There are always sleeper cards in every format of every card game. It’s what makes exploring a format so much fun. Once thorough exploration is done, people like to call the format “solved” and it’s likely that any undiscovered stategies in the format will remain so, as the community moves on. This has not happened in Mythgard. There are a lot of rather untested and underplayed cards currently. Today, we’re going to look at 10 cards you should should probably at least be trying out. We’ll be leaving purple cards out of this list, as they are still very susceptible to change.

10. Matryoshka

Matryoshka sees play in some artifact lists, but not nearly enough. At worst, it’s an Infuse activation that is highly likely to go off no less than twice.If you get a few of these stacked up though…. your opponent will be overwhelmed by how much bigger your board can be. Matryoshka can start forcing favorable trades for you during their turn, just because they can’t possibly defend on their own. Add in Fires of Creation (as is quite popular in artifact strategies) and you have some tokens to go with it. Matryoshka also has fairly high durability. It makes an excellent followup card to protect something like Samosek, the Living Sword.

9. Ensnaring Serpent

Ensnaring Serpent is a card I’ve suggested playing before. I was very surprised to see Serpent be left out of midrangy blue decks when Impel was as good as it was a couple patches ago and Soma Oasis was constantly being moved on and off of multiple times in a turn. The stat line it presents is fairly good for its cost. Blue’s 3-drops aren’t terribly crowded, unless you’re in a Valkyrie deck. Brainstorm is the only blue 3-drop I would comfortably say is strictly better than Ensnaring Serpent 95% of the times you’d be looking to play one of them. Freki Sidecar is a great enabler for big bombs, but if you’re looking for a more controlling approach, Ensnaring Serpent gets the job done well.

8. Xerxian Observer

Xerxian Observer is a card that I have probably had played against me 3 times. I’m a bit surprised to see it often disregarded in almost every deck this community has worked through. At the cost of just 2 mana, giving 2 minions the ability to attack around your opponent can be game-ending. We’ve seen Shadow Trapeze played to the point of being nerfed, because it was providing Agile to Rushing minions. With Xerxian Observer, you can throw it down between two minions that would otherwise be chumped in the mid-late game and just push damage. It is a bit of an attention magnet and will draw focus from your opponent on the following turn.

7. Dead Man’s Eyes

While I’ve seen Dead Man’s Eyes a bit more frequently over the last few weeks, I’ve still not seen it enough as I maybe should be. For a card with no downside, aside from the slow tempo, the upside of “50% chance that your minion draws 2 when it dies” is potentially snowbally. While it doesn’t fit well in Rush-heavy mono-red strategies, due largely to competing in curve with Daring Trapezists and Firesong Prodigy, it slots very well in more late-game oriented decks like Envesy’s Blood Moon list. We’ve seen an almost nonexistent level of enchantment hate since Hekate’s Wheel was nerfed. Dead Man’s Eyes is in a spot to be really impactful in providing control decks with the gas they need to make it to the endgame.

6. Dream Weaver

Dream Weaver presents a very solid body for its stat line. You can drop it on turn 3 to clog the board fairly well. Being able to make an attack on a minion like Valkyrie Tough, Freki Huntress, or Gallows Boy and then return it to hand to dodge the subsequent cleanup by your opponent will force them to have to spend multiple attackers or removal spells on it during their own turn or face a fresh Dream Weaver again next turn. I believe that the reason it may be looked over is that yellow’s other 3-drops include stalwart cards like Meso Libre in control strategies and Poxbringer for the token decks. If you’re looking for a good yellow card for tri-color midrange, where Meso’s double gems often would prevent it from dropping on curve, consider supplementing it with a Dream Weaver and watching your opponent blow through their resources to remove it.

5. Bulwark

The best thing about Bulwark may be the fact that it draws a card. This should not be overlooked when assessing the playability of the card. Giving a minion +0/+2 and Armor 1 effectively increases the damage needed to kill that minion by 3. That is no small amount for a 2-drop. While this card is optimally not played on curve, it can actually be down-right oppressive when used in such a way. If we look at a feasible curve of turn 1 Freki Scout into turn 2 Bulwark, we’re attacking with a 2/3 Armor 1 and Swift minion and have also drawn an extra card. There’s not really a good way to answer a 2/3 Armor 1 minion before turn 3 for just about every deck in the game.

4. Ved’ma Skyranger

I think that there are few cards I’d class as important to auto-include in any given monocolored deck more than I’d rank Skyranger for mono green. In a mono green deck, Skyranger on curve is just always coming down as a 3/2 Rusher with Agile for 3. The use of Skyranger is not quite as good on curve outside of mono green, as you probably do not want to be on 3 green gems for turn 3 in 2+ faction decks. However, it can still be fairly useful later in the game as a way to attack around larger threats when you don’t need to cast green cards. I’m a big fan of the dual resource system that dependence on both mana and gems presents and I’m glad that we have outlets to spend one without reliance on the other.

3. Foul Harvest

The most common use of Foul Harvest, as least during the time I’ve been playing, has been to follow a turn 1 Maze of Iyatiku or Clay Effigy with a turn 2 Foul Harvest into Black or White Cadejo. The prospect of staring down a 3/5 Cadejo on turn 2 can be pretty daunting. There are some uses that Foul Harvest presents that are secondary to the ramp and I feel that these more abstract uses give the card plenty of value that the community has somewhat overlooked. Need some life gain? Foul Harvest does that. Need to trigger a demise ability to help break an opposing board? Foul Harvest does that. Need to clear a low-impact minion to make way for a threat in a clogged gamestate? Foul Harvest does that.

2. Grim Narcoleptic

With the recent rise of Vampire Tribal, sparked by success in the tournament scene, I thought we might see an uptick in Grim Narcoleptic as we saw more optimization of that archetype. A 4/4 Agile is nothing to sneeze at. The fact that it then also becomes a Lurker at 0/4 means that even if your opponent kills the minions around it, they’re likely not able to blow through Narcoleptic before you smack them with it again. I think this card fits very well in mono red Vampire decks and probably fits well in red/orange hybrids. Barring any changes to Simuzen or Pentacle of Flavors in purple, I think that may be where this card shines best, simply because of those two cards.

1. Godspore Mushroom

I’ll definitely forgive everyone who read this card once and moved on. I did it too. If there’s one word the most dedicated of min-maxers in card games hates more than any other word it is “random”. I’m guilty of it myself. I thought that this card worked by providing a mutation on activation and then a new mutation at the start of each of my turns. It seemed very underwhelming. Godspore Mushroom doesn’t quite do that. This card gives 3, yes…. as in that number between 2 and 4, mutations. These mutations are overwhelmingly positive. Myself and fellow Team Rankstar member Tune Star have taken time to track the potential outcomes of these mutations. I’m not sure that the list I’ll provide here is complete, but I will update it as I find new mutations. I am very guilty of reading over this card and just never bothering to try it out. I cannot suggest Godspore Mushroom highly enough and anyone who isn’t playing it after reading this article will be taken to Ximec for punishment.

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