Jeremy casts spells in between his careers as a chemical analyst and campus manager.
Warhammer 40,000 Magic Cards
Magic's string of unique crossovers continue with the Warhammer 40k set, the biggest yet, offering not just a few cards but four commander decks and three Secret Lair bundles dedicated to the project.
Seeing Warhammer's titans translated into card form is awesome, but inevitably, some champions dominate others—these are the ten best Warhammer cards in Magic: The Gathering!
10. Out of the Tombs
At your upkeep, this enchantment gains an eon counter and mills two cards for each, helping stockpile your graveyard for black's revival effects. Better yet, if you would lose by drawing from an empty library, Tombs instead returns a creature from your graveyard to the battlefield.
While it's no Laboratory Maniac (blue's creature that auto-wins when drawing from an empty deck), it's still a nice anti-mill tactic and continuous graveyard prep.
9. Magus Lucea Kane
Kane is admittedly weak for her cost, starting at 1/1, but gives a creature a +1/+1 at the start of your combat, so she'll gradually become stronger. Better yet, she can tap for two colorless, and if spent on a spell or ability with a variable X cost, Kane lets you copy it.
Even without the copy bonus, two free mana is always nice, especially if you provide haste with Lightning Greaves to tap immediately.
8. Abaddon the Despoiler
Despoiler has sturdy 5/5 stats and cascades your spells whose cost is equal or less than the total amount of life opponents have lost that turn. Cascade is a fan-favorite ability that plays the next non-land from your library with equal or lesser cost, and you still get this benefit even if your original spell is countered.
This ability works especially well in multiplayer, where there's usually at least one player vulnerable to attack, and you can even utilize diplomacy: have another player agree to let some damage through in the hopes of you cascading into a spell to use against the game's current leader.
7. The War in Heaven
This saga's first effect simply trades three life for three draws. usually a welcome exchange in 40-life commander battles. The following trigger occurs at your next turn's main phase, milling three cards, and the turn after that, you return up to three creatures with total cost 8 or less from your graveyard to the battlefield and make them artifact-creatures.
6. Celestine, the Living Saint
Celestine's stats are mediocre at 3/4, but she compensates with flying, lifelink, and only needing one white mana. More than that, at your end step, she returns a creature with cost less than or equal to the amount of life you've gained that turn from your graveyard to the field!
Once she starts attacking, that's an easy three life per turn to use for revivals, and can easily be boosted with white's other lifegain tricks.
Biophagus simply offers one of the game's best two-cost mana weenies. He matches Druid of the Cowl with nice 1/3 stats for some early blocking, and can not only tap for one mana of any color, but gives any creature you use that mana for a +1/+1 when it enters the field.
4. Blood for the Blood God!
This unique spell discounts its absurd cost of 11 by one per creature that has died during the turn, putting it into manageable price ranges. It tosses your hand, draws seven new cards, slams opponents for 8 damage, then exiles itself.
Note that it's an instant—save it for when an opponent inevitably wipes the board in commander to piggyback of the cleared field and easily refill your hand.
Poxwalkers offers some decent aggro, being a 3/1 deathtoucher with zombie synergy, but really he's one of the best cards to self-mill or discard into your graveyard, returning himself tapped to the field whenever you cast a spell anywhere from your hand! Yep, just casting your commander will return him, as will flashback effects and the like.
2. Vexilus Praetor
Players love Progenitus, the ten-cost hydra with protection from everything. But now, you can get the same effect onto your commander(s) for a much lower price with this Praetor. he's got decent 3/4 stats, vigilance, flash (letting you cast him at instant speed) and gives your commanders protection from everything! Heck, he'll even protect commanders you stole from opponents with cards like Control Magic.
Not only can this deflect removal, it also makes commanders unblockable, which quickly leads to commander damage losses (players lose when taking 21 cumulative damage from the same commander).
1. Exalted Flamer of Tzeentch
2/4 stats aren't anything to write home about, but what you really want here is Flamer's effect: at your upkeep, he'll return a random instant/sorcery from your graveyard to your hand. That's easy advantage, and can lead to infinite turns if the only instants/sorceries in your graveyard are extra-turn cards like Time Warp and Temporal Manipulation.
For icing on the cake, Flamer hits each opponent for one damage just by casting an instant/sorcery; keep casting your extra turns and you'll eventually win without even needing to attack.
Warhammer Commander decks
To get you started on your own Warhammer build, below's a quick summary of the available commanders and their colors. Commander decks usually increase in price as time passes, so nab yours for around $60 whileyou can and I'll see you at our next MTG countdown!
- Tyranid Swarm (The Swarmlord; green-blue-red)
- Forces of the Imperium (Inquisitor Greyfax; white-blue-black)
- Necron Dynasties (Szarekh,the Silent King; mono-black)
- The Ruinous Powers (Abaddon the Despoiler; blue-black-red)
© 2022 Jeremy Gill