Park Heights Pegasus
3.5 A two mana 2/1 with Flying and Trample is something you always play, and this has pretty real upside, since you’ll be able to draw a card off of it reasonably often in a format with tons of ways to make creature tokens.
Nimble Larcenist
2.5 This is a bit disappointing. A 3-mana 2/1 Flyer that costs three different colors isn’t great, and its ETB ability won’t always hit something. It probably will in the early game, but after that sometimes you’ll just be getting information. And while information isn’t bad, it isn’t really a return on your investment either.
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.
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.
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.
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.
Riveteers Initiate
2.5 Like most of this cycle, this is solid. It has okay base stats, and it can gain a useful keyword! Deathtouch does mean it can trade with anything, and that’s nice.
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.
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.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
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.
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.
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.
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 2: Courier's Briefcase
Courier's Briefcase
2.5 Two mana for a 1/1 and a Treasure is a pretty good deal, and this set should have enough fixing that you manage to produce 5 colors on occasion, especially in the Red-Green treasure deck.
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.
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.
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.
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.
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
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.
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.
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.
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.
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.
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.
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.
Pack 1 Pick 3: Cabaretti Charm
Cabaretti Charm
3.5 This might be the least exciting of the Charms in this set, but its pretty good. It is a little worse than the others because all three of its modes are kind of situational, and there isn’t really one that is going to feel good as the fall back plan. However, situations where one of those modes are useful will come up often enough that I still like it. If you can kill your opponent or a planeswalker with the first mode, obviously you choose that. +1/+1 and trample to the whole board will be nice if you’re going wide, and sometimes it can basically function as a removal spell. And, paying three mana for two 1/1 tokens is also fine. The Cabaretti are into going wide, and it is nice that this can enable that and pay you off for that.
Rob the Archives
3.5 In the early game, this is often going to be a dead card, but in the late game being able to copy this with a bunch of mana untapped is just going to happen sometimes. And when this feels like a two mana card that draws you 3 or 4 cards, it is going to be incredible. Having more than one copy of this seems a bit dangerous because of how bad it is early, but its power in the late game is pretty serious, so the first copy should be valued pretty highly.
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.
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.
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.
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.
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.
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.
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.
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.
Obscura Initiate
2.5 This is a Wind Drake with some solid upside – life link is no joke on an evasive creature, and can really alter races!
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.
Pack 1 Pick 4: Civil Servant
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.
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.
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.
Revel Ruiner
2.0 This seems solid. A 4-mana 4/2 with Menace is a decent enough card, and this can be that if you want it to be most of the time. The alternative of this helping you throw away an unwanted land for a fresh card, and giving you a 3/1 menace seems solid too.
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.
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.
Tramway Station
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Obscura Initiate
2.5 This is a Wind Drake with some solid upside – life link is no joke on an evasive creature, and can really alter races!
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.
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.
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 1 Pick 5: Boon of Safety
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.
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.
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.
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.
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.
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.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Sewer Crocodile
1.5 // 2.5 If you can get the ability on this down to a single Blue, it represent a pretty reasonable win condition, since you can crack in with your unblockable Crocodile and still have plenty of mana left over to add to the board too. That’s usually the problem with this big inefficient creatures who ask for a lot of mana to become unblockable – you can’t really do more than use the ability, but with the Crocodile, sometimes you’ll be able to get it going pretty cheaply. In a Blue deck that isn’t good at loading the graveyard you probably don’t end up playing this – so this probably deserves a build around.
Riveteers 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.
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 1 Pick 6: Civic Gardener
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.
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.
Riveteers Initiate
2.5 Like most of this cycle, this is solid. It has okay base stats, and it can gain a useful keyword! Deathtouch does mean it can trade with anything, and that’s nice.
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.
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.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about 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.
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.
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.
Pack 1 Pick 7: Raffine's Informant
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.
Big Score
2.5 This is an easier-to-cast Unexpected Windfall. While that card has been great in constructed, it wasn’t that great in Limited. It isn’t a bad card to have around though, as it helps you find some fresh cards while also providing you with some ramping and fixing, and the extra treasure it gives you might even enable you to cast something! But it doesn’t really do anything to immediately impact the game, and that makes it a card that you can cut sometimes.
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.
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.
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.
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.
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.
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
Pack 1 Pick 8: Sky Crier
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.
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.
Obscura Initiate
2.5 This is a Wind Drake with some solid upside – life link is no joke on an evasive creature, and can really alter races!
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.
Riveteers Initiate
2.5 Like most of this cycle, this is solid. It has okay base stats, and it can gain a useful keyword! Deathtouch does mean it can trade with anything, and that’s nice.
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.
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 1 Pick 9: Ominous Parcel
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.
Riveteers Initiate
2.5 Like most of this cycle, this is solid. It has okay base stats, and it can gain a useful keyword! Deathtouch does mean it can trade with anything, and that’s nice.
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.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
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.
Ominous Parcel
1.5 This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
Pack 1 Pick 10: Botanical Plaza
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.
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.
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.
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.
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.
Pack 1 Pick 11: Obscura Storefront
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.
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.
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.
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.
Pack 1 Pick 12: Skybridge Towers
Revel Ruiner
2.0 This seems solid. A 4-mana 4/2 with Menace is a decent enough card, and this can be that if you want it to be most of the time. The alternative of this helping you throw away an unwanted land for a fresh card, and giving you a 3/1 menace seems solid too.
Tramway Station
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
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 1 Pick 13: Incriminate
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.
Case the Joint
1.5 4 mana to draw 2 at instant speed is kind of passable. This has additional minor upside in that it gives you a bit of information, but that doesn’t really do enough for this to be something that consistently makes the cut in your deck.
Pack 1 Pick 14: Daring Escape
Daring Escape
1.5 +1/+0 and First Strike makes for a decent trick for one mana. The power boost isn’t ultra impressive, but First Strike obviously makes combat go much more favorably for your creature. I still think Antagonize is probably the trick you’re after if you’re playing Red aggro, but this can fill the role.
Pack 2 Pick 1: Sanctuary Warden
Sanctuary Warden
5.0 This is pretty clearly a bomb. It has good flying stats and TWO shield counters, that already is an impressive card – it is a huge flyer that is difficult to kill. When you play it with nothing else on the board, you can lose one of those shield counters to draw a card and make a 1/1. That means your opponent will have a very difficult time ever coming out ahead against this card, and if your board has other counters around well…you just won’t lose.
Wingshield Agent
3.5 You can attack with this once without worrying that it will die, and that goes pretty well with its ability to give another creature Flying. You also just put your opponent in a really ugly spot if they are in a situation where the best they can do is trade with the Agent, because that means you get to attack twice and force them to use a resource each time to kill the Agent, and in the meantime it gets to attack twice and give something else Flying both times.
Arc Spitter
2.0 This is an interesting piece of Equipment. My first instinct is that this is probably not very good, since it doesn’t augment the stats of the creature you put it on, but this is a card where threat of activation is going to be very real, as it is relatively cheap to take down a blocking creature with the effect. Now, it does absolutely nothing when you’re on the back foot, and is only good if you’re the beat down, but I think this might be a little better than it looks. It is cheap to cast, cheap to equip, and its ability is also reasonably costed, so much so that it will make people really think about whether they want to block. Also, if you combine this with death touch it can be particularly nasty! I think in aggressive decks this is actually a decent playable.
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.
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.
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.
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
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.
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.
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.
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.
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.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
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.
Pack 2 Pick 2: Swooping Protector
Swooping Protector
3.0 The stats aren’t great but like with all these shield counter creatures – they are costed this way for a reason! The shield counters are really good and provide some pretty amazing protection. It’s nice you can Flash this in to block an X/2 to kill it in exchange for just the shield counter, and it can just threaten some damage in the air too.
Tainted Indulgence
3.0 In the early game, this is two mana to draw two and discard one, and if you do a good job of loading up your graveyard with different mana values, it becomes a two mana draw two. Like I’ve said about all of these cards that check for five mana values in the graveyard – it will be doable, but not super easy to get them going early.
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.
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.
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.
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.
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.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
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
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.
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.
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.
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.
Pack 2 Pick 3: Jewel Thief
Unlucky Witness
2.5 This is pretty close to having a "draw a card" trigger when it dies, though in the very early game you won't always be able to take advantage. It feels like the main purpose for this card is to be sacrificed to Casualty effects, and that's going to be nice.
Riveteers Charm
3.5 You’re mostly going to want to choose the first mode on this one – and that’s fine, because its pretty good! Most of the time your opponent’s best creature will be the one that they are forced to sacrifice, and its great that if you’re in a situation where that mode doesn’t do enough, you can choose the second mode. Casting this at the end of your opponents turn in the later game will often basically just draw you three cards. In the earlier game that mode isn’t great, though. Exiling graveyards not as big of a deal, but its upside on a card with two pretty nice modes.
Corpse Appraiser
4.0 This looks really good, since it will very frequently be a 3-mana 3/3 that cast Anticipate, and that’s not just a 2-for-1 it is also really good card selection. There will be times that you don’t have something to exile from a yard, but most of the time it won’t be a big ask, and sometimes you might even hate on something in the opposing graveyard!
Rhox Pummeler
2.5 The shield counter is pretty nice on a creature with high power and trample, as it really can put your opponent in a bind when it comes to blocking it. For some of these shield creatures, you can just throw one of your tokens in front of it to get the shield to go away – and you can still do that here, but you’re probably taking 5 in the process! This seems like a decent top curve.
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.
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.
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.
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.
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.
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.
Jewel Thief
3.5 This is an excellent Common. A 3-mana 3/3 with Vigilance and Trample is probably close to a C+, and adding treasure to the mix is a pretty big deal – not only does it ramp and fix for you – there is also treasure synergy throughout the set.
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 2 Pick 4: Knockout Blow
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 5: Freelance Muscle
Tainted Indulgence
3.0 In the early game, this is two mana to draw two and discard one, and if you do a good job of loading up your graveyard with different mana values, it becomes a two mana draw two. Like I’ve said about all of these cards that check for five mana values in the graveyard – it will be doable, but not super easy to get them going early.
Freelance Muscle
3.0 This will often get a boost when it attacks or blocks, but it has some pretty bad base-stats and it doesn’t have any evasion or anything else. It will get huge sometimes, but there will certainly be times where you play this and it just doesn’t get enough of a boost to be relevant.
Obscura Initiate
2.5 This is a Wind Drake with some solid upside – life link is no joke on an evasive creature, and can really alter races!
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.
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.
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.
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.
Social Climber
2.0 This has passable stats and a decent Alliance trigger. Gaining a bit of life here and there can add up sometimes, and that’s especially true with the tokens you’ll be making in Cabaretti!
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.
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 6: Darling of the Masses
Unlucky Witness
2.5 This is pretty close to having a "draw a card" trigger when it dies, though in the very early game you won't always be able to take advantage. It feels like the main purpose for this card is to be sacrificed to Casualty effects, and that's going to be nice.
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.
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.
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.
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!
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Big Score
2.5 This is an easier-to-cast Unexpected Windfall. While that card has been great in constructed, it wasn’t that great in Limited. It isn’t a bad card to have around though, as it helps you find some fresh cards while also providing you with some ramping and fixing, and the extra treasure it gives you might even enable you to cast something! But it doesn’t really do anything to immediately impact the game, and that makes it a card that you can cut sometimes.
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.
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.
Pack 2 Pick 7: Cabaretti Initiate
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 8: Obscura Charm
Obscura Charm
3.5 This is another very nice charm. You’ll most frequently choose the removal option, but if you happen to have the mana up for this at the right time the fact it can be a counterspell is pretty nice too, especially because you can leave the mana up and choose any of these three effects, so you won’t ever get burned if your opponent plays around it. The reanimation effect is fairly restrictive, but this set has enough multicolored cards that it will work reasonably often.
Demon's Due
2.5 This is a pretty solid draw spell. You see up to 4 cards, giving you a good chance to draw something you want, and paying 2 life for it is perfectly reasonable. It isn’t really the kind of thing you want to go after early, or that you want to run more than one of – after all, it has no impact on the board -- but it seems like the first copy is going to make the cut in your Black decks most of the time.
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.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
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.
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.
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 2 Pick 9: Warm Welcome
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.
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.
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.
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.
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.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Pack 2 Pick 10: Boon of Safety
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.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
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.
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.
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.
Pack 2 Pick 11: Jetmir's Fixer
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.
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.
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.
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 12: Gilded Pinions
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.
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.
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 2 Pick 13: Paragon of Modernity
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.
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.
Pack 2 Pick 14: Dig Up the Body
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.
Pack 3 Pick 1: Exhibition Magician
Sanguine Spy
3.5 A three mana ⅔ with Menace and Lifelink is already about a 3.5, as you’re getting a lot for your investment. And you’re getting even more than that out of this, since it can give up creatures to let you Surveil 1, and the once you have enough going on in the graveyard, it can start drawing you cards. Getting 5 cards with different mana values in the graveyard is far from automatic, but it is impossible to pull off either.
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.
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.
Security Rhox
3.5 This looks pretty good. A 4 mana 5/4 is already above rate, and there are enough treasures in the set that you can power it out for 2. You shouldn't expect to do it early, but playing this and a three drop on turn 5 sounds pretty good.
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.
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.
Exhibition Magician
3.0 This is a good Common. A three mana 2/1 that makes a 1/1 – in a color that has lots of pay offs for going wide – is a pretty nice card – probably a C+. So, also having the Treasure option is nice upside – sometimes you’ll want it to help you ramp, and sometimes you’ll be in a deck that cares about Treasure than it does going wide, especially if you’re in Red/Green.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 2: Cabaretti Charm
Cleanup Crew
3.5 I always love modal cards, and this is a sweet one! You’ll always be able to get something pretty nice out of it. At worst, you get a Honey Mammoth-type creature – in other words, a 6-mana 6/6 that gains you 4 life, and that kind of creature is usually great top-curve in many decks, allowing them to stabilize. But then it comes with options that let it Naturalize something or hate on the graveyard. You’ll get the most value if you have an Enchantment or Artifact to blow up, but the fail case of Honey Mammoth is a great floor, and there’s a nice ceiling here.
Cabaretti Charm
3.5 This might be the least exciting of the Charms in this set, but its pretty good. It is a little worse than the others because all three of its modes are kind of situational, and there isn’t really one that is going to feel good as the fall back plan. However, situations where one of those modes are useful will come up often enough that I still like it. If you can kill your opponent or a planeswalker with the first mode, obviously you choose that. +1/+1 and trample to the whole board will be nice if you’re going wide, and sometimes it can basically function as a removal spell. And, paying three mana for two 1/1 tokens is also fine. The Cabaretti are into going wide, and it is nice that this can enable that and pay you off for that.
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.
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.
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.
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.
Extract the Truth
1.5 The first mode will often be able to hit something, even in the middle part of the game, and having some enchantment hate in your main deck is nice. Now, there will be times where neither mode does anything, and that’s rough – but most of the time you’ll do something with it, even if it isn’t anything big.
Tramway Station
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
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.
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.
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.
Big Score
2.5 This is an easier-to-cast Unexpected Windfall. While that card has been great in constructed, it wasn’t that great in Limited. It isn’t a bad card to have around though, as it helps you find some fresh cards while also providing you with some ramping and fixing, and the extra treasure it gives you might even enable you to cast something! But it doesn’t really do anything to immediately impact the game, and that makes it a card that you can cut sometimes.
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 3 Pick 3: Backup Agent
Shadow of Mortality
1.0 Looks like they gave Modern and Legacy Death’s Shadow decks a new tool! This isn’t great for Limited, though. You won’t be able to cast this until your life gets to about 10, and at that point it is going to be a vanilla 5-mana 7/7. That’s obviously a good rate, but when you take into account the fact that this was stuck in your hand for a really long time, it doesn’t look nearly as good. Basically, in the mid to late game it will feel efficient, and earlier than that it is going to feel pretty miserable. It is going to be stuck in your hand way too often.
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.
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.
Masked Bandits
2.5 A six-mana 5/5 is actually kind of reasonable, and this one comes with the upside of helping you fix your mana early.
Most Wanted
1.5 Flash Auras can be nice, since they are sort of like combat tricks that leave some permanent value behind, but only giving +1 to toughness does mean this won’t save your creature as often as you’d probably like. Getting two Treasure when the creature dies does soften the blow if you get 2-for-1’d, but probably not by enough for me to excited about this.
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.
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.
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!
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.
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.
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.
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 4: Exhibition Magician
Mr. Orfeo, the Boulder
3.5 This looks pretty nice. What I like the most is that the turn you play it it will often already have some impact, as it will make one of your creatures into a much more formidable attacker. It can of course pump its own power too, so when it attacks its a 4/4, but you’re usually hoping for something spicier than that. It also pairs well with Blitz, as your opponent often won’t want to block a Blitzed creature, since you’ll be getting a card anyway when it dies and the creature isn’t sticking around for good, but Mr. Orfeo complicates that, since the creatures will be hitting harder.
Grisly Sigil
3.5 This has a really neat design for a card with casualty. Basically, without Casualty this can kill an X/1 and with Casualty it can kill an X/4, and that is a pretty amazing deal for the mana! The Casualty certainly takes some setup, but it feels like there are enough nice 1 power things to sacrifice to this that it won’t really feel like you’re paying that much extra for a super efficient removal spell.
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.
Exhibition Magician
3.0 This is a good Common. A three mana 2/1 that makes a 1/1 – in a color that has lots of pay offs for going wide – is a pretty nice card – probably a C+. So, also having the Treasure option is nice upside – sometimes you’ll want it to help you ramp, and sometimes you’ll be in a deck that cares about Treasure than it does going wide, especially if you’re in Red/Green.
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.
Obscura Initiate
2.5 This is a Wind Drake with some solid upside – life link is no joke on an evasive creature, and can really alter races!
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.
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.
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.
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.
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 3 Pick 5: Strangle
Crew Captain
2.5 This is going to be pretty scary the turn it comes down, as the combination of Haste, indestructibility, and 4 power means there won’t always be a good way to stop this. That said, there are a lot of tokens in the format that can just chump this, and there will be plenty of times where just taking 4 isn’t going to hurt your opponent that much. It does stick around as a 4/2 – and that’s nice – but I’m not super impressed with this. If you play it on turn three it will feel pretty good, but the more developed your opponents board is, the less impressive it becomes. You’ll play it when you’re all three of these colors of course, but it definitely isn’t the kind of thing that really pulls you in that direction.
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.
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.
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!
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.
Exhibition Magician
3.0 This is a good Common. A three mana 2/1 that makes a 1/1 – in a color that has lots of pay offs for going wide – is a pretty nice card – probably a C+. So, also having the Treasure option is nice upside – sometimes you’ll want it to help you ramp, and sometimes you’ll be in a deck that cares about Treasure than it does going wide, especially if you’re in Red/Green.
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.
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.
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.
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.
Pack 3 Pick 6: Riveteers Initiate
Cormela, Glamour Thief
3.5 This can ramp you into bigger spells, and she is a good card to sacrifice for Casualty, since she will get you a spell back.
Incriminate
2.0 Black often has cards that let the opponent make a decision about something, and they pretty much always underperform, since there are too many situations where your opponent can minimize the damage. However, I think this might make your opponent make a narrow enough decision that it will be decent. Sure, you’ll have situations where your opponent hasl ike a 1/1 and some bomb creature and it isn’t going to feel too good in those scenarios – and I’m certainly not saying this is premium removal ro anything – but I do think there will be enough board states where this kills something you want dead for two mana. Don’t go into it thinking it is Doom Blade, and I think you’ll feel okay about what you’re getting.
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.
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.
Social Climber
2.0 This has passable stats and a decent Alliance trigger. Gaining a bit of life here and there can add up sometimes, and that’s especially true with the tokens you’ll be making in Cabaretti!
Riveteers Initiate
2.5 Like most of this cycle, this is solid. It has okay base stats, and it can gain a useful keyword! Deathtouch does mean it can trade with anything, and that’s nice.
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.
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.
Dapper Shieldmate
2.5 If you take the shield counter out of the equation here, this card would be a 1.0. A 4-mana 2/2 that’s only a 4/2 on your turn just isn’t good. However, the shield counter definitely matters here. Your opponent is going to have to give up something in most cases just to get rid of the counter. And sure, they could just chump it with a token or something, but they still have to put in some work, and they can’t just ignore this since it can hit for 4 damage at a time.
Pack 3 Pick 7: Riveteers Initiate
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.
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.
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.
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.
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 Initiate
2.5 Like most of this cycle, this is solid. It has okay base stats, and it can gain a useful keyword! Deathtouch does mean it can trade with anything, and that’s nice.
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.
Cutthroat Contender
1.5 A vanilla one mana 2/1 already isn’t a great card in Limited, since it really tends to get outclassed in a hurry – and this is basically a one mana 2/1 that is conditional. A 2/1 is only marginally better than a 1/1 in most games. It doesn’t really seem worth it to me, even in an aggro deck. I guess the idea is that you can buff it so that your one drop can be sacrificed to a Casualty 2 spell, but that doesn’t make it that much better.
Pack 3 Pick 8: Mayhem Patrol
Pyre-Sledge Arsonist
1.0 // 4.0 This is definitely a buildaround. If you can get it going, it can do some pretty absurd stuff – and it works well with two mechanics that are in guilds that have Red in them – both Maestros and Riveteers. Treasure tokens are also all over the place. But still, it seems like your typical deck probably won’t be able to consistently get the Arsonist going. There’s enough sacrifice that it isn’t a straight up F in your typical deck, but it is probably just a 1.0. It has a ceiling at 4.0 though. Even if you are only using the ability to do one damage at a time, that’s not a bad effect. And if you are able to do 2+ with it, it will feel pretty insane.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 9: Ominous Parcel
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.
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.
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.
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.
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.
Ominous Parcel
1.5 This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
Pack 3 Pick 10: Glittering Stockpile
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.
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.
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.
Big Score
2.5 This is an easier-to-cast Unexpected Windfall. While that card has been great in constructed, it wasn’t that great in Limited. It isn’t a bad card to have around though, as it helps you find some fresh cards while also providing you with some ramping and fixing, and the extra treasure it gives you might even enable you to cast something! But it doesn’t really do anything to immediately impact the game, and that makes it a card that you can cut sometimes.
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 3 Pick 11: Paragon of Modernity
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.
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.
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.
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 12: Spara's Adjudicators
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.
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.
Spara's Adjudicators
2.5 The ETB trigger here can be nice in a lot of situations, where it buys you more time or makes it so you can attack more effectively on your turn. Like with all of these, you get a pretty decent creature that has the upside of helping you fix early.
Pack 3 Pick 13: 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!
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 14: Incriminate
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.