Last updated on October 25, 2022
Myra the Magnificent | Illustration by Eric Wilkerson
Magic’s Un-sets have always been cause for celebration, and where better to celebrate than Unfinity‘s retro space carnival? Myra the Magnificent’s Intergalactic Astrotorium of Fun has everything you could want from an Un-set. There’s wacky mechanics, tongue-in-cheek references to existing cards, and a whole host of new commanders to build decks around.
If you strictly play Commander you may have largely ignored past Un-sets, favoring to play with legal cards only. What sets Unfinity apart is that a lot of its cards are legal to play in Commander and other eternal formats. This means that the set has given us Commander players a handful of new commanders and mechanics to spice things up.
Let’s take a look at them!
It Came from Planet Glurg (Unfinity) | Illustration by Marco Bucci
There are 30 commanders in Unfinity. All of these commanders are new for the set. 11 can legally be played in Commander and 19 will require you to have a Rule 0 conversation with your playgroup before playing.
Ambassador Blorpityblorpboop is an adorable Simic () commander, but that’s all it really has going for it. Its effect requires a lot of set up, and even then it’s underwhelming.
On top of that, it also requires you to bring 10 sticker sheets each time you play. This means you have to either buy secondhand sticker sheets or some packs of Unfinity just to play this commander.
Roxi, Publicist to the Stars is a very limiting commander. Even if you manage to create the maximum number of stickers using your cards, Roxi’s power never gets over 9 power from its own ability.
Roxi is also a one-trick pony which would be okay if stickers were a bigger archetype, but they’re not.
If you’re bored of having a consistent performance and want to rely on chaos, Monoxa, Midway Manager is a halfway decent dice-roll commander. Including cards from the D&D sets that allow you to roll a D20 increase your chances of activating all its triggered abilities and fits the theme of a more chaotic deck.
I think Monoxa is a card that’ll be more fun as time goes on and more dice-roll cards are printed, but for now it suffers from having a lack of great cards in the 99.
If you’re looking to play with the new attraction mechanic, Spinnerette, Arachnobat is one of your options for a commander. Spinnerette isn’t necessarily your best option since it only makes one attraction and you need to jump through hoops just to make it a 4/4.
This might be a better inclusion for a spider deck than a commander in its own right.
Tusk and Whiskers is an interesting commander if you’re willing to deal with stickers. I’m not convinced stickers are worth the four mana you’ll have to pay for them, but it’s nice to get buffs along with them if you combine this with other sticker cards.
One issue is that you’re only allowed three sticker sheets each with only two ability stickers, so your commander’s main gimmick relies on a very limited resource.
Though Dee Kay, Finder of the Lost only makes one attraction when entering, Dimir () has plenty of recursion and flicker abilities you can use to try and increase its output. The more attractions you get out, the more likely it is you’ll get some sort of activation on your upkeep, whether from Dee Kay or the attractions themselves.
Captain Rex Nebula isn’t tied to any specific Unfinity mechanic, giving you more flexibility when it comes to deckbuilding. Boros () also has some decent vehicle support, which can work well combined with its ability.
Just remember that Rex’s ability is compulsory, so make sure it isn’t alone on the field with any 0-cost cards or you’ll lose them.
If attractions are your thing, The Most Dangerous Gamer is one of the more consistent attraction-based commanders. Opponents aren’t likely to want to block it since it has deathtouch so you’ll likely be able to drop some attractions and buff it for at least a couple turns.
This card’s ability to act as removal is nice, but make sure you feel confident in being able to win prizes before you build a deck around this commander.
Out of the Unfinity commanders that care about dice, The Space Family Goblinson is your best option. You’ll want to include a bunch of Forgotten Realms and Baldur’s Gate cards with dice rolls, and having an Unfinity attraction would allow you to buff your commander each turn.
Myra the Magnificent may rely on an Unfinity gimmick but it does so in a way that’s incredibly powerful. You’ll easily be able to open plenty of attractions using some cheap instants and sorceries.
Similar to Myra, Magar of the Magic Strings also gives you a chance to cast some instants and sorceries for free. What gives Magar the edge is that it doesn’t rely on random dice rolls to cast the cards. This gives you a little more control over what cards get cast and when.
Devil K. Nevil is a total flavor win, but it could be much better in terms of a commander. You can cast Devil early, but its ability isn’t that powerful if there aren’t many creatures on the battlefield. Your opponents will likely have answers for it if you wait too long to cast it though.
While Devil K. Nevil‘s jump ability is definitely fun, it’s likely to cause some issues when being played in a cramped LGS. You’ll have to be comfortable slowing down the game to grope around under tables for your card.
Maybe I just hate fun, but the idea of having to interrupt the games around me to activate Pietra, Crafter of Clowns isn’t my idea of a good time. Worse still is when you realize you’ll need to do this repeatedly with multiple jokes to take advantage of your commander.
Pietra might be right up your alley if you’re playing at home with friends and you love telling jokes. Just make sure to consider your audience when playing this card.
Fluros of Myra’s Marvels is way too specific to be consistently good. Even if you manage to build a deck around a single number, it’s going to be hard to also have it payoff well. It’s possible some very hard thought can be put into making this work, but Fluros doesn’t jump out as an overly powerful commander.
Brims Barone can serve as a good boost to your creatures, especially if you can flicker it. But I can’t really think of too many great Magic creatures that wear hats. Then there’ll be debates over whether or not hoods count as hats, which makes games frustrating rather than fun.
Not to mention that you’re not going to benefit from its full abilities if you’re not a fan of wearing a hat.
I love flavor text, and I love mechanics that get players to pay attention to the little details on Magic cards. But Hardy of Myra’s Marvels seems like far more trouble than it’s worth when it comes to deckbuilding.
Some players won’t mind combing through all their creature cards to find the most common number of flavor text lines, and this is the commander for you if you’re up for the challenge. It seems like too much effort for not that much payoff to me though.
It won’t be too hard to fill your deck with creatures that are buffed by Angelic Harold. But the buff itself is somewhat underwhelming. While this would be a fine inclusion in the 99, it’s not really worth building a deck around.
There are plenty of Azorius () commanders that do more for you than a slight buff to some of your creatures.
Nocturno of Myra’s Marvels works pretty well when you name the word “destroy.” While turning a bunch of your removal spells into card draw might seem underwhelming for a commander, Nocturno does have partner.
There are likely some partner commanders that would appreciate a splash into black and a new form of card draw.
Meet and Greet “Sisay” is a weird card because it isn’t legal outside of Unfinity, but its second ability rarely triggers in that Limited environment. As a commander “Sisay” works a lot better since you likely have plenty of cards from different sets among your 99.
With so many reprints of commander staples and older cards not having symbols you can easily build a deck that make you a Treasure each time you cast a card.
D00-DL, Caricaturist might be a little lower on the list based on power alone, but it gets a boost because of how fun it is. Players furiously scribbling a fanged, winged abomination with mean eyes as fast as they can will produce plenty of laughs at the table.
Katerina of Myra’s Marvels falls into a similar category as its marvelous co-workers, but its effect is a little less specific and has a better payoff. With only 26 letters to choose from and fewer appearing at the beginning of most card names, it won’t be too difficult to construct an alliterative deck around Katerina’s ability.
It also requires less work than counting individual lines of flavor text.
Building a deck around commons seems interesting and it would make Lila, Hospitality Hostess a very budget-friendly commander. It’s unfortunate that guests are the only types of creatures you can buff since it limits the number of good commons.
You can still easily forget about Lila’s anthem ability and stick with building a cheap deck that gives you access to an extra card each turn.
#8. Jermane, Pride of the Circus
Mono green has plenty of 4-(or more)legged creatures for Jermane, Pride of the Circus to buff. One mana for two +1/+1 counters is a great deal and helps you stay ahead of the mana curve on power and toughness. Jermane’s second ability acts as a good form of removal, something that mono green can sometimes struggle with.
Truss Chief Engineer‘s biggest strength is its low mana cost. Having Truss out early allows you to accrue plenty of hack counters. Being able to reduce the damage dealt by a Blasphemous Act or Storm’s Wrath can prevent a big swing in favor of your opponent.
While Truss can’t directly remove creatures, it does work well with -1/-1 counters or cards like Toxic Deluge.
Grand Marshal Macie allows you to gain some very powerful effects for much cheaper than you normally would. For example, using it to prolong Unbreakable Formation gives all your creatures indestructible for only five mana.
The versatility of being able to pick and choose which effects to prolong and for how long makes Grand Marshal Macie an interesting and powerful commander.
Ignacio of Myra’s Marvels has the best balance of specificity to payout of any of Myra’s Marvels. It’s not difficult at all to find plenty of swords in Magic art, and there will be plenty of Blood if you use the partner mechanic to make a Mardu () vampire deck.
Being able to create two tokens each time you cast one of these spells is a huge boost making Ignacio a great supplemental partner.
Claire D’Loon, Joy Sculptor is the perfect Un-card. It breaks the rules of the game in a way that can create a lot of interesting scenarios.
Helm of the Host suddenly gives you more real copies of the same creature that you can resurrect with Claire D’Loon. And you no longer have to worry about your Marit Lage getting returned to your hand and losing it.
It Came from Planet Glurg is the type of commander that changes how you look at a game of Magic. It allows you to build a deck full of creatures that would work better when mashed together into one giant creature.
Because It Came from Planet Glurg doesn’t target you can also copy any creature on the battlefield regardless of having hexproof or shroud. Paying four mana for your opponent’s Blightsteel Colossus is good enough, but you’re going to be hard to beat if you combine it with a flying creature or one that can’t be blocked.
Solaflora, Intergalactic Icon essentially allows you to play a Voltron deck where every single one of your creatures is your Voltron. White is a particularly good color for this because you can flood the board with tokens or weenies which you then buff with Solaflora.
Vorthos, Steward of Myth allows you to take your favorite Magic character and build a deck dedicated to them. While this might not be the most powerful commander from a competitive standpoint it’s by far the best for anyone who loves Magic’s story.
Devil K. Nevil (Unfinity) | Illustration by Paolo Parente
Unfinity‘s commanders are a bit of a mixed bag, but there are definitely some fun options to build around. It’s a little bit of a shame that some of the more exciting commanders are the non-legal ones, but you’re still able to play with them if your playgroup is okay with it.
Which Unfinity commander is your favorite? Do you think any of the commanders with an acorn symbol shouldn’t have it? Are you okay with players using non-legal cards in Commander? Let me know in the comments below or over on the Draftsim Twitter.
Thank you for reading, and I’ll see you in the next one!Follow Draftsim for awesome articles and set updates: