Magic: The Gathering – The Best Cards For Standard In Phyrexia: All Will Be One

Magic: The Gathering – The Best Cards For Standard In Phyrexia: All Will Be One

As might be expected of Phyrexian perfection, All Will Be One will shake up Magic: The Gathering's Standard format drastically thanks to a large addition of powerful new tools across every color. These cards include reprints, new multicolored land options, removal, and, of course, bombs.

Between all of the legendary creatures this set offers as well as a slew of incredible planeswalkers, Standard players ought to be chomping at the bit to get their hands on these new goodies.

10 White Sun's Twilight

Starting off the list is a possible alternative to Farewell for white control decks, although it's difficult to beat the versatility that Farewell offers. While Farewell acts as a surefire answer for anything in play, White Sun's Twlight is instead a board wipe that doubles as a potential win condition.

The viability of this card will likely depend on the state of the meta. For example, if the meta is dominated by aggressive decks, White Sun's Twilight likely won't see much play. However, a more midrange and control-dominated meta that doesn't feature a lot of graveyard shenanigans heavily favors this board wipe.

9 Nissa, Ascended Animist

The new Nissa is reminiscent of previous printings despite her having been compleated. As before, she is capable of pumping out a fair number of big, beefy creature tokens. Her ability to destroy artifacts and enchantments will likely come in handy as well with all of the Fable of the Mirror-Breaker decks running around.

Most importantly, Nissa functions as a win condition in Mono-Green decks thanks to her ability to ultimate the same turn she comes down. In a Mono-Green deck, this ultimate gives your creatures +5/+5 and trample until the end of turn. Even with just a couple of creatures on the board, that's likely enough trample power to close a game.

8 Bloated Contaminator

Speaking of Mono-Green, Bloated Contaminator may be another important piece of this new shell. In fact, All Will Be One seems to have supplied just about all the tools necessary for Mono-Green to make a return thanks to the previously mentioned Nissa and new threats like Evolving Adaptive and Evolving Spinoderm.

A 4/4 trample creature for three mana is already a card well worth playing. Add on top of that Contaminator's Toxic 1 ability and the fact that it proliferates every time it damages a player and you've got one devastatingly synergistic aggressive card.

7 Atraxa, Grand Unifier

If this creature didn't cost four different colors of mana it would probably be played in just about every midrange and control deck. It's really that good. This is a game-ending threat that has the potential to completely restock your hand with cards if you happen to see a variety of card types in the top ten.

Lifelink is especially notable here as it solidifies Atraxa as a stabilizing play against more aggressive decks. Of course, Atraxa's highly restrictive mana cost will certainly end up limiting the number of decks where this card sees play. Additionally, any deck featuring Atraxa will want to make sure it has an even spread of card types in order to get the most bang for their buck.

6 Phyrexian Arena

As if Mono-Black decks needed another tool in Standard. Phyrexian Arena is a great source of card advantage for any deck featuring black. That being said, the popularity of other enchantments in Standard is likely to hurt this card quite a bit.

Decks are already running around with answers to enchantments thanks to cards like Wedding Announcement and Fable of the Mirror-Breaker. Consequently, Phyrexian Arena may not be as good as it has been for Standard during previous formats. That being said, this is still an incredible value engine that you should be prepared to answer unless you're playing the most aggressive of decks.

5 Capricious Hellraiser

This new Dragon is causing the most constructed buzz out of every card in All Will Be One. Hellraiser's ability to be discounted to a cost of three red mana makes it a seriously cost-effective threat. Combine that with the fact it has an enter the battlefield trigger with a chance to randomly cast a noncreature, nonland card from your graveyard for free and you've got a card with an incredibly high ceiling.

As with many cards with high ceilings though, the floor here is also quite low. Six mana for a 4/4 flyer with an unreliable enter the battlefield trigger that may not do anything at all is a terrible deal that no deck is interested in playing.

It seems like nine cards in the graveyard is a lot to ask for in order to get the discount you want here. Nonetheless, keep an eye on this one. It might just become the new bane of Standard.

4 Vraska, Betrayal's Sting

The new Vraska looks to be one of the most exciting planeswalkers in this set, and that's saying a lot considering All Will Be One features so many. Vraska is a reliable source of card advantage and repeated removal while also featuring an ultimate that can win the game.

Of course, any deck that wants to make the most use out of Vraska will need some way to finish opponents off after she ultimates. Thankfully, there are a ton of proliferate cards being printed in All Will Be One that can do exactly that.

3 The Eternal Wanderer

Wanderer may not feature the ability to come down a turn earlier thanks to Phyrexian mana, but she does offer up a unique pseudo-board wipe and synergistic play with enter the battlefield triggers. Additionally, Wanderer can simply print double strike creature tokens until your opponent falls over.

This is yet another great planeswalker with unique abilities that opponents will have trouble playing around. Did somebody say super friends? In case you didn't know, super friends decks are decks that rely on fielding a ton of different planeswalkers to win.

2 Ossification

With all these powerful threats being printed, it's important that we receive some kind of tool for answering them. Ossification is that tool and more. Unfortunately, it does require that you're playing basic lands in order to work.

However, aggressive decks that do feature basic lands will be sure to make use of this incredible new enchantment. Acting as a cheap exile answer to both creatures and planeswalkers, you can be sure any white deck featuring basic lands will be playing at least a couple of copies of this new removal spell.

1 Fastlands

Standard might already be home to a ridiculous number of multicolored lands, so what's a few more? New allied colored fastlands in Gruul (red/green), Rakdos (black/red), and Dimir (black/blue) colors will allow aggressive versions of these multicolored decks to be built.

Rakdos and Dimir decks will take advantage of these fastlands, but they're unlikely to play more than a couple. Gruul decks in particular though have been a force on the sidelines of Standard for a while now, so it will be interesting to see if a new aggressive Gruul deck emerges near the top of the meta thanks to the printing of these fastlands.

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