The last few days have seen the release of more spoilers from Throne of Eldraine. Among the cards released are the final pieces to the legendary artifact cycle, the last three cards in the triple mana of one color creature cycle, the new mono colored rare land cycle, and a variety of other standard playable cards. Here is a look at one cards I think have the greatest chance to impact standard.

Artifacts

The Great Henge is part of the Legendary Artifact cycle from Throne of Eldraine. This artifact does two things to advance green deck game plans. First, it adds two green mana and gives you two life when you tap it. This helps put large creatures into play that can overwhelm an opponent. Second, it gives each nontoken creature a +1/+1 counter when it enters the battlefield and draws you a card. These are both strong green abilities that decks will want to have.

The draw back of the card is its casting cost. Nine mana is a lot for an artifact, but like we have seen with other legendary artifacts is has a modifier that reduces its mana cost. The Great Henge’s casting cost is reduced by X, where X is the greatest power among creatures you control. Typically, green decks will have a four or five power creature in play by turn five, so this can make The Great Henge very castable as early as turn three or four. This might fit well into the Golgari Rock deck that has seen play lately.

The Cauldron of Eternity is another in the Legendary Artifact cycle. Like the Great Henge it has a high casting cost of ten colorless and two black mana. Cauldron’s mana cost can be reduced by two for each creature card in your graveyard. This will make it easier to cast, but it also makes it more of a mid to late game card. The Cauldron of Eternity takes a creature you control when it dies and puts it on the bottom of its owner’s library. Its second ability lets you put a creature from your graveyard on to the battlefield when you can cast a sorcery. This is the more important of the two abilities and may make Cauldron an addition to the Dimir Control deck built around Agent of Treachery. Being able to put a large creature from your graveyard directly onto the field is a powerful effect that can turn a game around.

Lucky Clover allows you to copy an adventure. This is a powerful effect that allow cards like Fae of Wishes and Murderous Rider to provide twice the value. I see it finding a home in any deck that plays a significant number of adventures to double their effects.

Creatures

Acclaimed Contender is a white human knight that will find a home in a knights’ deck. You get a 3/3 creature for three mana with the ability to look at the top five cards of your library for a knight, aura, equipment or legendary artifact. This is an ability that typically comes in green that will help speed up knight decks by allowing you to dig for a piece of its game plan. Expect Acclaimed Contender to be a key piece in Knight Tribal.

Fae of Wishes is a 1/4 faerie wizard with an adventure for two mana. The creature side gives you a flying creature that can serve as an effective blocker who you can pay two mana and discard two cards to return it to your hand. The adventure is what makes the card interesting and potentially a powerful play in a variety of blue decks. Granted allows you to choose a noncreature from outside the game and put it into your hand. Like Karn, the Great Creator, this makes your sideboard accessible throughout the game. This is important in game one play to allow you to deal with the threats that your opponent presents. Having the ability to return Fae of Wishes to your hand gives you the option of using Granted a second time making it a recurrent way to access your sideboard to gain an advantage. Fae of Wishes looks like an easy inclusion in a variety of decks. I particularly like it in creature heavy decks to increase the amount of removal you have access to in a game.

Mysterious Pathlighter is a Faerie that works well with creatures that have adventures. When a creature with an adventure enters the battlefield, Mysterious Pathlighter gives that creature an additional +1/+1 counter. This makes Pathlighter an easy play in limited formats and has some value in standard, if an adventure focused deck develops.

Realm-Cloaked Giant is a giant for seven mana with a board wipe for his adventure. Cast off is a sorcery that destroys all non-Giant creatures. With several of the mono-white board wipes rotating with Throne of Eldraine, Cast Off is a good replacement. The creature side of the card is difficult to cast at seven mana, but in games that get into the late game Realm-Cloaked Giant is a finisher that will require creature removal to get it off the board. Expect to see this card in standard primarily for its adventure.

Irencrag Pyromancer is a red human wizard with the ability to deal 3 damage to any target when you draw your second card each turn. While Irencrag does not work in a traditional mono-red deck, she might work well as part of Izzet Phoenix. Phoenix decks want to play multiple cards each turn and drawing card is a key part of the strategy. Irencrag Pyromancer is a lightning strike with a body that could be an effective part of an upgrade Izzet Phoenix deck for Throne of Eldraine standard.

Blacklance Paragan is a 3/1 black human knight for two mana. It does not have great stats, but it has flash which allows it to enter the battlefield on your opponent’s turn after he has declared an attack to block. Also, when he enters play a target knight gets deathtouch and lifelink until the end of the turn. It can target itself which gives Blacklance Paragon the ability to flash into play and kill your opponent’s biggest treat. We will have to see what other knights we get from Throne of Eldraine before we know if this is a fit in the Knight deck.

Syr Alin, the Lion’s Claw is a 4/4 white legendary human knight with first strike. These stats make it worth the five mana it cost to cast him. What makes him an interesting inclusion in Knight tribal decks is his ability to give other attacking creatures +1/+1 until the end of the turn. This is a similar effect to that of Benalish Marshall, but for more mana and with a better body. I think that low to the ground knight tribal decks will try Syr Alin, the Lion’s Claw to see if this ability puts the deck over the top.

Throne of Eldraine has its own three mana of a single color cycle of creatures just like Dominaria. Below are discussions of the remaining members of the cycle.

Linden, the Steadfast Queen is a legendary human noble for three white mana. Her ability gives you one life for each white creature that attacks. Mono-White is looking for new pieces after rotating and Linden looks like a good three drop for the deck.

Green’s legend is Yorvo, Lord of Garenbrig. This giant noble gets four +1/+1 counters when it enters the battlefield. Then when another green creature enters the battlefield, he gets an addition +1/+1 counter and can get a second, if his power is less than that creatures. In decks that have a lot of green creatures, Yorvo makes a great inclusion.

The final creature in the cycle is Torbran, Thane of Red Fell. He cost one colorless mana and three red mana. This dwarf noble has a 2/4 body with what looks like the most powerful ability of the cycle. When a red source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus two instead. This makes Torbran a must in the new Mono-Red deck. Other red cards like Gutter Snipe and Electrostatic Field have a similar effect, but they only apply to instant or sorcery spells. Torbran only cares if a red source does the damage. I think this makes Torbran one of the top cards from the set and I can easily see him paired with Electrostatic Field or Cavalcade of Calamity to make Mono-Red a force in standard.

Enchantments

Improbable Alliance is an enchantment that allows you to create a 1/1 blue Faerie creature token when you draw your second card each turn. Also, it gives you the ability to draw a card and then discard a card. This card was made for Izzet Phoenix. The Phoenix deck wants to draw additional cards each turn. This enchantment gives value in the form of a Faerie token when you play the deck as intended. We have seen Saheeli, Sublime Artificer in Phoenix decks as a blocker generator. Improbable Alliance does the same thing and will help the deck have more power overall. With both Saheeli and Improbable Alliance in Izzet Phoenix, the deck would have more of an aggro feel and can survive against decks with large creatures.

Land

Fabled Passage is an upgrade Evolving Wilds. Just like Evolving Wilds, Fabled Passage allows you to sacrifice it to search your library for a basic land. The advantage of Fable Passage is that when you have four or more land then it enters play untapped. This makes it more value than Evolving Wilds and like the fetch lands.

Throne of Eldraine does not have any duel lands. In their place, we have a cycle of mono color lands that provide a mana ability. Castle Embereth allows you to pay three mana to give your creatures +1/+0 until the end of turn. Castle Ardenvale allows you to pay four to create a 1/1 white Human creature token. Caste Garenbrig allows you to pay four mana to add six green mana that can only be used to cast creatures or activate abilities of creatures. Castle Vantress allows you to pay four mana to scry 2. Castle Locthwain allows you to pay three to draw a card, but you loss life equal to the number of cards in your hand. Of all the Castles, I think Locthwain gives the most value and I think it will see the most play, but none of them provide more than the Dominaria cycle of mono colored lands that have only seen limited play in standard.

Sorceries

Escape to the Wilds is a more expensive version of Light Up the Stage. For five mana you get to exile the top five cards of your library and you may play them from exile until the end of your next turn. It does give you the ability to play an additional land which makes it a little better, but because of the cost I do not think we will see it often in standard unless a low casting cost Gruul aggro deck develops.

That’s it for today. We are almost through Throne of Eldraine spoiler season. It’s time to start building new decks to take advantage of these new cards.

Until next time. Good luck finding your win condition!