No matter how disparate the Magic community gets between varying formats and different levels of commitment to the game, spoiler season has a little something for everyone. It's hard to not get at least a little excited for new cards, well except maybe Legacy and Vintage players who are only hoping, or dreading, another "opps, Treasure Cruise." There genuinely is a little something for everyone though, whether it's assembling ratings and pick orders for limited, speculating on what cards to buy cheap, or brewing and playing new decks with sharpie proxies before the set releases. Wizards of the Coast has kicked off the first spoilers for Dragons of Tarkir, and I thought I'd share a few worth talking about.
This is our first look at Dragons of Tarkir's cycle of mythic dragons and it's a direct tie in to the block's time travel story line. Back in the past, Fate Reforged, Silumgar was simply Silumgar, the Drifting Death, but now that all the dragons haven't been killed off he's back as a Legendary Elder Dragon. Silumgar has traded some toughness and other abilities to straight up Mind Control any creature of planeswalker, granted it's only for a long as you control Dragonlord Silumgar - I guess we can't have him showing up Nicol Bolas, Planeswalker. Thankfully, this card would be stupidly good if Silumgar still had hexproof. The lack of protection means Dragonlord Silumgar is generally going to be at its best when it's doing a Zealous Conscripts impersonation to borrow your opponent's planeswalker at a key moment to tick them down off the board, like to ultimate. It's still a powerful effect regardless, and I'm interested to see what the rest of the dragons end up being. I wouldn't be surprised if the jump from rare to mythic pushes at least one of them into a Standard or Commander staple. Also, some folks have speculated that that's Tasigur, the Golden Fang's corpse dangling around his neck.
Ojutai's Command is perhaps the card that most folks are excited for and is another preview of an upcoming Dragons of Tarkir cycle. As I've mentioned in the past, there's just a certain floor when it comes to cards like charms. Even when you're paying a little bit of a premium on the casting cost, these cards are just too flexible that even the bad ones tend to not be that bad. For those unfamiliar, commands are essentially charms that do two things instead of one. Cryptic Command is the most well-known and heavily played one, but the others have had their moments and are generally included in most Commander decks. Ojutai's Command already has sort of a Cryptic Command vibe with its counter draw mode. However, its first mode has the potentially for it to see play outside of straight control decks. Although you do get to do "fun" things with it and Snapcaster Mage in a Modern control shell, like cast Ojutai's Command to get back Snapcaster Mage and then flashback Ojutai's Command with that Snapcaster Mage. And yes, this works because Snapcaster Mage won't be added to the stack until after Ojutai's Command has finished resolving, so it's in the graveyard and a target.