Aven Heartstabber
4.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana. This looks pretty good. Its no Baleful Strix, but a two mana 1/1 flyer that loads your graveyard and gives you a card when it dies is pretty nice. And, if you get the requisite number of mana values in your graveyard, it becomes a pretty imposing aerial attacker that can trade with anything thanks to deathtouch
An Offer You Can't Refuse
0.0 I think I WILL be refusing this offer. This mostly seems like it was printed for constructed. Most Limited decks don’t have enough non-creature spells for this sort of thing to be good, and giving them treasure seems like way too much downside on an already narrow counterspell, even if it is efficient. It is probably a sideboard card at best.
Rogues' Gallery
2.5 I think most Black decks in the format will have enough creatures of different colors to be interested in the first copy of this. Getting two things back with it is solid, and if you can get 3+ it will be downright insane! The format has plenty of graveyard action to enable it to. I think I like valuing the first copy of this at a 2.5, though you don’t really want more than that first copy.
Ceremonial Groundbreaker
3.0 The GW color pair in this format is Citizen tribal, and this card pushes you pretty hard in that direction. +2/+1 and Trample are a decent boost, and enough of one to make many creatures into a threat, but paying 3 to equip this is not ideal. Equipping it to a citizen is a great deal though. Some of them are 1/1 tokens of course, but there are many of nontoken citizens in GW too that you’ll be able to equip this to very efficiently.
Majestic Metamorphosis
2.0 As we learned in Kamigawa Neon Dynasty, slapping “draw a card” on this type of spell is a big upgrade. Just temporary altering your creature’s stats is a bit too narrow of a use to be something you want to use a card on all the time, but this makes up for that with the cantrip. The times where you use this as a trick that wrecks your opponent is pretty sweet. It probably won’t be quite as good as Suit Up was, since Ninjutsu made for an interesting environment in terms of how opponents would block, but this definitely seems solid.
Crooked Custodian
2.0 This has above rate stats, but coming into play tapped kind of cancels that out – it isn’t like its stats are CRAZY good anyway. Still, seems like a nice two drop for an aggro deck, and its one of the more efficient ways to get 3 power in play for the spells that have higher Casualty costs.
Civil Servant
3.0 This has above rate stats, and it looks like there are enough Citizens in this set to make those stats even more impressive for a fairly low cost. This isn’t really the Citizen payoff you’re hoping for, but it does seem like a pretty nice Common for that deck.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Social Climber
2.0 This has passable stats and a decent Alliance trigger. Gaining a bit of life here and there can add up sometimes, and that’s especially true with the tokens you’ll be making in Cabaretti!
Brokers Veteran
2.5 This has medium stats, but giving a shield counter to one of your creatures is some nice upside to have on a two drop. The times when you don’t have a creature in play to put the counter on will be rough – and that can happen early, but this seems like a solid playable.
Warm Welcome
2.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana.
Murder
4.0 Murder at Common! As usual, it is premium removal you always want. It can’t be splashed, which is a bit of a bummer, but it is still worth a high pick. I’m giving it a 4
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
Pack 1 Pick 2: Mage's Attendant
Venom Connoisseur
2.5 This will have death touch pretty often, though not usually on your opponent’s turn, which is a bit of a bummer. Giving the whole board death touch isn’t out of the question either, since you can make two bodies with one card with several different cards in the format.
Mage's Attendant
4.0 This is an amazing Uncommon. A 3 mana 3/2 that makes a 1/1 body is already very good, but adding the counter effect to the token is awesome. The multiple bodies will be good with Alliance too. This is likely one of White's best Uncommons.
Metropolis Angel
3.5 This looks pretty good. Its fragile, but it seems like it will be drawing you cards pretty often in both of the families it overlaps into it, thanks to Obscuara’s Connive and the Brokers’ Shield counters. It also hits pretty hard if the air is clear!
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Goldhound
3.0 This looks pretty nice. A one mana 1/1 with Menace and First Strike is kind of a pain to interact with early, and it’s a great place to put counters and stuff. Then, once it becomes irrelevant, it can also just ramp and fix for you. This provides a lot for only one Red mana.
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
Kill Shot
2.0 Is decent removal, but it is situational enough that it is nowhere near premium. An aggressive deck isn’t super interested in a card like this, because you really want cards that let you kill blockers, and your opponent can also play around a card like this pretty effectively.
Glamorous Outlaw
2.5 Like the rest of this cycle, exiling this gives you some fixing that isn’t great, but because you can also just cast it the normal way and get passable value – or you can play it from exile in the later game.
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.
Masked Bandits
2.5 A six-mana 5/5 is actually kind of reasonable, and this one comes with the upside of helping you fix your mana early.
Echo Inspector
3.0 This looks like a quality common. A 4-mana ⅔ Flyer that looted on ETB would be pretty alright to begin with, but Connive is looting with some pretty legit upside. You either get a 4-mana ¾ and discard a nonland, or its a ⅔ that gives you that loot. Either outcome is nice.
Fake Your Own Death
1.5 I guess we get a trick like this every set now! And, most versions of it tend to be pretty decent, and I think this one certainly is. +2/+0 is a boost that can allow your creature to win a whole lot of combats, and while it stands a good chance of dying too, Fake Your Own Death makes it not really matter, since the creature comes back! This gets especially spicy with ETB abilities, and there are also some potential Casualty and sacrifice shenanigans that this can enable.
Most Wanted
1.5 Flash Auras can be nice, since they are sort of like combat tricks that leave some permanent value behind, but only giving +1 to toughness does mean this won’t save your creature as often as you’d probably like. Getting two Treasure when the creature dies does soften the blow if you get 2-for-1’d, but probably not by enough for me to excited about this.
Pack 1 Pick 3: Jewel Thief
Sleep with the Fishes
3.0 This is basically a 4-mana unblockable 1/1 that freezes down an opposing creature. That’s pretty sweet, since you’re adding a relevant body to the board while you cast a removal spell. Now, with the “Casualty” mechanic around, this type of card does get worse since your opponent is going to be perfectly happy sacrificing things sometimes. I think if this format didn’t have a big sacrifice theme, this would probably be premium – but in this format, it is sadly probably just a 3.0.
Scuttling Butler
1.0 // 3.0 This is definitely a build around, because a 3-mana 4/1 just isn’t worth it in your typical deck. It is probably a D at best. However, the upside here is actually kind of nuts, as giving a 4/1 double strike is pretty amazing. Your deck needs to be able to give this double strike a significant chunk of the time, and the good news is that looks like it can happen in many decks in this format, though it is perhaps the easiest in Green-White or Cabaretti more broadly, because of Citizen tokens which are both colors
A Little Chat
3.0 The base level of this card would probably be a 1.5 or 2.0. It doesn’t do much, but it gives you some okay card selection. However, I think the Casualty upside here is pretty big, because once this turn into a 4 mana card that draws you two of the top four cards of your library, we’re talking about something pretty powerful! And you can sacrifice almost any creature to get that copy. You won’t always be able to do that of course, but the sort of acceptable baseline and the big upside makes this a card that I don’t think you’ll cut from most Blue decks.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Witness Protection
1.5 I have a hard time ever getting behind this type of removal. The big problem is that you aren’t entirely dealing with the creature you put it on! It can still attack and block, and +1/+1 and shield counters are a problem too, as is the Casualty mechanic and other sacrifice effects. You’ll play this if you’re desperate for removal, but that’s about it.
High-Rise Sawjack
2.0 We’ve seen this card in Spider-form before, and it was fine. 4 power is enough to take down most flyers and it is a nice thing to trade for those types of creatures.
Masked Bandits
2.5 A six-mana 5/5 is actually kind of reasonable, and this one comes with the upside of helping you fix your mana early.
Jewel Thief
3.5 This is an excellent Common. A 3-mana 3/3 with Vigilance and Trample is probably close to a C+, and adding treasure to the mix is a pretty big deal – not only does it ramp and fix for you – there is also treasure synergy throughout the set.
Obscura Storefront
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Halo Scarab
1.5 This has okay stats, and gives you some value out of the graveyard. That will be nice whether you mill it, discard it, or just have it die from being in play. Two mana to make a treasure is obviously not a great rate, but it does give you the potential to have fixing in just about any deck. I think this is going to be pretty easy to cut as decks will usually have good enough fixing without it, but it isn’t a disaster to play it either.
Backstreet Bruiser
2.0 A two mana 3/3 makes for a pretty good blocker, and it is certainly doable to take defender off of this thing, especially in Blue-White.
Pack 1 Pick 4: Lagrella, the Magpie
Lagrella, the Magpie
4.0 They did not do a great job of templating this card so its sort of confusing, but basically it is a creature that can come into play and exile one creature your opponent controls and one creature you control. So, it is a Banisher Priest with some additional upside. You don’t have to do both, you can do one or the other if you want to. Normally, when a creature like this dies it only benefits your opponent, but because you can get a creature back – and with +1/+1 counters – when Lagrella dies, that changes things up a bit. Now, it won’t always be wise to exile your own thing with her, but if it is immobilized by an Aura, or has lost a necessary shield counter, or is a small creature with a good enter the battlefield ability, it can be worth doing. This seems really god overall.
Shattered Seraph
2.5 The initial card you get isn’t great – a 7-mana 4/4 Flyer that gains you 3 life would probably be something like a D+. It is a real body and the life gain is nice, but by that stage of the game the size may not be enough. And..the other side of the card isn’t great either, as paying 2 mana to fix your mana hurts pretty bad. However, what saves this card from being awful is the fact that you can still cast it from exile, so eventually you can get both parts of the card going. Sometimes it won’t be worth doing the exile part of course, but this looks solid overall.
Join the Maestros
2.5 This seems like a solid Common. Without Casualty it is pretty ugly, but if you have some decent fodder to sacrifice, getting two 4/3 bodies is pretty good for the cost.
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
For the Family
2.0 This seems like a solid trick. One for +2/+2 usually plays reasonably well, and the multiple creature upside is pretty legit.
Goldhound
3.0 This looks pretty nice. A one mana 1/1 with Menace and First Strike is kind of a pain to interact with early, and it’s a great place to put counters and stuff. Then, once it becomes irrelevant, it can also just ramp and fix for you. This provides a lot for only one Red mana.
Boon of Safety
2.0 A shield counter will allow your creature to survive a whole lot of stuff, whether its a removal spell or damage in combat. In combat, your creature will still get to damage the thing that it is blocking or being blocked by, and if its big enough it can just kill it. It feels like there are enough situations where you can generate some sweet tempo with this that I can definitely see running a copy of it in aggressive White decks.
Dapper Shieldmate
2.5 If you take the shield counter out of the equation here, this card would be a 1.0. A 4-mana 2/2 that’s only a 4/2 on your turn just isn’t good. However, the shield counter definitely matters here. Your opponent is going to have to give up something in most cases just to get rid of the counter. And sure, they could just chump it with a token or something, but they still have to put in some work, and they can’t just ignore this since it can hit for 4 damage at a time.
Girder Goons
2.5 Neither mode with this is great, but both are fine. A 5-mana 4/4 that leaves behind a 2/2 can definitely generate a 2-for-1, and if you Blitz this you not only get to draw a card when it dies, you also add to the board.
Crooked Custodian
2.0 This has above rate stats, but coming into play tapped kind of cancels that out – it isn’t like its stats are CRAZY good anyway. Still, seems like a nice two drop for an aggro deck, and its one of the more efficient ways to get 3 power in play for the spells that have higher Casualty costs.
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Pack 1 Pick 5: Rooftop Nuisance
Cabaretti Charm
3.5 This might be the least exciting of the Charms in this set, but its pretty good. It is a little worse than the others because all three of its modes are kind of situational, and there isn’t really one that is going to feel good as the fall back plan. However, situations where one of those modes are useful will come up often enough that I still like it. If you can kill your opponent or a planeswalker with the first mode, obviously you choose that. +1/+1 and trample to the whole board will be nice if you’re going wide, and sometimes it can basically function as a removal spell. And, paying three mana for two 1/1 tokens is also fine. The Cabaretti are into going wide, and it is nice that this can enable that and pay you off for that.
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Prizefight
2.0 Cards that just fight and don’t offer a stats boost of any kind tend to be pretty medium. Buffing the creature makes it so that a wider variety of creatures can do something useful with them, and you just don’t get that here at all. It does combo interestingly with shield tokens, since it can enable you to fight with a shielded creature without losing it, and that does kind of expand the range of creatures that can fight with this and survive.
Rooftop Nuisance
2.5 We usually see this effect as an Instant, and being a Sorcery instead is definitely a downgrade. If it is an instant, you get to stop two rounds of attacks and blocks when you cast it. As a Sorcery, you only stop one attack – though you still make your opponent unable to block with that creature for two turns, which is usually the best part about this card anyway. So, adding a very cheap Casualty option to the card is pretty appealing – locking down two creatures and drawing two cards for only three mana is pretty great, even if you lose a token. This is going to end up closing out a lot of games in this format.
Daring Escape
1.5 +1/+0 and First Strike makes for a decent trick for one mana. The power boost isn’t ultra impressive, but First Strike obviously makes combat go much more favorably for your creature. I still think Antagonize is probably the trick you’re after if you’re playing Red aggro, but this can fill the role.
Sewer Crocodile
1.5 // 2.5 If you can get the ability on this down to a single Blue, it represent a pretty reasonable win condition, since you can crack in with your unblockable Crocodile and still have plenty of mana left over to add to the board too. That’s usually the problem with this big inefficient creatures who ask for a lot of mana to become unblockable – you can’t really do more than use the ability, but with the Crocodile, sometimes you’ll be able to get it going pretty cheaply. In a Blue deck that isn’t good at loading the graveyard you probably don’t end up playing this – so this probably deserves a build around.
Riveteers Initiate
2.5 Like most of this cycle, this is solid. It has okay base stats, and it can gain a useful keyword! Deathtouch does mean it can trade with anything, and that’s nice.
Cabaretti Initiate
1.5 If you can put counters on this, it can get interesting – and you certainly have access to some of those in this format. But overall, this is probably the worst of this cycle. A one mana ½ just gets outclassed way too quickly, and giving a creature that size double strike isn’t exactly a big deal. You’ll play it of course in aggressive decks, but I can see it getting cut a good chunk of the time too, even in Cabaretti.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Speakeasy Server
2.5 A passable Flyer with an ETB that gains you life always tends to perform reasonably well in Limited. It can really help you stabilize. The downside here is that you need a board in place to gain any life – it doesn’t even gain you 1 life on its own, which is a little sad. Still, in White you’ll be able to go wide, and gaining 3+ with this should be pretty decent.
Pack 1 Pick 6: Paragon of Modernity
Brass Knuckles
1.0 This is a really roundabout way to give one of your creatures double strike! You basically pay 4 mana and then 1 to equip the original one as well as the copy. That’s..not a great rate. And yeah, it gets better in situations where you can buff the creature, but the Knuckles don’t buff the thing at all, so it had better already be a pretty good attacker. It gets especially ugly in situations where your opponent can deal with one of the copies, and then your creature just loses double strike on the spot – and there isn’t really enough good Equipment around for this to work that often without its copy.
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Ready to Rumble
2.5 No matter which mode you choose, you aren’t getting a great deal for the mana, but hey – 5 damage does kill most stuff! Just… paying 5 to kill something that costs a lot less is pretty rough. You probably play one copy of this in most Red decks though, as it gives you some removal that does the job and comes with some artifact-hate upside.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Gilded Pinions
1.5 This gives you fixing and Flying for a relatively fair cost. But, typically, Equipment that only grants flying isn’t great, because it isn’t very impressive on smaller creatures. In other words, your creature already has to be pretty nice for this to be worth it.
Civic Gardener
1.5 This type of effect is often not especially impactful. Sure, it sort of has Vigilance, and can lend it to other creatures, and help you have more mana in your second main phase, but all of those things are just not a big deal most of the time. And it isn’t like it can really attack and make use of that trigger for very long.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Paragon of Modernity
2.0 This looks solid. It starts out as an inefficient creature, but most decks will be three colors in this format, so putting counters on this as a mana sink in the mid to late game seems like a legitimate strategy. If your deck doesn’t have good enough fixing to consistently get three colors this is much worse, but I think most decks will be able to do it, so it isn’t a build around or anything.
Case the Joint
1.5 4 mana to draw 2 at instant speed is kind of passable. This has additional minor upside in that it gives you a bit of information, but that doesn’t really do enough for this to be something that consistently makes the cut in your deck.
Pack 1 Pick 7: Spara's Adjudicators
Arc Spitter
2.0 This is an interesting piece of Equipment. My first instinct is that this is probably not very good, since it doesn’t augment the stats of the creature you put it on, but this is a card where threat of activation is going to be very real, as it is relatively cheap to take down a blocking creature with the effect. Now, it does absolutely nothing when you’re on the back foot, and is only good if you’re the beat down, but I think this might be a little better than it looks. It is cheap to cast, cheap to equip, and its ability is also reasonably costed, so much so that it will make people really think about whether they want to block. Also, if you combine this with death touch it can be particularly nasty! I think in aggressive decks this is actually a decent playable.
Cabaretti Charm
3.5 This might be the least exciting of the Charms in this set, but its pretty good. It is a little worse than the others because all three of its modes are kind of situational, and there isn’t really one that is going to feel good as the fall back plan. However, situations where one of those modes are useful will come up often enough that I still like it. If you can kill your opponent or a planeswalker with the first mode, obviously you choose that. +1/+1 and trample to the whole board will be nice if you’re going wide, and sometimes it can basically function as a removal spell. And, paying three mana for two 1/1 tokens is also fine. The Cabaretti are into going wide, and it is nice that this can enable that and pay you off for that.
Spara's Adjudicators
2.5 The ETB trigger here can be nice in a lot of situations, where it buys you more time or makes it so you can attack more effectively on your turn. Like with all of these, you get a pretty decent creature that has the upside of helping you fix early.
High-Rise Sawjack
2.0 We’ve seen this card in Spider-form before, and it was fine. 4 power is enough to take down most flyers and it is a nice thing to trade for those types of creatures.
Cabaretti Initiate
1.5 If you can put counters on this, it can get interesting – and you certainly have access to some of those in this format. But overall, this is probably the worst of this cycle. A one mana ½ just gets outclassed way too quickly, and giving a creature that size double strike isn’t exactly a big deal. You’ll play it of course in aggressive decks, but I can see it getting cut a good chunk of the time too, even in Cabaretti.
Brokers Hideout
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Security Bypass
1.0 Unblockable when attacking alone + the ability to Connive every time you hit the opponent is kind of decent for the cost, but I don’t feel like its worth the inherent risk of playing an Aura. Connive isn’t quite worth a card after you do it once, though, and that means if your opponent can deal with whatever you put this on before you do it a second time, you’re ending up way behind. So, in the end, this feels like an Aura that won’t quite do enough to be worth the risk. Even if you’re discarding things for value, I’m skeptical.
Backstreet Bruiser
2.0 A two mana 3/3 makes for a pretty good blocker, and it is certainly doable to take defender off of this thing, especially in Blue-White.
Pack 1 Pick 8: High-Rise Sawjack
Rob the Archives
3.5 In the early game, this is often going to be a dead card, but in the late game being able to copy this with a bunch of mana untapped is just going to happen sometimes. And when this feels like a two mana card that draws you 3 or 4 cards, it is going to be incredible. Having more than one copy of this seems a bit dangerous because of how bad it is early, but its power in the late game is pretty serious, so the first copy should be valued pretty highly.
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
High-Rise Sawjack
2.0 We’ve seen this card in Spider-form before, and it was fine. 4 power is enough to take down most flyers and it is a nice thing to trade for those types of creatures.
Buy Your Silence
2.5 This can deal with any nonland permanent, but its also a pretty clunky sorcery that gives your opponent back a treasure. It definitely falls short of being Premium removal, but I do think the first copy is going to be something you want in most White decks, since it is sort of a catch-all removal spell. Running more than one probably isn’t great, though.
Maestros Theater
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Gilded Pinions
1.5 This gives you fixing and Flying for a relatively fair cost. But, typically, Equipment that only grants flying isn’t great, because it isn’t very impressive on smaller creatures. In other words, your creature already has to be pretty nice for this to be worth it.
Pack 1 Pick 9: Warm Welcome
An Offer You Can't Refuse
0.0 I think I WILL be refusing this offer. This mostly seems like it was printed for constructed. Most Limited decks don’t have enough non-creature spells for this sort of thing to be good, and giving them treasure seems like way too much downside on an already narrow counterspell, even if it is efficient. It is probably a sideboard card at best.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Social Climber
2.0 This has passable stats and a decent Alliance trigger. Gaining a bit of life here and there can add up sometimes, and that’s especially true with the tokens you’ll be making in Cabaretti!
Warm Welcome
2.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
Pack 1 Pick 10: Kill Shot
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
Kill Shot
2.0 Is decent removal, but it is situational enough that it is nowhere near premium. An aggressive deck isn’t super interested in a card like this, because you really want cards that let you kill blockers, and your opponent can also play around a card like this pretty effectively.
Masked Bandits
2.5 A six-mana 5/5 is actually kind of reasonable, and this one comes with the upside of helping you fix your mana early.
Most Wanted
1.5 Flash Auras can be nice, since they are sort of like combat tricks that leave some permanent value behind, but only giving +1 to toughness does mean this won’t save your creature as often as you’d probably like. Getting two Treasure when the creature dies does soften the blow if you get 2-for-1’d, but probably not by enough for me to excited about this.
Pack 1 Pick 11: Scuttling Butler
Scuttling Butler
1.0 // 3.0 This is definitely a build around, because a 3-mana 4/1 just isn’t worth it in your typical deck. It is probably a D at best. However, the upside here is actually kind of nuts, as giving a 4/1 double strike is pretty amazing. Your deck needs to be able to give this double strike a significant chunk of the time, and the good news is that looks like it can happen in many decks in this format, though it is perhaps the easiest in Green-White or Cabaretti more broadly, because of Citizen tokens which are both colors
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Halo Scarab
1.5 This has okay stats, and gives you some value out of the graveyard. That will be nice whether you mill it, discard it, or just have it die from being in play. Two mana to make a treasure is obviously not a great rate, but it does give you the potential to have fixing in just about any deck. I think this is going to be pretty easy to cut as decks will usually have good enough fixing without it, but it isn’t a disaster to play it either.
Pack 1 Pick 12: Quick-Draw Dagger
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
Boon of Safety
2.0 A shield counter will allow your creature to survive a whole lot of stuff, whether its a removal spell or damage in combat. In combat, your creature will still get to damage the thing that it is blocking or being blocked by, and if its big enough it can just kill it. It feels like there are enough situations where you can generate some sweet tempo with this that I can definitely see running a copy of it in aggressive White decks.
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Pack 1 Pick 13: Cabaretti Initiate
Cabaretti Initiate
1.5 If you can put counters on this, it can get interesting – and you certainly have access to some of those in this format. But overall, this is probably the worst of this cycle. A one mana ½ just gets outclassed way too quickly, and giving a creature that size double strike isn’t exactly a big deal. You’ll play it of course in aggressive decks, but I can see it getting cut a good chunk of the time too, even in Cabaretti.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Pack 1 Pick 14: Raffine's Guidance
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Pack 2 Pick 1: Giada, Font of Hope
Giada, Font of Hope
4.0 A two mana 2/2 with Flying and Vigilance is already a 3.0 at the very worst, and she has some upside that will actually be relevant some of the time. There are a decent number of Angels in this set, even at lower rarities so that part of the card will definitely come up.
Take to the Streets
1.0 // 3.0 This looks like a solid payoff for going wide, especially because there are so many Citizens around. Now, it is still super situational – it basically does nothing until you’ve gone wide enough – but I imagine you are going to want the first copy of this in the Citizen decks in the format.
Cement Shoes
1.5 They are trying pretty hard to make Enormous Energy Blade-like cards good. And…that’s pretty tough to do! Obviously, the casting cost and the equip cost are really reasonable for a +3/+3 boost, and at least you can take advantage of it immediately by attacking with the creature you put it on, but the fact that creature gets locked down is rough. Now, its cheap enough you could move it around so it goes on to a creature that you don’t care about being locked down – like maybe one shut down by an Aura – but that end sup being a lot of mana! You can also attack with something you know will result in a trade, so you don’t have to worry about moving it. Basically, this isn’t a bad mana sink to have around in the right situations – and it will definitely make just about any creature into a much better attacker – but the fact that you can’t take advantage of the Equipment on defense is definitely a bummer, as is the downside. I think this is definitely better than Enormous Energy Blade was, but it still isn’t great.
Night Clubber
3.5 This is good. It is a lot like Plague Mare, and that card played pretty well. Giving -1/-1 to all of your opponents creatures often opens the door to much more effective attacks for you, and it will just outright kill a creature or two pretty often. Having Blitz in the mix is nice, because you’ll feel like you’re getting a card worth of value out of this a lot anyway, so getting the effect going, being able to attack with the Clubber, and then also getting a card back is going to feel pretty good. I think you can take this pretty highly.
Celebrity Fencer
3.0 This has the potential to get really massive, but I don’t love that it starts out as a 3/2. You’re going to get really blown out sometimes when you play this and your opponent destroys it for one or two mana. But in a lot of White decks in this format, especially the Cabaretti, like putting a ton of creature tokens into play, and that will allow the Fencer to do some serious work.
Extract the Truth
1.5 The first mode will often be able to hit something, even in the middle part of the game, and having some enchantment hate in your main deck is nice. Now, there will be times where neither mode does anything, and that’s rough – but most of the time you’ll do something with it, even if it isn’t anything big.
Tramway Station
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Backstreet Bruiser
2.0 A two mana 3/3 makes for a pretty good blocker, and it is certainly doable to take defender off of this thing, especially in Blue-White.
Sewer Crocodile
1.5 // 2.5 If you can get the ability on this down to a single Blue, it represent a pretty reasonable win condition, since you can crack in with your unblockable Crocodile and still have plenty of mana left over to add to the board too. That’s usually the problem with this big inefficient creatures who ask for a lot of mana to become unblockable – you can’t really do more than use the ability, but with the Crocodile, sometimes you’ll be able to get it going pretty cheaply. In a Blue deck that isn’t good at loading the graveyard you probably don’t end up playing this – so this probably deserves a build around.
Gathering Throng
0.0 // 3.0 Collect ‘em all cards are always pretty fun in Limited. A 3-mana 3/1 is bad, but as long as you have two of these, this is very playable, since a 3-mana 3/1 that draws another one is a pretty good deal. It makes sure you will continue to have stuff to play, and getting these also guarantees you can go wide and keep triggering Alliance. They are also Citizens! So yeah, Basically, if you have only one copy of this, its pretty much unplayable – if you have two, it’s a 2.5, and it probably maxes out around a 3.0.
Jewel Thief
3.5 This is an excellent Common. A 3-mana 3/3 with Vigilance and Trample is probably close to a C+, and adding treasure to the mix is a pretty big deal – not only does it ramp and fix for you – there is also treasure synergy throughout the set.
For the Family
2.0 This seems like a solid trick. One for +2/+2 usually plays reasonably well, and the multiple creature upside is pretty legit.
Glamorous Outlaw
2.5 Like the rest of this cycle, exiling this gives you some fixing that isn’t great, but because you can also just cast it the normal way and get passable value – or you can play it from exile in the later game.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
Pack 2 Pick 2: Shattered Seraph
Incandescent Aria
2.0 Doing 3 damage to everything for three tends to be a pretty good rate, but the whole nontoken thing here is interesting. Because this is a Cabaretti card, you are more likely to have tokens than your opponent, but not blowing up tokens does mean that this doesn’t kill a bunch of the small things that you do want to kill in this format. So, not only can this not kill things with 4 toughness or greater, it can’t kill tokens, and that is definitely something that limits it. It is still more likely to go in your favor if you’re the Cabaretti player, but this type of card is going to be really hit or miss.
Fatal Grudge
2.5 This is pretty neat, as it can potentially force an opponent to sacrifice any permanent type. Most frequently, it will be a symmetrical edict effect that you come out ahead of because you get to draw a card. The problem is, this format is loaded up with ways to make creature tokens and creatures who really want to be sacrificed or in the graveyard. And, I guess that’s a positive too, because you can sacrifice one of those things, but your opponent is equally likely to have them, minimizing the impact of this card. The flexibility to deal with other permanent types definitely matters, but I think that overall – this is just a solid playable in the context of this format.
Courier's Briefcase
2.5 Two mana for a 1/1 and a Treasure is a pretty good deal, and this set should have enough fixing that you manage to produce 5 colors on occasion, especially in the Red-Green treasure deck.
Halo Scarab
1.5 This has okay stats, and gives you some value out of the graveyard. That will be nice whether you mill it, discard it, or just have it die from being in play. Two mana to make a treasure is obviously not a great rate, but it does give you the potential to have fixing in just about any deck. I think this is going to be pretty easy to cut as decks will usually have good enough fixing without it, but it isn’t a disaster to play it either.
Botanical Plaza
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Shattered Seraph
2.5 The initial card you get isn’t great – a 7-mana 4/4 Flyer that gains you 3 life would probably be something like a D+. It is a real body and the life gain is nice, but by that stage of the game the size may not be enough. And..the other side of the card isn’t great either, as paying 2 mana to fix your mana hurts pretty bad. However, what saves this card from being awful is the fact that you can still cast it from exile, so eventually you can get both parts of the card going. Sometimes it won’t be worth doing the exile part of course, but this looks solid overall.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Social Climber
2.0 This has passable stats and a decent Alliance trigger. Gaining a bit of life here and there can add up sometimes, and that’s especially true with the tokens you’ll be making in Cabaretti!
Warm Welcome
2.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana.
Murder
4.0 Murder at Common! As usual, it is premium removal you always want. It can’t be splashed, which is a bit of a bummer, but it is still worth a high pick. I’m giving it a 4
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
Speakeasy Server
2.5 A passable Flyer with an ETB that gains you life always tends to perform reasonably well in Limited. It can really help you stabilize. The downside here is that you need a board in place to gain any life – it doesn’t even gain you 1 life on its own, which is a little sad. Still, in White you’ll be able to go wide, and gaining 3+ with this should be pretty decent.
Exhibition Magician
3.0 This is a good Common. A three mana 2/1 that makes a 1/1 – in a color that has lots of pay offs for going wide – is a pretty nice card – probably a C+. So, also having the Treasure option is nice upside – sometimes you’ll want it to help you ramp, and sometimes you’ll be in a deck that cares about Treasure than it does going wide, especially if you’re in Red/Green.
Pack 2 Pick 3: Void Rend
Void Rend
4.0 This is great removal, since it can deal with anything, and being uncounterable might even come up on occasion! The downside of course is the mana cost, which you won’t always be able to get when you really want to cast this card, but mana is good enough in this format that this still seems really good.
Maestros Charm
3.5 Modality is great, and the three options you have here are all pretty nice. In Limited, you’ll most frequently choose to do 5 damage to something, and that’s a pretty great deal for three mana! Being able to Lightning Helix your opponent is nice when it gives you lethal, and being able to go 5 deep in your library while loading up your graveyard will sometimes be the right choice. This is premium removal with big upside.
Courier's Briefcase
2.5 Two mana for a 1/1 and a Treasure is a pretty good deal, and this set should have enough fixing that you manage to produce 5 colors on occasion, especially in the Red-Green treasure deck.
Mayhem Patrol
2.5 This looks like a solid Common. On its own, it is basically a two mana 2/2 with Menace, but the fact it can lend that power boost to other creatures is pretty nice, and the Blitz upside is fine too. It won’t generally be too long before it can’t attack any more, so just Blitzing it when you draw it in that situation is nice.
Tramway Station
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Make Disappear
1.5 Without Casualty, this kind of counter spell isn't great, since your opponent is likely to have the spare mana the longer the game goes on. With casualty…I still don't think it is great, but obviously it will allow you to counter more spells more often.
Demon's Due
2.5 This is a pretty solid draw spell. You see up to 4 cards, giving you a good chance to draw something you want, and paying 2 life for it is perfectly reasonable. It isn’t really the kind of thing you want to go after early, or that you want to run more than one of – after all, it has no impact on the board -- but it seems like the first copy is going to make the cut in your Black decks most of the time.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Big Score
2.5 This is an easier-to-cast Unexpected Windfall. While that card has been great in constructed, it wasn’t that great in Limited. It isn’t a bad card to have around though, as it helps you find some fresh cards while also providing you with some ramping and fixing, and the extra treasure it gives you might even enable you to cast something! But it doesn’t really do anything to immediately impact the game, and that makes it a card that you can cut sometimes.
Waterfront District
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Ominous Parcel
1.5 This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
Civic Gardener
1.5 This type of effect is often not especially impactful. Sure, it sort of has Vigilance, and can lend it to other creatures, and help you have more mana in your second main phase, but all of those things are just not a big deal most of the time. And it isn’t like it can really attack and make use of that trigger for very long.
Pack 2 Pick 4: Rhox Pummeler
Hoard Hauler
2.5 A 4-mana 5/5 Trampling vehicle with Crew 3 is kind of okay, but certainly nothing special. Sometimes you may also get some treasure, but it isn’t going to do that with regularity.
Hypnotic Grifter
2.5 This seems like a nice manasink that can load your graveyard and potentially grow the Grifter. It definitely won’t be doing a whole lot early, but in the late game this is the kind of effect that can really help you get there. Still, it does take awhile to get going.
Security Rhox
3.5 This looks pretty good. A 4 mana 5/4 is already above rate, and there are enough treasures in the set that you can power it out for 2. You shouldn't expect to do it early, but playing this and a three drop on turn 5 sounds pretty good.
Grisly Sigil
3.5 This has a really neat design for a card with casualty. Basically, without Casualty this can kill an X/1 and with Casualty it can kill an X/4, and that is a pretty amazing deal for the mana! The Casualty certainly takes some setup, but it feels like there are enough nice 1 power things to sacrifice to this that it won’t really feel like you’re paying that much extra for a super efficient removal spell.
Join the Maestros
2.5 This seems like a solid Common. Without Casualty it is pretty ugly, but if you have some decent fodder to sacrifice, getting two 4/3 bodies is pretty good for the cost.
Case the Joint
1.5 4 mana to draw 2 at instant speed is kind of passable. This has additional minor upside in that it gives you a bit of information, but that doesn’t really do enough for this to be something that consistently makes the cut in your deck.
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
Speakeasy Server
2.5 A passable Flyer with an ETB that gains you life always tends to perform reasonably well in Limited. It can really help you stabilize. The downside here is that you need a board in place to gain any life – it doesn’t even gain you 1 life on its own, which is a little sad. Still, in White you’ll be able to go wide, and gaining 3+ with this should be pretty decent.
Crooked Custodian
2.0 This has above rate stats, but coming into play tapped kind of cancels that out – it isn’t like its stats are CRAZY good anyway. Still, seems like a nice two drop for an aggro deck, and its one of the more efficient ways to get 3 power in play for the spells that have higher Casualty costs.
Buy Your Silence
2.5 This can deal with any nonland permanent, but its also a pretty clunky sorcery that gives your opponent back a treasure. It definitely falls short of being Premium removal, but I do think the first copy is going to be something you want in most White decks, since it is sort of a catch-all removal spell. Running more than one probably isn’t great, though.
Daring Escape
1.5 +1/+0 and First Strike makes for a decent trick for one mana. The power boost isn’t ultra impressive, but First Strike obviously makes combat go much more favorably for your creature. I still think Antagonize is probably the trick you’re after if you’re playing Red aggro, but this can fill the role.
Pack 2 Pick 5: Boon of Safety
Evolving Door
1.0 This is pretty interesting, but my feeling is that it probably isn’t very good in Limited. You have to sacrifice a creature and then also have the mana to play whatever you search up, and that’s doable, but you’re basically giving something up on the board and paying one extra mana for some creature in your deck. There will also be times where the color of your creatures just doesn’t line up the right way to get you what you want. Though, sacrificing a mono-colored creature to get a two-colored creature or a two-colored creature to get a three-colored one seems like it will happen pretty often. But yeah, unless you have plenty of sacrifice fodder, I’m not a big believer in this.
Forge Boss
3.0 You are going to be sacrificing enough creatures in BR for this to chip in for at least 2 damage most games, and sometimes it will get way more out of hand than that. It has passable stats too.
Cormela, Glamour Thief
3.5 This can ramp you into bigger spells, and she is a good card to sacrifice for Casualty, since she will get you a spell back.
Incriminate
2.0 Black often has cards that let the opponent make a decision about something, and they pretty much always underperform, since there are too many situations where your opponent can minimize the damage. However, I think this might make your opponent make a narrow enough decision that it will be decent. Sure, you’ll have situations where your opponent hasl ike a 1/1 and some bomb creature and it isn’t going to feel too good in those scenarios – and I’m certainly not saying this is premium removal ro anything – but I do think there will be enough board states where this kills something you want dead for two mana. Don’t go into it thinking it is Doom Blade, and I think you’ll feel okay about what you’re getting.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
Boon of Safety
2.0 A shield counter will allow your creature to survive a whole lot of stuff, whether its a removal spell or damage in combat. In combat, your creature will still get to damage the thing that it is blocking or being blocked by, and if its big enough it can just kill it. It feels like there are enough situations where you can generate some sweet tempo with this that I can definitely see running a copy of it in aggressive White decks.
Make Disappear
1.5 Without Casualty, this kind of counter spell isn't great, since your opponent is likely to have the spare mana the longer the game goes on. With casualty…I still don't think it is great, but obviously it will allow you to counter more spells more often.
Waterfront District
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Daring Escape
1.5 +1/+0 and First Strike makes for a decent trick for one mana. The power boost isn’t ultra impressive, but First Strike obviously makes combat go much more favorably for your creature. I still think Antagonize is probably the trick you’re after if you’re playing Red aggro, but this can fill the role.
Pack 2 Pick 6: Rooftop Nuisance
A Little Chat
3.0 The base level of this card would probably be a 1.5 or 2.0. It doesn’t do much, but it gives you some okay card selection. However, I think the Casualty upside here is pretty big, because once this turn into a 4 mana card that draws you two of the top four cards of your library, we’re talking about something pretty powerful! And you can sacrifice almost any creature to get that copy. You won’t always be able to do that of course, but the sort of acceptable baseline and the big upside makes this a card that I don’t think you’ll cut from most Blue decks.
Scuttling Butler
1.0 // 3.0 This is definitely a build around, because a 3-mana 4/1 just isn’t worth it in your typical deck. It is probably a D at best. However, the upside here is actually kind of nuts, as giving a 4/1 double strike is pretty amazing. Your deck needs to be able to give this double strike a significant chunk of the time, and the good news is that looks like it can happen in many decks in this format, though it is perhaps the easiest in Green-White or Cabaretti more broadly, because of Citizen tokens which are both colors
Majestic Metamorphosis
2.0 As we learned in Kamigawa Neon Dynasty, slapping “draw a card” on this type of spell is a big upgrade. Just temporary altering your creature’s stats is a bit too narrow of a use to be something you want to use a card on all the time, but this makes up for that with the cantrip. The times where you use this as a trick that wrecks your opponent is pretty sweet. It probably won’t be quite as good as Suit Up was, since Ninjutsu made for an interesting environment in terms of how opponents would block, but this definitely seems solid.
Midnight Assassin
2.5 As a deathtoucher, this can trade with anything – and Flying makes it so it can trade for even more than most death touchers! And, in the meantime, it can attack away in the air for a bit of damage.
Rooftop Nuisance
2.5 We usually see this effect as an Instant, and being a Sorcery instead is definitely a downgrade. If it is an instant, you get to stop two rounds of attacks and blocks when you cast it. As a Sorcery, you only stop one attack – though you still make your opponent unable to block with that creature for two turns, which is usually the best part about this card anyway. So, adding a very cheap Casualty option to the card is pretty appealing – locking down two creatures and drawing two cards for only three mana is pretty great, even if you lose a token. This is going to end up closing out a lot of games in this format.
Riveteers Initiate
2.5 Like most of this cycle, this is solid. It has okay base stats, and it can gain a useful keyword! Deathtouch does mean it can trade with anything, and that’s nice.
Celebrity Fencer
3.0 This has the potential to get really massive, but I don’t love that it starts out as a 3/2. You’re going to get really blown out sometimes when you play this and your opponent destroys it for one or two mana. But in a lot of White decks in this format, especially the Cabaretti, like putting a ton of creature tokens into play, and that will allow the Fencer to do some serious work.
Extract the Truth
1.5 The first mode will often be able to hit something, even in the middle part of the game, and having some enchantment hate in your main deck is nice. Now, there will be times where neither mode does anything, and that’s rough – but most of the time you’ll do something with it, even if it isn’t anything big.
Obscura Storefront
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Pack 2 Pick 7: Botanical Plaza
Meeting of the Five
0.0 It is going to be very hard to take advantage of this card in Limited. The mana cost itself is a bit of a challenge, even in this set, and then you have to make sure your deck has enough three color cards in it to actually do something with the top 10 cards of your library! Even in a set this focused on three-color factions, that’s going to be a challenge. And they have to have the right mana values so that the mana this gives you will allow you to pay for them. You probably need to cast at least two spells with it to feel like you’re even doing a decent job, and even that is far from a guarantee.
Botanical Plaza
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Tramway Station
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Prizefight
2.0 Cards that just fight and don’t offer a stats boost of any kind tend to be pretty medium. Buffing the creature makes it so that a wider variety of creatures can do something useful with them, and you just don’t get that here at all. It does combo interestingly with shield tokens, since it can enable you to fight with a shielded creature without losing it, and that does kind of expand the range of creatures that can fight with this and survive.
Brokers Veteran
2.5 This has medium stats, but giving a shield counter to one of your creatures is some nice upside to have on a two drop. The times when you don’t have a creature in play to put the counter on will be rough – and that can happen early, but this seems like a solid playable.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Pack 2 Pick 8: Shattered Seraph
Cabaretti Initiate
1.5 If you can put counters on this, it can get interesting – and you certainly have access to some of those in this format. But overall, this is probably the worst of this cycle. A one mana ½ just gets outclassed way too quickly, and giving a creature that size double strike isn’t exactly a big deal. You’ll play it of course in aggressive decks, but I can see it getting cut a good chunk of the time too, even in Cabaretti.
Speakeasy Server
2.5 A passable Flyer with an ETB that gains you life always tends to perform reasonably well in Limited. It can really help you stabilize. The downside here is that you need a board in place to gain any life – it doesn’t even gain you 1 life on its own, which is a little sad. Still, in White you’ll be able to go wide, and gaining 3+ with this should be pretty decent.
Paragon of Modernity
2.0 This looks solid. It starts out as an inefficient creature, but most decks will be three colors in this format, so putting counters on this as a mana sink in the mid to late game seems like a legitimate strategy. If your deck doesn’t have good enough fixing to consistently get three colors this is much worse, but I think most decks will be able to do it, so it isn’t a build around or anything.
Halo Scarab
1.5 This has okay stats, and gives you some value out of the graveyard. That will be nice whether you mill it, discard it, or just have it die from being in play. Two mana to make a treasure is obviously not a great rate, but it does give you the potential to have fixing in just about any deck. I think this is going to be pretty easy to cut as decks will usually have good enough fixing without it, but it isn’t a disaster to play it either.
Gilded Pinions
1.5 This gives you fixing and Flying for a relatively fair cost. But, typically, Equipment that only grants flying isn’t great, because it isn’t very impressive on smaller creatures. In other words, your creature already has to be pretty nice for this to be worth it.
Shattered Seraph
2.5 The initial card you get isn’t great – a 7-mana 4/4 Flyer that gains you 3 life would probably be something like a D+. It is a real body and the life gain is nice, but by that stage of the game the size may not be enough. And..the other side of the card isn’t great either, as paying 2 mana to fix your mana hurts pretty bad. However, what saves this card from being awful is the fact that you can still cast it from exile, so eventually you can get both parts of the card going. Sometimes it won’t be worth doing the exile part of course, but this looks solid overall.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
Pack 2 Pick 9: Take to the Streets
Take to the Streets
1.0 // 3.0 This looks like a solid payoff for going wide, especially because there are so many Citizens around. Now, it is still super situational – it basically does nothing until you’ve gone wide enough – but I imagine you are going to want the first copy of this in the Citizen decks in the format.
Cement Shoes
1.5 They are trying pretty hard to make Enormous Energy Blade-like cards good. And…that’s pretty tough to do! Obviously, the casting cost and the equip cost are really reasonable for a +3/+3 boost, and at least you can take advantage of it immediately by attacking with the creature you put it on, but the fact that creature gets locked down is rough. Now, its cheap enough you could move it around so it goes on to a creature that you don’t care about being locked down – like maybe one shut down by an Aura – but that end sup being a lot of mana! You can also attack with something you know will result in a trade, so you don’t have to worry about moving it. Basically, this isn’t a bad mana sink to have around in the right situations – and it will definitely make just about any creature into a much better attacker – but the fact that you can’t take advantage of the Equipment on defense is definitely a bummer, as is the downside. I think this is definitely better than Enormous Energy Blade was, but it still isn’t great.
Extract the Truth
1.5 The first mode will often be able to hit something, even in the middle part of the game, and having some enchantment hate in your main deck is nice. Now, there will be times where neither mode does anything, and that’s rough – but most of the time you’ll do something with it, even if it isn’t anything big.
Backstreet Bruiser
2.0 A two mana 3/3 makes for a pretty good blocker, and it is certainly doable to take defender off of this thing, especially in Blue-White.
Sewer Crocodile
1.5 // 2.5 If you can get the ability on this down to a single Blue, it represent a pretty reasonable win condition, since you can crack in with your unblockable Crocodile and still have plenty of mana left over to add to the board too. That’s usually the problem with this big inefficient creatures who ask for a lot of mana to become unblockable – you can’t really do more than use the ability, but with the Crocodile, sometimes you’ll be able to get it going pretty cheaply. In a Blue deck that isn’t good at loading the graveyard you probably don’t end up playing this – so this probably deserves a build around.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
Pack 2 Pick 10: Warm Welcome
Halo Scarab
1.5 This has okay stats, and gives you some value out of the graveyard. That will be nice whether you mill it, discard it, or just have it die from being in play. Two mana to make a treasure is obviously not a great rate, but it does give you the potential to have fixing in just about any deck. I think this is going to be pretty easy to cut as decks will usually have good enough fixing without it, but it isn’t a disaster to play it either.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
Social Climber
2.0 This has passable stats and a decent Alliance trigger. Gaining a bit of life here and there can add up sometimes, and that’s especially true with the tokens you’ll be making in Cabaretti!
Warm Welcome
2.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana.
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
Pack 2 Pick 11: Glittermonger
Mayhem Patrol
2.5 This looks like a solid Common. On its own, it is basically a two mana 2/2 with Menace, but the fact it can lend that power boost to other creatures is pretty nice, and the Blitz upside is fine too. It won’t generally be too long before it can’t attack any more, so just Blitzing it when you draw it in that situation is nice.
Make Disappear
1.5 Without Casualty, this kind of counter spell isn't great, since your opponent is likely to have the spare mana the longer the game goes on. With casualty…I still don't think it is great, but obviously it will allow you to counter more spells more often.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Ominous Parcel
1.5 This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
Pack 2 Pick 12: Buy Your Silence
Crooked Custodian
2.0 This has above rate stats, but coming into play tapped kind of cancels that out – it isn’t like its stats are CRAZY good anyway. Still, seems like a nice two drop for an aggro deck, and its one of the more efficient ways to get 3 power in play for the spells that have higher Casualty costs.
Buy Your Silence
2.5 This can deal with any nonland permanent, but its also a pretty clunky sorcery that gives your opponent back a treasure. It definitely falls short of being Premium removal, but I do think the first copy is going to be something you want in most White decks, since it is sort of a catch-all removal spell. Running more than one probably isn’t great, though.
Daring Escape
1.5 +1/+0 and First Strike makes for a decent trick for one mana. The power boost isn’t ultra impressive, but First Strike obviously makes combat go much more favorably for your creature. I still think Antagonize is probably the trick you’re after if you’re playing Red aggro, but this can fill the role.
Pack 2 Pick 13: Evolving Door
Evolving Door
1.0 This is pretty interesting, but my feeling is that it probably isn’t very good in Limited. You have to sacrifice a creature and then also have the mana to play whatever you search up, and that’s doable, but you’re basically giving something up on the board and paying one extra mana for some creature in your deck. There will also be times where the color of your creatures just doesn’t line up the right way to get you what you want. Though, sacrificing a mono-colored creature to get a two-colored creature or a two-colored creature to get a three-colored one seems like it will happen pretty often. But yeah, unless you have plenty of sacrifice fodder, I’m not a big believer in this.
Incriminate
2.0 Black often has cards that let the opponent make a decision about something, and they pretty much always underperform, since there are too many situations where your opponent can minimize the damage. However, I think this might make your opponent make a narrow enough decision that it will be decent. Sure, you’ll have situations where your opponent hasl ike a 1/1 and some bomb creature and it isn’t going to feel too good in those scenarios – and I’m certainly not saying this is premium removal ro anything – but I do think there will be enough board states where this kills something you want dead for two mana. Don’t go into it thinking it is Doom Blade, and I think you’ll feel okay about what you’re getting.
Pack 2 Pick 14: Extract the Truth
Extract the Truth
1.5 The first mode will often be able to hit something, even in the middle part of the game, and having some enchantment hate in your main deck is nice. Now, there will be times where neither mode does anything, and that’s rough – but most of the time you’ll do something with it, even if it isn’t anything big.
Pack 3 Pick 1: Inspiring Overseer
Jetmir, Nexus of Revels
5.0 You’ll usually be able to get the first mode going on this going the turn you play this, and that’s pretty good! The Cabaretti are definitely about going wide, so getting the second mode will happen regularly as well, but the third mode is less often. This will often impact the board right away. There will of course be times where Jetmir is just a 4-mana 5/4 too, but the potential to pump your whole board, and it being relatively easy to get the first part going makes this a great card.
Hypnotic Grifter
2.5 This seems like a nice manasink that can load your graveyard and potentially grow the Grifter. It definitely won’t be doing a whole lot early, but in the late game this is the kind of effect that can really help you get there. Still, it does take awhile to get going.
Brazen Upstart
3.5 This looks really good. It is going to be a 3-mana 4/2 with Vigilance that draws you a card most of the time, and that’s going to be a pretty easy 2-for-1. It will be hard to miss a creature in that top 5 - especially in Cabaretti - but it will happen sometimes. Even when that goes down, you get a solid creature.
A Little Chat
3.0 The base level of this card would probably be a 1.5 or 2.0. It doesn’t do much, but it gives you some okay card selection. However, I think the Casualty upside here is pretty big, because once this turn into a 4 mana card that draws you two of the top four cards of your library, we’re talking about something pretty powerful! And you can sacrifice almost any creature to get that copy. You won’t always be able to do that of course, but the sort of acceptable baseline and the big upside makes this a card that I don’t think you’ll cut from most Blue decks.
Big Score
2.5 This is an easier-to-cast Unexpected Windfall. While that card has been great in constructed, it wasn’t that great in Limited. It isn’t a bad card to have around though, as it helps you find some fresh cards while also providing you with some ramping and fixing, and the extra treasure it gives you might even enable you to cast something! But it doesn’t really do anything to immediately impact the game, and that makes it a card that you can cut sometimes.
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Inspiring Overseer
4.0 This is a pretty incredible Common. It gives you a passable flying body while replacing itself and even gaining you a life! We saw a Blue version of this once without the life gain and it was really good – and we’ve seen a non-flying version of this card in the recent past that was also quite good. That trend will continue here. This is probably just White’s best Common.
Midnight Assassin
2.5 As a deathtoucher, this can trade with anything – and Flying makes it so it can trade for even more than most death touchers! And, in the meantime, it can attack away in the air for a bit of damage.
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
Speakeasy Server
2.5 A passable Flyer with an ETB that gains you life always tends to perform reasonably well in Limited. It can really help you stabilize. The downside here is that you need a board in place to gain any life – it doesn’t even gain you 1 life on its own, which is a little sad. Still, in White you’ll be able to go wide, and gaining 3+ with this should be pretty decent.
Exhibition Magician
3.0 This is a good Common. A three mana 2/1 that makes a 1/1 – in a color that has lots of pay offs for going wide – is a pretty nice card – probably a C+. So, also having the Treasure option is nice upside – sometimes you’ll want it to help you ramp, and sometimes you’ll be in a deck that cares about Treasure than it does going wide, especially if you’re in Red/Green.
Demon's Due
2.5 This is a pretty solid draw spell. You see up to 4 cards, giving you a good chance to draw something you want, and paying 2 life for it is perfectly reasonable. It isn’t really the kind of thing you want to go after early, or that you want to run more than one of – after all, it has no impact on the board -- but it seems like the first copy is going to make the cut in your Black decks most of the time.
Most Wanted
1.5 Flash Auras can be nice, since they are sort of like combat tricks that leave some permanent value behind, but only giving +1 to toughness does mean this won’t save your creature as often as you’d probably like. Getting two Treasure when the creature dies does soften the blow if you get 2-for-1’d, but probably not by enough for me to excited about this.
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Pack 3 Pick 2: Spara's Adjudicators
Exotic Pets
3.5 This looks pretty good to me. Even without the effect that gives the Pets counters, this would be like a 2.5 – two unblockable 1/1s for three mana – on an instant – is perfectly fine. Then, you add the counter upside and this looks like it could be pretty amazing. Getting a +1/+1 counter and a shield counter seems very doable.
Illicit Shipment
1.0 This is an interesting take on a tutor. Most tutors, especially those that cost FIVE mana are pretty terrible in Limited. You have to play this thing on your turn and not add to the board at all in most cases, and even if you have something awesome to search up, you severely decrease your chances of winning as soon as you choose to do that. Basically, you end up breaking even on cards and not doing so well on mana when you cast this. Now, once you throw Casualty into the mix, you’re paying 5 to draw TWO of the best cards in your deck, and that’s certainly better. But the Casualty here is a little steep at 3, and you’re still spending a lot of mana and just spinning your wheels until your next turn. I’m tempted to just give this a 0.0, but I think if you can do Casualty often enough with it, its probably a 1.0 or 1.5.
Nimble Larcenist
2.5 This is a bit disappointing. A 3-mana 2/1 Flyer that costs three different colors isn’t great, and its ETB ability won’t always hit something. It probably will in the early game, but after that sometimes you’ll just be getting information. And while information isn’t bad, it isn’t really a return on your investment either.
Obscura Storefront
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Demon's Due
2.5 This is a pretty solid draw spell. You see up to 4 cards, giving you a good chance to draw something you want, and paying 2 life for it is perfectly reasonable. It isn’t really the kind of thing you want to go after early, or that you want to run more than one of – after all, it has no impact on the board -- but it seems like the first copy is going to make the cut in your Black decks most of the time.
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Exhibition Magician
3.0 This is a good Common. A three mana 2/1 that makes a 1/1 – in a color that has lots of pay offs for going wide – is a pretty nice card – probably a C+. So, also having the Treasure option is nice upside – sometimes you’ll want it to help you ramp, and sometimes you’ll be in a deck that cares about Treasure than it does going wide, especially if you’re in Red/Green.
Case the Joint
1.5 4 mana to draw 2 at instant speed is kind of passable. This has additional minor upside in that it gives you a bit of information, but that doesn’t really do enough for this to be something that consistently makes the cut in your deck.
Sticky Fingers
3.0 If you get this on a creature early, it is going to allow you to really run away with the game. Your creature won’t be easily blocked and you’ll generate treasure that allows you to pull further ahead. It does have diminishing returns as the game goes on, but this is capable of effectively ending games very early.
Rooftop Nuisance
2.5 We usually see this effect as an Instant, and being a Sorcery instead is definitely a downgrade. If it is an instant, you get to stop two rounds of attacks and blocks when you cast it. As a Sorcery, you only stop one attack – though you still make your opponent unable to block with that creature for two turns, which is usually the best part about this card anyway. So, adding a very cheap Casualty option to the card is pretty appealing – locking down two creatures and drawing two cards for only three mana is pretty great, even if you lose a token. This is going to end up closing out a lot of games in this format.
Rakish Revelers
2.5 A 5-mana 5/3 that makes a 1/1 is something I would already sign up for, so the fact that it can fix your mana earlier in the game is some upside on a card that’s already quite playable.
Spara's Adjudicators
2.5 The ETB trigger here can be nice in a lot of situations, where it buys you more time or makes it so you can attack more effectively on your turn. Like with all of these, you get a pretty decent creature that has the upside of helping you fix early.
Pack 3 Pick 3: Kill Shot
Dusk Mangler
4.0 This is a pretty neat design, and it reminds me of Daemogoth Woe-Eater from Strixhaven, and that’s pretty good company to keep! The body you get isn’t nearly as efficient, but this really delivers a gut-punch to the opponent when it comes down. You might have to do something extra to cast it, but your opponent has to do all of those things when you cast it. Note, by the way that the extra cost is part of casting it, so if you reanimate it or flicker it, your opponent gets punished by the ETB trigger again and you don’t have to do anything! The additional cost being flexible is great too, as you can find a way to cast it in most situations.
Slip Out the Back
1.0 This doesn’t seem great to me. Sure, it can save your creature and it gets a permanent buff, but good effects like this can actually allow you to take down the creature that you’re blocking. That’s part of what made Tamiyo’s Safekeeping so good – it had an effect that was good against removal, but it could also make your creature win combat when it would have been a trade. And…you can’t do that with Phasing. Basically, this can only save your creature and buff it – and that’s not really worth a card. It is just too narrow.
Racers' Ring
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Obscura Initiate
2.5 This is a Wind Drake with some solid upside – life link is no joke on an evasive creature, and can really alter races!
Paragon of Modernity
2.0 This looks solid. It starts out as an inefficient creature, but most decks will be three colors in this format, so putting counters on this as a mana sink in the mid to late game seems like a legitimate strategy. If your deck doesn’t have good enough fixing to consistently get three colors this is much worse, but I think most decks will be able to do it, so it isn’t a build around or anything.
Rakish Revelers
2.5 A 5-mana 5/3 that makes a 1/1 is something I would already sign up for, so the fact that it can fix your mana earlier in the game is some upside on a card that’s already quite playable.
Kill Shot
2.0 Is decent removal, but it is situational enough that it is nowhere near premium. An aggressive deck isn’t super interested in a card like this, because you really want cards that let you kill blockers, and your opponent can also play around a card like this pretty effectively.
Corrupt Court Official
2.0 I think people will be tempted to compare this to Virus Beetle, but I think the Official will feel more like a Ravenous Rats than a Beetle. The Beetle had the advantage of being an artifact, and in a set with ninjutsu that could rebuy ETB abilities – so it isn’t going to overperform quite like that card did. However, this is still pretty well placed in this format, mostly because you can take a card away from your opponent and then sacrifice this to something with Casualty and you end up with pretty decent value. In the late game, sometimes it won’t have anything to hit of course, but at least it adds something to the board.
Ominous Parcel
1.5 This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
Ready to Rumble
2.5 No matter which mode you choose, you aren’t getting a great deal for the mana, but hey – 5 damage does kill most stuff! Just… paying 5 to kill something that costs a lot less is pretty rough. You probably play one copy of this in most Red decks though, as it gives you some removal that does the job and comes with some artifact-hate upside.
Waterfront District
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Pack 3 Pick 4: Jewel Thief
Venom Connoisseur
2.5 This will have death touch pretty often, though not usually on your opponent’s turn, which is a bit of a bummer. Giving the whole board death touch isn’t out of the question either, since you can make two bodies with one card with several different cards in the format.
Illuminator Virtuoso
3.0 A two mana 1/1 with Double Strike is already pretty decent, so adding Connive to the mix is pretty sweet. Now, actually trigger the Connive on this card isn’t the easiest thing in the world, since your typical deck doesn’t really run that many ways to target its own stuff, but this is obviously a pretty nice payoff for playing some tricks.
Riveteers Overlook
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Midnight Assassin
2.5 As a deathtoucher, this can trade with anything – and Flying makes it so it can trade for even more than most death touchers! And, in the meantime, it can attack away in the air for a bit of damage.
Hold for Ransom
3.0 This is a Pacifism that your opponent can pay 7 mana to get rid of. We’ve seen removal auras in the past that let your opponent pay mana to get rid of the Aura, and most of them haven’t been great. I think this one has enough going on, though, that it looks better than previous cards like that we’ve seen. For one thing, 7 mana is a ton – so much that your opponent may just never get there. For another, your opponent also lets you draw a card off of it, and they can only pay for it at Sorcery speed. Your opponent may finally get rid of it, but they will spend their whole turn doing it most of the time, and then it replaces itself! Now, like all Aura removal, this is at a bit of a disadvantage in this format because of the presence of the Casualty mechanic and other sacrifice stuff more broadly.
Jewel Thief
3.5 This is an excellent Common. A 3-mana 3/3 with Vigilance and Trample is probably close to a C+, and adding treasure to the mix is a pretty big deal – not only does it ramp and fix for you – there is also treasure synergy throughout the set.
Obscura Storefront
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Sticky Fingers
3.0 If you get this on a creature early, it is going to allow you to really run away with the game. Your creature won’t be easily blocked and you’ll generate treasure that allows you to pull further ahead. It does have diminishing returns as the game goes on, but this is capable of effectively ending games very early.
Rakish Revelers
2.5 A 5-mana 5/3 that makes a 1/1 is something I would already sign up for, so the fact that it can fix your mana earlier in the game is some upside on a card that’s already quite playable.
Backstreet Bruiser
2.0 A two mana 3/3 makes for a pretty good blocker, and it is certainly doable to take defender off of this thing, especially in Blue-White.
Pack 3 Pick 5: Shattered Seraph
Riveteers Requisitioner
3.0 It is easy enough to get a decent trade with your 3/1, and that will feel pretty good when you get a Treasure when it dies. The Blitz option is also really appealing, since you pay 3 mana, get a 3/1 that dies at the end of the turn, get a treasure, and draw a card when that creature dies. So yeah, both sides of this seem like a quality card
Cement Shoes
1.5 They are trying pretty hard to make Enormous Energy Blade-like cards good. And…that’s pretty tough to do! Obviously, the casting cost and the equip cost are really reasonable for a +3/+3 boost, and at least you can take advantage of it immediately by attacking with the creature you put it on, but the fact that creature gets locked down is rough. Now, its cheap enough you could move it around so it goes on to a creature that you don’t care about being locked down – like maybe one shut down by an Aura – but that end sup being a lot of mana! You can also attack with something you know will result in a trade, so you don’t have to worry about moving it. Basically, this isn’t a bad mana sink to have around in the right situations – and it will definitely make just about any creature into a much better attacker – but the fact that you can’t take advantage of the Equipment on defense is definitely a bummer, as is the downside. I think this is definitely better than Enormous Energy Blade was, but it still isn’t great.
Jetmir's Fixer
3.0 This is a two mana 2/2 with some very nice upside. Even if it didn’t have the Treasure bonus, being able to pump this creature’s stats for a single red and a single green would be a pretty nice card. Obviously though, Red-Green is very into Treasure in this format, so you’re going to be able to trigger the bonus if you want to.
For the Family
2.0 This seems like a solid trick. One for +2/+2 usually plays reasonably well, and the multiple creature upside is pretty legit.
Sewer Crocodile
1.5 // 2.5 If you can get the ability on this down to a single Blue, it represent a pretty reasonable win condition, since you can crack in with your unblockable Crocodile and still have plenty of mana left over to add to the board too. That’s usually the problem with this big inefficient creatures who ask for a lot of mana to become unblockable – you can’t really do more than use the ability, but with the Crocodile, sometimes you’ll be able to get it going pretty cheaply. In a Blue deck that isn’t good at loading the graveyard you probably don’t end up playing this – so this probably deserves a build around.
Shattered Seraph
2.5 The initial card you get isn’t great – a 7-mana 4/4 Flyer that gains you 3 life would probably be something like a D+. It is a real body and the life gain is nice, but by that stage of the game the size may not be enough. And..the other side of the card isn’t great either, as paying 2 mana to fix your mana hurts pretty bad. However, what saves this card from being awful is the fact that you can still cast it from exile, so eventually you can get both parts of the card going. Sometimes it won’t be worth doing the exile part of course, but this looks solid overall.
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
High-Rise Sawjack
2.0 We’ve seen this card in Spider-form before, and it was fine. 4 power is enough to take down most flyers and it is a nice thing to trade for those types of creatures.
Run Out of Town
3.0 This is decent Blue removal – and it is removal, because bouncing a card to the deck makes it a 1-for-1, even if your opponent can just draw the thing again. It is definitely a bit costly, but its flexibility makes it a pretty nice card.
Pack 3 Pick 6: Attended Socialite
Widespread Thieving
1.0 // 3.5 So, the RG deck in this format is all about treasure, and that means it will be capable of running a lot of multicolored cards – so this will slot really well into that deck. That deck is happy to get a bunch of treasure, will play a lot of multicolored cards, and can more easily produce the necessary mana to get the Hideaway card. Most decks in the format will have a decent number of multicolored cards too – but this does feel like it needs a build around, as just getting a few treasure really won’t be enough to make this worthwhile, you need to be getting a lot and/or producing the mana you need to get the free card hidden away.
A Little Chat
3.0 The base level of this card would probably be a 1.5 or 2.0. It doesn’t do much, but it gives you some okay card selection. However, I think the Casualty upside here is pretty big, because once this turn into a 4 mana card that draws you two of the top four cards of your library, we’re talking about something pretty powerful! And you can sacrifice almost any creature to get that copy. You won’t always be able to do that of course, but the sort of acceptable baseline and the big upside makes this a card that I don’t think you’ll cut from most Blue decks.
Mayhem Patrol
2.5 This looks like a solid Common. On its own, it is basically a two mana 2/2 with Menace, but the fact it can lend that power boost to other creatures is pretty nice, and the Blitz upside is fine too. It won’t generally be too long before it can’t attack any more, so just Blitzing it when you draw it in that situation is nice.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
Ominous Parcel
1.5 This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
Brokers Hideout
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Sewer Crocodile
1.5 // 2.5 If you can get the ability on this down to a single Blue, it represent a pretty reasonable win condition, since you can crack in with your unblockable Crocodile and still have plenty of mana left over to add to the board too. That’s usually the problem with this big inefficient creatures who ask for a lot of mana to become unblockable – you can’t really do more than use the ability, but with the Crocodile, sometimes you’ll be able to get it going pretty cheaply. In a Blue deck that isn’t good at loading the graveyard you probably don’t end up playing this – so this probably deserves a build around.
Gilded Pinions
1.5 This gives you fixing and Flying for a relatively fair cost. But, typically, Equipment that only grants flying isn’t great, because it isn’t very impressive on smaller creatures. In other words, your creature already has to be pretty nice for this to be worth it.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Pack 3 Pick 7: Angelic Observer
Angelic Observer
3.0 Most of the tokens in this format are Citizens, especially within White and more broadly within the Cabaretti colors, and there are also a decent number of non-token citizens around. Getting this to 5 mana seems eminently doable, and while that’s not great, it is certainly passable, and sometimes you’ll cast it for a lot less. 4 mana is probably going to be a pretty common occurrence.
Boon of Safety
2.0 A shield counter will allow your creature to survive a whole lot of stuff, whether its a removal spell or damage in combat. In combat, your creature will still get to damage the thing that it is blocking or being blocked by, and if its big enough it can just kill it. It feels like there are enough situations where you can generate some sweet tempo with this that I can definitely see running a copy of it in aggressive White decks.
High-Rise Sawjack
2.0 We’ve seen this card in Spider-form before, and it was fine. 4 power is enough to take down most flyers and it is a nice thing to trade for those types of creatures.
Gathering Throng
0.0 // 3.0 Collect ‘em all cards are always pretty fun in Limited. A 3-mana 3/1 is bad, but as long as you have two of these, this is very playable, since a 3-mana 3/1 that draws another one is a pretty good deal. It makes sure you will continue to have stuff to play, and getting these also guarantees you can go wide and keep triggering Alliance. They are also Citizens! So yeah, Basically, if you have only one copy of this, its pretty much unplayable – if you have two, it’s a 2.5, and it probably maxes out around a 3.0.
Goldhound
3.0 This looks pretty nice. A one mana 1/1 with Menace and First Strike is kind of a pain to interact with early, and it’s a great place to put counters and stuff. Then, once it becomes irrelevant, it can also just ramp and fix for you. This provides a lot for only one Red mana.
Make Disappear
1.5 Without Casualty, this kind of counter spell isn't great, since your opponent is likely to have the spare mana the longer the game goes on. With casualty…I still don't think it is great, but obviously it will allow you to counter more spells more often.
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
Dapper Shieldmate
2.5 If you take the shield counter out of the equation here, this card would be a 1.0. A 4-mana 2/2 that’s only a 4/2 on your turn just isn’t good. However, the shield counter definitely matters here. Your opponent is going to have to give up something in most cases just to get rid of the counter. And sure, they could just chump it with a token or something, but they still have to put in some work, and they can’t just ignore this since it can hit for 4 damage at a time.
Pack 3 Pick 8: Rhox Pummeler
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Civic Gardener
1.5 This type of effect is often not especially impactful. Sure, it sort of has Vigilance, and can lend it to other creatures, and help you have more mana in your second main phase, but all of those things are just not a big deal most of the time. And it isn’t like it can really attack and make use of that trigger for very long.
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
Racers' Ring
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Sewer Crocodile
1.5 // 2.5 If you can get the ability on this down to a single Blue, it represent a pretty reasonable win condition, since you can crack in with your unblockable Crocodile and still have plenty of mana left over to add to the board too. That’s usually the problem with this big inefficient creatures who ask for a lot of mana to become unblockable – you can’t really do more than use the ability, but with the Crocodile, sometimes you’ll be able to get it going pretty cheaply. In a Blue deck that isn’t good at loading the graveyard you probably don’t end up playing this – so this probably deserves a build around.
Speakeasy Server
2.5 A passable Flyer with an ETB that gains you life always tends to perform reasonably well in Limited. It can really help you stabilize. The downside here is that you need a board in place to gain any life – it doesn’t even gain you 1 life on its own, which is a little sad. Still, in White you’ll be able to go wide, and gaining 3+ with this should be pretty decent.
Halo Scarab
1.5 This has okay stats, and gives you some value out of the graveyard. That will be nice whether you mill it, discard it, or just have it die from being in play. Two mana to make a treasure is obviously not a great rate, but it does give you the potential to have fixing in just about any deck. I think this is going to be pretty easy to cut as decks will usually have good enough fixing without it, but it isn’t a disaster to play it either.
Pack 3 Pick 9: A Little Chat
A Little Chat
3.0 The base level of this card would probably be a 1.5 or 2.0. It doesn’t do much, but it gives you some okay card selection. However, I think the Casualty upside here is pretty big, because once this turn into a 4 mana card that draws you two of the top four cards of your library, we’re talking about something pretty powerful! And you can sacrifice almost any creature to get that copy. You won’t always be able to do that of course, but the sort of acceptable baseline and the big upside makes this a card that I don’t think you’ll cut from most Blue decks.
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
Demon's Due
2.5 This is a pretty solid draw spell. You see up to 4 cards, giving you a good chance to draw something you want, and paying 2 life for it is perfectly reasonable. It isn’t really the kind of thing you want to go after early, or that you want to run more than one of – after all, it has no impact on the board -- but it seems like the first copy is going to make the cut in your Black decks most of the time.
Most Wanted
1.5 Flash Auras can be nice, since they are sort of like combat tricks that leave some permanent value behind, but only giving +1 to toughness does mean this won’t save your creature as often as you’d probably like. Getting two Treasure when the creature dies does soften the blow if you get 2-for-1’d, but probably not by enough for me to excited about this.
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Pack 3 Pick 10: Case the Joint
Demon's Due
2.5 This is a pretty solid draw spell. You see up to 4 cards, giving you a good chance to draw something you want, and paying 2 life for it is perfectly reasonable. It isn’t really the kind of thing you want to go after early, or that you want to run more than one of – after all, it has no impact on the board -- but it seems like the first copy is going to make the cut in your Black decks most of the time.
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Case the Joint
1.5 4 mana to draw 2 at instant speed is kind of passable. This has additional minor upside in that it gives you a bit of information, but that doesn’t really do enough for this to be something that consistently makes the cut in your deck.
Obscura Storefront
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Pack 3 Pick 11: Slip Out the Back
Slip Out the Back
1.0 This doesn’t seem great to me. Sure, it can save your creature and it gets a permanent buff, but good effects like this can actually allow you to take down the creature that you’re blocking. That’s part of what made Tamiyo’s Safekeeping so good – it had an effect that was good against removal, but it could also make your creature win combat when it would have been a trade. And…you can’t do that with Phasing. Basically, this can only save your creature and buff it – and that’s not really worth a card. It is just too narrow.
Rakish Revelers
2.5 A 5-mana 5/3 that makes a 1/1 is something I would already sign up for, so the fact that it can fix your mana earlier in the game is some upside on a card that’s already quite playable.
Ominous Parcel
1.5 This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Pack 3 Pick 12: Glittermonger
Glittermonger
2.0 This is a decent source of fixing and mana, especially if you’re in a deck that has some Treasure payoffs – but its base stats aren’t especially good.
Sticky Fingers
3.0 If you get this on a creature early, it is going to allow you to really run away with the game. Your creature won’t be easily blocked and you’ll generate treasure that allows you to pull further ahead. It does have diminishing returns as the game goes on, but this is capable of effectively ending games very early.
Rakish Revelers
2.5 A 5-mana 5/3 that makes a 1/1 is something I would already sign up for, so the fact that it can fix your mana earlier in the game is some upside on a card that’s already quite playable.
Pack 3 Pick 13: Cement Shoes
Cement Shoes
1.5 They are trying pretty hard to make Enormous Energy Blade-like cards good. And…that’s pretty tough to do! Obviously, the casting cost and the equip cost are really reasonable for a +3/+3 boost, and at least you can take advantage of it immediately by attacking with the creature you put it on, but the fact that creature gets locked down is rough. Now, its cheap enough you could move it around so it goes on to a creature that you don’t care about being locked down – like maybe one shut down by an Aura – but that end sup being a lot of mana! You can also attack with something you know will result in a trade, so you don’t have to worry about moving it. Basically, this isn’t a bad mana sink to have around in the right situations – and it will definitely make just about any creature into a much better attacker – but the fact that you can’t take advantage of the Equipment on defense is definitely a bummer, as is the downside. I think this is definitely better than Enormous Energy Blade was, but it still isn’t great.
Sewer Crocodile
1.5 // 2.5 If you can get the ability on this down to a single Blue, it represent a pretty reasonable win condition, since you can crack in with your unblockable Crocodile and still have plenty of mana left over to add to the board too. That’s usually the problem with this big inefficient creatures who ask for a lot of mana to become unblockable – you can’t really do more than use the ability, but with the Crocodile, sometimes you’ll be able to get it going pretty cheaply. In a Blue deck that isn’t good at loading the graveyard you probably don’t end up playing this – so this probably deserves a build around.
Pack 3 Pick 14: Brokers Initiate
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.