Lord of the Rings: Tales of Middle-Earth has been fully spoiled, and there are a lot of juicy cards in this set. It’s clear that this is one of the most flavorful sets in recent memory, but the set also has a lot of powerful cards for a wide range of formats. From efficient cards for eternal formats to EDH all-stars with unique abilities, this set has a lot to offer. Every card has a story behind it, and getting to see them in action in formats beyond just Limited should be a really nice to see. Without further ado, here are the top 10 MTG best Lord of the Rings cards!

#10 Council’s Deliberation

Starting off this list we have an efficient draw spell. This card is certainly not the flashiest card in the set, but it does its job rather well. At face value, this card replaces itself at Instant-speed for two mana. Then, if you scry and control an Island, you can exile it from the graveyard to draw another card.

Long gone are the days of Think Twice Think Twice Think Twice Draw a card.
Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
in Modern control decks, but this card is an enormous step up. There are plenty of ways in Modern to scry in blue that already see fair amounts of play. For example, almost every Blue-based control deck has access to Castle Vantress Castle Vantress Castle Vantress This land enters tapped unless you control an Island.
{T}: Add {U}.
{2}{U}{U}, {T}: Scry 2.
, which provides an easy way to trigger Council Deliberation’s graveyard ability at very little cost.

Beyond Castle Vantress, Opt Opt Opt Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
is a very cheap cantrip that scries, and Council’s Deliberation may actually provide a good reason to play Opt over Consider Consider Consider Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
. Speaking of Consider, Council’s Deliberation is also great if you can get it into the graveyard without paying its casting cost. Even if you mill over the card, for example, it will stay in your graveyard ready to generate free value anytime you scry. There’s a lot of potential for this card in decks that care about card advantage in Modern, and we are just getting started.

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#9 Lost to Legend

Lost to Legend

Lost to Legend is a lot less narrow than it looks for eternal formats. Most notably, this card is a great card answer to Urza’s Saga Urza’s Saga Urza’s Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "{T}: Add {C}."
II — This Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.
, one of the best cards in Modern and Legacy. At two mana, it answers Chalice of the Void Chalice of the Void Chalice of the Void This artifact enters with X charge counters on it.
Whenever a player casts a spell with mana value equal to the number of charge counters on this artifact, counter that spell.
, which can be quite problematic for a deck like Modern Hammer Time when put on x equals one. While it may be difficult to beat out a card like March of Otherworldly Light March of Otherworldly Light March of Otherworldly Light As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs {2} less to cast for each card exiled this way.
Exile target artifact, creature, or enchantment with mana value X or less.
for this role in Hammer Time, this card does answer Planeswalkers as well. Given the prevalence of Wrenn and Six Wrenn and Six Wrenn and Six +1: Return up to one target land card from your graveyard to your hand.
−1: Wrenn and Six deals 1 damage to any target.
−7: You get an emblem with "Instant and sorcery cards in your graveyard have retrace." (You may cast instant and sorcery cards from your graveyard by discarding a land card in addition to paying their other costs.)
in Modern, its worth consideration.

In Legacy, this card trades up on mana nicely against 8-Cast payoffs like Sai, Master Thopterist Sai, Master Thopterist Sai, Master Thopterist Whenever you cast an artifact spell, create a 1/1 colorless Thopter artifact creature token with flying.
{1}{U}, Sacrifice two artifacts: Draw a card.
while still being a clean answer to the Artifacts mentioned above. Still, competition is steep for cards like this. Putting cards back in your opponent’s library fourth from the top is very effective, and Lost to Legend does hit a lot of important cards. Unfortunately the card does miss on non-Legendary Creatures though, which contributes to why it isn’t higher on the list.

#8 Boromir, Warden of the Tower

Boromir, Warden of the Tower

Boromir has a lot going for it. Most importantly, it’s a mono-white Creature that shuts off free spells like the Evoke Elementals from Modern Horizons Two. This also means it shuts off notable Cascade cards such as Living End Living End Living End Suspend 3—{2}{B}{B}
Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.
. In Modern, this is super important for white-based Creature decks. Boromir is also a decent threat on its own and can protect your other Creatures from board wipes or targeted removal, which is especially important when trying to win with a Creature equipped with Colossus Hammer Colossus Hammer Colossus Hammer Equipped creature gets +10/+10 and loses flying.
Equip {8} ({8}: Attach to target creature you control. Equip only as a sorcery.)
.

The main issue with the card is that it costs three mana. This means that the card may be too slow at effectively stopping your opponent from resolving Living End or Crashing Footfalls Crashing Footfalls Crashing Footfalls Suspend 4—{G} (Rather than cast this card from your hand, pay {G} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Create two 4/4 green Rhino creature tokens with trample.
when you are on the draw. Compare this with a card like Lavinia, Azorius Renegade Lavinia, Azorius Renegade Lavinia, Azorius Renegade Each opponent can't cast noncreature spells with mana value greater than the number of lands that player controls.
Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.
which costs two mana and it’s tough to envision the card seeing play outside of mono-white decks.

However, some Modern Hammer Time and Humans players choose to play mono-white to have access to a more consistent and less painful manabase, and this card could shine in these decks. In Legacy, Death and Taxes decks running Yorion, Sky Nomad Yorion, Sky Nomad Yorion, Sky Nomad Companion — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.)
Flying
When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
as a Companion may have enough room to run this card too. There aren’t a lot decks that want this card, which is why it sits only at number eight on this list, but it’s still a good consideration for the decks that do want its effects.

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#7 Stern Scolding

Stern Scolding

Stern Scolding is an efficient Counterspell that hits a lot of MTG’s best Creatures. Being a Counterspell for Creatures only is definitely restrictive, especially given the fact that removal spells can answer Creatures as well. However, where this card really shines is against Creatures with good enters-the-battlefield effects, and there are plenty. Typical removal is not very effective against Grief Grief Grief Menace
When this creature enters, target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Evoke—Exile a black card from your hand.
or Solitude Solitude Solitude Flash
Lifelink
When this creature enters, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
, whether Evoked or cast normally. Being able to stop a Stoneforge Mystic Stoneforge Mystic Stoneforge Mystic When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
{1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.
from ever hitting the board even when on the draw can be a big deal in Modern too.

Typical removal spells are simply not at their best against Creatures that can generate immediate value. This can even include cards like Dryad of the Ilysian Grove[/tooltips} that would allow your opponent to play an additional land before you even got priority. Against Titan decks, Countering Dryad could be a huge tempo swing. This card is at least a consideration for Izzet Murktide, Merfolk, and any other tempo-based blue decks, and I look forward to seeing how it performs. Read More: Ultra Rare Lord of the Rings MTG Cards Are Being Found Early! #6 Spiteful Banditry While the other cards so far have focused mostly on Modern and Legacy, Spiteful Banditry is almost solely focused on Commander. Boy, it’s a good Commander card though. The first part of the card is a little reminiscent of [tooltips]Toxic Deluge[/tooltip] in that it can be a board wipe but lets you dictate how much of the board you want to kill. This can be great if you have a lot of bigger Creatures, then you can make this card feel closer to [tooltips]Plague Wind than a typical board wipe. Obviously, Deluge letting you pay life instead of mana like Banditry is typically better, but thankfully Banditry’s real power comes from it’s second triggered ability.

Every turn a Creature controlled by one of your opponent’s dies, you get to make a Treasure token. Obviously, Banditry’s first ability can help create the first Treasure. But even if you were to ignore that ability and simply play Banditry for two mana, it is quite likely to pay you off over time. This makes combat a nightmare, as no one else wants Creatures to die in combat otherwise you get more Treasures. It’s quite easy to imagine this card generating Treasure most turns if you build your deck around it. We all know how effective Smothering Tithe Smothering Tithe Smothering Tithe Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") is, and while I wouldn’t go that far when describing Banditry, it can still do a good impersonation in some games.

#5 Rosie Cotton of South Lane

Rosie Cotton of South Lane

On its own, Rosie is a relatively unassuming card. However, it has introduced a cool two-card combo to Arena that could be very effective in Historic or even Explorer moving forward. The combo involves Rosie and Scurry Oak. With a Scurry Oak in play, if you cast Rosie and create a Food token, Rosie’s other ability will trigger. You can then put the counter on Scurry Oak, causing you to generate a squirrel token. This will trigger Rosie’s second ability again, and you can make infinite squirrel tokens and an enormous Scurry Oak.

What’s cool about this combo is that it can be found off of Collected Company Collected Company Collected Company Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order. on your opponent’s end step, meaning your opponent has to play scared once you have four mana, even if your board is empty. This is a huge step up from the three-card Scurry Oak combos of the past that required some mediocre cards like Soul Warden Soul Warden Soul Warden Whenever another creature enters, you gain 1 life. to work, and will be cool to see if it lives up to the hype.

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#4 Forge Anew

Forge Anew

Forge Anew is yet another card with implications for Hammer Time in Modern, but this time it is a bit more obvious. Forge Anew functions very similarly to Sigarda’s Aid Sigarda’s Aid Sigarda’s Aid You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment you control enters, you may attach it to target creature you control.
at minimum. This card lets you attack with multiple Creatures, and if you have a Colossus Hammer in play, you may equip it to any Creature in combat for free at instant speed. This is already a nice effect, though it may be a bit steep at three mana.

This card does that and more though. It gets to bring back an equipment when it enters the battlefield too, meaning if one of your copies of Hammer gets destroyed via Artifact hate from the opponent, it’s easy to get it back. This doesn’t even mention the potential with Goblin Engineer Goblin Engineer Goblin Engineer When this creature enters, you may search your library for an artifact card, put it into your graveyard, then shuffle.
{R}, {T}, Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
, which can search up a Hammer or even something bigger like Kaldra Compleat Kaldra Compleat Kaldra Compleat Living weapon
Indestructible
Equipped creature gets +5/+5 and has first strike, trample, indestructible, haste, and "Whenever this creature deals combat damage to a creature, exile that creature."
Equip {7}
for Forge Anew to bring back the next turn. There’s a lot of room for exploration with Forge Anew, and it seems like a great addition to the deck.

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#3 Mirkwood Bats

Mirkwood Bats

This may seem a bit high for Mirkwood Bats, but this is another card that seems great in EDH and something that is fairly easy to abuse. First of all, Mirkwood Bats triggers every time you create OR sacrifice a token. This means that when paired with cards like Something Tithe or Dockside Extortionist Dockside Extortionist Dockside Extortionist When this creature enters, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control. (Treasure tokens are artifacts with "{T}, Sacrifice this token: Add one mana of any color.") that make lots of Treasure tokens, you essentially will get to drain each opponent for two with every Treasure you make. This leads to another important point: Mirkwood Bats hits each opponent rather than targeting a single player. This is quite easily abusable with Treasure tokens especially, but it doesn’t end there.

Any cards that Create lots of Tokens at a time can be extremely deadly for your opponents. For example, when paired with Ghave, Guru of Spores Ghave, Guru of Spores Ghave, Guru of Spores Ghave enters with five +1/+1 counters on it.
{1}, Remove a +1/+1 counter from a creature you control: Create a 1/1 green Saproling creature token.
{1}, Sacrifice a creature: Put a +1/+1 counter on target creature.
, you can continuously drain the life of each opponent by sinking mana into your Commander’s abilities. There are so many ways to make use of Mirkwood Bats in Commander, and this versatility is why I put the card high on this list.

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#2 Delighted Halfling

Delighted Halfling

Delighted Halfling appears to me as one of the best mana dorks ever printed. In Commander, this card is absolutely fantastic. It’s an early source of ramp that helps fix colors for Legendary spells, which obviously includes your Commander. The most important part of this card though, and what sets it so high on this list, is the “can’t be countered” clause. Making your Commander uncounterable is a huge deal, especially if your deck is truly built to maximize your Commander. Making Legendary spells uncounterable goes deeper than just Commander as well.

In Modern and Legacy, there are plenty of Legendary spells that are super important to the gameplans of lots of different decks. What comes to mind first is Modern Yawgmoth. This deck runs lots of Creatures, including mana dorks, to power out Chord of Calling Chord of Calling Chord of Calling Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
and the namesake card Yawgmoth, Thran Physician Yawgmoth, Thran Physician Yawgmoth, Thran Physician Protection from Humans
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
{B}{B}, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
. One of this deck’s weaknesses is that it is so heavily built around Yawgmoth that Counterspells can be quite effective. Delighted Halfling can singlehandedly change that, and once Yawgmoth hits the board, it’s quite easy to get a ton of value.

Halfling also works incredibly well with cheap Planeswalkers. In Modern and Legacy, the curve of turn one Halfling, turn two Teferi, Time Raveler Teferi, Time Raveler Teferi, Time Raveler Each opponent can cast spells only any time they could cast a sorcery.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
could be quite infuriating for the opponent. Not only will Teferi be uncounterable, but so will your spells after as long as Teferi is in play. In Legacy, there are even more three drop options like Uro, Titan of Nature’s Wrath Uro, Titan of Nature’s Wrath Uro, Titan of Nature’s Wrath When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
that are capable of taking over a game on their own. With Force of will Force of will Force of will You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
being a primary source of interaction in the format, Delighted Halfling could really shine. Halfling has a ton of potential with the plethora of Legendary spells in Magic and could definitely become a multi-format staple.

#1 Orcish Bowmasters

Orcish Bowmasters

Orcish Bowmasters is absolutely insane. Right off the bat, you get two power across two bodies at instant speed, and get to deal one damage to any target. In Modern, this already lines up very well against Ragavan, Nimble Pilferer Ragavan, Nimble Pilferer Ragavan, Nimble Pilferer Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash {1}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
, and can ping down mana dorks, Esper Sentinel Esper Sentinel Esper Sentinel Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is this creature's power. , and more. What is really crazy about this card is that the amass Orcs 1 ability and the ability to deal one damage to any target trigger again whenever an opponent draws a card besides their first card each turn. This is a great way to punish opponents for casting cantrips in Legacy and large draw spells in Commander.

Notably, this card triggers for each card drawn after the first, so if an opponent cast Brainstorm Brainstorm Brainstorm Draw three cards, then put two cards from your hand on top of your library in any order. in Legacy, you will get three more triggers of both damage and amass. In Commander, this works amazingly well with cards like Windfall Windfall Windfall Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. that can create tons of triggers off each of your opponents. Bowmasters has enormous potential across multiple formats could even warp play patterns in these formats considerably if the card truly takes off. That gives Orcish Bowmasters the clear number one spot on this list.

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