Xanathar, Guild Kingpin
– D&D: ADVENTURES IN THE FORGOTTEN REALMS
Date Reviewed: July 26, 2021
Commander [EDH]: 3.50
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
The most famous beholder in Faerun has a Magic card now, and I think that’s pretty awesome in itself – and on top of that, he’s also a strong prison card. I hope the people who went on forums in recent years to demand more prison cards are happy, because he basically ensures that you can do whatever you want unimpeded on your turn, plus something from your opponent’s deck. Actually, that goes above and beyond prison cards in the past, because you usually need at least two cards to both lock the opponent out and turn their stuff against them. And come to think of it, he’s actually quite good against decks heavy on counterspells and the like, so given the overlap, I suspect the people making those forum demands won’t be quite as happy!
Xanathar’s abilities seem reminiscent of the infamous Sen Triplets, a notorious Commander card that has ruined many friendships over the years. You get a targeted Silence effect for a turn, along with the ability to misappropriate their things…it’s not a complete lock-down, as they can still use abilities, and you’re limited to taking things from the top of their deck. He’s an interesting sort of contrast to that forebear; he’s slightly less killable, but slightly pricier and more constrained in what he can take. Probably nicer than Sen Triplets, but always be wary of how people will look at those who like to abscond with others’ property.
Constructed: 2.5 (probably a touch too slow, unless control is a thing)
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