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As Pauper continues to flourish, along with the ongoing strength in limited environments, commons and uncommons have become more discussed whenever a new set is revealed. On the never-ending journey to becoming a well-learned evaluator of cards, separating the properly powerful rares from the flashy, but ultimately inadequate bombs is one of the first lessons a Magic player picks up. It makes sense, as these cards are accompanied by attention-grabbing, potentially game warping effects, whereas the lower rarities have a touch of subtly in their design. Undervalued and underplayed are the parlance of cards that will rarely carry alternate treatments and expensive foiling.

Magic 2011, the second core set after Wizard’s reinvigoration of their base set release strategy, is indicative of the aura cast by mythics that can causes cards to be overlooked before they earn their deserved time in the spotlight. My return to Magic was a few years away, but one of the first cards I was reintroduced to was part of 2011’s mythic cycle; Sun Titan. I still play the Heroes & Monsters variant I was gifted whenever I need a reliable reanimator, though I’ve gone on to collect the whole cycle through cracking packs and trading cards with my friends. It WOTC wanted to have an impactful cycle in their core set to entice new and returning players; the titans were grand heralds to announce their intentions.

Grave, Sun, Frost, Inferno and Primeval. As you read these monikers, it’s days after I scribbled them down at my desk; rain pattering on my windows in Toronto with a cup of cooling coffee set on a bundle box. I ask you to take my word that I was able to jot them down without pause or hesitation. I doubt there is a cycle of five cards that have stuck with me as well through my years playing the game — crestfallen as I was to return in 2022 and learn that the average power level had eclipsed Frost Titan years before and that Primeval was better kept in my trade binder unless I was itching to jump into Modern.

I thought this was, forgive the pun, such a cool card in 2016

The Titans stand above the remaining mythics, finding their homes in various formats over the years, though there are cards making as great of an impact even if they dwell beneath their titanic feet. They aren’t a cohesive cycle, instead they are a motley assortment of one, two and three cost creatures and spells that have become the stock and trade in midrange and kitchen table games since their collective debut. Each one deserves an essay, and they have no doubt accumulated pages of discussion in the past fifteen years. Viscera Seer and Preordain have been included in nearly every sacrifice or spellslinger strategy I have dreamt up; their efficiencies allowing these ‘death by 1000 cuts’ strategies to function. They are reliable without becoming overly simplistic, allowing players to parse out the correct time to cast and maximize their impact without becoming autonomous engines that all but guarantee a win. They’re both easily broken, fragile pieces of design thar are apt to overpower all reasonable expectations on the number of game actions a single player should take in a turn. Yet given their rarity, the pair have remained affordable, continuing to find new homes and becoming key role players that have not entirely fallen victim to the threat of power creep.

I wrestle with Ajani’s pridemate, a creature that has my ire rather than affinity. I have been on the wrong end of an early drop, stacked with counters in a life gain strategy too many times, though I respect how much power can be found in this uncommon. The struggling colour in the cycle would probably have to be red — there is almost always one piece of the colour pie that falls outside of your expectations. Pyretic Ritual ups your storm count, and Arc runner is a potent interpretation of Ball Lightning, but my memory of the early 2011 isn’t strong enough to remember whether these cards found the same success as the rest. An aspect of the rest of the colours in Magic 2011 is the longevity of the lower rarity cards both in decks but also in the minds of players; cultivate serving as possibly the greatest example.

In my heart I’m not a green player. I’ve had decks helmed by Henzie and Derevi splashing the colour, but the turn-sideways stomping nature of its play pattern has never caught my interest. The fiddlier colours, with artifacts, control and fiddlier aspects of the colour pie have always been my preferred style. I’ll always prefer tinkering over exponential growth, though I’m aware of Magic’s landscape in 2026. If you’re playing Commander, the battlefield is verdant, lush and teeming with Green. This is in part thanks to the proliferation of redundancy and resources.

Cultivate is not the only ramp spell available to players, but it arrived in 2011 and has stayed as a reliable piece ever since. Brewing a deck with varying cards carrying a similar effect is a surefire way to mitigate the singleton restrictions in Commander, smoothing out the jagged play patterns caused by random draws and chance. Green isn’t the only colour with repeatable effects — Blue mages have a whole stable of viable counterspells to choose from — but the reliability of ramp has allowed for a consistency in land drops, and typically an outpacing of the mana curve, to make green the most powerful colour in Commander up to a certain level. Thanks to treasures in red, rituals in black and catch-up options in white, there is a smoothing out of resources over the years as the game’s designers become more focused on making sure that players rarely feel strapped for resources and unable to contribute to the board state. Cultivate, as arguably the third pillar of ramp commonly found in green decks — accompanying Kodama’s reach and Rampant Growth — was an early signal of the shift in casual, eternal formats. Since its release, there have been a flourishing of similar ramp effects to allow players consistent access to their resources, where now these early pioneers are often cuts for more modern, powerful options. Commander by definition might be a singleton format, but the rise of redundancies in card design has shifted brewing to take more traits from the highly efficient engines found in Constructed styles.

My apologies to Leylines, I didn’t have the wordcount but they are pretty neat too

The commons and uncommons of Magic 2011 are not the first time that lower rarity cards have considerable impact across formats, though few are as affordable to the average player who picked up the game in the past decade. I still fall prey to scoping out the mythics in each set when spoilers drop, but I should take more time looking through the unremarkable but reliable draft players to see if I can unearth any future gems. I might be able to save a few dollars in the process.

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