There’s not a lot going on with Chivalric Alliance, but it does it exceptionally well. Of course, the trade-off is Bitterthorn costs a little extra mana to cast and reequip, but even with the higher cost it’s still a great card. The main difference between the two is Bitterthorn comes into play attached to a 0/0 Phyrexian Germ token, letting you attack during your next turn without having to bother equipping it to get its effect. Bitterthron is functionally very similar to Nissa’s Sword, letting you search your library for a basic land when the equipped creature attacks. Living Weapon makes a return with Bitterthorn, Nissa’s Animus, the phyrexianized form of Nissa’s Sword of the Animist. Keep ramping out tokens or using any other of your enchanted planeswalker’s abilities, and you’ll quickly have an overwhelming force. Elspeth’s Talent helps you flood the board with three 1/1 Soldier tokens, giving any planeswalker which can’t normally protect itself a chance to stick on the table for a little longer.Įven better, every time you activate a planeswalker ability, you get to pump your team with +2/+2 and vigilance for a turn. As the first planeswalker-specific auras, these cards grant new abilities to any planeswalker they enchant. The entire Talent cycle brings with it some incredible new abilities and approaches to planeswalkers in Commander. Since Moria and Teshar only cares if the card would go anywhere else other than exile, Eerie Interlude and others that would exile cards before returning them to the battlefield bring the reanimated card permanently to play. You can use cards like Sundial of the Infinite to end the turn before the exile trigger would occur, or you can exile it with spells like Eerie Interlude. That permanent gets haste, but is exiled at the beginning of the next end step. Moria and Teshar let you reanimate a nonland permanent when you cast a historic spell. Though, it might take some work to keep them around. Reanimation is something of a specialty for white and black cards, and with Moria and Teshar, you can bring your cards back over and over again. Cards like Arcane Adaptation, Conspiracy, Xenograft, and Unnatural Selection can turn all your creatures into Knights, and in turn, give them all horsemanship. If you’re not playing Knights, there are plenty of ways to trick Herald of Hoofbeats into thinking all your creatures are Knights. There are 31 creatures with horsemanship in Magic, but with Herald of Hoofbeats, your entire deck can be an unstoppable force. While Herald of Hoofbeats is limited to giving Knights horsemanship, there are plenty of ways to make it work. There is no way around it, a card which grants all your other cards horsemanship is going to be extremely powerful. Now let’s take a look at the cards releasing alongside them, exciting creatures, mysterious artifacts, and the tools which give March of the Machine some character. These commanders do exactly one thing, but they do it well! Let's chat about commanders who encourage linear play patterns, and what that means for EDH games.Last week we took a look at some of the most powerful commanders from March of the Machine, with cards like Elenda and Azor, Shalai and Hallar, and Urabrask showing tremendous potential to be extremely powerful commanders.
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