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Top March Of The Machine Commons For Limited

Commons are the bedrock of any Limited experience, and March of the Machine is no exception. Andy “Icky” Ferguson has your guide to the set’s best ahead of the Prerelease.

Realmbreaker's Grasp
Realmbreaker’s Grasp, illustrated by Artur Nakhodkin

We’re finally ready to say goodbye to Phyrexia: All Will Be One (ONE) as it fades into Quick Draft on MTG Arena. ONE was actually a set I overall enjoyed – an amazing set for pod drafts, solid for Best-of-Three Leagues, and despised for Best-of-One, which actually sounds like an excellent balance now that I’ve typed it out.

But we must tread onward and look to March of the Machine (MOM) for our next Limited adventure. I wanted to make somewhat of a prediction thread, and outline what I think will be the most impactful commons. I hope the list and the thought process behind it will help you get an edge in our first days of the March!

Alabaster Host Intercessor

Alabaster Host Intercessor

This is likely my favorite common “land cycler” I’ve encountered thus far in Limited. It’s a true split card, with more clarity on which option you should choose than something like Sunblade Samurai. The traditional Fiend Hunter / Annex Sentry will normally come down while opponents have plenty of cards in hand, whereas a six-drop will be much more likely to stick. I think this one will be a sleeper. 

Angelic Intervention

Angelic Intervention

Angelic Intervention, aka Feat of Resistance 2.0, is new and improved. You can now protect a planeswalker, as well as provide protection from colorless. Neat! Not only is this a protection spell, trick with lasting effect, and potential finisher via protection from opponents blockers, but counters can also have some cool applications in this set!

Kor Halberd

Kor Halberd

I’m going out on a limb here with this pick(axe). I would compare this fine piece of cutlery to a Short Sword 2.0 – adding vigilance to the card, power creeping up like TLC had predicted. While I don’t think this looks to be a fantastic set for Short Sword, but it most certainly looks like a great set for vigilance. The cheap equip cost provides a huge advantage for both attacking and defending battles.

Realmbreaker’s Grasp

Realmbreaker's Grasp

Realmbreaker’s Grasp is a classic at this point, and I just have to give it an honorary shout-out. We see some iteration of this card in most Limited sets. It’s always good, it’s most always an early pick, and I don’t see any reason that would change for MOM.

Preening Champion

Preening Champion

This is likely the best blue common that I can see at this point. Obviously great for convoke cards in Izzet. White has a couple of convoke cards as well as cards that care about Knights. Not sure if this Bird champion has a lance hiding somewhere, but Bird Knight is a creature type worthy of Joust itself.

Eyes of Gitaxias

Eyes of Gitaxias

This one’s a bit tricky, but I’m going to go with my gut on this and say that it’s a good card up front. You’re paying five mana for a 3/3 draw a card, making it somewhat comparable to a Rhox Oracle. Is a Rhino Monk good in this set? I say rhi-yes. MOM doesn’t seem to be a blistering fast set, and the ability to split up the costs between turns is a huge deal. I’m going to be jamming these during the first few days to find out.

Meeting of Minds

Meeting of Minds

I’m a big fan of a nice old-fashioned Divination. Three mana to draw two cards at sorcery speed reminds me of the good old days. I can’t picture this costing more than three very often, and you can do it at instant speed. But when you get to meet said minds for one mana, that’s when you know that everything will be all right.

Deadly Derision

Deadly Derision

Deadly Derision is a far more intimidating name than Grim Bounty. As such, it has been bestowed with instant speed, huzzah! Treasures seem great in black, with cards like Ichor Shade or Final Flourish that can use them for evil. I’ve got this as the best black common by a good margin until proven otherwise.

Nezumi Informant

Nezumi Informant

Corrupt Court Official, Virus Beetle, Elderfang Disciple, Burglar Rat, there have been many before this Rat Rogue. How powerful these cards tend to be is decided by how much you want a 1/1 “corpse.” I think it’s looking pretty nice in MOM, with black offering some payoffs via Corrupted Conviction, Dreg Recycler, Compleated Huntmaster, amongst many others. The ability to chump block with the Rat to protect a battle is also relevant. 

Final Flourish and Vanquish the Weak

Final Flourish Vanquish the Weak

I wasn’t sure which card is better, but I’m pretty sure it’s Vanquish the Weak. I haven’t actually checked the math (I left my abacus at home), but I’d guess Vanquish kills about 85% of common/uncommon creatures like it normally does, with Final Flourish at something like 60% without kicker. If you’ve got lots of extra stuff to sacrifice in your deck, then Flourish away. I’ll let more mathematically inclined individuals tell me the stats later, and just assume Vanquish is better for now.

Ral’s Reinforcements

Ral's Reinforcements

Ral’s Reinforcements feels like it’s going to be the card every red deck wants, but none will be disciplined enough to pick early. Reinforcements will be key for Red/X Aggro decks, paired with cards like Burning Sun’s Fury, Beamtown Beatstick, or Mirran Banesplitter. They will be sought after for Izzet convoke decks, and they look like a welcome addition to Rakdos Sacrifice decks as well. If you want to get an early edge on the competition, take these early before everyone else realizes they could use some help from Ral.

Volcanic Spite

Volcanic Spite

Volcanic Spite is Fire Prophecy with updates, allowing you to target both planeswalkers and battles for the same great price you know and love. I’m eager to see if you can win games via defeating battles during combat or at end of turn, and this will be a fine tool to conduct said analysis.

War-Trained Slasher

War-Trained Slasher

The last common was hard for me to pick, because I feel a bit uncertain about most of them. But this thing is a Wolverine Dinosaur with crystals on it. All jokes aside, this thing is actually kind of nuts if you’re in the market of winning some battles. Not only will this take out any battle in one hit, if your opponent wants to feed the wolversaur by throwing things in front of it, they will likely lose two creatures (presumably in a gruesome way).

Cosmic Hunger

Cosmic Hunger

Yeah, I’ve heard of Rabid Bite, but have you ever had Cosmic Hunger?! A friend of mine had cosmic hunger once, and I watched him eat two Grand Slams at Denny’s despite the waiter’s best efforts to dissuade him. Another upgraded removal spell, not only moving on up (to the East Side), with an instant-speed buff, your creatures will become so hungry that they could eat a planeswalker, or even an entire battle, which I would assume is calorically comparable to two Grand Slams from Denny’s. 

Overgrown Pest

Overgrown Pest

Overgrown Pest falls a little short on stats compared to oily truffle pig, Contagious Vorrac, but size isn’t everything, or at least that’s what people keep telling me. Not only does the Pest look at one additional card, it can also find double-faced cards, which includes creatures and battles! I think it’s safe to assume this will be a very high pick, with power levels in the neighborhood of the Vorrac.

Arachnoid Adaptation

Arachnoid Adaptation

I’m just going to go out on a limb that this card has been pushed too far. One mana for a +2/+2 pump, untap, and reach seems incredibly annoying – especially in a world with battles. I’ll be quite happy to be wrong on this one, but something tells me this card is just going to be way too strong.

There we have it, final answer. With Prereleases happening this weekend, I’m excited to get my hands on these rectangles before the next Pro Tour! I hope you all get the opportunity to play some games in person before this hits the streets (online)!

Lose and Learn, Learn and Win!