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My Top 100 One Drop (CC) Creatures (60-41)

My Top 100 One Drop (CC) Creatures (100-81)
My Top 100 One Drop (CC) Creatures (80-61)

60. Magus of the Candelabra
They managed to reprint Candelabra of Tawnos. Sure it's on the form of a creature which are by nature easier to blow up, but at least you don't have to pay 200 dollars for this Green that is. All of the Magus cards were a tip of the hat to cards of old. While not Magus of the Library dumb, this card is powerful in it's own right. It combos with any land that taps for two+ mana and of course especially Urza lands.

59. Akrasan Squire
 photo AkrasanSquire_zps02f6adc5.jpg
Exalted decks are a thing and there's nothing worse than a creature on turn two to swing for two(okay there are worse things). The real bonus in an exalted deck is that late in the game, you don't have to attack with this particular creature. It's still pulling it's weight and giving you value after the card is over matched. The Human Soldier archetype does come up from time to time as well.

58. Order of the Stars
 photo OrderoftheStars_zps293c54ba.jpg
Order won't be killing any creatures or doing any damage. It won't stop fliers either, but what it will do is stop your opponent's largest ground threat every turn. That is a pretty great ability for one mana. Against a mono deck, it's an indestructible blocker on turn one.

57. Traproot Kami
 photo TraprootKami_zps661aac39.jpg
Very similar to Order of the Stars in that it won't be killing or attacking but it will likely be stopping your opponent's worst creatures once a turn. It might take awhile to stop something huge, but even top decking this will give you some defensive value.

56. Judge's Familiar
 photo JudgesFamiliar_zpseb90e80c.jpg
Blue has a couple 1/1 fliers for one. And having evasion is good on any creature, even a one drop. Having this in white is a bit more rare, but to be able to do either color is more interesting. The real ability lies in the fact that it essentially costs all instants and sorceries one more to cast. Sure they might waste a spell and have it countered, but if that happens - you've gained an advantage. A tempo control card for a single mana.

55. Wasteland Viper
 photo WastelandViper_zps04dbaac6.jpg
There are a couple 1/1 deathtouchers which aren't too exciting. An extra point of toughness helps, but that alone wouldn't have made this list. The true ability lies in the bloodrushing deathtouch which is just awesome as a surprise combat trick. Fantastic in limited, I'm not sure how to make it even better, flash, reach? It might be broken for one to add those abilities.

54. Favored Hoplite
 photo FavoredHoplite_zpsdc99bc88.jpg
One of the white heroic staples. 1/2 again is a bonus though a 2/1 would have been more interesting. Counters for a heroic trigger is fairly standard practice for the Theros block. Preventing damage to the Hoplite is a good bonus which allows for possible card advantage. A simple Giant Growth turns this into a 5/6 that can't be killed.

53. Stromkirk Noble
 photo StromkirkNoble_zps4c788001.jpg
If you can just hit one time, you will have done your job. Once you get that 2/2 for one mana that has done a point of damage and you are rolling. Worked nicely in the limited block since Humans couldn't block it. Outside it's harder to hit for that first point consistently. It's still one of my favorite vampires.

52. Legion Loyalist
 photo Legionloyalist_zps15abdeca.jpg
A 1/1 haste for one is interesting especially with good archetypes - Goblin and Soldier. In a battalion deck this puppy will add some damage and do it well. It also gives some sort of evasion to boot. Works great in boros or mono Red. As long as you are aggressive and have lots of creatures, this will pull it's weight.

51. Cenn's Tactician
 photo CennsTactician_zps035f7d65.jpg
A targeted solider buffer. It's nice that it can pump itself. It makes blocking a much more enjoyable experience for your soldier deck. There are a couple one drops for soldiers already, but this one should at least be in the finals for making the cut. The art is horrendous. 

50. Nivmagus Elemental
You need lots of cheap spells to make this really effective. It essentially turns every one of them into target Nivmagus gets +2/+2 which is pretty amazing. If you target him just two times, your 5/6 is going to be quite the target. Where it truly shines is with Cipher, enabling you to repeatedly exile cards making it even larger for no cost.

49. Virulent Sliver
 photo VirulentSliver_zps36ffd977.jpg
It isn't giving Infect, but this is pretty awesome as well. It does affect all slivers which can be good or bad. I ranked it higher than the flying sliver, but both are great for one. Works with both of the double strike slivers. When this dies it does weaken your game plan since you have to go back to damage likely.

48. Thrull Parasite
 photo ThrullParasite_zps57b04370.jpg
I really enjoy this one. Extort is amazing and so great on a one drop. It doesn't even end there. It strips counters off of every annoying thing. Monstrous creatures, Planeswalkers, Ratchet Bombs. Counters are always an important part of the game. The only drawback is the life, which he can gain you back. Synergy!

47. Champion of the Parish
Humans are a fairly large block type, especially for Innistrad. A counter for each human is going to make the Champion grow quite large in the right deck. Also works well in a soldier deck or with Norin the Wary.

46. Martyr of Sands
 photo MartyrofSands_zpsed49835e.jpg
You can gain 9 life fairly easy with this card in a mono White deck. Heck 12-16 is doable as well. Bottom line is that it's playable as a life gain spell due to it being able to chump block on top of everything. It combos with big dumb cards like Divinity of Pride or Serra Ascendant. You can do all sorts of things like play Venser's Journal, or either Ajani.

45. Rhys the Redeemed
 photo RhystheRedeemed_zps989daf09.jpg
It takes some mana for Rhys to work. The first ability is a fairly minor one, three mana for a 1/1 is on the good side of what that ability should cost. It's nice that it makes elves for elvish tribal types. Dual mana colors help. That second ability can get quite dumb very quickly. In a token deck you have an ultimate ability here. It's also helpful that the two abilities have synergy together. Synergy!

44. Cloudfin Raptor
 photo CloudfinRaptor_zps1b88a05c.jpg
You need to see it in action at least once to know the true power of it. It grows for every creature and when it can't grow anymore it's already a giant beastie. A giant beastie which will be continuously pounding your opponent in the face. Evolve is a great mechanic and adding flying to it for a single mana is an unique deal. 

43. Hedron Crab
 photo HedronCrab_zps048e457e.jpg
I like this one quite a bit. I play it in my mill deck. Works great in multiples, it can block in a pinch. How many lands do you play in a normal game. Seven? So if you mill for three six times that is 18 milled cards for a single mana. That is clearly an issue and one that should be dealt with if going up against the mill.

42. Guul Draz Assassin
 photo GuulDrazAssassin_zps11848de0.jpg
More of a late game creature as early on it doesn't do much. It does cost five mana total to start taking out 2/2 beasties. That is a power effect and thankfully the leveling makes it stronger. So it's not as venerable to removal when it does get the ability to take down 4/4s. You can't deny the potential power. Play with Venerated Teacher or Training Grounds.

41. Goblin Lackey
 photo GoblinLackey_zps87511feb.jpg
I have never used this card before. But it looks terrific. A free card is pretty awesome advantage. Even if goblins aren't expensive typically a free card or two is going to be super aggressive. It won't be able to sneak through late game though without ways of giving evasion. You also need to be playing many goblin cards which aren't the most powerful. Occasionally you will have something fun like a Siege-Gang Commander.


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20. Vexing Devil

Giving an opponent a choice is never a good idea. However I really feel like it's win win here in the aggressive deck. A 4/3 for one will almost always be worth a card. So the real question is - is it worth a card to deal 4 damage for a red? It's not quite Flame Slash good in a control deck, or as great top deck as Thunderous Wrath but better than Thunderbolt or Lava Axe.

19. Scute Mob

Not a true one drop. But by turn six hopefully you are going get a hydra-like insect that will quickly get insanely huge if not dealt with. My biggest issue is that it doesn't have trample. It's still a great costed creature that can do some work if unchecked. There are lots of ways to give it Trample in Green not named Rancor.

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One drops are the least important thing in any draft or sealed pool. You shouldn't play them pretty much ever. They typically do little for you, don't fit random cards, or just suck. And why should they, you aren't expected to win the game by turn 1(not counting you Legacy). In constructed, it's a whole different ball game. You have these cheap cards that actually interact with other cards in your deck. Not only that - your selection is a lot wider and if you look deep enough, you can find cards that can really put the pressure on.

The number 100 just kind of worked out. There are approximately 600 one costed creatures, and I honestly only checked out about 400 of them - top half and the very bottom(maybe I trust The Gatherer too much, but I'm always open to suggestions!). I found 95 that I really liked just naturally. The other 5 are included as my bottom 5, but 100 of course just sounded better.
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40. Gnat Miser

Since it doesn't really affect the battlefield, it's hard to rank it higher. But it has a great little ability on turn one(especially on the play) and it works well in multiples. 

39. Skyshroud Elite

It's an elvish Kird Ape! It doesn't have the pesky Mountain requirement and any decent deck is going to have a non basic land. If by rare chance your opponent is on the draw and waits to play their special lands, you are left with a pitiful 1/1. And it's ceiling is just a 2/3 so it's good, but not great.

38. Sakura-Tribe Scout/Skyshroud Ranger

I think doing it as an instant and then casting something large with flash would work, so the Scout might be strictly better than the ranger. Early game these things do work. Late game they do virtually nothing. 

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