They're taking the Hobbits to Isengard! Oh wait, Isengard, Saruman's Fortress was from Tales of Middle Earth, the first Magic Lord of the Rings set. Tolkien's high fantasy once again returns to Magic with The Hobbit, releasing August 14th. The set introduces Recruit, a keyword that has you draw a card, then discard one, creating a 1/1 white Human Soldier Token whenever a nonland card is discarded. Adventure cards return alongside new Legendary Creatures from Tolkien's cast along with a plentitude of typal support for previously under-represented Creature types. As with our other top 10 lists, we'll focus on cards good for the 99 instead of Legendary Creatures to build decks around. Well what are we waiting for? Let's go on an adventure!
Multiplayer removal that scales with the pod is exactly what Commander wants, and Celebrate the Mountain-king delivers with added card cycling. For {3}{W}, this Uncommon exiles up to one target nonland Permanent from every opponent when it enters, like a better Banishing Light. The exile lasts only as long as the Enchantment survives, inviting removal in return, but that fragility is offset by a second trigger: you Recruit immediately, likely adding a 1/1 Human Soldier Token and getting you a new card. Four mana for multi-target interaction plus card selection and a body is efficient, fitting any white Commander deck that needs answers without slowing down.
Smothering Tithe is a very strong card, and Gleaming Splendor shares some space with it while tuning down the power level. Yes, it only triggers once per opponent's turn, but with the added activated ability you can get some card advantage out of it as well. Of course you'll be feeding your opponents cards as well, but that could be used politically to help keep this Enchantment around longer. Efficient ramp is always strong, and this opens up some new options for White decks.
A two-mana Legendary Creature that generates value every turn without setup is the kind of card that quietly takes over a Commander game. The Queen of Dale is a 2/1 Human Noble for {1}{W} that watches the table rather than your own hand: whenever an opponent casts their first noncreature Spell in a turn, you Recruit, drawing a card, discarding a card, and likely adding a 1/1 Human Soldier Token. In a four-player pod, typically someone is casting a removal Spell, ramp piece, or draw effect almost every turn, so this trigger will likely fire reliably even when your own plan stalls. Don't overlook the draw effect either, this is a weaker Esper Sentinel which means it will be more affordable and heavily sought after. Pick up your copies of The Queen of Dale early.
Instant-speed card selection with a political wrinkle is a rare combination, and Riddles in the Dark delivers exactly that for {2}{U}. Functionally a successor to Fact or Fiction with a lower mana value, this Instant has you look at the top four cards of your Library and split them into two piles; an opponent picks which pile you keep in Hand and which goes to your Graveyard. For players leveraging their Graveyard, this Spell does double duty. Instant speed helps you keep this up as a trick just before your turn starts or allowing to dig quickly for an answer if something threatening comes down.
Triggered abilities are everywhere in Commander, and doubling them from a two-mana Equipment is a powerful, understated effect. Wizard's Staff costs {1}{U} and grants the equipped creature Prowess, but its real engine is the second line: if an ability of the equipped creature triggers, it triggers an additional time. It only doubles triggered abilities, like Strionic Resonator, but the effect is ongoing instead of limited to once per turn. Your Commander will need to have Blue in it's colour identity for you to run this piece of tech, but it's sure to be a key piece for some cool combos.
Punishing a board wipe is one of the most satisfying things a Commander deck can do, and Supper for Spiders turns that moment into a windfall. For {1}{B}, this Instant reaches into every opponent's Graveyard and claims every creature card that died from the Battlefield that turn, putting them under your control as Food Artifacts sacrificeable for 3 life apiece. Because it only grabs creatures that died this turn, the ideal window is right after a mass removal Spell or a big combat step. Losing all other types and subtypes means these tokens don't return as their original creatures, but the life-gain and significant token creation is bound to feed into some neat payoffs. Pair it with Mirkwood Bats to ping all of your opponents based on the number of Creatures that died.
Glóin the Mighty offers a new ramp effect for Red decks, generating two Red mana on each of your Main Phases, presuming he sticks around. He also has an adventure for dealing with pesky token decks if the need arises. Glóin only has three Toughness, so it's likely this will get removed fairly quickly. At least he can act as a good lightning rod for those Creature removal spells!
Creature decks that expect to lose bodies in combat or to sacrifice outlets get a built-in insurance policy in Part in Friendship. This Enchantment triggers whenever a nontoken creature you control dies, revealing cards off the top of your Library until a creature appears; if its mana value is covered by your land count, it comes onto the Battlefield free, otherwise it goes to Hand, and the rest are shuffled to the bottom randomly. One really nice thing about this card design is that the Creature entering is not tied to the mana value of the Creature that died, meaning you can trade up from smaller Creatures. It will only trigger once per turn, but that means you can potentially trigger it four times per round if you're blocking and/or sacrificing consistently.
Few sacrifice outlets in Commander offer both immediate payoff and a second life, but Tom, Bert, and William do both on one card. While this is Legendary Creature, its inclusion is based purely on the explosiveness. No matter the Power of the Creature, you'll only ever discard one card. Naturally you'll want to sacrifice stronger Creatures, but even those Creatures have 4 power, netting three cards can be super strong. For once, this effect being on a Creature isn't a massive downside as when it dies it comes back into play as an Artifact, so it will need to be removed twice.
This Equipment is just plain busted for typal decks. It gives the Creature Trample as well, meaning if you do even one point of damage to an opponent you'll be making a lot of Treasures. Be prepared to have this Sword removed on site when played as the potential for huge turns from this is quite high.
There we have it! Ten new cards you should look to pick up from The Hobbit. Whether you're looking for efficient removal, new ramp options, or Equipment that will make the table do a double take, this new set has something for everyone.Along with these goodies, there are a large number of Legendary Creatures and plenty of other cards to explore on our singles pre-order page.
Were there any cards you're excited about that I missed? Let me know in the Chimera Gaming Discord, or reach me directly on Bluesky.
Did you know we usually have 20 pods firing for Commander night on Tuesdays? Tables fill up fast and I hope to see you there!