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My Top 100 One Drop (CC) Creatures (40-21)

My Top 100 One Drop (CC) Creatures (100-81)
My Top 100 One Drop (CC) Creatures (80-61)
My Top 100 One Drop (CC) Creatures (60-41)

40. Gnat Miser
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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
 photo SkyshroudElite_zps34b77755.jpg
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
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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. 

37. Slumbering Dragon
 photo SlumberingDragon_zps5e3f3a3e.jpg
I think you need to abuse this to make it really work. If you are attacked five times when your opponent knows you have this and doesn't have an answer for it when it wakes up, if you are still alive then they deserve the 8/8 flier about to smash them. If it could block as well, then we would be talking.

36. Skitter of Lizards
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I like this card in practice and I like cards that are relevant at all stages of the game. This is quite mana intrusive though. paying 3 mana for a 2/2 or 5 mana for a 3/3 which is not what winning is made of. Most of the time you see this card you will want to play it on turn one as a 1/1 haste which is also not how you win.

35. Experiment One
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Relevant Human archtype. Evolve is welcome on any creature, especially a one drop. It's easy to compare this to the Cloudfin Raptor. The Raptor does have evasion, but Regenerating plus the extra power put this man ooze slightly over top. Limited might be a different story of course.

34. Student of Warfare
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Another creature relevant at all points of the game. Unlike the Skitter of Lizards, you are paying a total of 8 mana for a 4/4 Double Strike. That is good whether broken up or all at once, making this beastie a nice card despite it not being a true one drop.

33. Will-o-the-Wisp
 photo Will-o-the-Wisp_zpsf32d445b.jpg
One of the best original creatures. It does require one mana every turn to regenerate, but at that cost you have a repeated blocker for any flier. The biggest question is how defensive is your black deck? Mine usually are not very defensive but I could see where a deck might be.

32. Ulvenwald Tracker
 photo UlvenwaldTracker_zpsf5a05bf5.jpg
You need larger creatures than your opponent, or at least the largest one on the field and then you can do some major work. I haven't tried this card before, but that is one amazing ability. Green doesn't have much removal so it has to take what it can get.

31. Isamaru Hound of Konda
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A 2/2 for one! It doesn't get much better than this for a vanilla creature. I understand they had to make it Legendary, that seems like a fitting drawback. In limited I could see this thing being mad awesome. In constructed, it's harder to see how the Hound fits, but I'm sure it's at least a consideration in quick aggro decks.

30. Magus of the Vineyard
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A one mana card that accelerates you to three on the next turn! Count me in. You do have to deal with your opponent getting this ability first however. Heaven forbid they play a Scavenging Ooze on the draw or bolt it before you get the chance to use it.

29. Joraga Warcaller
 photo JoragaWarcaller_zpsed47f6c9.jpg
Another creature that is not a one drop. But for 3 mana you get a 2/2 that pumps all elves? Sounds pretty great in a tribal deck. 5 mana for a 3/3 that pumps other elves +2/+2? Even better. This thing works well.

28. Martyr of Frost
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A walking Counterspell that will at least have to change how your opponent is thinking about the game. Even if you are bluffing and have no blue cards, they have to think that you might be able to counter. That alone makes this a super powerful one drop.

27. Bloodhall Ooze
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The perfect Jund card. On turn two play your Deathrite Shaman and on turn three you have a 3/3 Ooze that will just get increasingly nastier. Even if you just had Black or Green, getting a free +1/+1 counter every turn is no slouch. Play with Corpsejack Menace and watch the sparks fly.

26. Dryad Militant
 photo DryadMilitant_zpsea73b471.jpg
I said in the beginning these cards needed to be compared against the Savannah Lion and we pretty much outclass it across the board here. The choice to play it in either color is interesting. The ability on the soldier to exile spells is handy against certain competitive decks. And on top of that you get a two power beater for one mana.

25. Delver of Secrets
 photo DelverofSecrets_zps064df245.jpg
It takes some luck and/or fancy deck building to get this to a 3/2 Flier on turn two but when it hits, it hits hard and demands an answer. Probably one of the more fun cards you could try. If it doesn't hit until turn four then it is still a decent card. If it doesn't hit ever then you have wasted a card.

24. Joraga Treespeaker
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They essentially reprinted Fyndhorn Elder, except that instead of playing it on turn three, you are playing it on turns one and two instead. It's second ability can come in handy from time to time, but the biggest reason you play this is the extra mana bump.

23. Essence Warden/Soul Warden/Soul's Attendant
 photo EssenceWarden_zps3f77d912.jpg
Soul's Attendant has the misfortune of making you remember to gain life, but otherwise these are all the same card. In any decent battlefield if played on turn one will net you at least five life. How much life is one mana worth, that is your call if it can work within your price for your deck 

22. Arbor Elf
 photo ArborElf_zpsf419299d.jpg
It's more than adding one green to your mana pool. If it stopped there it would be great, but not number 22 maybe. The real power comes from the fact that any land that taps for more than one mana or has any other effect on the game when it's tapped now becomes this little guy's ability as well. It's also an Elf blah blah.

21. Ramosian Sergeant
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It's walking card advantage. Sure it costs three mana to play a two mana spell, but you are grabbing something you wouldn't have otherwise. Just playing this thing a couple times means you have thinned you deck and created a nice battlefield in the process. It's obviously more of a work around card than Arbor Elf or Joraga Treespeaker, but it also can be that much better in the tribal deck.

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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.

18. Dragonmaster Outcast

And yet another non-true one drop. If you can stay…

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

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.
I could have forced myself to get 5 more, but there are essentially…

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

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


80. Phyrexian Dreadnought

Illusionary Mask combo aside, a 12/12 Trample for one is certainly an interesting idea. At some point in the game you will have some 1/1s or even 2/2s that you don't need, maybe something get's Pacifism'd. Then you have a real card capable of becoming the largest threat on the board that will end the game in two turns unless dealt with. It does have quite the possibility of ruining your entire game plan if it gets Doom Blade'd or something. There are other ways to abuse it - Torpor Orb, Pandemonium, Fling.

79. Kor Duelist

Requiring equipment for it to be useful is a drawback, but for one mana you get the possibility of a double striking monster. Even if you could give it +2/+0 or heck Loxodon Warhammer then you get a fantastic deal for a single mana. Put it in a deck with the Swords and just go to town. A turn two Bonesplitter will hit for six.

78. Scattershot Archer

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