By Cody Perez
October 16, 2019
Wizards of the Coast released the Magic: The Gathering fall card set Throne of Eldraine digitally via MTG Arena and Magic Online near the end of September and physically in stores in early October. It is a game-changing set for a number of reasons, part of which is due to its awesome cards.
The fall expansion, as a whole, is based on two main themes: fairy tales and knights of Arthurian legend. As such, this set is one of the most whimsical and unique expansions that we’ve seen in a very long time. It is also one of the strongest sets in recent card history.
With it, the Standard metagame has changed significantly with four whopping sets being removed from the meta to make room for this expansion and the future sets that will release in 2020. However, the cards in this set more than make up for the lack of available cards in Standard.
There are literally hundreds of new cards in Throne of Eldraine, many of which are amazing on their own for various reasons. After all, there are whole new mechanics that this set introduces from the new food token artifacts to Adventure cards and much more.
With that all said, though, it can be very hard to determine what the best Throne of Eldraine cards are for players. Thankfully, though, that is where we come in. We have put together 10 cards that we think are the best Throne of Eldraine cards that you will currently find in the set.
This is using a number of factors, mainly how the card can stand on its own. There are a lot of cards that can combo really well with other cards, but we judged most of these based on what they can do just using the abilities and power that they have.
That said, though, there are other factors that went into determining our best Throne of Eldraine cards, including how well they fit into certain decks or colors, how well they can counter other powerful cards, if they are able to change the meta in a prominent way, and much more.
With that criteria out of the way, here are the 10 best Throne of Eldraine cards that we recommend you know about. We did make sure to include representation from all five colors in some way, but there are a few colors like blue, green, and black that benefit most from this set.
This best Throne of Eldraine cards list wouldn’t be complete without the fairy planeswalker himself, Oko, Thief of Crowns. Introduced for the very first time in this set, Oko is a fairy prankster who is more than worthy of being the featured planeswalker for the entire expansion.
In fact, he is one of only a few planeswalkers in the entire set, which is a surprise given what Wizards of the Coast did with the other expansions this year. Regardless, Oko has made quite the name for himself with his powerful abilities and, quite frankly, unmatched skill.
Oko, Thief of Crowns is a legendary planeswalker who is a hybrid between blue and green. He is also surprisingly cheap to cast, only costing three mana in total, one of which must be blue and another of which must be green. He joins the field with four loyalty points already attached to him.
His three abilities, though, are where he really stands out. You can gain two loyalty points with his first ability that creates a food token. Introduced in this set as well, food tokens are a new artifact that have the simple ability of allowing you to gain three life at the sacrifice of them and the cost of some mana.
On their own, food tokens aren’t super useful for players unless you really need life points, but they are fantastic when paired with cards like Oko, Thief of Crowns. After all, his second ability is a plus one loyalty ability that allows him to turn a target artifact or creature into a green elk creature with the stats of three/three.
Last but not least, we have Oko’s ultimate ability, which costs five loyalty points and allows you to exchange control of a target creature or artifact you have with a target creature that your opponent controls with power three or less.
Overall, there is a ton of utility to Oko even though he is so cheap to bring to the field. And two of his abilities grant him loyalty points even though the second one is so strong. The synergy between his three abilities is really nice, too, allowing you to control the field with your food tokens.
Basically, you are able to generate a food token and then turn it into a more useful three/three green creature to fight with. Alternatively, you can turn one of your opponent’s really strong monsters into a much weaker three/three creature.
To really rub salt in the wound for the enemy player, you can then turn around and steal that three/three creature and trade it with another food token you created, and then they have one less defensive creature. Sure, the food token can grant them three life, but that isn’t nearly as valuable as the elk creature.
It’s easy to say that, overall, Oko, Thief of Crowns is borderline game-breaking at this point. From only the third turn (or less, depending on what cards you have), you can start controlling the match in a significant way.
Another amazing card in the set is the spell card Sundering Stroke. We don’t see too many valuable spell cards, especially for the endgame for red, but this is one of them. Sundering Stroke is a red spell card that costs a whopping seven mana to use, one of which must be red.
While that is a lot of mana to use this card, it is more than worth it for the chance to win the game right there. Sundering Stroke deals seven damage divided as you choose among one, two, or three targets. You can do two damage to one, two damage to another, and three to the final one.
Or you could even deal all seven damage to one particular creature or player. However, you won’t want to use Sundering Stroke this way. Instead, you are always going to want to use at least seven red mana to cast this card because it makes it even more powerful.
Using all red mana will allow Sundering Stroke to deal seven damage each to all three targets of your choosing. That is a massive 21 damage for only seven mana, which is more than enough to take out most major monsters and potentially win the match right there.
Sundering Stroke should always be used with seven red mana to get the most out of this card, making it a valuable endgame finisher for mono-red decks. The utility of this card is unparalleled, able to seal a victory and even help you make a comeback if there are some strong creatures on the field.
One card that works excellently in a deck alongside Oko or just on its own is Feasting Troll King. It is a green troll noble creature card that costs six mana to summon, four of which must be green mana. That mana is more than worth it, though, for the equal stats of seven/six.
It also has vigilance and trample, allowing it to attack without tapping and ensuring that any excess damage dealt will be given to the enemy player. Just alone, that makes it a solid large creature worthy of joining a green deck, but that isn’t all.
Whenever Feasting Troll King enters the battlefield, if you happen to cast it from your hand, it will also create three food tokens. This is nice if you need to recover since you can get nine life points from them in total, but the real purpose for them is found in the final ability Feasting Troll King has.
If you sacrifice three food tokens, you are able to return Feasting Troll King from your graveyard to the battlefield. Couple this with Oko, who is able to generate food tokens each turn, and you have a never-ending Troll King waiting to come back to the field at a moment’s notice. This is even great for fighting against someone using the previous card Sundering Stroke.
Archon of Absolution is a card that controls everything that happens within the game, making it useful for Standard and Commander alike. Archon of Absolution is a white archon creature card that costs four mana to summon to the field, one of which must be white mana.
It has the okay stats of three/two and flying. But what makes it really stand out is the fact that it has complete protection from white. It can’t be blocked, targeted, dealt damage, enchanted, or anything that has to do with other white cards.
If you are facing a fellow white opponent, this is basically a card that will remain on the field for good unless they happen to have other colors or some colorless cards in their deck. But even if you aren’t fighting a white deck player, they still have to worry about the flying.
Even still, it doesn’t end there, though, because this card affects everything else as well. Creatures can’t attack you directly or your planeswalkers unless their controller pays one mana for each of the attacking creatures. So, even if they avoid attacking this creature and go for you, they still suffer in the process.
Archon of Absolution is an amazing addition to the white collection, allowing for near total control of the match. Players will have to think twice when up against this, especially if they are another white player.
Syr Konrad, the Grim is a black legendary human knight creature card that costs five mana to summon, two of which must be black mana. Syr Konrad has the solid stats of five and four. Whenever another creature dies or is sent to the graveyard, Syr Konrad will deal one damage to each opponent.
In addition, you can spend two mana (one of which must be at least black mana) to make every player, including yourself, put the top card of their deck into the graveyard. Syr Konrad, the Grim is all about punishing players for dealing damage and keeping those aggressive players in check.
Every time that you lose an enemy or they are put in the graveyard through some other means or you bring a creature back from the grave, every enemy player will suffer one point of damage. Considering how many creatures are bound to die in each match, this is something that will add up quickly over time.
In addition to that, you can force this to happen by using the final ability that Syr Konrad has that allows you to make everyone put their top card into their graveyard. This likely will fulfill the requirements for dealing some damage if any of those cards happen to be creature cards, and it could deal even more than one damage each.
Not only is Syr Konrad, the Grim a nice answer to those annoying aggressive decks like the mono-red aggro deck, but it is also a fantastic partner card for Commander mode. His abilities will allow you to deal damage to every other player in the match.
There is a lot to love about Lovestruck Beast, one of the best Adventure cards introduced in this set. Adventure cards, for those who don’t know, are cards that allow the player to use it as either a creature card or a spell/instant card.
It is a split card where the artwork at the top is the same no matter what, but the bottom is split into a fairy tale book of sorts. The right side is the creature version of the card including its abilities while the left side is an entirely different card with a different name and everything.
Lovestruck Beast is a green beast noble Adventure card that costs three mana to summon as the beast in Beauty & the Beast with the amazing stats of five/five. However, what keeps Lovestruck Beast in check is the fact that it can’t attack unless you control a one/one creature also.
That might seem like a weird hang-up, but the other version of this card helps it make sense. Alternatively, you can summon this card as Heart’s Desire, which is a green spell card that only costs one green mana to use. What it does is generate a one/one white human creature token.
The beast can’t be without the love of his life, so you will want to summon her first using Heart’s Desire, which will allow you to exile this card for summoning as the normal creature later on. This will let you use its strong stats on only the third turn.
Murderous Rider is a black zombie knight creature card that costs three mana to summon, two of which must be black mana. It has the okay stats of two/three and lifelink. What’s surprising, though, about this creature is that it never truly goes away. Even if it dies, you don’t actually send it to the grave.
Instead, you can just put it at the bottom of your deck and draw it later on in the match. However, the awesome versatility of Murderous Rider doesn’t end there. You can also cast it as the instant spell card Swift End, which costs the same mana at three mana in total, two of which must be black.
This spell version lets you destroy a target creature or planeswalker but lose two life points in the process. It is a move that comes with a bit of a cost to it. However, it is worth it for stopping a powerful monster in its tracks. The best part is that you can exile the card after and still summon it normally.
Maraleaf Pixie is another hybrid card, this time a blue and green hybrid faerie creature card. It costs one green and blue mana to summon with the solid stats of two/two and flying. This alone makes it a worthy option for casting on your second turn, but its other ability is extremely valuable.
You can tap Maraleaf Pixie to add either a green or blue mana to your side of the field. Being able to use this card, while it is still alive, to add a steady stream of mana each turn is rather impressive. Considering that it is also flying, it is able to survive for a bit longer, too, giving you a much-needed advantage early in the match.
The Cauldron of Eternity is yet another game-changer in our list of the best Throne of Eldraine cards as it takes the initial concept of Murderous Rider and extends it beyond the confines of a single card. This legendary artifact card costs a massive 12 mana to summon, two of which must be black mana.
However, don’t let that insane mana cost deter you from what is one of the best cards to be introduced in this set. After all, you can make that mana cost go way down depending on a certain factor. This spell costs two mana less for each creature card you have right now in your graveyard.
Have six creatures already in the graveyard? This cauldron is totally free to summon right then. Not only that, but the card itself is worth summoning, regardless of what the mana cost happens to be. Whenever a creature you control dies, you are able to put it at the bottom of your deck like Murderous Rider.
But what about the creatures already in your graveyard that can’t enjoy this benefit? Thankfully, there is a solution for them as well. You can spend three mana (one of which must be black) and tap this card to return a target creature card from your graveyard to the field.
Yorvo, Lord of Garenbrig is a green giant noble legendary creature card that costs three green mana to summon. It arrives on the field with the stats of zero/zero, but it gains four plus one/plus counters at the same time. This gives it the starting stats of four/four, which is impressive for turn three.
However, Yorvo is a giant, so he is able to get even better stats as time goes on. Whenever another green creature enters the field under your control, you are able to put another plus one/plus one counter on him. But it still doesn’t stop there because if that summoned creature has power greater than him, you get to put another counter on him.
While it might be a little bit challenging to get higher than a power of four on turn four, you are still guaranteed a boost to his stats just for summoning another creature. This will most likely keep him one step ahead of the opponent, making him hard to kill while letting him control the field.
Thanks for joining us for a look at the best Throne of Eldraine cards and be sure to stay tuned for even more MTG and MTG Arena news and updates.