This is a continuation of my Dominaria legends review, part one was all of the mono-colored creatures and legends, and I will finish with multicolor and and artifacts/colorless in this article. In case you need a reminder, these rating are based on EDH/Commander, and also include non-creature legendaries, such as the new legendary sorceries, planeswalkers and on this page, artifacts.
If you’re familiar with LSV’s set reviews on ChannelFireball, I will be using a similar scale to describe the value of the card. 5.0 will be the highest rank, reserved for legends that have strong “enter the battlefield” (ETB) effects or enough impact on the board to win the game within a few turns. A rank of 3-4 will be a strong card, like the new Jhoira, who has a good amount of utility to offer, but can’t win the game on her own. Cards that have a 1 or 2 are unlikely to have enough presence on the board to be worth including, but could still find a home in the right tribal deck or with enough combo pieces.
In the future I may update this section with specific examples of cards I consider a 5, 4, 3, etc., but here we’ll just be moving through multicolor alphabetically, followed by colorless and artifacts.
Wizards are getting some great new tools in Dominaria with legends like Naban and Naru Meha (both mono-blue), and I like that Adeliz takes a bit of a different direction by pushing the tribe into more aggressive territory. While I am wary about any one tribe being able to effectively use any strategy, I think the type of U/R deck Adeliz would fit in requires a delicate balance of creatures and spells. Adeliz very well could make a case for a strong U/R commander with the right support, and her ability to turn your whole board into giants after a few spells each turn makes her a threat at any point in the game.
3.5 / 5
While a reliable source of lifelink can make a for a great tron commander, Arvad will likely struggle to make much of an impact early with only three native Power/Toughness and a converted mana cost of five. The problem with his ability to buff legends is that even with a high number of them in your deck, only granting +2/+2 and no other combat ability is a hard sell. Yes, Arvad can give you some extra life and he will take out most creatures with his deathtouch, but there’s not many archetypes where I wouldn’t rather run other anthem effects – and if I am I would rather create tokens and go wide than buff a couple of legends.
1.5 / 5
Aryel does offer a pretty good amount of utility, and having vigilance means you can still get in an attack and then preferably leave mana up until an opponent’s turn to see if you’ll need to block and/or activate one of her abilities. The problem you would have in playing Aryel is she’s relatively slow to affect the board, only being able to create or kill one creature each turn. You can still gain some incremental advantages over the course of the game, so I could see including this in some W/B decks, but there are many stronger commanders, though not many W/B knights so here’s one for the people who wanted one.
3 / 5
The haste is the biggest upside to this Darigaaz for me, and while new Darigaaz looks like a bomb in limited or standard, this is likely not worth your time in EDH. Three turns will be a long time to wait for Darigaaz to return if you and your opponents already have seven mana, since there are many bombs that can end the game or lock down the board for 7+ mana. Sadly for dragon lovers, the original Darigaaz was already one of the weaker primordial dragons in terms of his attack trigger, and this Darigaaz is essentially just a big flier. Jund dragons may be flavorful, but many dragons decks are already playing Scion or the Ur-Dragon itself, and regressing to three colors would be missing out on some of the stronger utility those decks have become accustomed to.
1 / 5
Often in EDH decks that are capable of replaying cards from the graveyard treat this zone as a second hand. The problem I have with Garna is even if you focused on weakness effects or damaging each creature to wipe the board and get your creature back, it’s only to your hand. You will still have to replay everything you lost slowly, and your opponents will likely have some form of recursion to replay a creature from their grave on pace with you. Many of the uncommon legendaries in Dominaria have abilities of an appropriate level of power and complexity for their rarity, so while Garna may be a neat trick in other formats, I don’t think this makes the cut in most EDH decks.
2 / 5
Extra mana is always effective, and one of the strongest users of the strategy has always been elf or green decks. Radha has a big enough body to reasonably survive combat early, and the upside of attacking with more creatures will almost always let you replace one of them if they die after attacking. Adding on equipment or auras could push Radha over the top, so there’s some good potential in this card to help you generate the mana to repeatedly play large spells if you can keep your hand full.
3.5 / 5
While kicker is always fun to play around, it can be expensive to always play around the more expensive version of the spell. Hallar will take some time to build up, and while they can get big enough to survive most combats, any removal spell or boardwipe quickly erases all the work of building them up. While this card can provide a decent level of threat, it’s probably not worth building around, though you could make the case of including in elves, but R/G is not the most popular combination for the tribe in my experience.
1.5 / 5
As I mentioned in the intro to these articles, new Jhoira may not be the bomb that wins you the game, but her ability to turn most of your spells into cantrips should not be underestimated. In an artifact deck Jhoira will always provide good value replacing cards in your hand and keeping you fueled with other accelerants and threats.
3.5 / 5
While the mana cost may not be the easiest to pay in the first couple of turns, if you can get Jodah onto the battlefield as a five-color deck you’ll likely be set for the rest of the game. Effectively a flying Fist of Suns, he can also be effective in combat with his evasion. Similar to Jhoira, the value Jodah provides in the right deck should not be taken lightly, since as Jodah can be removed, once the player has access to all five colours it’s a no-brainer to replay Jodah and continue slamming at least one threat into play each turn. While the setup can be tricky in five-color, Jodah makes a strong case for a value commander.
3 / 5
Did someone say value? As if Sultai (UBG) needed any more help after Tasigur, many EDH playgroups will soon be plagued by the near-infinite value offered by Muldrotha. While it does require cards to be in your graveyard to be replayed, Sultai is likely the most effective color combination at milling themselves to find threats they can play from their graveyard. Missing instants and sorceries makes this card fair, but I think we can expect Muldrotha players to focus on dumping their library into the graveyard early to have fuel once Muldrotha arrives on the battlefield. Requires some setup, but it’s easy to make the case for the value Muldrotha provides the later the game goes.
4.5 / 5
The Chain Veil can already be a strong threat in the right control or combo deck, and this is essentially a Chain Veil that you don’t need to sink mana into. Blinking a permanent should be seen as an upside, since you can double up on an ETB effect or activate the minus ability of a planeswalker and then reset them and get two more activations. Obviously this card doesn’t do much on its own, but every superfriends (planeswalker tribal) deck is going to want one of these along with the Chain Veil, so expect to see Oath of Teferi often when facing down planeswalkers.
3 / 5
Seven mana can be a high price to pay, but this card isn’t actually priced that much higher than most modern recursion spells and it has a high ceiling the later the game goes. There are some cases where playing this to get back one or two legends could be worth it, and it only gets better after a boardwipe if you can replay all legends from your graveyard. The upside of hitting non-creature legendaries is pretty strong here, but if we are considering the legendary sorcery clause then it could be difficult to play after some boardwipes. I will still expect this card to see some play, but do take into account that once your opponents are aware you’re playing this, they might find it worth the trouble to keep your board free of legends.
3 / 5
Flash is obviously strong once you can wait for opponents to tap out to play your own response or threats, and a 3/3 flier for four mana is no laughing matter. At most stages of the game Raff can give you a lot of value, and it’s pretty cool that he gives you the ability to play legendary sorceries at instant speed since he’s a legend too. It’s possible you could build a deck around Raff as the commander, but I’m more likely to include him in most control decks, or even when I have access to W/U.
3 / 5
If Rona’s ability was to replay cards from exile when she’s on the board, I’d be interested, but it the current state I think this card requires a bit too much work to play around. Paying four mana to kind-of draw a card is a steep price, and you lose the ability to play it when Rona isn’t around or if you hit a land. If your cards get exiled without Rona, there’s no way for you to get them back, so I’m not really sure what value she provides other than giving you access to one historic card when she first ETBs.
1.5 / 5
W/G has always been one of the best colors for going wide with token generation, and while she doesn’t really add fuel to the fire she is a large threat for the deck to run. At worst a 1/1 for G/W would be weak, but most of the time Shanna will likely be more than a 4/4 since there’s little reason to play her early. Having half of hexproof is strange, since she can still be removed by spells, but it’s better than not being able to dodge any removal.
2.5 / 5
Slimefoot looks like a fun guy to include in a saproling or Ghave deck. While it doesn’t generate saprolings very fast on it’s own, Slimefoot is still capable of being built-around in a B/G ramp or reanimator strategy. It’s likely going to be stronger when included in WBG tokens or a Ghave build, and even alone on the battlefield can provide you some blockers with an upside at worst.
3.5 / 5
More v a l u e. Effectively a landfall trigger without the text “Landfall,” perhaps Tatyova was lost from the Zendikar or Battle for Zendikar file, and Dominaria needed a new merfolk legend, apparently. U/G is already one of the stronger color combinations in EDH due to its ability to ramp and draw cards consistently, and Tatyova even gains you life (albeit in small increments) while keeping your hand full. The effect is even stronger than Jhoira’s, since you’re going to want to play a land each turn anyway and any ramp spell will always cantrip and replace itself. The 3/3 body is only fair I suppose, since anything else on this card would be rediculous. How is this an uncommon?
4.5 / 5
Well, we have another walker who can do almost everything, and an ultimate that can threaten to chip away at your opponent’s sanity if you manage to get there. Teferi can draw you cards, leave mana up, and tuck (send to library) threats away where they won’t be seen for at least a turn, likely more. Many of the powerful legends in Dominaria seem to have most of their power in proving value rather than doing large amounts of damage, and Teferi should fit right in any deck running W/U.
4 / 5
Unfortunately for Tiana, W/R is one of the weaker color combos in EDH, but her innate Flying and First Strike still makes her a good body for equipment. It can be expensive to replay the auras and equipments she can return, but it’s better than them languishing for the rest of the game in your graveyard. I would run this card if I was in the right colors, but otherwise Tiana likely isn’t worth considering as a commander.
2.5 / 5
Colorless & Artifacts
While likely more powerful in other constructed formats, Karn still annoyingly makes your opponents choose between the lesser of two evils, and then watch as you probably get the card they exiled anyway next turn. Similar to Teferi, Karn does it all. He can generate card advantage, protect himself with creatures that grow over the course of the game, and keeps your opponents on their toes since you can always choose to return exiled cards to your hand. Four mana for five loyalty means Karn will be very hard to get rid of until players start dropping large threats, and even then he can slowly tick up his loyalty and create blockers if you’re behind.
4 / 5
Welp, I think almost everyone’s going to be running a copy of this. Yes, the equip cost on non legendaries is high, and there are no combat abilities, but Blackblade Reforged should at worst be giving your creature +3/+3 by the time you can equip (if you’re not generating mana from artifacts). The obvious synergy here is tron decks, where there’s numerous methods for cheating around the equip cost and Blackblade Reforged provides yet another strong sword to give to your favourite vessel. Later in the game a creature with other Sword of _ or evasion can quickly end the game in a few attacks.
3.5 / 5
Nine mana altogether seems like a steep price to pay, but being able to keep the token where most effects might have it die or be exiled can have a high payoff. Being able to copy legends without a Mirror Gallery should lead to some interesting board states, and doubling up on ETB triggers or big attackers is a worthy mana sink late in the game, or if you’re out of cards in hand. There are many equipments I would probably tutor out before this one, but it’s a fun rare equipment and a fair cost that only gets better when left alone.
2.5 / 5
While you may experience some difficulty in activating Mox Amber very early, once you can reliably play or replay your commander it’s effectively an artifact Command Tower. EDH decks can often feature a moderate amount of mana rocks to accelerate your curve and for color fixing, but the danger here is not getting even a colorless mana if you don’t control any legends. This will be a dead card some of the time, and is of limited help after a boardwipe if you’re missing a legendary creature. Since colorless is not a color, this card is also limited in its effectiveness in a mostly artifact deck, since it checks for color in the casting cost and not color identity.
2 / 5
This card seems pretty easy to evaluate as a Quicksilver Amulet for artifacts, and you have the bonus of being able to play legends and planeswalkers off of it too. While artifact decks don’t need the help accelerating most of the time due to affinity and mana rocks, this card has the potential to add a lot of fuel to the fire. Depending on how many legends or artifacts your deck is running, I could see including this in your deck with as low as 10-15, if playing them through the Temporal Gateway is cheaper than casting them. Any more than that and this card starts to generate some great value if left alone, and the possibility of playing this turn two after hitting an early Sol Ring means dropping bombs every turn if you can keep your hand full.
3.5 / 5
There are plenty of cards you can use to keep Traxos untapped in the right deck, but there are no shortages of giant beaters in EDH. Even if you get Traxos out early, the potential of missing it untapping leaves you open. You need a cast trigger, not just an ETB for it to untap, and plenty of other bombs can outpace Traxos the later the game goes.
1 / 5
A 4/5 Flier with a filter effect could find a home in a legends-matter deck or to find other artifacts, but you still have to do some work to get the Weatherlight operational. While creatures played in EDH tend to be on the larger side of the P/T spectrum, you still need to sink three power in crewing the Weatherlight every turn and have it connect with a player. Probably not a card I’d like to see early in the game, since it’s dead weight without any creatures to allow for attacks or blocks, but if you can regularly crew the Weatherlight you can find plenty of gas out of the rest of your deck.
2 / 5
There were some cards I previously reviewed in my Mono-color article that do have a non-mono color identity for the purpose of EDH. Since they are technically multicolor I will repost the card and my rating here, so they can join their multicolored brothers and sisters (and dragons and elementals and fungus).
Hooray for another strong angel! Unfortunately Shalai can’t be played alongside Kaalia, but in a green/white tokens shell or Ghave deck she can do a lot of work. That’s only looking at her activated ability; while Shalai herself doesn’t have hexproof, she has a lot of value in protecting you and your board. Her activated ability obviously scales up with the number of creatures you have, and is reasonably costed considering she’s still a good turn 4 or earlier play, and only gets better the later the game goes.
4 / 5
7 mana might seem a high cost for what starts as a 4/4 flier, but to me Kazarov seems like a card that can easily warp the game around him as soon as the hits the battlefield. Opponents will have to reassess attacking and blocking since he grows from any opponent’s creature taking damage, and can quickly grow to unreasonable sizes. Having an ability to remove blockers or other problematic creatures, including finishing them off at instant speed is just adding fuel to the fire. While fans of vampires may already be playing Olivia Voldaren or Edgar Markov, Kazarov makes a decent case for a new premier vampire, and is a must have in any vampire deck, or anyone running R and B.
4.5 / 5
What, only two!? Here, have a bonus Yargle:
9 / 3
That wraps up my Dominaria legends review, these ratings are my initial impressions of the new legends, so this page may be updated occasionally if I choose to alter the rating of a card.
Thanks for reading,