Toluz, Clever Conductor
3.5 This is a neat design. Like all of these hybrid cards, you can play it in a whole bunch of different decks! Then, this is a creature that will often be a 3/1 or a 4/2 that nets you a card when it dies, and that is high enough power that your opponent can’t just ignore it completely. And sure, if its a 3/1 that means you’re getting a land back when it does die, but a card’s a card! The one kind of awkard thing is that lots of Obscura decks will have stuff they want in the graveyard, and this won’t let you do that. It could be a pretty sweet thing to sacrifice for Casualty in some situations too.
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.
Night Clubber
3.5 This is good. It is a lot like Plague Mare, and that card played pretty well. Giving -1/-1 to all of your opponents creatures often opens the door to much more effective attacks for you, and it will just outright kill a creature or two pretty often. Having Blitz in the mix is nice, because you’ll feel like you’re getting a card worth of value out of this a lot anyway, so getting the effect going, being able to attack with the Clubber, and then also getting a card back is going to feel pretty good. I think you can take this pretty highly.
Dusk Mangler
4.0 This is a pretty neat design, and it reminds me of Daemogoth Woe-Eater from Strixhaven, and that’s pretty good company to keep! The body you get isn’t nearly as efficient, but this really delivers a gut-punch to the opponent when it comes down. You might have to do something extra to cast it, but your opponent has to do all of those things when you cast it. Note, by the way that the extra cost is part of casting it, so if you reanimate it or flicker it, your opponent gets punished by the ETB trigger again and you don’t have to do anything! The additional cost being flexible is great too, as you can find a way to cast it in most situations.
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.
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.
Hold for Ransom
3.0 This is a Pacifism that your opponent can pay 7 mana to get rid of. We’ve seen removal auras in the past that let your opponent pay mana to get rid of the Aura, and most of them haven’t been great. I think this one has enough going on, though, that it looks better than previous cards like that we’ve seen. For one thing, 7 mana is a ton – so much that your opponent may just never get there. For another, your opponent also lets you draw a card off of it, and they can only pay for it at Sorcery speed. Your opponent may finally get rid of it, but they will spend their whole turn doing it most of the time, and then it replaces itself! Now, like all Aura removal, this is at a bit of a disadvantage in this format because of the presence of the Casualty mechanic and other sacrifice stuff more broadly.
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.
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.
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.
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
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.
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.
Halo Scarab
1.5 This has okay stats, and gives you some value out of the graveyard. That will be nice whether you mill it, discard it, or just have it die from being in play. Two mana to make a treasure is obviously not a great rate, but it does give you the potential to have fixing in just about any deck. I think this is going to be pretty easy to cut as decks will usually have good enough fixing without it, but it isn’t a disaster to play it either.
Pack 1 Pick 2: Disciplined Duelist
Vampire Scrivener
2.0 This obviously has the potential to get absolutely massive, but it has some pretty awful starting stats that will allow your opponent to pay 1 to 2 mana to kill your five drop, and that’s always pretty rough. What’s more is, losing life on your turn won’t be super easy – so you’re mostly going to be leaning on the life gain angle, which will happen, but it also isn’t a massive theme in this format.
Disciplined Duelist
3.5 A 3-mana 2/1 with Double Strike and a shield counter sounds like a pretty darn good deal. Double Strike pairs particularly well with the Shield, because it means the Duelist can keep itself from getting hit at all in combat against smaller creatures, so it will hold on to the shield. Meanwhile, it is capable of taking down 4 toughness creatures and surviving to tell the tale, since it will just lose the shield counter. It will get spicier if you can increase its stats of course, like most double strikers.
Refuse to Yield
1.5 +2 power for two mana doesn’t make for a great trick, even with a huge toughness boost. We usually get +2/+2 for a single mana, so paying twice that for the toughness boost isn’t the best thing ever. This is because it doesn’t help actually take down the opposing creature as much. Your creature has to have higher power on average to win the combat. Now, the upside is you can use Refuse to Yield to save a creature from damage-based removal, and I think as a whole that makes this a trick you’ll play sometimes, but it will get cut a decent chunk of the time too.
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.
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.
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.
Waterfront District
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
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.
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.
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.
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.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Pack 1 Pick 3: Celestial Regulator
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.
Slip Out the Back
1.0 This doesn’t seem great to me. Sure, it can save your creature and it gets a permanent buff, but good effects like this can actually allow you to take down the creature that you’re blocking. That’s part of what made Tamiyo’s Safekeeping so good – it had an effect that was good against removal, but it could also make your creature win combat when it would have been a trade. And…you can’t do that with Phasing. Basically, this can only save your creature and buff it – and that’s not really worth a card. It is just too narrow.
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.
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.
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.
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.
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.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
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.
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.
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: Make Disappear
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.
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.
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.
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.
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.
High-Rise Sawjack
2.0 We’ve seen this card in Spider-form before, and it was fine. 4 power is enough to take down most flyers and it is a nice thing to trade for those types of creatures.
Spara's Adjudicators
2.5 The ETB trigger here can be nice in a lot of situations, where it buys you more time or makes it so you can attack more effectively on your turn. Like with all of these, you get a pretty decent creature that has the upside of helping you fix early.
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.
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.
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.
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.
Pack 1 Pick 5: Make Disappear
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.
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.
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.
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.
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.
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.
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.
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.
Kill Shot
2.0 Is decent removal, but it is situational enough that it is nowhere near premium. An aggressive deck isn’t super interested in a card like this, because you really want cards that let you kill blockers, and your opponent can also play around a card like this pretty effectively.
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
Pack 1 Pick 6: Obscura Storefront
Vampire Scrivener
2.0 This obviously has the potential to get absolutely massive, but it has some pretty awful starting stats that will allow your opponent to pay 1 to 2 mana to kill your five drop, and that’s always pretty rough. What’s more is, losing life on your turn won’t be super easy – so you’re mostly going to be leaning on the life gain angle, which will happen, but it also isn’t a massive theme in this format.
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.
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.
Waterfront District
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
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.
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.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
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.
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 1 Pick 7: Backup Agent
Cement Shoes
1.5 They are trying pretty hard to make Enormous Energy Blade-like cards good. And…that’s pretty tough to do! Obviously, the casting cost and the equip cost are really reasonable for a +3/+3 boost, and at least you can take advantage of it immediately by attacking with the creature you put it on, but the fact that creature gets locked down is rough. Now, its cheap enough you could move it around so it goes on to a creature that you don’t care about being locked down – like maybe one shut down by an Aura – but that end sup being a lot of mana! You can also attack with something you know will result in a trade, so you don’t have to worry about moving it. Basically, this isn’t a bad mana sink to have around in the right situations – and it will definitely make just about any creature into a much better attacker – but the fact that you can’t take advantage of the Equipment on defense is definitely a bummer, as is the downside. I think this is definitely better than Enormous Energy Blade was, but it still isn’t great.
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.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
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.
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.
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.
Prizefight
2.0 Cards that just fight and don’t offer a stats boost of any kind tend to be pretty medium. Buffing the creature makes it so that a wider variety of creatures can do something useful with them, and you just don’t get that here at all. It does combo interestingly with shield tokens, since it can enable you to fight with a shielded creature without losing it, and that does kind of expand the range of creatures that can fight with this and survive.
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.
Pack 1 Pick 8: Skybridge Towers
Brass Knuckles
1.0 This is a really roundabout way to give one of your creatures double strike! You basically pay 4 mana and then 1 to equip the original one as well as the copy. That’s..not a great rate. And yeah, it gets better in situations where you can buff the creature, but the Knuckles don’t buff the thing at all, so it had better already be a pretty good attacker. It gets especially ugly in situations where your opponent can deal with one of the copies, and then your creature just loses double strike on the spot – and there isn’t really enough good Equipment around for this to work that often without its copy.
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.
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.
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.
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.
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.
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 1 Pick 9: Skybridge Towers
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.
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.
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.
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.
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.
Halo Scarab
1.5 This has okay stats, and gives you some value out of the graveyard. That will be nice whether you mill it, discard it, or just have it die from being in play. Two mana to make a treasure is obviously not a great rate, but it does give you the potential to have fixing in just about any deck. I think this is going to be pretty easy to cut as decks will usually have good enough fixing without it, but it isn’t a disaster to play it either.
Pack 1 Pick 10: Make Disappear
Refuse to Yield
1.5 +2 power for two mana doesn’t make for a great trick, even with a huge toughness boost. We usually get +2/+2 for a single mana, so paying twice that for the toughness boost isn’t the best thing ever. This is because it doesn’t help actually take down the opposing creature as much. Your creature has to have higher power on average to win the combat. Now, the upside is you can use Refuse to Yield to save a creature from damage-based removal, and I think as a whole that makes this a trick you’ll play sometimes, but it will get cut a decent chunk of the time too.
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.
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.
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.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Pack 1 Pick 11: 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.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
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.
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 12: High-Rise Sawjack
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.
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.
Jackhammer
1.5 We’ve seen a purely colorless version of this before, and I wasn’t particular impressed with that, so one that requires Red mana to cast isn’t exactly something I’m looking to play. Sticking this on a token is the most appealing thing, as a 3/1 token can’t be ignored, but the two mana to equip this is a pretty steep rate on a card that doesn’t do anything else.
Pack 1 Pick 13: Quick-Draw Dagger
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.
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 1 Pick 14: Cabaretti Initiate
Cabaretti Initiate
1.5 If you can put counters on this, it can get interesting – and you certainly have access to some of those in this format. But overall, this is probably the worst of this cycle. A one mana ½ just gets outclassed way too quickly, and giving a creature that size double strike isn’t exactly a big deal. You’ll play it of course in aggressive decks, but I can see it getting cut a good chunk of the time too, even in Cabaretti.
Pack 2 Pick 1: Inspiring Overseer
Incandescent Aria
2.0 Doing 3 damage to everything for three tends to be a pretty good rate, but the whole nontoken thing here is interesting. Because this is a Cabaretti card, you are more likely to have tokens than your opponent, but not blowing up tokens does mean that this doesn’t kill a bunch of the small things that you do want to kill in this format. So, not only can this not kill things with 4 toughness or greater, it can’t kill tokens, and that is definitely something that limits it. It is still more likely to go in your favor if you’re the Cabaretti player, but this type of card is going to be really hit or miss.
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!
Illuminator Virtuoso
3.0 A two mana 1/1 with Double Strike is already pretty decent, so adding Connive to the mix is pretty sweet. Now, actually trigger the Connive on this card isn’t the easiest thing in the world, since your typical deck doesn’t really run that many ways to target its own stuff, but this is obviously a pretty nice payoff for playing some tricks.
Rocco, Cabaretti Caterer
3.5 This is a neat design. The main idea here is that you get to trigger Alliance twice when you cast Rocco, but being able to search up some stuff is pretty sweet. I mean, if you pay 4 and get a 3/1 and a 1/1, you’re doing pretty well, and things pretty much scale from there. Paying almost anything for X is going to feel good, though make sure you have something to search up. You won’t always at one, for example. The rest of the mana values are probably going to be easier to make work.
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!
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.
Inspiring Overseer
4.0 This is a pretty incredible Common. It gives you a passable flying body while replacing itself and even gaining you a life! We saw a Blue version of this once without the life gain and it was really good – and we’ve seen a non-flying version of this card in the recent past that was also quite good. That trend will continue here. This is probably just White’s best Common.
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.
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.
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.
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.
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Glamorous Outlaw
2.5 Like the rest of this cycle, exiling this gives you some fixing that isn’t great, but because you can also just cast it the normal way and get passable value – or you can play it from exile in the later game.
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
Pack 2 Pick 2: Hold for Ransom
Citizen's Crowbar
3.0 I always like Equipment that makes a creature for it to equip to automatically. Basically, this is a two mana 2/2 that leaves behind a reasonable piece of Equipment – or you can give up the Equipment to Disenchant something while you keep the creature token. Both of those outcomes are quite good for the investment.
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.
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.
Celebrity Fencer
3.0 This has the potential to get really massive, but I don’t love that it starts out as a 3/2. You’re going to get really blown out sometimes when you play this and your opponent destroys it for one or two mana. But in a lot of White decks in this format, especially the Cabaretti, like putting a ton of creature tokens into play, and that will allow the Fencer to do some serious work.
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.
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.
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.
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.
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.
Hold for Ransom
3.0 This is a Pacifism that your opponent can pay 7 mana to get rid of. We’ve seen removal auras in the past that let your opponent pay mana to get rid of the Aura, and most of them haven’t been great. I think this one has enough going on, though, that it looks better than previous cards like that we’ve seen. For one thing, 7 mana is a ton – so much that your opponent may just never get there. For another, your opponent also lets you draw a card off of it, and they can only pay for it at Sorcery speed. Your opponent may finally get rid of it, but they will spend their whole turn doing it most of the time, and then it replaces itself! Now, like all Aura removal, this is at a bit of a disadvantage in this format because of the presence of the Casualty mechanic and other sacrifice stuff more broadly.
Gathering Throng
0.0 // 3.0 Collect ‘em all cards are always pretty fun in Limited. A 3-mana 3/1 is bad, but as long as you have two of these, this is very playable, since a 3-mana 3/1 that draws another one is a pretty good deal. It makes sure you will continue to have stuff to play, and getting these also guarantees you can go wide and keep triggering Alliance. They are also Citizens! So yeah, Basically, if you have only one copy of this, its pretty much unplayable – if you have two, it’s a 2.5, and it probably maxes out around a 3.0.
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.
Civic Gardener
1.5 This type of effect is often not especially impactful. Sure, it sort of has Vigilance, and can lend it to other creatures, and help you have more mana in your second main phase, but all of those things are just not a big deal most of the time. And it isn’t like it can really attack and make use of that trigger for very long.
Pack 2 Pick 3: Illuminator Virtuoso
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.
Illuminator Virtuoso
3.0 A two mana 1/1 with Double Strike is already pretty decent, so adding Connive to the mix is pretty sweet. Now, actually trigger the Connive on this card isn’t the easiest thing in the world, since your typical deck doesn’t really run that many ways to target its own stuff, but this is obviously a pretty nice payoff for playing some tricks.
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.
Buy Your Silence
2.5 This can deal with any nonland permanent, but its also a pretty clunky sorcery that gives your opponent back a treasure. It definitely falls short of being Premium removal, but I do think the first copy is going to be something you want in most White decks, since it is sort of a catch-all removal spell. Running more than one probably isn’t great, though.
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.
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.
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.
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.
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.
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.
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
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 2 Pick 4: Caldaia Strongarm
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 5: Backup Agent
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.
Dusk Mangler
4.0 This is a pretty neat design, and it reminds me of Daemogoth Woe-Eater from Strixhaven, and that’s pretty good company to keep! The body you get isn’t nearly as efficient, but this really delivers a gut-punch to the opponent when it comes down. You might have to do something extra to cast it, but your opponent has to do all of those things when you cast it. Note, by the way that the extra cost is part of casting it, so if you reanimate it or flicker it, your opponent gets punished by the ETB trigger again and you don’t have to do anything! The additional cost being flexible is great too, as you can find a way to cast it in most situations.
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.
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!
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.
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.
Witness Protection
1.5 I have a hard time ever getting behind this type of removal. The big problem is that you aren’t entirely dealing with the creature you put it on! It can still attack and block, and +1/+1 and shield counters are a problem too, as is the Casualty mechanic and other sacrifice effects. You’ll play this if you’re desperate for removal, but that’s about it.
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.
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.
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.
Pack 2 Pick 6: Skybridge Towers
Rogues' Gallery
2.5 I think most Black decks in the format will have enough creatures of different colors to be interested in the first copy of this. Getting two things back with it is solid, and if you can get 3+ it will be downright insane! The format has plenty of graveyard action to enable it to. I think I like valuing the first copy of this at a 2.5, though you don’t really want more than that first copy.
Refuse to Yield
1.5 +2 power for two mana doesn’t make for a great trick, even with a huge toughness boost. We usually get +2/+2 for a single mana, so paying twice that for the toughness boost isn’t the best thing ever. This is because it doesn’t help actually take down the opposing creature as much. Your creature has to have higher power on average to win the combat. Now, the upside is you can use Refuse to Yield to save a creature from damage-based removal, and I think as a whole that makes this a trick you’ll play sometimes, but it will get cut a decent chunk of the time too.
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.
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.
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.
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.
Celebrity Fencer
3.0 This has the potential to get really massive, but I don’t love that it starts out as a 3/2. You’re going to get really blown out sometimes when you play this and your opponent destroys it for one or two mana. But in a lot of White decks in this format, especially the Cabaretti, like putting a ton of creature tokens into play, and that will allow the Fencer to do some serious work.
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.
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 2 Pick 7: Brokers Veteran
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.
Halo Scarab
1.5 This has okay stats, and gives you some value out of the graveyard. That will be nice whether you mill it, discard it, or just have it die from being in play. Two mana to make a treasure is obviously not a great rate, but it does give you the potential to have fixing in just about any deck. I think this is going to be pretty easy to cut as decks will usually have good enough fixing without it, but it isn’t a disaster to play it either.
Backstreet Bruiser
2.0 A two mana 3/3 makes for a pretty good blocker, and it is certainly doable to take defender off of this thing, especially in Blue-White.
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
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.
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.
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!
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 2 Pick 8: Waterfront District
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.
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.
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.
Waterfront District
2.5 These offer good fixing, and being able to pitch them for a whole card in the late game is really nice, as it offers you some flood insurance and gives you somethign to do with all your mana. Like most duals, this is something you should value as a C+. It will really help your mana, and that’s more important than normal in a set with a big 3-color focus.
Incriminate
2.0 Black often has cards that let the opponent make a decision about something, and they pretty much always underperform, since there are too many situations where your opponent can minimize the damage. However, I think this might make your opponent make a narrow enough decision that it will be decent. Sure, you’ll have situations where your opponent hasl ike a 1/1 and some bomb creature and it isn’t going to feel too good in those scenarios – and I’m certainly not saying this is premium removal ro anything – but I do think there will be enough board states where this kills something you want dead for two mana. Don’t go into it thinking it is Doom Blade, and I think you’ll feel okay about what you’re getting.
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.
Witness Protection
1.5 I have a hard time ever getting behind this type of removal. The big problem is that you aren’t entirely dealing with the creature you put it on! It can still attack and block, and +1/+1 and shield counters are a problem too, as is the Casualty mechanic and other sacrifice effects. You’ll play this if you’re desperate for removal, but that’s about it.
Pack 2 Pick 9: Make Disappear
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.
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.
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.
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Glamorous Outlaw
2.5 Like the rest of this cycle, exiling this gives you some fixing that isn’t great, but because you can also just cast it the normal way and get passable value – or you can play it from exile in the later game.
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
Pack 2 Pick 10: Celebrity Fencer
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.
Celebrity Fencer
3.0 This has the potential to get really massive, but I don’t love that it starts out as a 3/2. You’re going to get really blown out sometimes when you play this and your opponent destroys it for one or two mana. But in a lot of White decks in this format, especially the Cabaretti, like putting a ton of creature tokens into play, and that will allow the Fencer to do some serious work.
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.
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.
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.
Pack 2 Pick 11: Run Out of Town
Buy Your Silence
2.5 This can deal with any nonland permanent, but its also a pretty clunky sorcery that gives your opponent back a treasure. It definitely falls short of being Premium removal, but I do think the first copy is going to be something you want in most White decks, since it is sort of a catch-all removal spell. Running more than one probably isn’t great, though.
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.
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.
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
Pack 2 Pick 12: Backstreet Bruiser
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.
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.
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 13: Brokers Veteran
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.
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 2 Pick 14: Security Bypass
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.
Pack 3 Pick 1: Faerie Vandal
Endless Detour
3.5 This card has a lot of different modes, and I like that. You can use it to bounce an opposing spell or permanent back to the library. Keep in mind that when its worded like this, the controller of the permanent is who makes the decision, but either way – when you are putting a card back on top or bottom of a library, you’re actually trading 1-for-1, unlike when you put something back in your opponent’s hand. Those are the modes you probably choose the most, but you can also do some things to benefit yourself, of course. The most obvious is putting a card back on top of your library that you really want to get back. That isn’t great in terms of value, because you use up a card for only card selection, but the fact that it is an available option is upside on a card that’s already pretty good. You can also rebuy ETB abilities and the like, but again – putting the thing on top of your library is a pretty big cost. Mostly, you’ll use this as removal or a counterspell.
Elegant Entourage
3.0 A 5-mana 5/5 tends to be pretty solid, even these days where creatures seem to keep getting better. Then, this has a pretty nice alliance trigger, as +1/+1 and Trample is going to be enough to really improve your attacks on a given turn. IT is a bit of a bummer that the Entourage can’t pump itself, but it still feels like this will create problems for your opponent most of the time when you trigger Alliance.
Take to the Streets
1.0 // 3.0 This looks like a solid payoff for going wide, especially because there are so many Citizens around. Now, it is still super situational – it basically does nothing until you’ve gone wide enough – but I imagine you are going to want the first copy of this in the Citizen decks in the format.
Faerie Vandal
3.0 This is a reprint, and a pretty nice one. You only need one counter on it to feel like you are getting there, and that's very doable with Connive in the set.
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.
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
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.
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.
Light 'Em Up
3.0 Two mana to do 2 at Sorcery speed is usually a solid card, so having the Casualty upside of doubling the spell is pretty sweet. That means you can take down X/4s with it sometimes, or even better – kill two creatures!
Maestros 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.
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.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
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.
Shattered Seraph
2.5 The initial card you get isn’t great – a 7-mana 4/4 Flyer that gains you 3 life would probably be something like a D+. It is a real body and the life gain is nice, but by that stage of the game the size may not be enough. And..the other side of the card isn’t great either, as paying 2 mana to fix your mana hurts pretty bad. However, what saves this card from being awful is the fact that you can still cast it from exile, so eventually you can get both parts of the card going. Sometimes it won’t be worth doing the exile part of course, but this looks solid overall.
Pack 3 Pick 2: Knockout Blow
Maestros Charm
3.5 Modality is great, and the three options you have here are all pretty nice. In Limited, you’ll most frequently choose to do 5 damage to something, and that’s a pretty great deal for three mana! Being able to Lightning Helix your opponent is nice when it gives you lethal, and being able to go 5 deep in your library while loading up your graveyard will sometimes be the right choice. This is premium removal with big upside.
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.
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.
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.
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.
Backup Agent
2.5 We see the Green version of this all the time, and it’s always solid. It can be a 2/2 for 2 if its alone, and the ability to put the counter somewhere else stays surprisingly relevant all game long. It has the Citizen creature type and there are some counter synergies in the set too.
Brokers 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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 3: Inspiring Overseer
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.
Vampire Scrivener
2.0 This obviously has the potential to get absolutely massive, but it has some pretty awful starting stats that will allow your opponent to pay 1 to 2 mana to kill your five drop, and that’s always pretty rough. What’s more is, losing life on your turn won’t be super easy – so you’re mostly going to be leaning on the life gain angle, which will happen, but it also isn’t a massive theme in this format.
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.
Inspiring Overseer
4.0 This is a pretty incredible Common. It gives you a passable flying body while replacing itself and even gaining you a life! We saw a Blue version of this once without the life gain and it was really good – and we’ve seen a non-flying version of this card in the recent past that was also quite good. That trend will continue here. This is probably just White’s best Common.
Rakish Revelers
2.5 A 5-mana 5/3 that makes a 1/1 is something I would already sign up for, so the fact that it can fix your mana earlier in the game is some upside on a card that’s already quite playable.
Hold for Ransom
3.0 This is a Pacifism that your opponent can pay 7 mana to get rid of. We’ve seen removal auras in the past that let your opponent pay mana to get rid of the Aura, and most of them haven’t been great. I think this one has enough going on, though, that it looks better than previous cards like that we’ve seen. For one thing, 7 mana is a ton – so much that your opponent may just never get there. For another, your opponent also lets you draw a card off of it, and they can only pay for it at Sorcery speed. Your opponent may finally get rid of it, but they will spend their whole turn doing it most of the time, and then it replaces itself! Now, like all Aura removal, this is at a bit of a disadvantage in this format because of the presence of the Casualty mechanic and other sacrifice stuff more broadly.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
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!
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.
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.
Case the Joint
1.5 4 mana to draw 2 at instant speed is kind of passable. This has additional minor upside in that it gives you a bit of information, but that doesn’t really do enough for this to be something that consistently makes the cut in your deck.
Obscura Storefront
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Pack 3 Pick 4: Brokers Hideout
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.
Queza, Augur of Agonies
4.0 This has some subpar stats, but it will also drain your opponent a life every single turn at a minimum. That sort of effect can really allow you to stabilize against aggressive opponents, as it helps you stay just out of reach of their lethal damage and things eventually start to snowball. This is especially true when you couple this with Connive and other draw effects.
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.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Shattered Seraph
2.5 The initial card you get isn’t great – a 7-mana 4/4 Flyer that gains you 3 life would probably be something like a D+. It is a real body and the life gain is nice, but by that stage of the game the size may not be enough. And..the other side of the card isn’t great either, as paying 2 mana to fix your mana hurts pretty bad. However, what saves this card from being awful is the fact that you can still cast it from exile, so eventually you can get both parts of the card going. Sometimes it won’t be worth doing the exile part of course, but this looks solid overall.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 5: Patch Up
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.
Sizzling Soloist
2.5 The bad stats here are going to bite you sometimes, since it can die to really cheap removal despite costing 4 mana, but hey – at least you’re trading 1-for-1, and the Alliance effect this has is a pretty big deal. Stopping a creature from blocking tends to drastically alter a turn, although your opponent will know this is coming, so it isn’t quite as impressive as versions of it that come out of nowhere. But still, your opponent has to alter their game plan once you play something like this, because they just may be unable to block! If you get alliance twice with it, not only are two things not blocking, but you can also force an attack – which will mean that thing won’t be blocking on the next turn either!
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.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
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.
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.
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.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Pack 3 Pick 6: Deal Gone Bad
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.
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.
Rakish Revelers
2.5 A 5-mana 5/3 that makes a 1/1 is something I would already sign up for, so the fact that it can fix your mana earlier in the game is some upside on a card that’s already quite playable.
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.
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.
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.
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.
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.
Sewer Crocodile
1.5 // 2.5 If you can get the ability on this down to a single Blue, it represent a pretty reasonable win condition, since you can crack in with your unblockable Crocodile and still have plenty of mana left over to add to the board too. That’s usually the problem with this big inefficient creatures who ask for a lot of mana to become unblockable – you can’t really do more than use the ability, but with the Crocodile, sometimes you’ll be able to get it going pretty cheaply. In a Blue deck that isn’t good at loading the graveyard you probably don’t end up playing this – so this probably deserves a build around.
Pack 3 Pick 7: Backup Agent
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.
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.
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.
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.
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.
Broken Wings
1.5 As is usually the case with this card -- it will have enough targets that main decking it isn’t the worst thing in the world, though it is much safer to keep it in your sideboard.
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.
Incriminate
2.0 Black often has cards that let the opponent make a decision about something, and they pretty much always underperform, since there are too many situations where your opponent can minimize the damage. However, I think this might make your opponent make a narrow enough decision that it will be decent. Sure, you’ll have situations where your opponent hasl ike a 1/1 and some bomb creature and it isn’t going to feel too good in those scenarios – and I’m certainly not saying this is premium removal ro anything – but I do think there will be enough board states where this kills something you want dead for two mana. Don’t go into it thinking it is Doom Blade, and I think you’ll feel okay about what you’re getting.
Pack 3 Pick 8: Obscura Storefront
Cement Shoes
1.5 They are trying pretty hard to make Enormous Energy Blade-like cards good. And…that’s pretty tough to do! Obviously, the casting cost and the equip cost are really reasonable for a +3/+3 boost, and at least you can take advantage of it immediately by attacking with the creature you put it on, but the fact that creature gets locked down is rough. Now, its cheap enough you could move it around so it goes on to a creature that you don’t care about being locked down – like maybe one shut down by an Aura – but that end sup being a lot of mana! You can also attack with something you know will result in a trade, so you don’t have to worry about moving it. Basically, this isn’t a bad mana sink to have around in the right situations – and it will definitely make just about any creature into a much better attacker – but the fact that you can’t take advantage of the Equipment on defense is definitely a bummer, as is the downside. I think this is definitely better than Enormous Energy Blade was, but it still isn’t great.
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
Brokers Initiate
1.5 A one mana 0/4 isn’t really what you want to be doing in Limited most of the time. Sure, it can block some things, but that’s just not enough these days. It has a minimal impact on the board – up until you can pump mana into it to make it a 5/5 – but it is a lot of mana. It isn’t unplayable or anything, but I don’t see it making the cut even in every deck that can pay for the ability.
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.
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.
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.
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 9: Sky Crier
Take to the Streets
1.0 // 3.0 This looks like a solid payoff for going wide, especially because there are so many Citizens around. Now, it is still super situational – it basically does nothing until you’ve gone wide enough – but I imagine you are going to want the first copy of this in the Citizen decks in the format.
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.
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.
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.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
Incriminate
2.0 Black often has cards that let the opponent make a decision about something, and they pretty much always underperform, since there are too many situations where your opponent can minimize the damage. However, I think this might make your opponent make a narrow enough decision that it will be decent. Sure, you’ll have situations where your opponent hasl ike a 1/1 and some bomb creature and it isn’t going to feel too good in those scenarios – and I’m certainly not saying this is premium removal ro anything – but I do think there will be enough board states where this kills something you want dead for two mana. Don’t go into it thinking it is Doom Blade, and I think you’ll feel okay about what you’re getting.
Pack 3 Pick 10: Revelation of Power
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.
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.
Civic Gardener
1.5 This type of effect is often not especially impactful. Sure, it sort of has Vigilance, and can lend it to other creatures, and help you have more mana in your second main phase, but all of those things are just not a big deal most of the time. And it isn’t like it can really attack and make use of that trigger for very long.
Revelation of Power
1.5 The boost isn’t amazing, but the counter upside will definitely come up. It can let you win combat and gain life as well as help you get in for a bunch in the air. You’ll play this in aggressive decks with lots of counters.
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.
Pack 3 Pick 11: Case the Joint
Vampire Scrivener
2.0 This obviously has the potential to get absolutely massive, but it has some pretty awful starting stats that will allow your opponent to pay 1 to 2 mana to kill your five drop, and that’s always pretty rough. What’s more is, losing life on your turn won’t be super easy – so you’re mostly going to be leaning on the life gain angle, which will happen, but it also isn’t a massive theme in this format.
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!
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.
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 3 Pick 12: Boon of Safety
Attended Socialite
2.0 This looks like a fine, if unexciting, two drop for creature-heavy Green decks. It will often attack as a 3/2, which isn’t the biggest upgrade ever since most two drops can still trade with it.
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.
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.
Pack 3 Pick 13: Riveteers Initiate
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.
Halo Scarab
1.5 This has okay stats, and gives you some value out of the graveyard. That will be nice whether you mill it, discard it, or just have it die from being in play. Two mana to make a treasure is obviously not a great rate, but it does give you the potential to have fixing in just about any deck. I think this is going to be pretty easy to cut as decks will usually have good enough fixing without it, but it isn’t a disaster to play it either.
Pack 3 Pick 14: Cutthroat Contender
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.