Undercover Operative
4.0 This looks pretty good. Clones are always nice because they get to be whatever the best creature on the battlefield is, and the Operative can even get a shield counter if the creature you copy is yours! The downside is that they are useless on empty boards, and there are certainly also times where you don’t have anything worth the 4 mana, but most of the time, this is going to be really good.
Elegant Entourage
3.0 A 5-mana 5/5 tends to be pretty solid, even these days where creatures seem to keep getting better. Then, this has a pretty nice alliance trigger, as +1/+1 and Trample is going to be enough to really improve your attacks on a given turn. IT is a bit of a bummer that the Entourage can’t pump itself, but it still feels like this will create problems for your opponent most of the time when you trigger Alliance.
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
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.
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.
Skybridge Towers
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.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 2: Raffine's Informant
Cemetery Tampering
0.0 // 3.5 So, you really have to be all in on a graveyard deck to make this worth it. You can’t just be playing this to eventually get the free spell, since it will take you awhile to get there, and you aren’t even guaranteed to hit something that really saves you that much mana, since you paid 3 in the first place for a card that does nothing but mill you! The good news though, is there is enough graveyard stuff going on in this format that this will be worth it in some decks, and be a pretty insane enabler that is well worth the card, even before you get to cast the Hidden Away card.
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.
Patch Up
1.5 If your deck has a significant number of creatures that cost 3 mana or less, this seems alright. Especially if you can get multiple bodies back, since that will let you trigger your cards with Alliance. It is a bit of a dud in the early game a lot of the time, and sometimes you just won’t be able to get it going – and it doesn’t feel like it is even close to a card you always play in White or anything.
Witty Roastmaster
2.5 This has passable stats and a solid if unexciting ability. It can definitely chip in for a decent chunk of damage over the course of the game, especially if you’re making tokens!
Dig Up the Body
2.5 This is a pretty clunky version of this effect – three mana to get one thing back is not especially good, even with the mill thrown in. Basically, for this to feel like its worth it, you’ll need to be doubling the spell, and that’s easy enough since it only needs one power, but I still think this is the kind of card you’re really only going to want one of in Black decks. You really don’t want this showing up in your opening hand, you want it late.
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.
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.
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.
Antagonize
2.0 That’s a pretty nice boost for the cost – enough of one that it will make most creatures survive combat and take down whatever is blocking it. +4 is enough that this can let you sneak in lethal sometimes too. I think you’ll feel pretty good about the first one of these in most of your aggressive Red decks. It is still a trick of course, and comes with the inherent downsides they always have: they are situational and risky. But as far as tricks go, this is pretty good quality.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
Raffine's Informant
3.0 This is a nice White common. It is either a two mana 2/1 that lets you throw a land away for a fresh card, or a two mana 3/2 that makes you discard a real card, but the card you discard will often be able to give you some sort of value! Both options are pretty appealing.
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.
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 1 Pick 3: Rumor Gatherer
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
Rumor Gatherer
3.0 A 3-mana 2/1 – and one that costs double white – is just really bad. Scrying any time a creature enters the battlefield is nice upside though, and if you can make enough tokens or double spell with creatures, it will end up netting you a card. I think this will net you a card often enough that I want to start the format valuing this card pretty highly, bad stats and all.
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.
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.
Light 'Em Up
3.0 Two mana to do 2 at Sorcery speed is usually a solid card, so having the Casualty upside of doubling the spell is pretty sweet. That means you can take down X/4s with it sometimes, or even better – kill two creatures!
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 4: Knockout Blow
Knockout Blow
3.0 3-mana to do 4 to an attacker while you gain 2 life is alrighty very playable, so the fact this will cost only a single mana sometimes is a nice upgrade. It is still situational removal, and that’s going to hurt it some.
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.
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.
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.
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.
Raffine's Informant
3.0 This is a nice White common. It is either a two mana 2/1 that lets you throw a land away for a fresh card, or a two mana 3/2 that makes you discard a real card, but the card you discard will often be able to give you some sort of value! Both options are pretty appealing.
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.
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.
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.
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.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Pack 1 Pick 5: Botanical Plaza
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
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.
Plasma Jockey
3.0 This reminds me a lot of Goblin Heelcutter or Clamor Shaman, both of which were great cards in aggressive decks in their respective formats. It probably isn’t quite as good as either of them, but it will have a similar impact. You will Blitz this on a turn where it really makes an immediate impact, but its nice you can also just cast it normally if you’re more interested in adding permanently to the board – like if you’re not the beat down when you play it.
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.
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.
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.
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.
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.
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.
Body Dropper
3.5 This is a pretty nice payoff for Sacrificing stuff, which is going to be very doable in Black-Red in this format as a result of both Alliance and Blitz, and it of course comes with its own way to sacrifice things and gain Menace. This seems like it could become a real problem for your opponent in many Black-Red decks!
Pack 1 Pick 6: Expendable Lackey
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.
Deal Gone Bad
2.5 This isn’t the most efficient removal spell, but at least its an Instant, and it comes with some extra value with the mill effect. The way this format is looking, you probably want to mill yourself more often than your opponent since you can get a lot of value going in that direction. This isn’t premium removal, but it seems like a solid Common.
Backup Agent
2.5 We see the Green version of this all the time, and it’s always solid. It can be a 2/2 for 2 if its alone, and the ability to put the counter somewhere else stays surprisingly relevant all game long. It has the Citizen creature type and there are some counter synergies in the set too.
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
Witty Roastmaster
2.5 This has passable stats and a solid if unexciting ability. It can definitely chip in for a decent chunk of damage over the course of the game, especially if you’re making tokens!
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.
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.
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.
Pack 1 Pick 7: Run Out of Town
Tavern Swindler
1.5 This is a reprint, and not an especially good one. Last time we saw it there was a significant life gain theme, but that’s not really the case here, so gaining life with this isn’t that great. There are a few cards in the format that check for life loss and life gain, and this could do some work in such a deck, but a lot of the time this is just a Bear.
Cabaretti Courtyard
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.
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.
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.
Dig Up the Body
2.5 This is a pretty clunky version of this effect – three mana to get one thing back is not especially good, even with the mill thrown in. Basically, for this to feel like its worth it, you’ll need to be doubling the spell, and that’s easy enough since it only needs one power, but I still think this is the kind of card you’re really only going to want one of in Black decks. You really don’t want this showing up in your opening hand, you want it late.
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.
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.
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.
Pack 1 Pick 8: Expendable Lackey
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.
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
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.
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.
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.
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.
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.
Pack 1 Pick 9: Spara's Adjudicators
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
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.
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.
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.
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.
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.
Pack 1 Pick 10: Dapper Shieldmate
Witty Roastmaster
2.5 This has passable stats and a solid if unexciting ability. It can definitely chip in for a decent chunk of damage over the course of the game, especially if you’re making tokens!
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.
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.
Antagonize
2.0 That’s a pretty nice boost for the cost – enough of one that it will make most creatures survive combat and take down whatever is blocking it. +4 is enough that this can let you sneak in lethal sometimes too. I think you’ll feel pretty good about the first one of these in most of your aggressive Red decks. It is still a trick of course, and comes with the inherent downsides they always have: they are situational and risky. But as far as tricks go, this is pretty good quality.
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.
Pack 1 Pick 11: Quick-Draw Dagger
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
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.
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.
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.
Pack 1 Pick 12: Sewer Crocodile
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.
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.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Pack 1 Pick 13: Waterfront District
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
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.
Pack 1 Pick 14: Witness Protection
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.
Pack 2 Pick 1: Disdainful Stroke
Fleetfoot Dancer
3.5 This is reminiscent of Mantis Rider, and that’s a pretty good comparison! Obviously this comes with good stats and keywords, with the only real downside being the mana, which won’t always come easy on turn 4. But hey, this kind of creature is good all game long.
Raffine's Silencer
3.0 This can often be a 3-mana 2/2 that gives -2/-2 to something when it dies, and that’s the kind of thing that can generate a 2-for-1. Even if it is only a 1/1 that loots once you’re getting a decent deal. It gets a lot better if you have other ways to pump it, but even on its own you end up with a decent card.
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.
Tavern Swindler
1.5 This is a reprint, and not an especially good one. Last time we saw it there was a significant life gain theme, but that’s not really the case here, so gaining life with this isn’t that great. There are a few cards in the format that check for life loss and life gain, and this could do some work in such a deck, but a lot of the time this is just a Bear.
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.
Strangle
4.0 This is a strictly worse Lightning Bolt – since it is a Sorcery and can’t hit players – but it is still incredible value for only a single Red mana, and its certainly premium removal. You’ll trade up with this a ton.
Deal Gone Bad
2.5 This isn’t the most efficient removal spell, but at least its an Instant, and it comes with some extra value with the mill effect. The way this format is looking, you probably want to mill yourself more often than your opponent since you can get a lot of value going in that direction. This isn’t premium removal, but it seems like a solid Common.
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.
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.
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.
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
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.
Psionic Snoop
1.5 This isn’t especially good. It is either a 3-mana ¼ that you discard a nonland card to, or a 3-mana 0/3 that lets you throw a land away for - hopefully - a real card. Neither of those things are bad, but it is far from impressive. If you can flash it in to kill an X/1 it will feel a lot better, and that will happen sometimes, but there will be enough times where it is just a glorified blocker that I’m not super interested in this.
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.
Pack 2 Pick 2: Knockout Blow
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.
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.
Knockout Blow
3.0 3-mana to do 4 to an attacker while you gain 2 life is alrighty very playable, so the fact this will cost only a single mana sometimes is a nice upgrade. It is still situational removal, and that’s going to hurt it some.
Call In a Professional
4.0 3 mana to do 3 to any target at Instant speed is usually premium removal, and this has some real upside in the format, since it will allow you to ignore those pesky shield counters. That has the potential to generate 2-for-1s for you.
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.
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
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.
Dig Up the Body
2.5 This is a pretty clunky version of this effect – three mana to get one thing back is not especially good, even with the mill thrown in. Basically, for this to feel like its worth it, you’ll need to be doubling the spell, and that’s easy enough since it only needs one power, but I still think this is the kind of card you’re really only going to want one of in Black decks. You really don’t want this showing up in your opening hand, you want it late.
Plasma Jockey
3.0 This reminds me a lot of Goblin Heelcutter or Clamor Shaman, both of which were great cards in aggressive decks in their respective formats. It probably isn’t quite as good as either of them, but it will have a similar impact. You will Blitz this on a turn where it really makes an immediate impact, but its nice you can also just cast it normally if you’re more interested in adding permanently to the board – like if you’re not the beat down when you play it.
Caldaia Strongarm
2.5 This looks like a solid Common. Cast the normal way, it gives you a 5-mana ⅘ – which isn’t great, but that’s the fail case of the card. It can do a lot more than that! You can of course put the counters on another creature, and that can add some significant additional damage to the board immediately. And if adding as much damage to the board as quickly as possible is your thing, you can Blitz this, which lets you ad ⅘ worth of stats to the board for only 4 mana, and then you get to draw a card to replace it! You’ll often be able to get close to a card of value out of it when you do Blitz it, so that’s not a bad deal, especially because it makes sure to leave something on the board even once it sacrifices itself.
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.
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.
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 2 Pick 3: Celestial Regulator
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.
Ballroom Brawlers
3.5 A 5 mana ⅗ isn't great, but it gets lifelink or first strike when it attacks and gives the keyword to another creature, and that's definitely the kind of creature that drastically upgrades your board, at least on offense.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
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.
Celestial Regulator
3.0 I always love Frost Lynx type creatures because of the amazing tempo they generate by freezing something down while you add to the board. Now, freezing something down takes a little bit of setup with the Regulator, but if yo’ure in Blue White you’ll have access to lots of +1/+1 and Shield counters, so I think this will do its thing a big chunk of the time – and on top of that it has efficient flying stats.
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.
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.
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.
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.
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.
Body Dropper
3.5 This is a pretty nice payoff for Sacrificing stuff, which is going to be very doable in Black-Red in this format as a result of both Alliance and Blitz, and it of course comes with its own way to sacrifice things and gain Menace. This seems like it could become a real problem for your opponent in many Black-Red decks!
Pack 2 Pick 4: Raffine's Informant
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.
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.
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.
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.
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.
Snooping Newsie
3.0 This seems solid. Early it is a decent creature that loads your graveyard, and in the later game it becomes a 3/3 lifelinker, something that has an impact on most boards. I do think it will be a little challenging to get it going, but the set seems to have enough ways to load the graveyard that it will be doable.
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.
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.
Raffine's Informant
3.0 This is a nice White common. It is either a two mana 2/1 that lets you throw a land away for a fresh card, or a two mana 3/2 that makes you discard a real card, but the card you discard will often be able to give you some sort of value! Both options are pretty appealing.
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.
Pack 2 Pick 5: Sky Crier
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.
Dig Up the Body
2.5 This is a pretty clunky version of this effect – three mana to get one thing back is not especially good, even with the mill thrown in. Basically, for this to feel like its worth it, you’ll need to be doubling the spell, and that’s easy enough since it only needs one power, but I still think this is the kind of card you’re really only going to want one of in Black decks. You really don’t want this showing up in your opening hand, you want it late.
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.
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.
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.
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.
Sky Crier
1.5 Flying and Lifelink make this a nice place to put counters, but apart from that, this card just isn’t all that efficient. And the draw effect also isn’t great since its symmetrical – and in some ways it is worse than symmetrical since you’re the one paying mana for the card and your opponent doesn’t pay anything! If you time it right, you can take advantage of the card before they do, but I still don’t like the idea of doing that. If this set didn’t have a decent +1/+1 counter theme, this would probably be a 1.0, but I think it will be a little bit better than that.
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.
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.
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.
Pack 2 Pick 6: Buy Your Silence
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
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.
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.
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.
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.
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.
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.
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.
Witty Roastmaster
2.5 This has passable stats and a solid if unexciting ability. It can definitely chip in for a decent chunk of damage over the course of the game, especially if you’re making tokens!
Pack 2 Pick 7: Security Bypass
Public Enemy
0.0 This doesn’t look very good to me. The idea is that you put this on your creature and force your opponent to attack you. Sometimes that will actually do something, but it won’t do anything real far too often. If your opponent already wants to attack it doesn’t really matter, and if they don’t have something you can actually kill in combat it is also useless. It does eventually replace itself, but there’s just too much that can go wrong with this card.
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.
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.
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.
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.
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.
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.
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 8: Spara's Adjudicators
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.
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.
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.
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.
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.
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.
Psionic Snoop
1.5 This isn’t especially good. It is either a 3-mana ¼ that you discard a nonland card to, or a 3-mana 0/3 that lets you throw a land away for - hopefully - a real card. Neither of those things are bad, but it is far from impressive. If you can flash it in to kill an X/1 it will feel a lot better, and that will happen sometimes, but there will be enough times where it is just a glorified blocker that I’m not super interested in this.
Pack 2 Pick 9: Gilded Pinions
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.
Tavern Swindler
1.5 This is a reprint, and not an especially good one. Last time we saw it there was a significant life gain theme, but that’s not really the case here, so gaining life with this isn’t that great. There are a few cards in the format that check for life loss and life gain, and this could do some work in such a deck, but a lot of the time this is just a Bear.
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.
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.
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.
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
Pack 2 Pick 10: Caldaia Strongarm
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
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.
Dig Up the Body
2.5 This is a pretty clunky version of this effect – three mana to get one thing back is not especially good, even with the mill thrown in. Basically, for this to feel like its worth it, you’ll need to be doubling the spell, and that’s easy enough since it only needs one power, but I still think this is the kind of card you’re really only going to want one of in Black decks. You really don’t want this showing up in your opening hand, you want it late.
Caldaia Strongarm
2.5 This looks like a solid Common. Cast the normal way, it gives you a 5-mana ⅘ – which isn’t great, but that’s the fail case of the card. It can do a lot more than that! You can of course put the counters on another creature, and that can add some significant additional damage to the board immediately. And if adding as much damage to the board as quickly as possible is your thing, you can Blitz this, which lets you ad ⅘ worth of stats to the board for only 4 mana, and then you get to draw a card to replace it! You’ll often be able to get close to a card of value out of it when you do Blitz it, so that’s not a bad deal, especially because it makes sure to leave something on the board even once it sacrifices itself.
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.
Pack 2 Pick 11: For the Family
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.
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.
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.
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.
Pack 2 Pick 12: Spara's Adjudicators
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.
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.
Snooping Newsie
3.0 This seems solid. Early it is a decent creature that loads your graveyard, and in the later game it becomes a 3/3 lifelinker, something that has an impact on most boards. I do think it will be a little challenging to get it going, but the set seems to have enough ways to load the graveyard that it will be doable.
Pack 2 Pick 13: Buy Your Silence
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.
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.
Pack 2 Pick 14: Witty Roastmaster
Witty Roastmaster
2.5 This has passable stats and a solid if unexciting ability. It can definitely chip in for a decent chunk of damage over the course of the game, especially if you’re making tokens!
Pack 3 Pick 1: Backup Agent
Jetmir's Garden
3.0 These all offer really great fixing for a set with three color factions, and adding Cycling to the mix is actually a pretty big deal, because it means if you’re flooding late, this is a land you can just throw away. The fact they all have three land types also provides for some additional upside.
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.
Graveyard Shift
2.5 I am not normally super into 5 mana reanimation spells in Limited. It is just too hard to actually get a full five mana of value out of your graveyard on a consistent basis. However, this format looks like it might have what this kind of card needs. The Connive mechanic means you can discard things to reanimate pretty easily, so I think this might be one of those formats where this is a nice card.
Involuntary Employment
1.0 // 3.5 This looks really well positioned in this format. Usually, Threaten effects aren’t something you’re that into, because they only have a temporary effect on the board that your opponent can often just ignore. They basically only do something if they let you do lethal the turn you cast it. However, in formats where there is a sacrifice theme, Threaten effects get a big upgrade, and that’s certainly the case here. The Maestros have a Sacrifice mechanic as their thing, and Black-Red in particular is very into sacrificing stuff. Once you have that going on, you can steal a thing, attack your opponent with it, and then sacrifice it for value, and that can be utterly backbreaking. This does cost 4 upfront, which is a bit steep – but it gives you a treasure back, which should help you do whatever you need to to sacrifice the creature that you steal. So yeah, this is definitely a build around – it is a 1.0 in your typical Red deck, but its probably at least a 3.5 in Cabaretti and Black-Red, and I wouldn’t be super surprised to see it overperform here. The fact they put this effect at Uncommon kind of tells me they knew it would be a little too good at Common, where we often see this type of card.
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.
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.
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.
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.
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 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.
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.
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.
Backup Agent
2.5 We see the Green version of this all the time, and it’s always solid. It can be a 2/2 for 2 if its alone, and the ability to put the counter somewhere else stays surprisingly relevant all game long. It has the Citizen creature type and there are some counter synergies in the set too.
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 3 Pick 2: Getaway Car
Getaway Car
2.5 This seems decent, but not much more than that. While sometimes you’ll be able to get some value out of returning something to your hand, especially in a deck with a lot of the Alliance mechanic in it – there’s also the downside that crewing with this tokens is pretty rough, and you’ll still have lots of cards where you just don’t get a benefit out of it.
Darling of the Masses
3.5 The GW color pair is very much into CItizens. There’s a lot of Citizens in this set, including tokens, so the Darling will impact the board right away pretty often. The fact she generates more tokens when she attacks is great too, though as a 2/4 she won’t always be capable of giving you those tokens.
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.
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.
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.
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.
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.
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.
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.
Light 'Em Up
3.0 Two mana to do 2 at Sorcery speed is usually a solid card, so having the Casualty upside of doubling the spell is pretty sweet. That means you can take down X/4s with it sometimes, or even better – kill two 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.
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.
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.
Pack 3 Pick 3: Psychic Pickpocket
Call In a Professional
4.0 3 mana to do 3 to any target at Instant speed is usually premium removal, and this has some real upside in the format, since it will allow you to ignore those pesky shield counters. That has the potential to generate 2-for-1s for you.
Psychic Pickpocket
3.5 I always love creatures who bounce a creature or other permanent when they ETB – it just feels great to add to your board while setting your opponent back at the same time. I think even without connive this would probably be at least a C, and I think the connive upside here is pretty huge. You either loot your way into a card you want, or discard something to make this a 4/3 – and a lot of the things that you can discard in the format give you graveyard value. I think this is one of Blue’s best Uncommons – if not THE best.
Raffine's Informant
3.0 This is a nice White common. It is either a two mana 2/1 that lets you throw a land away for a fresh card, or a two mana 3/2 that makes you discard a real card, but the card you discard will often be able to give you some sort of value! Both options are pretty appealing.
Skybridge Towers
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.
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.
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 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.
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.
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.
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.
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.
Plasma Jockey
3.0 This reminds me a lot of Goblin Heelcutter or Clamor Shaman, both of which were great cards in aggressive decks in their respective formats. It probably isn’t quite as good as either of them, but it will have a similar impact. You will Blitz this on a turn where it really makes an immediate impact, but its nice you can also just cast it normally if you’re more interested in adding permanently to the board – like if you’re not the beat down when you play it.
Pack 3 Pick 4: Backup Agent
Riveteers Decoy
3.0 A two mana 3/1 with decent upside is basically always playable, and this comes with two! First, it has to be blocked, which means it can create problems for your opponent in combat. Second, it has Blitz, which means it can come out of nowhere and force your opponent to block it instead of something they want to block more, and sometimes it will feel a bit like a removal spell.
Backup Agent
2.5 We see the Green version of this all the time, and it’s always solid. It can be a 2/2 for 2 if its alone, and the ability to put the counter somewhere else stays surprisingly relevant all game long. It has the Citizen creature type and there are some counter synergies in the set too.
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.
Plasma Jockey
3.0 This reminds me a lot of Goblin Heelcutter or Clamor Shaman, both of which were great cards in aggressive decks in their respective formats. It probably isn’t quite as good as either of them, but it will have a similar impact. You will Blitz this on a turn where it really makes an immediate impact, but its nice you can also just cast it normally if you’re more interested in adding permanently to the board – like if you’re not the beat down when you play it.
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.
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.
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.
Deal Gone Bad
2.5 This isn’t the most efficient removal spell, but at least its an Instant, and it comes with some extra value with the mill effect. The way this format is looking, you probably want to mill yourself more often than your opponent since you can get a lot of value going in that direction. This isn’t premium removal, but it seems like a solid Common.
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.
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
Pack 3 Pick 5: Murder
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.
Glittering Stockpile
2.0 This goes well in the RG treasure deck. It helps you ramp your mana, and slowly builds up stash counters which you can eventually cash in for a ton of mana – and can even fix for you. It is still a 3 mana Artifact that has no immediate impact on the board, though, and that’s the kind of card that can be a real liability in most formats. That downside does seem worth it, but only if you have outlets for all the mana this can give you. Most three mana mana rocks that tap for a single mana just aren’t especially good in Limited, but I think the extra upside here at least makes it playable.
Light 'Em Up
3.0 Two mana to do 2 at Sorcery speed is usually a solid card, so having the Casualty upside of doubling the spell is pretty sweet. That means you can take down X/4s with it sometimes, or even better – kill two creatures!
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
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.
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.
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.
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.
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
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 6: Skybridge Towers
Riveteers Ascendancy
1.5 // 4.0 This has the potential to be downright absurd. The Blitz and Casualty mechanics provide you the ways to sacrifice things that are necessary to trigger this, and there are other ways to sacrifice your creatures too! I do think this probably needs a buildaround grade, because you can’t really play it in anything but a deck with 7+ ways to sacrifice creatures. If you play it in a deck with less than that, you are going to find this does nothing too often. I do think that looks very doable, though. Just getting something back the first time you sacrifice a creature on each turn is a big deal, as it really takes away the downside of sacrificing in the first place, and sometimes may even let you cheat something big into play.
Whack
3.5 Without a White target, this is not a great removal spell. A sorcery for 4 that gives -4/-4 just isn’t a great rate. It is definitely fine, though. And it gets a massive upgrade against a White creature – as obviously a single Black mana to give -4/-4 to something is crazy! Because this set will have so many three color decks, you can definitely expect to see White targets reasonably often.
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.
Skybridge Towers
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.
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.
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.
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.
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.
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.
Pack 3 Pick 7: Hypnotic Grifter
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.
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.
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.
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.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
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.
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.
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 3 Pick 8: Sky Crier
Glittering Stockpile
2.0 This goes well in the RG treasure deck. It helps you ramp your mana, and slowly builds up stash counters which you can eventually cash in for a ton of mana – and can even fix for you. It is still a 3 mana Artifact that has no immediate impact on the board, though, and that’s the kind of card that can be a real liability in most formats. That downside does seem worth it, but only if you have outlets for all the mana this can give you. Most three mana mana rocks that tap for a single mana just aren’t especially good in Limited, but I think the extra upside here at least makes it playable.
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.
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.
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.
Sky Crier
1.5 Flying and Lifelink make this a nice place to put counters, but apart from that, this card just isn’t all that efficient. And the draw effect also isn’t great since its symmetrical – and in some ways it is worse than symmetrical since you’re the one paying mana for the card and your opponent doesn’t pay anything! If you time it right, you can take advantage of the card before they do, but I still don’t like the idea of doing that. If this set didn’t have a decent +1/+1 counter theme, this would probably be a 1.0, but I think it will be a little bit better than that.
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.
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.
Pack 3 Pick 9: Brokers Initiate
Graveyard Shift
2.5 I am not normally super into 5 mana reanimation spells in Limited. It is just too hard to actually get a full five mana of value out of your graveyard on a consistent basis. However, this format looks like it might have what this kind of card needs. The Connive mechanic means you can discard things to reanimate pretty easily, so I think this might be one of those formats where this is a nice card.
Involuntary Employment
1.0 // 3.5 This looks really well positioned in this format. Usually, Threaten effects aren’t something you’re that into, because they only have a temporary effect on the board that your opponent can often just ignore. They basically only do something if they let you do lethal the turn you cast it. However, in formats where there is a sacrifice theme, Threaten effects get a big upgrade, and that’s certainly the case here. The Maestros have a Sacrifice mechanic as their thing, and Black-Red in particular is very into sacrificing stuff. Once you have that going on, you can steal a thing, attack your opponent with it, and then sacrifice it for value, and that can be utterly backbreaking. This does cost 4 upfront, which is a bit steep – but it gives you a treasure back, which should help you do whatever you need to to sacrifice the creature that you steal. So yeah, this is definitely a build around – it is a 1.0 in your typical Red deck, but its probably at least a 3.5 in Cabaretti and Black-Red, and I wouldn’t be super surprised to see it overperform here. The fact they put this effect at Uncommon kind of tells me they knew it would be a little too good at Common, where we often see this type of card.
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.
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.
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.
Pack 3 Pick 10: Obscura Storefront
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.
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.
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.
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.
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: Skybridge Towers
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.
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.
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.
Skybridge Towers
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.
Pack 3 Pick 12: Brokers Hideout
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.
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.
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.
Pack 3 Pick 13: Capenna Express
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
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 3 Pick 14: Masked Bandits
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.