The best Commander isn't as glaringly obvious as it is during some set releases — Wizards of the Coast has done a particularly excellent job with this wave of preconstructed (precon) decks, such that each one has some appeal as a potent strategy while no clear favorite has emerged. The newly released Commander decks all feature a cohesive theme that feels distinct to the others and plays well off their animal inspirations; for instance, the Bello, Bard of the Brambles deck takes its raccoon leader and spins out an entire «one person's trash is another person's treasure» story through its card selection and archetype.
For those unfamiliar, 's Commander format is by far its most popular offering. It's a multiplayer format that sees four players construct 100 card decks (including their Commander), with no repeat cards allowed besides basic lands. These decks then battle for supremacy and use their Commanders to glue their strategy together, as they sit in the Command Zone and are thus available each game without needing to draw them. It's a chaotic format, full of unbelievable combos and political discussions at the table, and it's often an hours-long endeavor that never quite plays out the same.
MTG's Bloomburrow set will feature the debut of an iconic illustrator in Mitsuhiro Arita and anime & anthropomorphic treatments that are sought after.
The best Commander is Zinnia, Valley's Voice, a Jeskai (WUR) card that is far more than meets the eye when first looking at it. At a WUR cost for a 1/3 flier, the stats on Zinnia are underwhelming at best, but that's complemented by two incredible abilities that tie the deck's strategy together while simultaneously offering a surprise win condition through Zinnia itself.
Let's break down what makes Zinnia so incredible as an out-of-the-box, precon Commander. Its first ability reads like this:
Zinnia, Valley's Voice gets +X/+0, where X is the number of other creatures you control with base power 1.
In a deck filled with
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