{"id":5305,"date":"2024-09-11T06:30:19","date_gmt":"2024-09-11T10:30:19","guid":{"rendered":"https:\/\/fabrec.gg\/articles\/?p=5305"},"modified":"2024-09-20T14:11:57","modified_gmt":"2024-09-20T18:11:57","slug":"rosetta-set-review-commoner","status":"publish","type":"post","link":"https:\/\/fabrec.gg\/articles\/rosetta-set-review-commoner\/","title":{"rendered":"Rosetta Set Review &#8211; Commoner"},"content":{"rendered":"<p>Hello everyone and welcome to the <em>Rosetta <\/em>(and <em>First Strike<\/em>) Commoner review! This will be the longest of these review articles I&#8217;ve written thus far because of how much I believe in the set&#8217;s playability and impact for the format. This is also the first time that we&#8217;ve seen some more generically playable cards for existing talents, a stark difference to the more focused attempt at alternate playstyles for Light and Shadow heroes in <em>Dusk Till Dawn<\/em>.<\/p>\n<p>Many heroes get a whole bag of new toys, including <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Oldhim\"href=\"#\" target=\"_blank\">Oldhim<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Kano\"href=\"#\" target=\"_blank\">Kano<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Briar\"href=\"#\" target=\"_blank\">Briar<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Iyslander\"href=\"#\" target=\"_blank\">Iyslander<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and, somehow, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Chane\"href=\"#\" target=\"_blank\">Chane<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. As usual, I won&#8217;t be examining the new heroes for playability since it&#8217;s always largely uncertain how strong they&#8217;ll be upon release. So I&#8217;ll be focusing on the existing heroes within Commoner.<\/p>\n<h2>Oldhim Becomes More Streamlined<\/h2>\n<p>One of the more exciting aspects of revisiting existing talents is the expansion of each talent&#8217;s respective card pool. Oftentimes, the primary needs of a limited file mean that a lot of the cards are slightly weaker in power, or are very redundant in their effects, resulting in varying degrees of playability (please refer to my <em>Bright Lights<\/em> <a href=\"https:\/\/fabrec.gg\/articles\/the-best-bright-lights-and-round-the-table-cards-for-commoner\/\" target=\"_blank\" rel=\"noopener\">review to see this in effect<\/a>). One of Oldhim&#8217;s weaker points was how bad the Earth and Ice cards felt in the rare cases where you weren&#8217;t pitching them for his reaction (aside from <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Autumn&#8217;s Touch blue\"href=\"#\" target=\"_blank\">Autumn&#039;s Touch<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Winter&#8217;s Grasp blue\"href=\"#\" target=\"_blank\">Winter&#039;s Grasp<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>). <em>Rosetta<\/em> brings some excellent new choices, chief among them being <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Fruits of the Forest blue\"href=\"#\" target=\"_blank\">Fruits of the Forest<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Fruits of the Forest blue\"><\/div><div class=\"edhrecp__card-container\" name=\"Harvest Season blue\"><\/div><\/div>\n<p>This card is absolutely everything I&#8217;d want in an Earth card for Oldhim decks; it&#8217;s got reasonable strength in the rare edge cases of being played face-up, enables the buff on <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Titan&#8217;s Fist\"href=\"#\" target=\"_blank\">Titan&#8217;s Fist<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and has an incredible ability. Gaining two life at instant speed, while seemingly about the same as pitching it to Oldhim&#8217;s ability, is genuinely an incredible upgrade to the existing Earth cards. Namely in the matchups where you&#8217;re trying to prevent non-physical damage, such as Runeblade and Wizards, there&#8217;ll be times where you aren&#8217;t given the option to perform a defense reaction due to not being presented with an attack. Additionally, you can just discard this whenever you want to gain the two life, either to get it out of your hand before drawing back up or if they manage to go over the top with more reactions than your answer. I&#8217;m immediately cutting <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Break Ground blue\"href=\"#\" target=\"_blank\">Break Ground<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> for <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Fruits of the Forest blue\"href=\"#\" target=\"_blank\">Fruits of the Forest<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and not looking back.<\/p>\n<p>In a similar vein, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Harvest Season blue\"href=\"#\" target=\"_blank\">Harvest Season<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> seems like quite a good addition to the Oldhim decks, acting as another way to gain an extra life. I&#8217;d split the difference between <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Sow Tomorrow blue\"href=\"#\" target=\"_blank\">Sow Tomorrow<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Harvest Season blue\"href=\"#\" target=\"_blank\">Harvest Season<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and play one copy of each. I&#8217;ve been screwed by stranding the first Sow in arsenal with no legal targets and the second copy oftentimes has pretty rough diminishing returns as a closer due to needing to be played from arsenal to immediately get the card in the fatigue endgame. I also recommend Harvest Season over the new <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Fertile Ground blue\"href=\"#\" target=\"_blank\">Fertile Ground<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> which, while offering more life gain, can&#8217;t block.<\/p>\n<p>A quick shoutout goes to <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Sigil of Shelter yellow\"href=\"#\" target=\"_blank\">Sigil of Shelter<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> in the <em>First Strike: Terra<\/em> deck, which I think is actually a very useful card, and can see the yellow being played, though the life gain potential from <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Oasis Respite yellow\"href=\"#\" target=\"_blank\">Oasis Respite<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> still currently wins out for me (and I wasn&#8217;t and wouldn&#8217;t play <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Brush Off red\"href=\"#\" target=\"_blank\">Brush Off<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> to begin with).<\/p>\n<h2>This Bad Boy Can Fit SO Many Zaps; Also Iyslander<\/h2>\n<p>Wizard gets&#8230; a whole lot of new <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Zap blue\"href=\"#\" target=\"_blank\">Zaps<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. It feels almost comedic to say, but at least now they&#8217;re no longer spoiled for choice, so I&#8217;ll quickly run over the ones that I personally like. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Arcane Twining blue\"href=\"#\" target=\"_blank\">Arcane Twining<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> seems to be or a contender to be the best of the new Zaps, simply due to the additional text of being able to discard it to amp one. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Overflow the Aetherwell blue\"href=\"#\" target=\"_blank\">Overflow the Aetherwell<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is a nice little attack to Amp up to force an action, and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Trailblazing Aether red\"href=\"#\" target=\"_blank\">Trailblazing Aether<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is another must-block, though I personally like the red more in terms of what it offers.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Hold Focus\"><\/div><div class=\"edhrecp__card-container\" name=\"Arcane Twining blue\"><\/div><div class=\"edhrecp__card-container\" name=\"Fyendal&#8217;s Fighting Spirit red\"><\/div><\/div>\n<p>However, Wizard gets a <em>lot<\/em> of nice little toys with <em>Rosetta<\/em>. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Exploding Aether red\"href=\"#\" target=\"_blank\">Red Exploding Aether<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is a card I really like, supercharging your <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Aether Flare red\"href=\"#\" target=\"_blank\">Aether Flares<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Reverberate red\"href=\"#\" target=\"_blank\">Reverberates<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> through arcane barrier two or three. Similar to <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Arcane Twining blue\"href=\"#\" target=\"_blank\">Arcane Twining<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Photon Splicing blue\"href=\"#\" target=\"_blank\">Photon Splicing<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> also has the ability to be discarded to amp, providing further utility in the blues and being used in tandem with the newly downshifted <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Aether Quickening red\"href=\"#\" target=\"_blank\">Aether Quickening<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and other existing surge cards will increase the hit rates of these cards by further increasing the arcane damage cap (especially with Aethervein). Speaking of amp, how amazing is <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Hold Focus\"href=\"#\" target=\"_blank\">Hold Focus<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>? Wizard didn&#8217;t have the most amazing choice of arm equipment, and now there&#8217;s another way of eking out extra points of damage, which <em>Rosetta<\/em> seems to offer in spades.<\/p>\n<p>Iyslander also gets an interesting new toy in the other downshifted card, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Fyendal&#8217;s Fighting Spirit red\"href=\"#\" target=\"_blank\">Fyendal&#039;s Fighting Spirit<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. With the adoption of a more Bullander approach to the deck post-Amulet ban, having both versions of the <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Wounded Bull red\"href=\"#\" target=\"_blank\">namesake card<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> can only be good for this direction of the deck, even if I personally remain slightly unimpressed by its numbers.<\/p>\n<h2>Runeblade Gets a New Piece of Gear and Chane Somehow Still Wins<\/h2>\n<p>From purely looking at the set as ways to expand the card pool, Runeblade has some of the nicest options for a variety of heroes. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Runehold Release\"href=\"#\" target=\"_blank\">Runehold Release<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is similar to <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Hold Focus\"href=\"#\" target=\"_blank\">Hold Focus<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> in that it&#8217;s simply a great option to add an extra point of damage in a post-<span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Stubby Hammerers\"href=\"#\" target=\"_blank\">Stubby<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> world, and also enables all the cards that care about returning or destroying an aura you control in a pinch. I can see this being played in a variety of Runeblade decks, if not all of them, simply due to how universally useful a free <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Runechant\"href=\"#\" target=\"_blank\">Runechant<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> can be.<\/p>\n<p>I think though that Chane by far is the biggest winner from this new direction for Runeblade due to always having access to an aura via the <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Soul Shackle\"href=\"#\" target=\"_blank\">Soul Shackle<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and actually now having ways to manage their quantity means you can be more free in constantly activating his ability for the go again half without fear of decking out. As for upgrading and supplementing existing blue lineups, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Hocus Pocus blue\"href=\"#\" target=\"_blank\">Hocus Pocus<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is yet another card that can provide some unexpected reach in a simplified game state, or at the very least force another card out to prevent the arcane damage.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Runehold Release\"><\/div><div class=\"edhrecp__card-container\" name=\"Hit the High Notes red\"><\/div><div class=\"edhrecp__card-container\" name=\"Hocus Pocus blue\"><\/div><\/div>\n<p>Perhaps the most obvious card that instantly slots into Chane lists is <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Hit the High Notes red\"href=\"#\" target=\"_blank\">red Hit the High Notes<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. One-cost six-strength with go again from the Soul Shackle is completely bananas, and having a slightly cheaper version of <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Shrill of Skullform red\"href=\"#\" target=\"_blank\">Shrill<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> can help trigger more copies of <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Seeds of Agony yellow\"href=\"#\" target=\"_blank\">Seeds of Agony<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, depending on which colors you&#8217;re playing. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Runerager Swarm red\"href=\"#\" target=\"_blank\">Red Runerager Swarm<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is also in a similar type of consideration for the same reasons, though the rate is incomparable to the juiced stats of High Notes. While slightly more unimpressive, Swarm offers good offense and defense simultaneously in one card. However, please be careful and sequence a different attack after the Soul Shackle so the go again isn&#8217;t wasted.<\/p>\n<p>I&#8217;d like to also highlight <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Deadwood Dirge red\"href=\"#\" target=\"_blank\">Deadwood Dirge<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> as a fun little potential sideboard card for non-Chane Runeblades against Rangers since the templating on the arrow on hits create the <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Bloodrot Pox\"href=\"#\" target=\"_blank\">Bloodrot<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Inertia\"href=\"#\" target=\"_blank\">Inertia<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Frailty\"href=\"#\" target=\"_blank\">Frailty<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> under <em>your<\/em> control. In Chane, the card is just completely insane; you can fire it off to control your Soul Shackle count while also generating three damage and fulfilling one half of <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Rosetta Thorn\"href=\"#\" target=\"_blank\">Rosetta Thorn<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>&#8216;s requirements? Sign me up! Similarly, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Sigil of Deadwood\"href=\"#\" target=\"_blank\">Sigil of Deadwood<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> presents quite a strange option for Runeblade, as it really wants the synergistic attacks that ask you to have an aura in play to remove. I&#8217;m not entirely sure an extra Runechant is worth including this blue in your deck, especially considering it blocks for two, but it&#8217;s a card that I&#8217;m keeping a close eye on.<\/p>\n<p>In a similar vein, the newly downshifted <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Oath of the Arknight red\"href=\"#\" target=\"_blank\">Oath of the Arknight<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> also feels underwhelming at the current pace that Runeblades operate at. Two pitch for that effect is extremely taxing, and oftentimes reading the card gives the impression that the Runechant created by it is a justification for the extra pitch for these type of effects, as the generic card pool offers existing options like <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Nimblism red\"href=\"#\" target=\"_blank\">Nimblism<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> that already work well with how Runeblades want to construct their deck.<\/p>\n<h2>Briar&#8217;s Potential Resurgence?<\/h2>\n<p>I&#8217;ve labeled these cards as &#8220;For Briar&#8221; since I&#8217;m not entirely certain how much Lexi would want them due to a lack of experience playing Rangers in Commoner, so please keep that in mind. Briar was one of the original tier-one decks in Commoner when it was fully powered with <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Ball Lightning red\"href=\"#\" target=\"_blank\">Ball Lightning<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Belittle red\"href=\"#\" target=\"_blank\">Belittle<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, but has since fallen down the ranks with subsequent bannings and new releases. <em>Rosetta<\/em> offers a swath of new options for the deck, filling a similar niche of zero-cost go again attacks that sacrifice any semblance of defense for pure unfettered offense. Immediately, I believe that <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Flittering Charge red\"href=\"#\" target=\"_blank\">Flittering Charge<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is a trap since the only instant that&#8217;s legal, and also what I consider to be playable, is <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Electrostatic Discharge red\"href=\"#\" target=\"_blank\">red Electrostatic Discharge<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, so living the dream of a zero-cost seven-strength go again is just too fanciful to come to fruition. Similarly, I think <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Flash red\"href=\"#\" target=\"_blank\">Flash<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is slightly too much setup for Briar, and generating an <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Embodiment of Lightning\"href=\"#\" target=\"_blank\">Embodiment of Lightning<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> would fulfill most of the use-cases of the card, save for some extreme edge cases (I will caveat that Discharge becomes exponentially more playable to more Lightning fuse and flow there is in the deck, though this doesn&#8217;t change my evaluation of Flittering Charge).<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Second Strike red\"><\/div><div class=\"edhrecp__card-container\" name=\"Fry red\"><\/div><div class=\"edhrecp__card-container\" name=\"Photon Rush red\"><\/div><\/div>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Second Strike red\"href=\"#\" target=\"_blank\">Second Strike<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Fry red\"href=\"#\" target=\"_blank\">Fry<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, however, are what I&#8217;m really looking at. Fry just has Ball Lightning&#8217;s stat line without the additional bonus, so I&#8217;d consider playing reds just to beef up the cheap go again count in the deck, while Second Strike has some really nice synergy between cards like <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Bramble Spark blue\"href=\"#\" target=\"_blank\">Bramble Spark<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Mark of Lightning\"href=\"#\" target=\"_blank\">Mark of Lightning<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, or even the Runechant generated off the new <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Runehold Release\"href=\"#\" target=\"_blank\">Runehold Release<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. Additionally, Briar gets some really nice new toys in the <em>First Strike: Aurora<\/em> deck in the form of <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Photon Rush red\"href=\"#\" target=\"_blank\">Photon Rush<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Crackling red\"href=\"#\" target=\"_blank\">Crackling<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. I felt like the deck was always leaning closer to Lightning than Earth due to the needs of Lightning fusing <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Entwine Lightning red\"href=\"#\" target=\"_blank\">Entwine Lightning<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> or <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Arcanic Shockwave red\"href=\"#\" target=\"_blank\">Arcanic Shockwave<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, so having some extra zero-cost attacks that naturally get their Lightning flow bonuses is just more juice for the deck.<\/p>\n<h2>Conclusion<\/h2>\n<p>That was a\u00a0<em>lot<\/em> of cards that I&#8217;ve earmarked for Commoner playability, possibly the most to date in any one set (maybe aside from all the Hyper Driver stuff in one of the Mechanologist sets), and I think <em>Rosetta<\/em> does so much to elevate the existing Aria-talented heroes as well as expanding their talented card pools meaningfully with cards that immediately slot into their strategies, or could potentially see play later down the line. I&#8217;m very excited for this set&#8217;s release leading into Calling: Sydney, and what it could do to the metagame over the weekend, and I can&#8217;t wait to play with a lot of these new cards.<\/p>\n<h3>More\u00a0<em>Rosetta<\/em> Reviews<\/h3>\n<p><em><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-florian-runeblade-earth\">Rosetta Set Review &#8211; Florian<\/a><\/em><\/p>\n<p><em><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-verdance-earth-wizard\">Rosetta Set Review &#8211; Verdance<\/a><\/em><\/p>\n<p><em><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-aurora-lightning-runeblade\/\">Rosetta Set Review &#8211; Aurora<\/a><\/em><\/p>\n<p><em><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-oscilio-lightning-wizard\/\">Rosetta Set Review &#8211; Oscilio<\/a><\/em><\/p>\n<p><em><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-generics-expansion-slot\/\">Rosetta Set Review &#8211; Generic and Expansion<\/a><\/em><\/p>\n<p><em><a href=\"https:\/\/fabrec.gg\/articles\/rosetta-set-review-blitz-deck-collection-aurora-and-florian\/\">Rosetta Blitz Deck Review &#8211; Aurora and Florian<\/a><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>We&#8217;re kicking off our round of Rosetta set reviews by looking at the best cards for the Commoner format. Which heroes are getting the best new toys? Find out here.<\/p>\n","protected":false},"author":27,"featured_media":5277,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[102,9],"tags":[484,103,334,35,36,485,483,148,151,234],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v21.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Rosetta Set Review - Commoner - FABREC<\/title>\n<meta name=\"description\" content=\"We&#039;re kicking off our round of Rosetta set reviews by looking at the best cards for the Commoner format. 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