Releasing in a few weeks, Innistrad: Crimson Vow looks to offer something for every kind of player encompassing various formats. Unlike Innistrad: Midnight Hunt, Crimson Vow focuses on the Vampire tribe which includes a wedding tying the Voldaren and Markov bloodline as one. As such, Crimson Vow cares a lot about various tribes such as Humans, Werewolves, Spirits, and Zombies. So there is a lot for players who want to go tribal in Commander or constructed formats.
Admittedly as the Crimson Vow was only revealed last week, so prices are a little chaotic at present. However, that doesn’t stop you from getting an idea of what is valuable in the set, and we’ll update this guide closer to the set release and the months that follow it.
If you haven’t caught up on the previews from last week, we have a dedicated Crimson Vow spoiler gallery to get you up to speed.
Kaya, Geist Hunter
Making a crashing visit to Innistrad is
Kaya, Geist Hunter
Kaya, Geist Hunter
+1: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.
−2: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
−6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
which offers an interesting set of abilities. Angling towards a ‘Token matters’ approach, Kaya is able to double the amount tokens that come in play or give your creatures deathtouch. Going on from previous Kaya cards, the ultimate offer graveyard exile and you create a board of Spirits in return. Also, note on the second ability, it states any kind of token so it isn’t limited to creating creature tokens only.
Maybe there is an Abzan Midrange strategy in Standard using
Esika’s Chariot
Esika’s Chariot
When Esika's Chariot enters, create two 2/2 green Cat creature tokens.
Whenever Esika's Chariot attacks, create a token that's a copy of target token you control.
Crew 4
and
Wrenn and Seven
Wrenn and Seven
+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
to generate a bunch of tokens. In Commander, the Legendary Planeswalker will fit right at home in Teysa strategies since Orzhov offers tokens as a sub-theme. Either way,
Kaya, Geist Hunter
Kaya, Geist Hunter
+1: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.
−2: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
−6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
is an unusual design for Orzhov colors, and it will be interesting to see where the card lands upon release.
Read More: The 10 Most Expensive Magic: the Gathering Tokens
Chandra, Dressed to Kill
Compared to
Chandra, Torch of Defiance
Chandra, Torch of Defiance
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
+1: Add {R}{R}.
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
,
Chandra, Dressed to Kill
Chandra, Dressed to Kill
+1: Add {R}. Chandra deals 1 damage to up to one target player or planeswalker.
+1: Exile the top card of your library. If it's red, you may cast it this turn.
−7: Exile the top five cards of your library. You may cast red spells from among them this turn. You get an emblem with "Whenever you cast a red spell, this emblem deals X damage to any target, where X is the amount of mana spent to cast that spell."
does a lot for three mana. With that, the Red Planeswalker comes with two plus abilities making it difficult to kill from the get-go.
In Standard, curving
Chandra, Dressed to Kill
Chandra, Dressed to Kill
+1: Add {R}. Chandra deals 1 damage to up to one target player or planeswalker.
+1: Exile the top card of your library. If it's red, you may cast it this turn.
−7: Exile the top five cards of your library. You may cast red spells from among them this turn. You get an emblem with "Whenever you cast a red spell, this emblem deals X damage to any target, where X is the amount of mana spent to cast that spell."
into
Goldspan Dragon
Goldspan Dragon
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color."
will be a regular feature of the format soon. With her first two abilities, the best home for her will be in Mono-Red lists since you want to get the most value out of the card. The ultimate seem flashy, but it’s the emblem that is the most interesting ability here. In the long game, you will win the game in most circumstances by chaining off spells to deal incredible amounts of damage. Expect this Chandra to be a Standard all-star, it does everything you want it to do in Red and it’s favorably costed.
Read More: This Spicy Red Brew Could Light A Fire in Crimson Vow MTG Standard
Toxrill, the Corrosive
With every set release, we often see unique Legendary Creatures that give birth to a new Commander strategy, and
Toxrill, the Corrosive
Toxrill, the Corrosive
At the beginning of each end step, put a slime counter on each creature you don't control.
Creatures you don't control get -1/-1 for each slime counter on them.
Whenever a creature you don't control with a slime counter on it dies, create a 1/1 black Slug creature token.
{U}{B}, Sacrifice a Slug: Draw a card.
is one of those. The Slug Horror focuses on -1/-1 counters that give you Slug tokens in return. With those tokens, you can sacrifice them to draw cards throughout the game.
As you’re in Dimir, it opens up various options to pack counterspells and other ways to generate tokens.
Poppet Stitcher
Poppet Stitcher
Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
At the beginning of your upkeep, if you control three or more creature tokens, you may transform this creature.
from Innistrad: Midnight Hunt would be a nice addition since
Poppet Factory
Poppet Factory
Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
At the beginning of your upkeep, if you control three or more creature tokens, you may transform this creature.
doesn’t affect Toxrill. In terms of color pairings, Dimir offers one of the more diverse options available for Commander, and Toxrill is adding to that impressive list further. Plus, who doesn’t want play with Slugs?
Read More: Mono-Black Is The Color To Beat In Commander
Avabruck Caretaker / Hollowhenge Huntmaster
Perhaps one of the most forced Mythics from the set,
Avabruck Caretaker
Avabruck Caretaker
Hexproof
At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
is a nightmare for those wanting to play Crimson Vow Limited. For six mana, you get a Human Werewolf that puts two counters on a target creature, then it can flip to give all your creatures two counters instead. A very powerful effect and the support that Werewolves desperately needs for Commander and constructed formats.
Expect to see the Human Werewolf feature in Gruul Werewolves and Mono-Green Midrange, since both sides care about growing your creatures with counters. Not to mention, the re-introduction of Hexproof makes the card incredibly difficult to beat. Unsure why the card has Hexproof over Ward, but it’s sure to see play in Werewolf-focused Commander decks as it is a big threat. Oh, and the fact it isn’t Legendary means you can have multiple out at once in Standard, that’s just gross isn’t it?
Read More: The 10 Best Vampires In Commander
Sorin the Mirthless
It can’t be a return to Innistrad without Sorin, and
Sorin the Mirthless
Sorin the Mirthless
+1: Look at the top card of your library. You may reveal that card and put it into your hand. If you do, you lose life equal to its mana value.
−2: Create a 2/3 black Vampire creature token with flying and lifelink.
−7: Sorin deals 13 damage to any target. You gain 13 life.
offers plenty for Control and Midrange strategies in Standard. Admittedly, Sorin’s ultimate is far from impressive and is in tune with Innistrad‘s obsession with the number 13. But, there could be instances where the ability could be enough to win you the game or remove a tricky threat if required. It’s the first and second ability that makes Sorin a powerful Planeswalker in Crimson Vow.
The ability to make a 2/3 flying token, or to look at the top card of your library is enough to impact a game of MTG right away. In these styles of decks, you are often accruing plenty of life so losing life from Sorin’s first ability is a non-issue. Expect the variations of
Sorin the Mirthless
Sorin the Mirthless
+1: Look at the top card of your library. You may reveal that card and put it into your hand. If you do, you lose life equal to its mana value.
−2: Create a 2/3 black Vampire creature token with flying and lifelink.
−7: Sorin deals 13 damage to any target. You gain 13 life.
to be in demand, especially the Fang Frame variant which Ayami Kojima (of Castlevania fame) created the art for. This variant is likely to be the most expensive of the lot given the attachment to the video game franchise.
Read More: Dracula Is Yet More Proof That Wizards Can Nail Crossovers
Hullbreaker Horror
Since the digital release of Crimson Vow,
Hullbreaker Horror
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
offers plenty of value for Control and Midrange strategies at the top of the curve. For seven mana, you get a Kraken Horror with flash that offers similar abilities to
Tidespout Tyrant
Tidespout Tyrant
Flying
Whenever you cast a spell, return target permanent to its owner's hand.
. It’s uncounterable and can take over a game quickly, given you’ll have access to so many cheap spells to make the most of the card’s abilities.
In the realms of Commander, the Kraken Horror can go infinite with two mana rocks, for example:
- Play
Sol Ring
Sol Ring
{T}: Add {C}{C}.
, tap for 2 mana. - Play
Mana Crypt
Mana Crypt
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you.
{T}: Add {C}{C}. , cast trigger bounce Sol Ring
Sol Ring
{T}: Add {C}{C}.
. - Tap
Mana Crypt
Mana Crypt
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you.
{T}: Add {C}{C}. for 2 mana, have 4 mana total. - Play
Sol Ring
Sol Ring
{T}: Add {C}{C}.
, bounce
Mana Crypt
Mana Crypt
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you.
{T}: Add {C}{C}. , now have 3 mana.
There is a lot of flexibility with the card for Standard and Commander. Honestly, it feels like
Shark Typhoon
Shark Typhoon
Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value.
Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.)
When you cycle this card, create an X/X blue Shark creature token with flying.
all over again, so expect the card to be a strong feature in Standard for the time it remains legal.
Read More: The 10 Best Mono-White Commanders
Cemetery Gatekeeper
Punishing effects in Red are common with cards such as
Eidolon of the Great Revel
Eidolon of the Great Revel
Whenever a player casts a spell with mana value 3 or less, this creature deals 2 damage to that player.
seeing eternal play.
Cemetery Gatekeeper
Cemetery Gatekeeper
First strike
When this creature enters, exile a card from a graveyard.
Whenever a player plays a land or casts a spell, if it shares a card type with the exiled card, this creature deals 2 damage to that player.
is the next of that line, and could see heavy play in eternal formats. For two mana, you get a Vampire that exiles a card from a graveyard, then whenever a player plays a card (or casts a spell) that shares a type with the exiled card, they take two damage. The card is ideal in older formats where there is an emphasis on lands and cheap spells, so expect to see the Vampire crop up in sideboards as a hate piece in Red.
What makes
Cemetery Gatekeeper
Cemetery Gatekeeper
First strike
When this creature enters, exile a card from a graveyard.
Whenever a player plays a land or casts a spell, if it shares a card type with the exiled card, this creature deals 2 damage to that player.
a solid card is that it comes with first strike. Like now Standard-legal
Thalia, Guardian of Thraben
Thalia, Guardian of Thraben
First strike
Noncreature spells cost {1} more to cast.
, the creature can get into combat to trade with smaller creatures. There’s a complete cycle of them that are strong which offer different approaches to dealing with the graveyard. As such, expect the cemetery cycle of cards to be in demand and remain at a decent price, given how broad their application can be.
Read More: How Good Is the New MTG Cemetery Cycle From Innistrad: Crimson Vow?
Manaform Hellkite

As per any Standard set, Manaform Dragon is the Mythic Red Dragon of Crimson Vow and it’s a pretty good one at that. In Commander, the card will fit in Mono-Red decks such as
Neheb, the Eternal
Neheb, the Eternal
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)
At the beginning of each of your postcombat main phases, add {R} for each 1 life your opponents have lost this turn.
as you have access to so much mana. Going further, any spellslinger-style Commander strategy will want this as you can create so many Dragon tokens across a number of turns.
Manaform Hellkite
Manaform Hellkite
Flying
Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
is an exciting one since it creates tension with
Goldspan Dragon
Goldspan Dragon
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "{T}, Sacrifice this artifact: Add two mana of any one color."
in the four mana slot in Standard. However, expect to see the Dragon crop up in Izzet Dragons which is already one of the defacto best strategies in Standard. Having this creature out and casting Alrund’s Epiphany[/tooltip] will allow you to create a token that can attack the same turn. Seems powerful, right?
Read More: The 10 Best Dragons In Commander
Cultivator Colossus
PRE-ORDER AT TCGPLAYER
PRE-ORDER AT TCGPLAYER
For Commander, [tooltips]Cultivator Colossus looks to be a staple in Land-based Commander strategies. For 7 mana, you get a Plant Beast that grows with the number of lands you have in play. Also, you are able to put lands into play and draw cards off the Colossus’s ability. Not just the once either, you can repeat this as many times until you have no more lands to put into play.
It’s a powerful effect that is sure to end games the minute it enters play. Not to mention, the card comes with trample allowing you to push through damage while ramping away. Although at pre-order, the card is already seeing plenty of discourse which is only going to drive the price further upon release. It’s unlikely the card will see play in Standard or Pioneer, but the demand will be enough for Commander players to keep the price at a decent rate. The only downside with
Cultivator Colossus
Cultivator Colossus
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
? It isn’t Legendary. Imagine this card leading your Mono-Green Commander deck, it would be rather nasty.
Read More: The Best Landfall Cards In Commander
Necroduality
As Crimson Vow focuses on tribes, there is plenty of support for tribes such as Spirits, Humans, Vampires, and Zombies. Necroduality is a powerful enchantment that looks to make copies of non-token Zombies that enter play. Given the tribe is over-subscribed with ‘lord effects’, Necroduality will enable some absurd turns that can go over a lot of strategies in Commander.
Complimenting the Undead Unleashed Commander pre-con, there will be a high demand for the card as the pre-con itself is well built. Adding a couple of cards from Innistrad: Midnight Hunt and Innistrad: Crimson Vow is sure to power up the deck, and Necroduality looks to offer that in abundance.
Read More: Must Buy Upgrades for MTG’s Undead Unleashed Precon Commander Deck









