Hanna, Ship’s Navigator
March 27, 2018
Ratings are based on a 1 to 5 scale.
1 is bad. 3 is average. 5 is great.
Hanna was, sadly, one of the casualties of the war depicted in the Invasion block; however, like Gerrard, she is a more-or-less normal human and I think a few centuries have passed in Magic’s timeline anyway. Fortunately, Magic in a sense exists outside of time, and Hanna is still a powerhouse in casual formats. She has really gained a new dimension because of Commander’s unique rules which mean she can always come back, and a lot of opponents simply can’t keep up with her ability to recur artifacts and enchantments. Don’t use the traditional association of her color identity with control decks to assume that she’s only good for slower decks, either: it’s surprisingly easy to use her offensively, as she turns even a simple card like Moonglove Extract into an unstoppable threat.
Reusable recursion for artifacts and enchantments is lovely, and it makes Hanna a very powerful card in Commander, allowing you to string together elaborate sequences of shenanigans. Less powerful in constructed formats, though, since Hanna is a 1/2 that needs to wait a turn before starting her recursive effects. She’s an interesting part to combos, and she’s a great way to give additional legs to decks that rely on specific pieces. But don’t play her outside of more “casual” formats.
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