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New Capenna’s Hottest Commons and Uncommons

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Hey Magic players! New Capenna is here, and we’re in that golden phase where the cards are fresh and there isn’t another spoiler season crowding into the doorway. Yet.

One of my favourite aspects of a new Magic set is the cards of lower rarities. I love commons and uncommons. They’re cheap, functional, and sometimes they really find some amazing design space and a home in a ton of decks. Did I mention they’re usually cheap? Magic is expensive. Finding a common that holds up in a competitive deck or a casual Commander deck is great! You can often find a foil or other fun variant that’s still cheap.

One thing I’ll mention about the set: the flavour is not to my taste, though I’m sure some people love it. I’m not crazy about angels, and while demons can be cool, I prefer the ones that don’t spend a lot of time thinking about their fashion choices. I’m also not so into the whole Zootopia thing, with raccoons and rhinos and cats and stuff. It doesn’t mesh well for me with the angels and demons either.

And while I think the gangland stuff doesn’t go much deeper than tropes and memes, I do think the set has a lot of power to it. All substance, no style?

Heat Index

I’ve decided to rank the commons and uncommons using a heat index of Warm, Hot and Super Spicy. If a card doesn’t appear, it’s a little too cold for me to play.

Uncommons

The Charms

Super Spicy off the top! The new charms all have a ton of potential, considering their many modes and applications. The best charms historically have a really good base mode so the card is never dead. Some of these have that, and could even rise to the status of staple.

The Five Family Members

Warm cards are warm. Each of the Families gets a signature uncommon Legendary creature. We get some cheap Commander options. None are particularly inspiring, but they’d all be good for a newish player getting their feet wet in Commander.

Warm Uncommons

Hot Uncommons

Super Spicy Uncommons

Commons

The Fetch Cycle of Lands

Hot cards all around! Plenty of folks might say ‘Snore! More crummy common fetchlands like Evolving Wilds.’ That’s fine. Don’t play them. But if you’re a landfall concept, a lifegain concept, or just a monocoloured deck looking to thin out your lands as much as possible, these are easy to include.

The Draw Cycle of Lands

Super Spicy cards here! Even though they’re actually pretty straightforward. A dual land that draws a card, even if it’s clunky and enters tapped, is playable in almost every two-coloured Commander deck out there. These aren’t as good in 3 or more colour decks, as there are an increasing number of other options, but still might make the cut if you need a few decent, budget lands.

The Exile Fixers

Warm cards? I think they’re warm. We’ll see. These are the cycle of creatures in the 3-colour combos that can be exiled from your hand to enable a land to produce their colours. I think the fixing is okay, but the ability to store the cards in exile to be cast later is really interesting. It keeps them safe from discard and disruption of your zones. Except for Cryptic Cruiser maybe. That alone could be something. They do different things so they each get some words.

Warm Commons

Hot Common

Super Spicy Commons

That’s it for cheap spice! If you need more, try some hot sauce packets. Thanks for reading!

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