Uncommons You're Not Playing in Commander, but Should Be!

by
Bennie Smith
Bennie Smith
Uncommons You're Not Playing in Commander, but Should Be!

Trash the TownTrash the Town | Art by David Auden Nash

When building Commander decks, it's often easy to get caught up in all the cool powerful and and weird rare and mythic rare cards in your collection. Sure, you'll add common or uncommon cards to your deck if they fit your theme or synergize with your commander, and some of them are just best-in-class utility cards that you'll use to round out your deck list.

But I'm here to point out a number of awesome uncommon cards that you may have overlooked, that deserve a shot on your roster.

Ready to jump in? Let's go! In no particular order...

Trash the TownTrash the Town

I very often take a hard look at cards that have various modes because I love flexibility in my Commander decks, and the spree cards from Outlaws of Thunder Junction are excellent for this.

Trash the Town

For some reason though, I initially overlooked Trash the TownTrash the Town until recently when I realized how awesome it could be in my Leatherhead, Swamp StalkerLeatherhead, Swamp Stalker deck. And after playing with it a few times I'm sold that it has wider applications.

The big part is the last: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards." This is particularly amazing when targeting a double strike creature, or if you get extra attack steps. Pretty awesome for just two mana!

The other modes are helpful too; trample can ensure your creature deals combat damage to an opponent, and adding two +1/+1 counters can be a great combat trick. Last thing to keep in mind? This spell can target any creature, so you can cast this on an opponent's creature in a pinch!

Power ConduitPower Conduit

Power Conduit

With Lorwyn Eclipsed out in the wilds, I've been seeing more and more -1/-1 counters getting tossed around the battlefield. Power ConduitPower Conduit can turn those negative counters like those, or even things like stun counters, into +1/+1 counters on a creature or charge counters on an artifact.

And again, you could add the charge or +1/+1 counters onto a permanent owned by an opponent if it makes sense.

OublietteOubliette

Oubliette

This weirdo card originally from Arabian Nights has been reprinted a few times and is much more affordable these days. While black is flush with ways to destroy creatures, OublietteOubliette phasing out a creature is going to be awesome if your opponent is playing a bunch of Equipment since anything attached to it phases out too.

Joraga TreespeakerJoraga Treespeaker

Joraga Treespeaker

I think most people look at Joraga TreespeakerJoraga Treespeaker and figure it's only good in Elf decks due to its last level. But I've found this to be an awesome card for any one- or two-color green deck. Cast it on turn one, then level it up on turn two, and you immediately get back the two mana you spent to level it.

After that it's a green Sol RingSol Ring!

Contraband LivestockContraband Livestock

Contraband Livestock

"Exile target creature" is an excellent line of text to have on an instant-speed removal spell. But a lot of people overlook Contraband LivestockContraband Livestock because of the dice rolling attached. I think that's the best part!

The dice-rolling gives you a little mini-game built right into the card, and if you have the player whose creature is being exiled roll the d20, they might actually leave the stack smiling... especially if they get that 4/4 Ox token!

Bigger on the InsideBigger on the Inside

Bigger on the Inside

For a long time, my brain told me that Bigger on the InsideBigger on the Inside only enchanted a land, and I have no idea why. But finally embracing "Reading the card explains the card" fully for this, and I find the option of enchanting an artifact with this opens up a lot of interesting possibilities.

There are a ton of ways to untap artifacts, so it's possible you can tap this multiple times so that the next spell you cast gets cascade multiple times. Talk about big! You could enchant an artifact that doesn't otherwise tap to do anything else, such as Equipment. Or you could enchant an artifact that turns off if it's tapped, like Howling MineHowling Mine or, if you're feeling mean, Winter OrbWinter Orb.

Fell StingerFell Stinger

Fell Stinger

Adding more card draw to your decks is like eating your vegetables; it's not flashy or fun, but it helps you perform better. Fell StingerFell Stinger is card draw attached to a 3/2 body with deathtouch if you exploit another creature.

Since it's a Zombie, that might even be a relevant creature type to your deck. Creatures are pretty easy to bring back from the graveyard in Commander so you could end up drawing four, six, or more cards over the course of the game. Keep in mind that target player draws two cards and, potentially important, loses two life, so if an opponent is low enough the Stinger could finish them off!

Bighorner RancherBighorner Rancher

Bighorner Rancher

Bighorner RancherBighorner Rancher is the kind of card that leads to big plays, especially if you're playing large creatures; since you're playing green, you're probably playing some large creatures.

Just think about what happens the turn after you play this: say, cast Kogla, the Titan ApeKogla, the Titan Ape and you instantly have seven mana available from the Bighorner. If the creature Kogla fights would kill Kogla, you could even put the fight trigger on the stack, tap Bighorner for seven mana, activate Kogla's ability to return Bighorner (a Human) to your hand and become indestructible, and then with the remaining five mana recast Bighorner.

If an opponent ends up sweeping the battlefield with something like Wrath of GodWrath of God, you can sacrifice Bighorner to gain some life. Add in some way to untap Bighorner and you could have a really big mana turn on your hands!

Dauntless ScrapbotDauntless Scrapbot

Dauntless Scrapbot

Dauntless ScrapbotDauntless Scrapbot isn't fancy, but it does work! First, it exiles each opponent's graveyard while leaving your own graveyard intact. And it also creates a LanderLander token, which can be very handy in a non-green deck for ramping and fixing your colors.

It has three power so it can attack or block reasonably, and since it has just one toughness it's easy to SkullclampSkullclamp it away to draw two cards. If your deck has artifact synergies, this gets even more utility.

Yedora, Grave GardenerYedora, Grave Gardener

Yedora, Grave Gardener

Yedora, Grave GardenerYedora, Grave Gardener was never an expensive card even when it was originally printed as a rare, but now that it's an uncommon it's a great time to remind people just how awesome this ability is.

If your commander has a higher mana value, you're going to appreciate Yedora turning any of your other nontoken creatures into Forest lands when they die, especially in the face of a battlefield sweeper. If your deck is playing sacrifice outlets you can even time that to happen when you need that extra mana.

And that's just the beginning! There are a lot of ways to return lands to your hand, so you can potentially get those face down creatures back to hand after you've taken advantage of the mana. Cards like Multani, Yavimaya's AvatarMultani, Yavimaya's Avatar, Golgari Rot FarmGolgari Rot Farm, and Mina and Denn, WildbornMina and Denn, Wildborn.

All the awesome cards with earthbend from Avatar: The Last Airbender work great too, like Ba Sing SeBa Sing Se and Toph, the First MetalbenderToph, the First Metalbender; but earthbend will bring those face down creature Forests face up as their creature side!

Barrow-BladeBarrow-Blade

Barrow-Blade

If you play in Commander pods where creature combat matters, don't leave home without a Barrow-BladeBarrow-Blade in your deck! This card really punches above its weight, and is particularly awesome in letting you attack into a creature with deathtouch, first strike, double strike, or indestructible that might otherwise stymie your beatdown.

And since the equip cost is so cheap, after combat you can then attach it to a creature to block that same problematic creature if it wants to attack in your direction. If your opponent has gigantic monster with trample, equip your 1/1 Squirrel token with the Blade and chump block like a boss!

Skyserpent SeekerSkyserpent Seeker

Skyserpent Seeker

Having a double-land ramp spell attached to a two-mana creature with flying and deathtouch is surprisingly useful, especially when you realize the exhaust ability of Skyserpent SeekerSkyserpent Seeker can be played at any time! So you can hold up your mana for other interaction, and before your turn activate it and ramp two lands.

Even if you're not doing shenanigans with Elvish RefuelerElvish Refueler, there are a bunch of ways you can reset the Seeker to make use of the exhaust ability again and again; you can blink it with something like Thassa, Deep-DwellingThassa, Deep-Dwelling, or return it to your hand with cards like Ninja of the Deep HoursNinja of the Deep Hours, Michelangelo, ImproviserMichelangelo, Improviser, or Scarlet Spider, Ben ReillyScarlet Spider, Ben Reilly. And how about Avatar's WrathAvatar's Wrath?

Guildless CommonsGuildless Commons and Arid ArchwayArid Archway

Guildless Commons
Arid Archway

Guildless CommonsGuildless Commons and Arid ArchwayArid Archway are basically identical cards, though the Archway gives you a little extra if you're playing a bunch of other Deserts. Now, we've had the cycle of ten bounce lands (like Golgari Rot FarmGolgari Rot Farm) for a long time, and they have proven to be incredibly strong in decks that aren't looking to win the game quickly. They effectively let you "draw" a land when you play them, ensuring another land drop your following turn, and if that land has an enters ability, like Commercial DistrictCommercial District or Temple of DeceitTemple of Deceit, you'll get to take advantage of that when you play it again.

Or perhaps you played a dual face card like Witch EnchanterWitch Enchanter or Sea Gate RestorationSea Gate Restoration early as a land; now you can pick them up and cast the spell side. There are also ways to untap them so you can use their double mana right away, like Amulet of VigorAmulet of Vigor and SpelunkingSpelunking, or make multiple land drops in a turn, like ExplorationExploration or Dryad of the Ilysian GroveDryad of the Ilysian Grove.

It's awesome that Guildless CommonsGuildless Commons and Arid ArchwayArid Archway let monocolored decks in on all that land-bouncing action, and I'd even consider running them in two-color decks alongside the appropriate guild-color bounce land.

Liquimetal TorqueLiquimetal Torque

Liquimetal Torque

I do see Liquimetal TorqueLiquimetal Torque getting played more often these days, but I did want to go ahead and shout it out here in this list because people should play it even more! Basically, if you're running enough artifact removal in your deck, you should find room for the Torque since you can turn any nonland permanent (like a creature or enchantment) into an artifact and pop it with VandalblastVandalblast or Loran of the Third PathLoran of the Third Path. Meanwhile if that line isn't forthcoming, the card taps for mana, which is awesome for a two mana artifact!

I very rarely run artifact mana in my green decks since the land ramp spells are so good, but I do make an exception for Liquimetal TorqueLiquimetal Torque since it gives an easier way to kill creatures.

What are some of your favorite underappreciated uncommon cards in Commander?


Read More:

The 10 Best Uncommons in Commander

Ranking the Swords of X and Y in Commander

Bennie Smith

Bennie Smith


Bennie's played Magic since 1994 and has been writing about it nearly as long. Commander is his favorite format, but he's been known to put on his competitive hat to play Standard and Pioneer. Recently he's dabbled in Oathbreaker and Pendragon.

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