Magic SpellSlingers has over 600 unique cards which creates tons of combinations to explore for new decks. But which ones are the best? You’re collecting mana shards and putting in requests with your team for materials, but which cards should you be saving for? Today I’ll break down the Top 10 best mythics in the game and why they should be on your list to craft!
10 – Restoration Angel
Restoration Angel is a 3/3 flyer for four mana – which is the price you get for the common Phantom Monster, but the Resto offers so much more. She’s good with any debut creatures to get a second trigger out of them while they cost just 1 mana. You also reset any damage the creature has previously taken, effectively giving them more toughness. Restoration Angel can go into a variety of Gideon and Ajani decks, and will likely be a mainstay in Serra decks too.
9 – Pact of the Warlock
Many of the Class cards are good to help smooth out your draws throughout the early turns of the game. Pact of the Warlock gives you an early one-drop creature in Pactbound Quasit which will help for both offensive and defensive purposes. The second level, Sign of Ill Omen, is a solid removal spell that comes online at around the time you want it. The Quasit can sometimes die to its own ability which will fuel the Sign of Ill Omen to destroy bigger creatures. Whispers of the Grave caps off the levels as a late-game card to push through the latter points of damage, while also being good in a self-sacrifice strategy like Vraska.
8 – Panharmonicon
Panharmonicon doubles the effect of the debut creature you’ve played this turn, and there are quite a few good ones, many of which are on this list later to come. You get two activations out of the Panharmonicon so you want to fill your deck with potent debut creatures, especially ones that cost four or five so you can play them on-curve after you get the Panharmonicon down. Panharmonicon is colorless so it can fit into any deck, and there will undoubtedly be more sweet debut creatures to come, so Panharmonicon is a must-have for anyone’s collections!
7 – Blood Queen Drana
Drana is the best Vampire and is a must-have in any Sorin deck. Outside of that she’s a great option in any deck that can play black, including Vivien and Drizzt. A 2/3 flying creature for three is a decent rate on its own. Her true strength comes when her attacks go uncontested, allowing you to play offense and defense at the same time with one creature once her toughness gets continuously replenished. Boost her power a little bit and she’s hitting that much harder and getting that much more toughness!
6 – Arcanis, the Archmage
Arcanis is the go-to endgame card for any blue control deck. Eight mana is achievable when you’re already on the control plan. Each of the Arcana is capable of winning on its own, making short work of the opponent once you land the Archmage. Combine him with an effect like Restoration Angel or Panharmonicon and you ought to steamroll your opponent with your abundance of powerful Arcanis.
5 – Momir Vig
Momir Vig is perhaps my favorite card to play in SpellSlingers. At minimum you’re getting 5/5 of stats for four mana. The opponent has to deal with either Krav or the Momir else you get a buff every turn from then on out. Many of the random upgrades you can receive include more stats like an extra +2/+1, +0/+3, etc., in addition to the +1/+1 Krav normally gets, making for a creature that can get out of hand really quickly. The random upgrade also counts for Vivien’s Beast Bonder. Momir Vig is a must craft for a Vivien, Kiora, or even Drizzt deck.
4 – Kothophed
Kothophed is the premiere top-end black card in SpellSlingers. It can single-handedly turn the tide of any game. If you don’t think they have removal then cast it as a 12/12 flyer that’s going to block well for you and then kill them in two attacks. If you’re in a grindy spot and need more resources go for the extra two cards. I usually go for the three mana for the turn, essentially giving me a 6/6 flyer for only three mana. I don’t worry about the four damage as you should be fine if your deck is aggressive enough. If you are worried having a card are two that gains life in your deck while not defaulting from your plan can help get you from under four life so you can cast Kothophed.
3 – School of the Wizard
School of the Wizard is one of the few Class cards capable of taking over the game on its own. You get an annoying bird that pecks away and eventually blocks some incoming damage, then access to anyone’s signature cards with the Signature Spell, then finally Elemental Mastery which triggers on itself the turn you play it to give you a 5/4 sneaking Water Elemental. After that you really don’t need any other win conditions at all, just play some card draw spells and removal spells and ride the wave of Water Elementals to victory. Good in Jace, Ral, and sometimes Teferi, but exceptional in Ashiok where you have an abundance of spells you want to cast.
2 – Zo-Zu
Zo-Zu is likely the best top-end creature for the red aggressive decks. You don’t want a ton of high-cost creatures in those types of decks, but you usually want to find room for Zo-Zu based on sheer efficiency. Zo-Zu is often a 5/4 haste the turn you play it, and you’ll want to aim to play it on a board where they don’t have good blocks. If you do (and it survives) it’s swinging back for a possible eleven damage. Combined with cards like Goblin Shortcutter or Burn Through you can really smack opponents not prepared for such a huge haste threat.
1 – Oath of the Paladin
Oath of the Paladin is the glue that keeps the white aggro decks together. The Faithful Steed is a perfectly servicible creature in the early game that can pump the toughness of a different creature if you need to make a profitable attack. Divine Smite is exactly the removal spell you ‘re looking for – something that does about three damage on turn three or four. The Aura of Courage works with your game-plan as well to buff your attacking creatures and further snowball your advantage. Oath of the Paladin is best in Gideon as his plan naturally involves having and attacking with multiple creatures, but is also good in any deck capable of playing white.