Magic: The Gathering - The 10 Best Colorless Cards In Innistrad Remastered

Eldritch horrors, ancient artifacts, and living lands are just some of the colorless cornerstones players have come to expect from Magic: The Gathering and that's especially true of Innistrad Remastered. The gothic horror plane of Innistrad is home to all three of these concepts, as well as a few more cards that can find their way into almost any deck.
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PostsThere aren't a lot of colorless cards to choose from in Innistrad Remastered, at least compared to some of Magic's artifact-themed planes, but there are still a good number of powerful cards that you should be hunting for. Here are the 10 best colorless cards in Innistrad Remastered.
10 Wild-Field Scarecrow
Hangin' Around And Scaring The Locals
Burnished Hart has been a Commander staple for years, and then Wild-Field Scarecrow came along to provide an even better defense at the cost of absolutely all offense. That didn't make the Scarecrow bad, but most Magic players value offense over defense.
Magic players also value money, though, so they'll be happy to note that Wild-Field Scarecrow is now a common rather than an uncommon. This card gives you 80 percent of what Burnished Hart gives you, but it's cheaper (both in terms of money and mana) and works better in defensive control decks.
9 Soul Separator
It Only Works If You Have A Soul To Begin With
Is this card good enough for competitive Magic? No. It's too slow to use, costing eight total mana to play and then activate in the same turn. That said, Soul Separator has incredible flavor, it gives you two creatures for the price of one dead creature, and best of all, it brings reanimation to any deck.
It's weird animation, I agree, but do you want Craterhoof Behemoth back from the dead in your mono-green stomp deck? Soul Separator does the job. Want Niv Mizzet to make an encore performance? Soul Separator brings him back for another number. Bring this to your next casual game night and watch your friends gasp aloud as you rip the soul out of Avacyn only to beat them to death with an indestructible 1/1 spirit and her 8/8 walking corpse.
8 Elder Deep-Fiend
On Second Thought, I'll Pass On The Calamari
There are better Eldrazi, yes, but of the Innistrad Remastered Eldrazi, this one has legs. Eight of them, to be precise, although it can probably produce more of them given a bit of warning.
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PostsWhat makes Elder Deep-Fiend so great is that it can perform in multiple roles. It can arrive at a moment's notice to tap down your opponent's board, preventing an attack or preventing your opponent from defending. It's also a sacrifice outlet in blue, which is hard to come by. Finally, surprising foes with tentacles is always a fun time.
7 Metallic Mimic
It Can Find Work Anywhere
If you're playing any sort of typal deck, whether it be Elves, Merfolk, or Camarid (what's a Camarid?), then Metallic Mimic is a must-have card. For two mana, it makes every other creature of the chosen type enter the battlefield +1/+1 larger than it otherwise would have.
That's pretty great already, but what if you also throw a counter strategy on top of that? It's a shame that Arcbound critters don't all share a type, otherwise Metallic Mimic would single-handedly birth a new competitive archetype.
6 Tamiyo's Journal
The Secrets Are All Inside
Clues are already pretty great on their own, but being able to sacrifice three of them to tutor out a card? Sublime. Just pair this card with something like Adrix and Nev, Twincasters, or Tireless Tracker, or Wojek Investigator, and watch the Clues roll in.
Tamiyo's Journal is so great that it often finds its way into decks that don't even leverage Clues as a theme—they just wait three turns to tutor out whatever card they want.
5 Hanweir Battlements
Their Fortifications Became Filth
Even ignoring the fact that you can combine this card with another card to create a terrifying Eldrazi monster, paying one red mana to give a creature haste is quite a good ability on its own.
However, if you do manage to combine it with Hanweir Garrison, then Hanweir, the Writhing Township is a powerful Eldrazi Ooze that swings with 13 combined power. That's a lot. Is it worth the loss of two cards? Sometimes, but that'll depend on your opponent's defenses. In the meantime, one red mana to give your Commander haste is pretty good.
4 Westvale Abbey
A Darkness Lurks Within
Paying one life and five mana to create a 1/1 Cleric isn't great when there are plenty of other lands (or artifacts, or enchantments) that won't ask nearly as steep a price for the same benefits. However, if you manage to sacrifice five creatures to transform Westvale Abbey into Ormendahl, Profane Prince, then maybe it was all worth it.
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PostsOrmendahl is the real reason why this card is so good. It's not hard to get five creatures in a token-themed deck, and 9/7 flying, lifelink, indestructible, haste is a lot for any opponent to deal with.
3 Deathcap Glade
Expect A Tasty Treat, Get An Agonizing Death.
Magic's slow lands (which enter tapped unless you already control two or more lands) have always been a popular sight for any deck with more than one color, especially in more casual formats. You might not have the speed to get quick kills, but you reliably get the mana you need on later turns.
Innistrad Remastered has a slow land for each of Magic's ten two-color combinations. You could replace Deathcap Glade with any of them in this slot, but the enemy-colored combinations tend to be in higher demand because there are fewer enemy-colored lands to choose from.
2 Conjurer's Closet
Wanna See A Cool Trick?
Magic has a ton of creatures that do things whenever they come into play, and Conjurer's Closet ensures that they come into play again at the end of your turn. That means Mulldrifter draws you two cards when you first cast it, then another two cards at the end of your turn, and another two cards at the end of every future turn.
You can see how Conjurer's Closet can enable some truly busted things, including combos that can do everything from giving you infinite turns to preventing your opponents from playing any spells.
1 Emrakul, The Promised End
Unlucky 13 Personified
It turns out, Emrakul was the reason why so many weird things kept happening on Innistrad. And if you manage to pay Emrakul, the Promised End's hefty 13 mana, then you can make weird things happen during your opponent's turn as you take over for them.
There's nothing more fun than being able to mess with a friend, and Emrakul allows that alongside a 13/13 body that'll probably win the game, barring a timely Oblivion Ring. The only problem is getting 13 mana to cast her.
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7.0/10 Franchise Magic: The Gathering Original Release Date August 5, 1993 Publisher Wizards of the Coast Player Count 2+ Age Recommendation 13+ Length per Game Variable Expand Collapse