Dust off your fedoras, grab your magical machine guns, and throw on some jazz music because Magic: The Gathering‘s latest set, Streets of New Capenna is almost here. Mixing high fantasy with classic mobster tropes, this set is oozing with flavor and style. Set to release later this month, Streets of New Capenna revolves around five rival families jostling for power in this Art Deco city.
Naturally, I decided to look through this new set and showcase some of the best cards for the beloved Commander format. I will not be including cards that specifically excel in cEDH (Competitive EDH) alone since this variation focuses on playing extremely fast and efficient decks. Instead, these selections offer flexibility and embrace the spirit of this chaotic social game. Keep in mind that a card isn’t necessarily bad if it isn’t on this list. There are a lot of terrific cards in Streets of Ne Capenna! However, these ten cards are some of the best choices, and the ones I recommend picking up if you’re looking to buy some singles.
Top 10 Streets of New Capenna Commander Cards
Let’s start with possibly my favorite card in the set. Arcane Bombardment is a six mana enchantment that can be an absolute powerhouse in spellslinger decks. While you don’t have any control over what spells it exiles, being able to continuously build an arsenal of instant or sorcery spells that can be cast is wild.
Keep in mind that you get multiple uses of the cards exiled with Arcane Bombardment. This makes this enchantment devastating if it’s left unchecked, as you could be casting multiple spells each turn for free. Yes, it takes a bit to get going, but in a spellslinger deck, you should be able to easily defend this enchantment with some counterspells. It’s a big, flashy card and honestly, that’s all I want in Commander sometimes.
Jetmir, Nexus of Revels
There are a lot of token decks in this format, which can make this archetype pretty bland at times. However, Jetmir is such an awesome token “lord” that he’s worth building around. A legendary cat demon, Jetmir focuses on improving your team’s Power and augmenting their abilities with keywords like trample and double strike. This can turn a ragtag bunch of small creatures into a formidable army capable of easily wiping out a player’s life in a single attack.
Despite being reliant on having a specific number of creatures, this isn’t too difficult since Jetmir counts himself; there are also a ton of token generators you can use. Jetmir is a powerhouse and can easily help you secure a win if left unchecked. Plus, he’s relatively cheap to cast, which makes him great even if he ends up removed from the board multiple times.
Full disclosure: I have no idea if this card is any good. It reads like something that could be either so good that it’s extremely busted or comically bad, as turning all your lands into Treasure token producers feels strong for artifact-themed decks. Inversely, this is also a very risky plan. Someone can easily remove all your Treasure tokens given the sheer amount of artifact hate present in the format. As I said, I don’t know. But I suspect there is some ridiculously broken combo with this card, so I’m putting it here, for now, to act like I knew this was busted before someone else figures it out.
Luxior, Giada’s Gift
In Magic: The Gathering, there are only a few planeswalkers who can participate in the combat step, which means Luxior, Giada’s Gift only works with a few cards. While you can use this in a “Superfriends” deck and slap it on a planeswalker, where this artifact shines is in a +1/+1 counter deck. Since it can also go onto a creature, the blade will dramatically increase that equipped creature’s power for every counter on it.
Luxior, Giada’s Gift is a simple card but one that does its job well. Not only is it very cheap to cast, but the equip cost is also pretty low, which makes it ideal for aggressive decks with a counter sub-theme. I don’t see it going in every counter deck, but it’s a solid option for those looking to push out a lot of damage in a single turn.
Have you ever wanted to delete something off the board, but are worried someone is holding up a counterspell? Worry no more, as Void Rend lets you destroy a non-land permanent without needing to deal with that pesky blue player. It’s a simple, relatively cheap removal spell that will become a staple of any deck running these three colors. There’s not much else to say — this is just a very strong instant that will definitely find a home in the Commander format.
Graveyard decks are one of the most popular archetypes in the entirety of the format. With so many different Commanders tied to this zone, players have crafted tons of unique decks that revolve around utilizing their graveyard to win the game. However, it can sometimes be difficult to get a card into your graveyard to fuel your strategy, combos, or flashy plays. Enter Sanguine Spy, a relatively cheap creature that allows you to put the top card of your library into the graveyard at the cost of sacrificing a creature.
This serves as a solid way to mill your deck while adding more targets for whatever graveyard-focused cards you have on the battlefield. Sanguine Spy also gives you a potential card draw if you have five or more mana values in the graveyard, which isn’t that difficult to achieve in a 100-card deck. Acting as a way to fill both your graveyard and drawcards, I suspect Sanguine Spy will be a fan favorite in a variety of decks and archetypes like aristocrats.
Cabaretti Ascendancy is simple and efficient. For three mana, you get the chance to add either a planeswalker or creature to your hand at the beginning of your upkeep. It’s not a flashy spell, but given there are so many decks in the Naya colors that revolve around creatures, this enchantment is just pure value. It’s an unassuming card, which means there’s a high chance it will be left alone while your opponent focuses on other targets with their removal spells.
While it’s a little slow since it won’t trigger on the turn you cast it, you can get a lot of value from this enchantment if you’re running a creature of planeswalker heavy deck. For many players, it can simply act as an additional, perpetually strong draw for each turn. Plus, the enchantment is cheap to cast, so you can drop this early and start filling your hand with all sorts of horrid monsters.
Evelyn, the Covetous
I will always have a soft spot for theft cards, as they can be some of the most entertaining decks to play in Commander. Even though there are a ton of great Commanders for this archetype, Evelyn, the Covetous feels wholly unique. By herself, she is strong, capable of getting four cards exiled off the top of your opponent’s library for just entering the battlefield. You can then play one of those cards once per turn even if you aren’t in that deck’s specific mana colors, giving you a level of flexibility other theft decks don’t have.
Where things get spicy is that this effect triggers every time a vampire enters the battlefield under your control, turning your army of bloodsuckers into more cards you can play. If Evelyn gets removed, you can still use these cards when she’s summoned again since they won’t lose their collection counter. Did I mention she also has Flash, so you can drop her at the end of a turn, or during your opponent’s turn, to catch them off guard?
Jaxis, the Troublemaker
When it comes to red draw spells, there are many options out there, but Jaxis, the Troublemaker is one of the most intriguing. After paying her ability’s cost, Jaxis will create a copy of a target creature on your battlefield and give it haste. This effect alone is nothing special; however, Jaxis then makes you draw a card when the copied creature dies.
It’s a level of value we often don’t get in red draw spells. Not only are you getting a temporary token copy of a creature that can attack, activate abilities, or block, but you also get to draw after it has exhausted its use! Sure, this is a more elaborate rummage spell, but being able to do this every turn for just one red mana makes Jaxis perfect for red or red/white decks where draw options are limited.
The final card I’m spotlighting is Halo Fountain. This mono-white artifact is all about untapping creatures and gaining value from them. By paying one white mana and untapping a creature you control, you can make a 1/1 Citizen token. It’s a cheap activated ability that gives you pseudo Vigilance on a single creature while making another small blocker for your board. If you untap two creatures, you can draw a card.
Keep in mind that you can always just attack with two creatures and then activate Halo Fountain to untap them so you can draw a card. This is the backbone of this artifact, providing white with needed card draw while supporting an aggressive or token subtheme. Yes, having the ability to just win the game by untapping 15 creatures is nice, but it won’t be your main reason for running this. Instead, you are making use of those first two abilities, increasing your board state while constantly drawing more cards as your army expands.