Alchemy is one of the more recent formats introduced to Magic: The Gathering Arena, and with it, some unique and powerful cards have been released. Much of Alchemy’s appeal comes from releasing imaginative digital-only cards that can only function on MTG Arena.

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With the release of The Brothers’ War, 30 new Alchemy cards have been released for players to enjoy. Among them are powerful artifacts, legendary creatures with perpetual abilities, and enchantments that provide value on your turns. Evaluating these cards can be difficult since Alchemy is a relatively new format, but these cards are a safe bet if you’re looking to have fun in the game.

10 Crucias, Titan Of The Waves

Crucias Titan of the Waves

One of the things that makes this Alchemy expansion so unique is that it is a chance for Magic to jam even more of your favorite characters into the game while giving them their own space to shine. Crucias is the pre-planeswalker form of Bo Levar, a major ally of Urza in his fight against Phyrexia.

In Alchemy, Crucias lets you discard the cards you don’t care about to seek out better ones, all while accelerating you up in mana by creating Treasure tokens.

9 Kayla's Kindling

 Kaylas Kindling

Kayla’s Kindling is a little expensive at five mana, but the longer it stays on the battlefield, the more value you accrue from it. It deals two damage to any target when it enters play, but the real power comes from its second ability.

At the start of your turn, you get to draft a card from its spellbook, a collection of 15 cards that range from Abrade to Terror of the Peaks. Because you get to draft a new card on your turn, you’re basically drawing two cards a turn, and one is almost always going to be extremely powerful.

8 By Elspeth’s Command

By Elspeths Command

This solid enchantment could find a home in Soldier decks easily, thanks to its rotating abilities. On your first combat step, while By Elspeth’s Command is in play, you get to pick one of the three options. For every subsequent turn, you have to pick a different option from the one you picked the previous turn.

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This means you can make a token the turn By Elspeth’s Command is played, and then give it a perpetual +1/+1 and flying on the next turn. Keep rotating through the most relevant abilities, and you’ll never need other creatures.

7 Rusko, Clockmaker

 Rusko Clockmaker

This weird little clockmaker is more of a Brawl card than an Alchemy one, thanks to its conjuring ability. When it enters the battlefield, you conjure a Midnight Clock onto the battlefield with it, a powerful two-for-one, especially in Historic Brawl.

With Rusko in play, you can start draining your opponent for each noncreature spell in play, and you get to tick up the clock on each Midnight Clock you control. With enough counters on Midnight Clock, you’ll get to refill your hand and keep on casting those noncreature spells.

6 Tawnos Endures

Tawnos Endures

Tawnos Endures might be a little unassuming at first, but it doesn’t seem to do anything particularly unique in Alchemy. You get to exile any creature and then return it to the battlefield at the beginning of your next upkeep with a perpetual +1/+1. Good for dodging removal or other combat tricks but not much else on the surface.

Where Tawnos Endures has the potential to shine is with cards with prototype casting costs. You can now cast a Phyrexian Fleshgorger for its prototype cost, blink it out with Tawnos Endures, and then return it as an 8/6 next turn.

5 Warzone Duplicator

Warzone Duplicator

This artifact creature is pulling a lot of weight for its relatively low casting and prototype cost. When Warzone Duplicator enters the battlefield, you get to bounce a creature an opponent controls back to their hand so long as its power is less than Warzone Duplicator.

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You then get a chance to cast it by conjuring a duplicate of that creature in your hand. You can spend mana in any way to cast it, so there’s no need to worry about mana restrictions. While much more efficient when you cast it for its usual six mana, Warzone Duplicator benefits greatly from any deck that helps you ramp up in mana to more efficiently disrupt your opponent’s play.

4 Great Desert Hellion

 Great Desert Hellion

A 5/5 with menace for just three mana is an extremely powerful creature, and if that were all that Great Desert Hellion did, it would already be a strong card. With even more abilities added to it, don’t be surprised if you see this Hellion pop-up in Alchemy. The Great Desert Hellion requires you to discard cards at the start of your upkeep. Otherwise, you have to sacrifice it while increasing its intensity by one.

When the Great Desert Hellion finally dies, you can choose to discard your hand, drawing cards equal to its intensity. While it may only be around for a few turns, you’ll likely draw plenty of cards when it dies.

3 Assemble The Team

Assemble the Team

An odd tutor spell for Alchemy, Assemble the Team lets you search just the top third of your library for any card, and then you put it into your hand. At just two mana, it is on par with most other powerful tutors in Magic but balanced by restricting your tutoring to just the top third of your library.

This type of conditional tutoring will be hard if you’re looking for a card you have only a single copy of since odds aren’t great that it’ll be in the upper third of your deck.

2 Forgefire Automaton

 Fireforge Automaton

If you’re looking for a way to continuously gain value from your little creatures, then Forgefire Automaton is the way to go. By casting it for its prototype cost, you can return a creature from your graveyard to the battlefield at the start of your turn.

Load up your deck with creatures with low casting costs, like Death’s Shadow or Tarmogoyf, and you’ll never have to worry about losing them to removal spells. If you end up casting Forgefire Automaton for its full cost, you’ll be able to reanimate pretty much any creature you want.

1 Raddic, Tal Zealot

Raddic Tal Zealot

Raddic comes with all sorts of protection that makes it ridiculously hard to remove. With hexproof from both white and black, just about every piece of good and played removal will not work on it. As if that isn’t enough, whenever it or another Knight creature you control attacks, you get to draft a card from its spellbook.

This constant flow of cards into your hand all but guarantees you’ll have another knight to play, so even if you can’t reliably attack with Raddic, you can draft a new Knight, play it, and throw it to the wolves on the next turn in hopes of drafting a better card.

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