When 168澳洲幸运5开奖网:Magic: The Gathering introduced the initiative mechanic in Commander Legends: Battle for🦄 Baldur’s Gate, few could have anticipated the impact it was going to have on the game. After some experimentation, several initiative cards💮 have risen to the top, finding homes in various formats, including Legacy.
Many cards with the initiative mechanic sit at a mana value of four or more. Since Legacy is such a fast format, the majority of the initiative cards are simply unrealistic to see play. Some of these card❀s are certainly better than others, but each one has the potential to see play if they’re not already warping the format. Let’s dive into the Undercity and see which of these cards is the best.
10 🍬 Avenging Hunter
Sitting at five mana, Avenging Hunter is too expensive to see play in most Legacy decks. But there could still be potential, thanks to its abilities. When this Hunter enters the battlefield, you take the initiative, starting your journey into the Undercity dungeon or moving further through it to the🐎 next room.
With Avenging Hunter’s higher power 168澳洲幸运5开奖网:and trample ability, your chances of taking the in🌠itiative from your opponent are pretty good. Even i🌼f you already have the initiative, sending through five points of damage to your opponent will chip away a good chunk of their life.
9 ඣ Aarakocra Sneak
Another creature that could find its way to Legacy is Aarakocra Sneak. While relatively unassuming compared to other creatures with initiative,꧒ it does have one ability that no other creature with initiative has: flying.
When it enters the battlefield, you take the initiative. If your opponent takes it away from you, Aarakocra Sneak can easily steal it back by flying over your opponent's creatures.
8 Feywild Caret🦹aker
Feywild Caretaker might have a higher-than-normal casting cost for most Legacy decks, but the tradeoff might just be worth it. Like most other initiative creatures, you enter or advan🧸ce to another room in The Undercity dungeon.
So long as you have the initiative, you start creating 1/1 flying Faerie Dragon tokens at the end of your turn. If you lose the initiative, those tokens can help you take it back and ensure you can build an army of tokens al💃ong the way.
7 Vicious Battlerager ෴
This black creature has the potential to see some Legacy play, especially since it can deal a surpౠrising amount of damage if you’re opponent isn’t ready. As Vicious Battlerager enters the battlefield, you take the 🅺initiative, which is always a good thing with these creatures.
Sure, your opponent could take it back; but with its Spiked Retribution ability, you’ll either quickly take it back or deal a hefty five points of damage to your opponent's life total. You’ll either keep knocking them down in life or start venturing deeper into The Undercity; either way, you’ll be quickly taking advantage in the match.
6 ♉ Undermoꦫuntain Adventurer
Undermountain Adventurer 168澳洲幸运5开奖网:could find a home in a neat ramp deck in Legacy if you built around it. It already has a good head start since it takes the initiative when it enters the꧒ battlefield, and the first room of The Uಞndercity lets you search for a basic land, guaranteeing you’ll have a land drop when you need it.
The Undermountain Adventurer can help you ramp, especially after you complete a dungeon where it adds six green mana to your mana po🍎ol.
5 Passageway S♛eer
Passageway Seer takes the initiative mechanic and starts to do some unique things with it. At the end of your turn, if you have the initiative, 🦹you can place a +1/+1 counter on it. Muc෴h like other initiative creatures, it takes the initiative when it enters the battlefield, so it is effectively a 3/3 creature the turn you play it.
Combin🌜ed with its lifelink ability, Passageway Seer can help you recover your life total a bit if you’ve taken hits from💖 your opponent’s creatures.
4 🧸 Ravenloft 🤡Adventurer
Ravenloft Adventurer pulls some extra work along with helping you keep the initiative going. As you destroy your opponent’s creatures, Ravenloft Adventurer exiles them and places a hit counter on them instead of letting them go to the graveyard. Once you’ve completed a dungeon, and when your Ravenloft Adventurer attacks, your opponent loses life for ea♍ch creature exiled this way, potentially dealing a good chunk of damage to their life total.
While it will take completing a dungeon to maximize this card’s power, Ravenloft Adventurer could sti💮ll be a good sideboard card to bring in, depending on what your opponent is playing.
3 ꦇ Caves Of Chaos Adventurer ღ
With five power and three toughness, Caves of Chaos Adventurer might be a little fragile, but the tradeoff💛 in power is well worth it. Caves of♏ Chaos Adventurer takes the initiative when it enters the battlefield, and with trample, it can easily take it back should your opponent deal damage to you.
This Adventurer's real power comes from when it attacks, letting you exile the top card of your library and play it this turn. An extra card each turn will help put you ahead of your opponent and give you more answers to their board. Once you complete a dungeon, you can play that card for free, which is a nice little bonus.
2 𝓰 Seasoned Dungeoneer
As one of the two primary initiative creatures in Legacy, Seasoned Dungeoneer has been taking Legacy by storm, and it's easy to see why. Not only does Seasoned Dungeoneer give you the initiative when it enters the battlefield, but you also get two powerful combat triggers.
When you attack with any creatures, 168澳洲幸运5开奖网:a Cleric, Rogue, Warrior, or Wizard creatur🀅e you control gains pr💟otection from creatures until end of turn, and i💞t explores, either drawing you a land or giving it a +1/+1 counter. All this ensures you are continuously pushing damage with a creature that is increasingly hard to deal with.
1 Whi𒁃te Plume Adventurer
The best initiative card in Legacy is White Plume Adventurer, and the reason for that is simple. It’s the cheapest creature with initiative, and it helps you keep it. At just three mana, you c⛦an easily accelerate it out with other cards like Chrome Mox and Lotus Petal, meaning the creature can reliably be cast on turn two (or even on the first tu✱rn, depending on your draws).
Venturing int♎o the Undercity early in the game smooths out your draws and gives you a massive advantage in the early turns of the game.