment decks would be all over effects like Flickering WardFlickering Ward, we actually aren't crazy about it with The Unluckiest Planeswalker. Why? Because outside of Auras and basics, we're mono-red. In other words, we can play zero EnchantressesEnchantresses, and actually only have access to one enchantment enter-the-battlefield effect in Forgeborn OreadsForgeborn Oreads. In other words? We want Auras we can cast from the graveyard, not Auras we can return to hand.
Our five slot doesn't provide any of those, but it does provide two more Curiosity effects and puts green and blue solidly in the lead for which colors we're most excited about. Sigil of SleepSigil of Sleep can bounce creatures when we damage players, and Keen SenseKeen Sense is literally Curiosity, just in green.
Combine the two, and the fact that we're looking to storm off a bunch of Auras, and there's another kind of cast trigger besides Enchantresses that we're going to want to look into:
Top 10 Red Noncreature Cast Triggers
- Coruscation MageCoruscation Mage
- Firebrand ArcherFirebrand Archer
- Lindblum, Industrial RegencyLindblum, Industrial Regency
- Kessig FlamebreatherKessig Flamebreather
- Artist's TalentArtist's Talent
- Dragon's Rage ChannelerDragon's Rage Channeler
- Longshot, Rebel BowmanLongshot, Rebel Bowman
- Bothersome QuasitBothersome Quasit
- Firespitter WhelpFirespitter Whelp
- Mysidian ElderMysidian Elder
This list of GuttersnipeGuttersnipe-like effects will be hard-pressed to end a game by themselves, no matter how many Auras we cast. That said, those Auras are likely to also make some huge, evasive threats as we keep on stacking them up. Combine the two, and throw in some healthy card draw when we drop a Keen SenseKeen Sense on a Coruscation MageCoruscation Mage, and we should do just fine ending games.
4. Swift ReconfigurationSwift Reconfiguration vs. Combat ResearchCombat Research vs. Clawing TormentClawing Torment vs. Clout of the DominusClout of the Dominus vs. Abundant GrowthAbundant Growth
(Research: 72.5K, Abundant: 65.6K, Reconfiguration: 40.4K, Clout: 21.0K, Torment: 15.3K)
Mana-fixing will be at a premium for The Unluckiest Planeswalker, but if we're going to be casting a ton of cheap Auras, the other thing that we'll be wanting an abundance of will be card draw. Abundant GrowthAbundant Growth, then, seems to fit the bill on both counts, solidifying green at the top of the pile of colors we'll want to focus on. With that said, Swift ReconfigurationSwift Reconfiguration is more of the removal we've also been talking about, and comes with a twist: it's at flash speed. That does come with a downside of not actually removing the creature or its abilities, but crew 5 is a difficult ask, so it will probably cut down on aggro coming your way. If you're still able to send a little back, however, then Combat ResearchCombat Research will be yet another means to draw cards while also providing some extra damage and a little protection.
3. Spirit LinkSpirit Link vs. Witness ProtectionWitness Protection vs. Nurgle's RotNurgle's Rot vs. Dragon MantleDragon Mantle vs. RancorRancor
(Rancor: 169K, Protection: 81.2K, Spirit: 51.9K, Mantle: 24.0K, Rot: 16.9K)
Back to our regularly scheduled removal programming, Witness ProtectionWitness Protection removes a problem while sticking around to draw a card with our commander. Past that, there's not much to be excited about in the number three spot, surprisingly. Dragon MantleDragon Mantle draws a card and gives a creature FirebreathingFirebreathing, which isn't anything to write home about, but is a card back in our core color. The normal slam dunk that is RancorRancor, however, we probably still play but aren't overly enthusiastic about. +2/+0 and trample does get some damage flowing, but as previously stated, we'd much rather be able to replay it from the graveyard than have it return to our hand.
2. Hyena UmbraHyena Umbra vs. Aqueous FormAqueous Form vs. Vampiric LinkVampiric Link vs. Sticky FingersSticky Fingers vs. Utopia SprawlUtopia Sprawl
(Utopia: 324K, Aqueous: 182K, Sticky: 86.1K, Hyena: 60.1K, Vampiric: 28.3K)
Easily the best Aura we've seen yet is Sticky FingersSticky Fingers. Giving a creature menace and having it make a Treasure whenever it hits is absolutely huge, but the card draw on top of it all just takes the cake. Best card in our deck, easily.
Utopia SprawlUtopia Sprawl is also exciting, but the "enchant Forest" hurdle is going to be tall. We'll play just about every land that will let us search for basics there is, but there's still absolutely going to be games where this just gets stuck in our hand.
Aqueous FormAqueous Form is the best evasion possible, and it throws in some scry on top. That's not a ton, but it is enough that we'll be throwing this one in.
1. Ethereal ArmorEthereal Armor vs. CuriosityCuriosity vs. Kaya's GhostformKaya's Ghostform vs. Curse of OpulenceCurse of Opulence vs. Wild GrowthWild Growth
(Wild: 448K, Curiosity: 225K, Opulence: 192K, Ghostform: 180K, Ethereal: 139K)
If you want to talk about the pairing that we'll want to see with Aqueous FormAqueous Form, it's Ethereal ArmorEthereal Armor. With the amount of Auras we'll be stacking, this Armor will get to lethal levels quickly, all for a single mana. With that said, to cast all those Auras, we'll need mana, and the best cards to get us there will easily be Curse of OpulenceCurse of Opulence and Wild GrowthWild Growth. Wild Growth is some of the most efficient ramp ever printed, often immediately giving you a mana back if you've got an untapped land to attach it to, and Curse of OpulenceCurse of Opulence can stack up a dozen Treasures Gold over a long game.
Honorable Mentions
Having already covered 50 cards, it's a bit shocking that there are any still left worth playing! With that said, while building the deck, I did find two that I felt were a bit undervalued. The first probably isn't so much under-valued as just new, and as such hasn't built up a lot of play numbers: Super IntelligenceSuper Intelligence. The latest in a long line of "does this make Auras good enough?" designs, for me personally, Super Intelligence hasn't crossed the line completely. It's not a slam-dunk in any blue deck, both because you need to have early creatures, and also because, as an Aura, it's inherently risky. With that said, for decks that play a lot of cheap creatures or a cheap commander, Super Intelligence is absolutely worth it, and we fit that bill.
The other one that we passed over in our top ten is Multani's Harmony. I'm more surprised that this one didn't make the top ten, even with the issues it has as an Aura you want to get down as early as possible. If I'm honest, however, the answer to the reason it doesn't see play is just that there are better options that do the same thing in the artifact arena: Paradise MantleParadise Mantle and Springleaf DrumSpringleaf Drum. Still, for our Aura brew? Multani's Harmony is perfect, and is going to rocket out Auras for us when we get it down early.
So? Let's take a look at this Aura brew!
Unluckiest Aura Storm (Bracket 3)
View on ArchidektCommander (1)
- 1 The Unluckiest PlaneswalkerThe Unluckiest Planeswalker
Ramp (15)
- 1 Curse of OpulenceCurse of Opulence
- 1 Fertile GroundFertile Ground
- 1 Karametra's FavorKarametra's Favor
- 1 Mark of SakikoMark of Sakiko
- 1 Multani's HarmonyMultani's Harmony
- 1 One with NatureOne with Nature
- 1 Open the OmenpathsOpen the Omenpaths
- 1 OvergrowthOvergrowth
- 1 Shimmerwilds GrowthShimmerwilds Growth
- 1 Smoke Spirits' AidSmoke Spirits' Aid
- 1 Sticky FingersSticky Fingers
- 1 Trace of AbundanceTrace of Abundance
- 1 Utopia SprawlUtopia Sprawl
- 1 Utopia VowUtopia Vow
- 1 Wild GrowthWild Growth
Aggro (21)
- 1 Alien SymbiosisAlien Symbiosis
- 1 All That GlittersAll That Glitters
- 1 AudacityAudacity
- 1 Cartouche of KnowledgeCartouche of Knowledge
- 1 Champion of the FlameChampion of the Flame
- 1 Coruscation MageCoruscation Mage
- 1 Ethereal ArmorEthereal Armor
- 1 Firebrand ArcherFirebrand Archer
- 1 Firespitter WhelpFirespitter Whelp
- 1 Gandalf, Goblins' Bane // FlameshapeGandalf, Goblins' Bane // Flameshape
- 1 Grim Reaper's SprintGrim Reaper's Sprint
- 1 Gryff's BoonGryff's Boon
- 1 Kessig FlamebreatherKessig Flamebreather
- 1 Queen BrahneQueen Brahne
- 1 RancorRancor
- 1 Rograkh, Son of RohgahhRograkh, Son of Rohgahh
- 1 Sawblade ScampSawblade Scamp
- 1 Sentinel's EyesSentinel's Eyes
- 1 Slickshot Show-OffSlickshot Show-Off
- 1 Tempest TechniqueTempest Technique
- 1 Vivi's PersistenceVivi's Persistence
Disruption (11)
- 1 Amphibian DownpourAmphibian Downpour
- 1 Chained to the RocksChained to the Rocks
- 1 Chandra's IncineratorChandra's Incinerator
- 1 Honest WorkHonest Work
- 1 Kenrith's TransformationKenrith's Transformation
- 1 On Thin IceOn Thin Ice
- 1 Sheltered by GhostsSheltered by Ghosts
- 1 Sigil of SleepSigil of Sleep
- 1 Swift ReconfigurationSwift Reconfiguration
- 1 Unable to ScreamUnable to Scream
- 1 Witness ProtectionWitness Protection
Draw (14)
- 1 Abundant GrowthAbundant Growth
- 1 Cleon, Merry ChampionCleon, Merry Champion
- 1 CuriosityCuriosity
- 1 Curious ObsessionCurious Obsession
- 1 Dragon's Rage ChannelerDragon's Rage Channeler
- 1 Emberheart ChallengerEmberheart Challenger
- 1 Harmonic ProdigyHarmonic Prodigy
- 1 Keen SenseKeen Sense
- 1 Mister GutsyMister Gutsy
- 1 Ryan SinclairRyan Sinclair
- 1 Sage's ReverieSage's Reverie
- 1 Spectral SteelSpectral Steel
- 1 Storm HeraldStorm Herald
- 1 Super IntelligenceSuper Intelligence
Tokens (6)
- 1 Akroan CrusaderAkroan Crusader
- 1 Brood KeeperBrood Keeper
- 1 Cori-Steel CutterCori-Steel Cutter
- 1 Frontline HeroismFrontline Heroism
- 1 Moonlit MeditationMoonlit Meditation
- 1 Valduk, Keeper of the FlameValduk, Keeper of the Flame
Lands (32)
- 1 Brokers HideoutBrokers Hideout
- 1 Cabaretti CourtyardCabaretti Courtyard
- 1 Escape TunnelEscape Tunnel
- 1 Evolving WildsEvolving Wilds
- 1 Exotic OrchardExotic Orchard
- 1 Fabled PassageFabled Passage
- 1 Gemstone MineGemstone Mine
- 1 Glasswing Grace // Age-Graced ChapelGlasswing Grace // Age-Graced Chapel
- 1 Holdout SettlementHoldout Settlement
- 1 Horizon of ProgressHorizon of Progress
- 1 Lindblum, Industrial Regency // Mage SiegeLindblum, Industrial Regency // Mage Siege
- 1 Maestros TheaterMaestros Theater
- 1 Obscura StorefrontObscura Storefront
- 1 Riveteers OverlookRiveteers Overlook
- 5 Snow-Covered ForestSnow-Covered Forest
- 1 Snow-Covered IslandSnow-Covered Island
- 5 Snow-Covered MountainSnow-Covered Mountain
- 1 Snow-Covered PlainsSnow-Covered Plains
- 1 Starting TownStarting Town
- 1 Strength of the Harvest // Haven of the HarvestStrength of the Harvest // Haven of the Harvest
- 1 Survivors' EncampmentSurvivors' Encampment
- 1 Terramorphic ExpanseTerramorphic Expanse
- 1 Valgavoth's LairValgavoth's Lair
- 1 Vibrant CityscapeVibrant Cityscape
This deck is deceptively fast, even with the amount of tap lands we're playing. If you wanted to go full price and put in all ten of the real fetches, I would honestly put this thing as borderline Bracket 4, even with the lack of game changers. If you add in the fast mana? This thing will surprise some folk.
Why, you ask? Put simply, because it's very good at what it does. With card draw and ramp in the command zone, along with The Unluckiest PlaneswalkerThe Unluckiest Planeswalker providing bodies to put the Auras on, it doesn't take long for things to get out of control. Add in some super-aggro heroic and Aura-centric creatures alongside every Firebrand ArcherFirebrand Archer we can play, and this deck evaporates life totals. Despite that, it's also very resilient. With a commander that easily fills the graveyard, and a bunch of Auras you can play from said graveyard, our response to a board wipe is to shrug, get a creature down, and then replay a bunch of Auras to -3 our commander with.
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?
One thing we didn't talk about at all today is the line of text on The Unluckiest PlaneswalkerThe Unluckiest Planeswalker that makes all of this possible: rulebreaker. There were eight cards total printed with various rulebreaker abilities that cheated what you're allowed to do in Mystery Booster Commander Edition, and some of them really rubbed people the wrong way.
And finally, what is your favorite cheap Aura? Will it see play in The Unluckiest Planeswalker? If not storm, how would you build him?
Let us know in the comments, and we'll see you at the table surrounded by those tiny pop-up camping stools.
DougY
Doug has been an avid Magic player since Fallen Empires, when his older brother traded him some epic blue Homarids for all of his Islands. As for Commander, he's been playing since 2010, when he started off by making a two-player oriented G/R Land Destruction deck. Nailed it. In his spare time when he's not playing Magic, writing about Magic or doing his day job, he runs a YouTube channel or two, keeps up a College Football Computer Poll, and is attempting to gif every scene of the Star Wars prequels.
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