Top 10 Crimson Vow Cards for Commander


Crimson Vow

We're back in Innistrad again, this time for the much-anticipated wedding of Olivia Voldaren to Edgar Markov. Ancient vampire families are being joined, the blood is flowing and the party's in full swing. But there's no time to enjoy the festivities - we need to find out what new dark delights the plane of horror has to serve up for our Commander decks. 


Cultivator Colossus

Honorable Mention - Cultivator Colossus

Our top almost-ran for this list, Cultivator Colossus has huge potential and an extremely fun design. Probably a little too janky and unreliable for most Commander decks, with some dedicated combo pieces this Plant Beast can still do some insane things.

Colossus is reasonable in any ramp deck, and even without dedicated build-around backup you can expect him to net you 3 or 4 cards and put the same number of lands into play assuming you had a couple in hand when you played him That's alongside what will always be a massive trampling body into the bargain. If you get lucky with your topdecks and hit a rich pocket of lands, you could go far bigger, potentially chaining together an unthinkable amount of ramp and card draw.

How to get the most out of this loveable plant beast? Colossus obviously does extremely well in decks with abnormally high land counts, including many of the landfall lists and any lands-matter commanders. But why rely on luck when you can completely rig the top of your deck? Colossus is completely broken when paired with cards that can stack the top of your library with lands, most notably Scouting Trek, which literally lets you put every single land in your deck on top of your library for Colossus to hit them all. Best hope he doesn't get countered on the way down though....


Howlpack Piper

Wildsong Howler

10.  Howlpack Piper/Wildsong Howler

Howlpack piper might prove too fragile to really make waves in Commander, but the ability to repeatedly put creatures of any cost into your hand for just two mana in green is hard to ignore. The Nightbound werewolf side synergises very well with the ability too, finding new creatures to put into play as soon as it flips back.

In a dedicated werewolf deck commanded by Tovolar, this card is absolutely ubsurd, often allowing you to dump your entire hand of wolves or werewolves in a single turn thanks to her repeatable untap ability.



Dollhouse of Horrors

9. Dollhouse of Horrors

Dollhouse might at first glance look expensive and unassuming, but this is no child's toy! Yes it costs a hefty five mana, and yes the tokens it creates are tiny 1/1s, but Dollhouse has a LOT going for it to make up for that. Where to start?

Of course, as with almost all reanimation effects, you're going to get your creatures' ETB triggers again. This alone will generate a tonne of value in a well-built reanimation deck. Secondly, those tokens have haste, so it also combines well with 'on attack' triggers. Thirdly, the creatures come back as constructs that buff each other, meaning that in a few turns you can have a snowballing construct army, especially if you run any natural construct creatures like Walking Ballista. And all of this is delivered every single turn for just one mana, helping to repay that big initial outlay. Oh and because it's colorless, it offers reanimation options even in colors that don't normally have access to them.

In short then, do not underestimate this card lest you be beaten to death by an army of tiny, creepy little dolls. 

Eruth, Tormented Prophet

8. Eruth, Tormented Prophet

Our first potential commander on the list, Eruth's ability is extremely strong considering her low mana cost. For just three mana, you get access to an effect that in many cases draws you an additional card every single time you draw. Even if you can't use all those cards every turn for lack of mana, she is still offering you excellent card selection. Note also this isn't a "you may cast" ability either - you can hit your land drops with her too. 

Eruth doesn't just trigger on your draw step either - she works extremely well with cheap card draw effects like Consider and Opt that let you draw cheaply while also giving you control over the cards being exiled.

Eruth has some interesting recent support options that care about cards in exile, most notably Serpentine Curve. Your best bet usually though will be to make sure your deck is built to make the most of low-CMC spells that can get maximum value from Eruth to let you rip through your deck to find your win condition. 

Geralf, Visionary Stitcher

7. Geralf, Visionary Stitcher

As is only right in an Innistrad set, zombies got a lot of new toys in Crimson Vow. And who better to represent the tribe than Magic's very own answer to Dr Frankenstein, Geralf. 

Giving all of your zombies flying is already a very powerful static ability, but Geralf offers a great fun and potentially devastating second ability to go alongside it. At instant speed and for just a single blue, he can sacrifice one of your creatures to create a zombie with power and toughness equal to the sacrificed creature's toughness. That's a great tool to have in response to removal, and of course because of his static ability whatever monstrosity you create will have flying too.

Geralf is hilarious with the highest toughness creatures - targets like Tree of Perdition are perfect, or in-color you could use Charix, the Raging Isle to create a colossal flying zombie crab. This card really nails the feeling of being a mad scientist when you start brewing with him, and we're here for it. It's alive!


Toxrill, the Corrosive

6. Toxrill, the Corrosive

Thought slug tribal wasn't a thing? Think again! 

OK so maybe Toxrill isn't going to spawn a slug tribal deck quite yet, but he offers Dimir decks that can ramp him out a threat that will completely dominate the board if left in play for any amount of time.

Toxrill starts spewing out -1/-1 counters onto every opposing creature on the first end step after you play him, and he will trigger again on every end step after that, permanently debilitating any creatures he doesn't kill. If he survives a single turn cycle, most creatures in play will be dead and you'll have created a bunch of 1/1 slugs. If he survives longer than that, it's hard to imagine even an Eldrazi still being alive without being horribly crippled.

1/1 slugs might sound unexciting, but Toxrill also offers serious card draw by sacrificing his slimy allies. Disgusting in both his appearance and his impact on the board, Toxrill is one to consider for black and blue decks that want a powerful board-controlling creature as top end or to reanimate. 


Avabruck Caretaker
Hollowhenge Huntmaster

5. Avabruck Caretaker/Hollowhenge Huntmaster

As Avabruck Caretaker, this is a solid card given it has Hexproof and provides a major targeted buff every turn it's in play. Solid enough, but nothing EDH-worthy. It's the werewolf side we're interested in here.

As Hollowhenge Huntmaster, this thing just ridiculous. Not only does it give your entire board Hexproof, it also permanently buffs all your other creatures plus itself to the tune of two +1/+1 counters on each of your combats. Oh and it's near impossible to answer too since it has Hexproof innately on both sides. Without an answering boardwipe, this card with any kind of support on board might as well read "game over". 

By Invitation Only

4. By Invitation Only

Another set, another white boardwipe worthy of Commander consideration. 

One pip more expensive than the most efficiently costed boardwipes like Wrath of God and Damnation, By Invitation Only offers a lot of extra upside for that small increase in cost. Firstly, this is a sacrifice effect, meaning it gets around indestructability and other effects that traditionally hobble "destroy all creatures" type wraths. Secondly, and even more importantly, it offers huge flexibility in the number of targets, meaning it's capable of creating some very one-sided situations. 

This card has the potential to be a must-play staple in go-wide token decks. Wraths are usually a poor choice for token decks simply because they destroy all the good work you've done building your board of tokens that can't even be recurred from graveyards like normal creatures. With this card, you can select a low number and keep the majority of your 10 or 12 tokens while your opponents are forced to sacrifice their entire boards of 'real' creatures, often including their commanders. For added hilarity, play with Tergrid, God of Fright to immediately convert every creature your opponents have to your cause! 


Hullbreaker Horror

3. Hullbreaker Horror

A horror indeed, Hullbreaker Horror is something you really have to face playing against before you fully understand how much of a lock it can create on a game. 

There's the obvious stuff first - it can't be countered, so this is coming down whether your opponents like it or not. It does so at instant speed too, and it's easily big enough to eat almost any ground creature with a surprise block. But that's just the beginning.

Whenever you cast a spell - any spell mind you, not just instants and sorceries as is usually the requirement for blue effects like this - you can either return a spell or a nonland permanent to its owner's hand. That effectively turns every spell you have into either a Remand or a Disperse - whatever's most convenient at the time - in addition to its normal effects. You can even bounce the Horror itself in response to any attempt to remove it, if repeatedly remanding the removal spell isn't going to cut it. 

With enough instants to back it up, Hullbreaker Horror can create a soft lock on the game, and is absolutely miserable to face when used with instant-speed card draw to ensure you never run out of answers. An excellent win condition for blue control decks everywhere. 

Necroduality

2. Necroduality

Not content with just one excellent card for zombie tribal decks in Geralf, Visionary Stitcher, Crimson Vow gave us a must-play enchantment for every zombie tribal deck running blue. And some sweet siamese twin Zombie art into the bargain. 

Necroduality essentially doubles every single nontoken zombie you put into play, a massively powerful effect for a tribal deck. Importantly it's not just on cast either - zombie decks almost always run graveyard recursion, and this will double any zombie you reanimate too. Cards like Grave Titan and other high-CMC, high payoff zombies will love this, but it's great even with cheap value-generating zombies, especially those with enter the battlefield effects. Pick it up today if you un zombie tribal, this is absolutely a must-play. 

Welcoming Vampire

1.   Welcoming Vampire

White's lack of card draw is pretty much a meme at this point, which is why this new source of unconditional, free card draw for white grabs our top spot today.

This card has the ability to give any white deck that can consistently play creatures 2 or less power a consistent source of card draw as long as it remains unanswered. We've seen the strength of this effect before on cards like Mentor of the Meek, but they've typically come with significant ongoing mana investment or at a far higher initial cost. There's none of that here. Welcoming Vampire even comes in a pretty relevant tribe to boot, as well as having some evasion thrown in. 

Welcoming Vampire looks like it will be a staple in White Weenie strategies of all stripes. It does limit you to one card extra per turn, but that's on each and every turn - any deck that can generate small creatures at instant speed can get around the restriction by creating them on other players' turns with effects like Young Pyromancer, Raise the Alarm or even lands like Castle Ardenvale


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Jonathan Widnall

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