
Inspired Tethermage | Illustration by Cristi Balanescu
Jumping into a new Draft set can be daunting. What do you take for your first pick? You’re looking at 13-14 brand new cards with a lot of text to read through, and you know you’ll probably pick something that ends up being bad.
Here, I’ll go over my picks for the best commons and uncommons in Reality Fracture for each color to arm you with a bit of extra information as to what you should take in your drafts. As the format progresses and we learn more about it, these will absolutely change, so take these picks with a pinch of salt, but I hope that this can serve as a baseline for the set as we get started with it.
Commons

Heartstring Puller | Illustration by Jessica Liu
White
#3. Surgical Precision
You can’t argue with the efficiency of killing any big creature for just 2 mana. Then, if your opponent is low to the ground and only has creatures too small to target with Surgical Precision, you always have the option to cycle it, which gives it a flexibility you rarely see on removal spells like this.
#2. Memory Trap
Three mana to answer just about anything you need to is always a good deal. This list is going to be littered with the most premium removal spells in Reality Fracture, and Memory Trap is best common one in white.
#1. Hexhaven Battalion
Six mana doesn’t usually scream “best common”, but how many other commons do you know that can put four relevant permanents onto the battlefield at once? Hexhaven Battalion is a very impressive-looking card, and it even harkens back to Imperial Oath, a previous best white common from Kamigawa: Neon Dynasty.
Blue
#3. Crytheory Adept
Being both a cheap prowess creature and an interactive spell you can play from the graveyard makes Cryotheory Adept a simple common that you can use in several different decks. Even if it’s not the strongest blue common, it’s definitely one of the most versatile.
#2. Infinite Coursework
In the unexpected absence of a common 4-mana “spin” spell (we used to use the word “spin” to mean sending something to the top of the deck back when I played Yu-Gi-Oh!), Infinite Coursework is now the best blue common removal spell. As such, it easily deserves a spot on this list.
#1. Mindseeker Oculus
Any time there’s a creature that cantrips at the common level, it excels and usually ends up as the best common, or at least the best common in that color. Inspiring Overseer, Hero in Training, and Organ Hoarder just to name a few, and Mindseeker Oculus is just the next one in line.
Black
#3. Screeching Soulbreaker
Black’s commons aren’t anything special. Screeching Soulbreaker stands out as one of very few ways to inflict noncombat damage to your opponent without spending mana. Not only that, but it can trigger again and again, which is definitely something that a Stingerquill deck will be on the lookout for.
#2. Extended Absence
Four mana to answer any creature or planeswalker is a spell we see all the time in modern Limited sets. Extended Absence isn’t the best removal spell that black has access to (that’ll come next), but it’s still one that no black deck is ever likely to turn down.
#1. Last Gasp
Last Gasp, or some variation on it, appears in many Limited sets. It’s cheap, effective, and capable of killing just about any creature thanks to its utility as a combat trick. When it comes to the top removal spells in a set, you can’t beat efficiency.
Red
#3. Skilled Battlecarver
Premium aggressive 2-drops are often among some of the best commons in a set, especially when aggro decks are functional in it. With open mana, Skilled Battlecarver can attack into almost any blockers and can hit for a lot of damage, making it the perfect start to any aggressive curve.
#2. No Admittance
It takes a very weird set of circumstances for a Lightning Strike not to be particularly good in a set (like red being abysmal in Marvel Super Heroes, for example). Even at sorcery speed, No Admittance is highly effective and even gives you a little bonus on top of it.
#1. Wrath of the Bloodmane
While No Admittance is usually the cheaper spell, being instant speed is a big deal and is what makes Wrath of the Bloodmane my pick for this top spot. It’s a very simple burn spell, but a powerful one.
Green
#3. Arcane Amphisbaena
I always love to see the cheap deathtouch creatures, and Arcane Amphisbaena doubles up as an enabler for the empower archetype. It helps you by empowering a Jace token and also by defending that token, which is quite a lot for just 2 mana.
#2. Something Worth Saving
I’ve been very impressed with just how well supported the graveyard-based decks seem to be in Reality Fracture. Something Worth Saving is possibly the best common enabler for these strategies and is very reminiscent of previous cards like Cache Grab and Grapple with the Past.
#1. Compel Brutality
An instant Rabid Bite is often going to be one of the best green removal spells in a set. While it’s possible that a certain archetypal enabler will end up better than it, without knowing how good the respective archetypes actually are, I’d start with Compel Brutality.
Uncommons

Recursive Recruitment | Illustration by Dominik Mayer
Honorable Mention – Craftwork Crusher
I mostly talk about mono-colored cards in these articles, but I had to mention my pet card of the set, Craftwork Crusher. I’ve always loved big ramp payoffs such as Pelakka Wurm in Rise of the Eldrazi and Bookwurm in Strixhaven. Craftwork Crusher is an enormously powerful bomb in any ramp strategy, that much is certain. We simply need the format to be slow enough to allow this card to shine, and I sincerely hope it will.
White
#4. Way of the Healer
Despite not being in blue or green, Way of the Healer seems to be one of the best cards in this cycle of empower enchantments. -2 to create a 2/2 and surveil 1 is an excellent rate of return on your Jace’s loyalty, especially in decks like Fatehold and red/white that can fully utilize it.
#3. Teyo, Lightshield Expert
A protection spell attached to a cheap creature is something we see sparingly. Usually, when you take a desirable instant spell and turn it into the ETB ability of a flash creature, you have yourself one hell of a card. I’m imagining that Teyo, Lightshield Expert will be exactly that.
#2. Your Fate Ends Here
Clean, efficient removal is hard to come by in white. Your Fate Ends Here is a great answer to just about every important creature in the format, and that should always be a high priority.
#1. Saheeli, Consul of Oversight
Reality Fracture is bristling with cool build-arounds, and Saheeli, Consul of Oversight is one of the better ones. Not only does it create 1/1 thopter tokens with relative ease, but it’s also a big 4/4 flier and is capable of closing out games by itself. What more could you want in a top uncommon?
Blue
#4. Ruric Thar, Biomagus
As far as big threats go, Ruric Thar, Biomagus looks pretty powerful. Your opponent has to let you draw a free card if they want to kill it, and given that it threatens to be a 6/8 or an 8/10 when it attacks, they’ll really need to.
#3. Hapatra, the Desert Frost
Fatehold and blue/red both look like they’re reasonably aggressive archetypes in this format, so a powerful tempo play like Hapatra, the Desert Frost looks like a very solid early pick in any draft.
#2. Proft, Consulting Detective
While it does cost mana to use, the ability to draw a card every time you surveil is very powerful. Proft, Consulting Detective looks like an excellent Fatehold build-around card, and it’s definitely something I’d try taking early in a draft and making sure I’m right about it.
#1. Plan for All Outcomes
Solid removal plus a very nice build-around enchantment all in one card really makes me look at it twice. Plan for All Outcomes is powerful; it’s just unfortunate that every blue deck will be happy using it, even ones that can’t use it as a build-around card very well.
Black
#4. Winter, Tormented Loner
Winter, Tormented Loner looks like one of the best variations on Fleshbag Marauder that we’ve ever seen. It’s potentially very large, or it can sacrifice a Jace token. Or you don’t even need to sacrifice anything if you just want a big threat. Solid choice all round.
#3. Gallia, Tragic Host
I’m keeping a keen eye on the graveyard decks in this format, and Gallia, Tragic Host looks like one of many excellent payoffs for such a deck. It’s also great in an aggressive deck, making it an all-round solid pick in black.
#2. Break Under Pressure
Once again, we’re back to premium removal spells. This time, Break Under Pressure is virtually guaranteed to kill off the biggest creature on your opponent’s board, and it does so while getting around hexproof and other such abilities. Given how powerful both of the Ruric Thar cards look, this is likely to be very relevant.
#1. Multiply by Zero
Two mana for a clean answer to basically any creature without a buff and a cool math reference? Sign me up for Multiply by Zero any time!
Red
#4. Command the Stage
This is one of my favorite build-around cards in Reality Fracture. A hopefully endless loop of returning Command the Stage to your hand before casting it and retriggering it again next turn sounds pretty fun to me. You’re just building up advantage and board presence each turn and barely using any resources.
#3. Fulminous Forte
Three mana for 5 damage is a great rate, and Fulminous Forte is even an instant spell for good measure. There don’t appear to be a lot of 1-toughness creatures about, but potentially stopping an early aggro curve is a nice bonus.
#2. Kiora of Fire and Ashes
Kiora of Fire and Ashes is one of the best red payoffs for Konstrari ramp decks. I think the green and multicolored ones are a fair bit stronger, but that’s not taking anything away from this incredible Kiora. It doesn’t even need to activate its ability, because it’s good enough just on entering.
#1. Violent Echoes
Usually, this pick is reserved for the most efficient removal spells, but in this case, we can swap efficiency out for pure power. Violent Echoes can kill most creatures on its own, but if it gets to kill anything smaller than 6 toughness, the Jace token is a very real upside to get alongside it. This will often be a straight up two-for-one, and that’s something I value very highly.
Green
#4. Heartwood Crafter
Heartwood Crafter is one of only two ways to accelerate your mana before turn 3 in this set. Given how powerful the ramp archetype appears to be, this early acceleration is crucial to get ahead of your opponent.
#3. Yoshimaru, Scrappy Stray
Just like with Teyo, Lightshield Expert, if you take a decent spell and make it a creature’s enters trigger, you end up with a very solid creature. Yoshimaru, Scrappy Stray is exactly that, and I expect it to be a powerful asset, especially with all of the big creatures in green.
#2. Fblthp, Knows the Way
Fblthp, Knows the Way is perhaps the most broken variation on a Borderland Ranger that we’ve ever seen. It’s a 3-drop that draws a land when it enters, but also a 4-drop that draws two lands. You could even draw more lands if your deck is built for it, but two will be enough. This is the perfect mana fixer for any deck, especially if you’re planning on playing more than two colors.
#1. Ruric Thar, Magecrusher
With green having a very well-supported ramp archetype at its disposal, a broken 7-drop like Ruric Thar, Magecrusher sounds like exactly the sort of payoff you will want to ramp into. I can’t imagine losing many games where I resolve this with a little bit of time to allow it to do its thing.
Wrap Up

Ruric Thar, Biomagus | Illustration by Olivier Bernard
Reality Fracture is one of the most interesting sets I’ve seen in a very long time. Short of one deck dominating the rest in win rates, this could potentially be one of the all-time greats. What are you most excited to try out? Let me know in the comments below.
If you liked this article, please consider subscribing to our YouTube channel The Daily Upkeep and join our Discord server too. Share the article with your friends and help drive the conversation further.
Until next time, take care of yourselves!
Follow Draftsim for awesome articles and set updates:





































Add Comment