Some cards I love that I don't see often in lists:
A blue artifact that pretends to be colourless, the Shard is fantastic. It provides a very gentle tax effect, allowing you to keep your opponent leaving 1-2 mana open to pay the toll to keep their dudes. It's balanced greatly by the steep investment cost (at least, in fast formats like mine), and the fact that so many of your opponent's creatures will have ETB effects that you don't necessarily want to let them re-use. It also plays a mean game against tokens, which is fair considering how cheap tokens are, anyway. Best of all - YOU CAN BOUNCE YOUR OWN DUDES! Most people overlook that. Re-buying a
Harbinger of the Tides for a 3-mana, once-per-turn guaranteed tapped creature bounce? Sounds pretty cool (and pretty fair) to me!
This guy is fantastic. He can dig you out of topdeck wars really easily, has relevant type(s), and a 2/1 body that does a fine job of swinging in or trading when it needs to. Last night I won a game I was going to lose by aggressively pitching my 4-card hand to
Oona's Prowler so I could draw 2 cards every turn instead of one. He has a lot of potential for cool plays like that, and makes cantrips a lot better randomly, too. His zombie typing and ability to feed control or aggro strategies cards just really delights me.
If you aren't running this yet, it's probably because it looks too powerful - and it kinda might be! Getting 4 in the yard is not as easy as it sounds unless you build towards it, but even getting this value engine turned on late is a real beating, forcing your opponent to decide carefully what's worth chumping and how to keep the recursion train stalled. This card is quite beatable in incompetent decks but a real menace in the hands of a good player, which is something I like a lot - it's never as straightfowardly useful as it looks for all decks. Where it does the best work is aggressive strategies with lots of creatures - midrange really wants to use it, but it usually generates value too slowly for them unless they can self-mill or pitch cards from their hand. It is a bit too strong for some formats and perhaps a bit too slow in others, but I love this card and pick it highly.
I don't like tokens, except when I do. 5/5 Demons with flying and nipple rings? Now, there's my kind of token. He requires a bit of work, but rewards you greatly for it, and does a great job in my format, which is faster and more removal-efficient than most. He's plenty disruptable but very strong when he's left alone, which is the kind of gamble I'm happy to take at 2 mana.
The most solid member of the Ring cycle, this is a red artifact that grants haste for 1 mana after an initial investment of 2 that generates further value in the form of counters for your red things.
Hammer of Purphoros never got as much love over here as the Ring did, and while that's probably because my Red section isn't full of tokens, I think it's a pretty nice card, so it stays around. Not the most thrilling card, but an unpopular and generally playable one.
Titania's boy toy, this dude has a lot of play to him, allowing for interesting decisions around who's worth a land to protect. Just playing him out on a land-filled board can be game over for an opponent relying on spot removal, his value goes up a lot with landlovers like
Titania and
Knight of the Reliquary. Much better than he looks, he feels like a green
Mother of Runes that actually connects with some other strategies.