Angel of Suffering
4.0 This looks pretty good. It has great stats for a 5 mana Flyer, and its ability can enable you to drastically alter a race. It can also load your graveyard for value. Now, obviously there is a big downside here: You can get milled out if your opponent can damage you enough, and by the time you play it doing about 10 damage to you might be enough to take you down. However, what I like here is that you have control over how long the Angel is in play – if you start to get worried you’re going to get milled out, just trade it for something. If you aren’t worried about it, you can just attack your opponent with it and kill them within a few turns. I don’t quite thing its a bomb, because the ability is definitely not all upside, and the most exciting thing about the card is probably just its stats.
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.
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.
Call In a Professional
4.0 3 mana to do 3 to any target at Instant speed is usually premium removal, and this has some real upside in the format, since it will allow you to ignore those pesky shield counters. That has the potential to generate 2-for-1s for you.
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.
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.
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.
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.
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
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.
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.
Sticky Fingers
3.0 If you get this on a creature early, it is going to allow you to really run away with the game. Your creature won’t be easily blocked and you’ll generate treasure that allows you to pull further ahead. It does have diminishing returns as the game goes on, but this is capable of effectively ending games very early.
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.
Rooftop Nuisance
2.5 We usually see this effect as an Instant, and being a Sorcery instead is definitely a downgrade. If it is an instant, you get to stop two rounds of attacks and blocks when you cast it. As a Sorcery, you only stop one attack – though you still make your opponent unable to block with that creature for two turns, which is usually the best part about this card anyway. So, adding a very cheap Casualty option to the card is pretty appealing – locking down two creatures and drawing two cards for only three mana is pretty great, even if you lose a token. This is going to end up closing out a lot of games in this format.
Pack 1 Pick 2: Plasma Jockey
Voice of the Vermin
3.5 The stat-line is ugly, like on many cards with Shield counters, but that’s cause those counters are really good! And its bad stats also don’t matter as much when it attacks, because it can make itself into a 4/4, and a 4/4 with a shield counter for four is pretty nasty. Obviously, making another creature into a 4/4 is an option too!
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.
Mage's Attendant
4.0 This is an amazing Uncommon. A 3 mana 3/2 that makes a 1/1 body is already very good, but adding the counter effect to the token is awesome. The multiple bodies will be good with Alliance too. This is likely one of White's best Uncommons.
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.
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.
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.
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.
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.
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.
Riveteers Overlook
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Make Disappear
1.5 Without Casualty, this kind of counter spell isn't great, since your opponent is likely to have the spare mana the longer the game goes on. With casualty…I still don't think it is great, but obviously it will allow you to counter more spells more often.
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.
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 1 Pick 3: Body Dropper
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.
Out of the Way
3.0 Even without the Green discount, Out of the Way would be a pretty solid card. 4 to bounce a nonland permanent and draw a card is a card we’ve seen several times and its always nice. It might be a bit harder to get a tempo advantage when paying 4 for a bounce, but the fact it replaces itself makes up for that, and the times where this only costs two it will feel completely absurd. And the good news is that lots of opponents will have Green permanents in a set that is so focused on three color shards.
Body Dropper
3.5 This is a pretty nice payoff for Sacrificing stuff, which is going to be very doable in Black-Red in this format as a result of both Alliance and Blitz, and it of course comes with its own way to sacrifice things and gain Menace. This seems like it could become a real problem for your opponent in many Black-Red decks!
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!
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!
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.
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.
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.
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.
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.
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
Pack 1 Pick 4: Riveteers Charm
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.
Scuttling Butler
1.0 // 3.0 This is definitely a build around, because a 3-mana 4/1 just isn’t worth it in your typical deck. It is probably a D at best. However, the upside here is actually kind of nuts, as giving a 4/1 double strike is pretty amazing. Your deck needs to be able to give this double strike a significant chunk of the time, and the good news is that looks like it can happen in many decks in this format, though it is perhaps the easiest in Green-White or Cabaretti more broadly, because of Citizen tokens which are both colors
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.
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.
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.
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.
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.
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.
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
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.
Glamorous Outlaw
2.5 Like the rest of this cycle, exiling this gives you some fixing that isn’t great, but because you can also just cast it the normal way and get passable value – or you can play it from exile in the later game.
Pack 1 Pick 5: Fatal Grudge
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.
Stimulus Package
3.5 This seems pretty nice. It can ramp and fix for you, and the ability to turn all your tokens into creatures is pretty nice, especially because of the Alliance and Casualty mechanics. It is definitely a little slow, but you can add to the board right away with it if you want to by giving up those treasures. Red-Green seems to have a lot of treasure nonsense going on, so I don’t think this needs a buildaround grade.
Luxurious Libation
2.0 This looks like a solid trick. The bonus it gives you will never be the most efficient, but the fact it scales is nice, and getting a token is some nice added value, especially if you have some Alliance going on. It is still a trick, and has all the risks they always have - situational, risky, and so forth - but I think the first copy of this seems decent.
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
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.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
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.
Rooftop Nuisance
2.5 We usually see this effect as an Instant, and being a Sorcery instead is definitely a downgrade. If it is an instant, you get to stop two rounds of attacks and blocks when you cast it. As a Sorcery, you only stop one attack – though you still make your opponent unable to block with that creature for two turns, which is usually the best part about this card anyway. So, adding a very cheap Casualty option to the card is pretty appealing – locking down two creatures and drawing two cards for only three mana is pretty great, even if you lose a token. This is going to end up closing out a lot of games in this format.
Daring Escape
1.5 +1/+0 and First Strike makes for a decent trick for one mana. The power boost isn’t ultra impressive, but First Strike obviously makes combat go much more favorably for your creature. I still think Antagonize is probably the trick you’re after if you’re playing Red aggro, but this can fill the role.
Pack 1 Pick 6: Body Dropper
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.
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.
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.
Body Dropper
3.5 This is a pretty nice payoff for Sacrificing stuff, which is going to be very doable in Black-Red in this format as a result of both Alliance and Blitz, and it of course comes with its own way to sacrifice things and gain Menace. This seems like it could become a real problem for your opponent in many Black-Red decks!
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.
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.
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!
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.
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 7: Maestros 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.
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
Obscura Initiate
2.5 This is a Wind Drake with some solid upside – life link is no joke on an evasive creature, and can really alter races!
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.
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.
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.
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 1 Pick 8: Corrupt Court Official
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
Incriminate
2.0 Black often has cards that let the opponent make a decision about something, and they pretty much always underperform, since there are too many situations where your opponent can minimize the damage. However, I think this might make your opponent make a narrow enough decision that it will be decent. Sure, you’ll have situations where your opponent hasl ike a 1/1 and some bomb creature and it isn’t going to feel too good in those scenarios – and I’m certainly not saying this is premium removal ro anything – but I do think there will be enough board states where this kills something you want dead for two mana. Don’t go into it thinking it is Doom Blade, and I think you’ll feel okay about what you’re getting.
Celebrity Fencer
3.0 This has the potential to get really massive, but I don’t love that it starts out as a 3/2. You’re going to get really blown out sometimes when you play this and your opponent destroys it for one or two mana. But in a lot of White decks in this format, especially the Cabaretti, like putting a ton of creature tokens into play, and that will allow the Fencer to do some serious work.
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.
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.
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.
Midnight Assassin
2.5 As a deathtoucher, this can trade with anything – and Flying makes it so it can trade for even more than most death touchers! And, in the meantime, it can attack away in the air for a bit of damage.
Pack 1 Pick 9: Sticky Fingers
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.
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.
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.
Sticky Fingers
3.0 If you get this on a creature early, it is going to allow you to really run away with the game. Your creature won’t be easily blocked and you’ll generate treasure that allows you to pull further ahead. It does have diminishing returns as the game goes on, but this is capable of effectively ending games very early.
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 1 Pick 10: Riveteers Overlook
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.
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.
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.
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 1 Pick 11: Quick-Draw Dagger
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!
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.
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.
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
Pack 1 Pick 12: Ominous Parcel
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.
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
Brokers Hideout
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Pack 1 Pick 13: Majestic Metamorphosis
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.
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 1 Pick 14: Extract the Truth
Extract the Truth
1.5 The first mode will often be able to hit something, even in the middle part of the game, and having some enchantment hate in your main deck is nice. Now, there will be times where neither mode does anything, and that’s rough – but most of the time you’ll do something with it, even if it isn’t anything big.
Pack 2 Pick 1: Riveteers Requisitioner
Obscura Ascendancy
0.0 This doesn’t look very good for Limited. You have to get this into play, and then start casting spells with the exact right mana value to get it going – in other words, you have to cast a one mana spell, then a two mana one, and so on to actually get the tokens. Now, if you just get two tokens out of it that’s probably alright, but I think even doing that is going to be a bit challenging in a non-constructed deck. This is a neat design, but it doesn’t feel like one that is intended to be playable in Limited.
Riveteers Requisitioner
3.0 It is easy enough to get a decent trade with your 3/1, and that will feel pretty good when you get a Treasure when it dies. The Blitz option is also really appealing, since you pay 3 mana, get a 3/1 that dies at the end of the turn, get a treasure, and draw a card when that creature dies. So yeah, both sides of this seem like a quality card
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
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.
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.
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
Big Score
2.5 This is an easier-to-cast Unexpected Windfall. While that card has been great in constructed, it wasn’t that great in Limited. It isn’t a bad card to have around though, as it helps you find some fresh cards while also providing you with some ramping and fixing, and the extra treasure it gives you might even enable you to cast something! But it doesn’t really do anything to immediately impact the game, and that makes it a card that you can cut sometimes.
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.
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.
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.
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.
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.
Sky Crier
1.5 Flying and Lifelink make this a nice place to put counters, but apart from that, this card just isn’t all that efficient. And the draw effect also isn’t great since its symmetrical – and in some ways it is worse than symmetrical since you’re the one paying mana for the card and your opponent doesn’t pay anything! If you time it right, you can take advantage of the card before they do, but I still don’t like the idea of doing that. If this set didn’t have a decent +1/+1 counter theme, this would probably be a 1.0, but I think it will be a little bit better than that.
Riveteers Overlook
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Pack 2 Pick 2: Murder
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.
Lagrella, the Magpie
4.0 They did not do a great job of templating this card so its sort of confusing, but basically it is a creature that can come into play and exile one creature your opponent controls and one creature you control. So, it is a Banisher Priest with some additional upside. You don’t have to do both, you can do one or the other if you want to. Normally, when a creature like this dies it only benefits your opponent, but because you can get a creature back – and with +1/+1 counters – when Lagrella dies, that changes things up a bit. Now, it won’t always be wise to exile your own thing with her, but if it is immobilized by an Aura, or has lost a necessary shield counter, or is a small creature with a good enter the battlefield ability, it can be worth doing. This seems really god overall.
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.
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.
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.
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.
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.
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.
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.
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
Maestros Theater
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Gilded Pinions
1.5 This gives you fixing and Flying for a relatively fair cost. But, typically, Equipment that only grants flying isn’t great, because it isn’t very impressive on smaller creatures. In other words, your creature already has to be pretty nice for this to be worth it.
Run Out of Town
3.0 This is decent Blue removal – and it is removal, because bouncing a card to the deck makes it a 1-for-1, even if your opponent can just draw the thing again. It is definitely a bit costly, but its flexibility makes it a pretty nice card.
Pack 2 Pick 3: Whack
Mr. Orfeo, the Boulder
3.5 This looks pretty nice. What I like the most is that the turn you play it it will often already have some impact, as it will make one of your creatures into a much more formidable attacker. It can of course pump its own power too, so when it attacks its a 4/4, but you’re usually hoping for something spicier than that. It also pairs well with Blitz, as your opponent often won’t want to block a Blitzed creature, since you’ll be getting a card anyway when it dies and the creature isn’t sticking around for good, but Mr. Orfeo complicates that, since the creatures will be hitting harder.
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
Whack
3.5 Without a White target, this is not a great removal spell. A sorcery for 4 that gives -4/-4 just isn’t a great rate. It is definitely fine, though. And it gets a massive upgrade against a White creature – as obviously a single Black mana to give -4/-4 to something is crazy! Because this set will have so many three color decks, you can definitely expect to see White targets reasonably often.
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.
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.
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.
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.
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.
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!
Sticky Fingers
3.0 If you get this on a creature early, it is going to allow you to really run away with the game. Your creature won’t be easily blocked and you’ll generate treasure that allows you to pull further ahead. It does have diminishing returns as the game goes on, but this is capable of effectively ending games very early.
Echo Inspector
3.0 This looks like a quality common. A 4-mana ⅔ Flyer that looted on ETB would be pretty alright to begin with, but Connive is looting with some pretty legit upside. You either get a 4-mana ¾ and discard a nonland, or its a ⅔ that gives you that loot. Either outcome is nice.
Riveteers Overlook
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Pack 2 Pick 4: Girder Goons
Obscura Ascendancy
0.0 This doesn’t look very good for Limited. You have to get this into play, and then start casting spells with the exact right mana value to get it going – in other words, you have to cast a one mana spell, then a two mana one, and so on to actually get the tokens. Now, if you just get two tokens out of it that’s probably alright, but I think even doing that is going to be a bit challenging in a non-constructed deck. This is a neat design, but it doesn’t feel like one that is intended to be playable in Limited.
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.
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.
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 5: Tramway Station
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.
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.
Expendable Lackey
2.5 True to his name, this Lackey is a pretty nice creature to sacrifice to a card with Casualty, since he can then make a Fish token from the graveyard – which you can also sacrifice. He also works well with Connive, because you still get value out of discarding him. They’ve been making a lot of one drops lately that overlap into multiple decks, and I think that’s what this is. This doesn’t exactly feel like the premium card you want to really abuse those two mechanics, but it does seem pretty decent there.
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.
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.
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.
Witness Protection
1.5 I have a hard time ever getting behind this type of removal. The big problem is that you aren’t entirely dealing with the creature you put it on! It can still attack and block, and +1/+1 and shield counters are a problem too, as is the Casualty mechanic and other sacrifice effects. You’ll play this if you’re desperate for removal, but that’s about it.
Glamorous Outlaw
2.5 Like the rest of this cycle, exiling this gives you some fixing that isn’t great, but because you can also just cast it the normal way and get passable value – or you can play it from exile in the later game.
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.
Pack 2 Pick 6: Dig Up the Body
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.
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.
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.
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.
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.
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.
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.
Dig Up the Body
2.5 This is a pretty clunky version of this effect – three mana to get one thing back is not especially good, even with the mill thrown in. Basically, for this to feel like its worth it, you’ll need to be doubling the spell, and that’s easy enough since it only needs one power, but I still think this is the kind of card you’re really only going to want one of in Black decks. You really don’t want this showing up in your opening hand, you want it late.
Pack 2 Pick 7: Fake Your Own Death
Venom Connoisseur
2.5 This will have death touch pretty often, though not usually on your opponent’s turn, which is a bit of a bummer. Giving the whole board death touch isn’t out of the question either, since you can make two bodies with one card with several different cards in the format.
Syndicate Infiltrator
3.5 This looks pretty good. The base of a 4-mana 3/3 Flyer is perfectly fine, and loading your graveyard enough for this to get the boost is pretty doable by the mid to late game.
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.
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.
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.
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.
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.
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 2 Pick 8: Riveteers Initiate
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
A Little Chat
3.0 The base level of this card would probably be a 1.5 or 2.0. It doesn’t do much, but it gives you some okay card selection. However, I think the Casualty upside here is pretty big, because once this turn into a 4 mana card that draws you two of the top four cards of your library, we’re talking about something pretty powerful! And you can sacrifice almost any creature to get that copy. You won’t always be able to do that of course, but the sort of acceptable baseline and the big upside makes this a card that I don’t think you’ll cut from most Blue decks.
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.
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.
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.
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.
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 9: Riveteers Overlook
Obscura Ascendancy
0.0 This doesn’t look very good for Limited. You have to get this into play, and then start casting spells with the exact right mana value to get it going – in other words, you have to cast a one mana spell, then a two mana one, and so on to actually get the tokens. Now, if you just get two tokens out of it that’s probably alright, but I think even doing that is going to be a bit challenging in a non-constructed deck. This is a neat design, but it doesn’t feel like one that is intended to be playable in Limited.
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
Maestros Initiate
2.0 This doesn't have the best stats, but trading with it and then using the ability from the graveyard seems nice, and it also seems like a card that works nicely with Connive or Casualty thanks to the graveyard value.
Daring Escape
1.5 +1/+0 and First Strike makes for a decent trick for one mana. The power boost isn’t ultra impressive, but First Strike obviously makes combat go much more favorably for your creature. I still think Antagonize is probably the trick you’re after if you’re playing Red aggro, but this can fill the role.
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.
Riveteers Overlook
2.5 This is some more very nice fixing for the format, which isn’t a huge surprise since three colors is what this format is all about. This is basically a more narrow Evolving Wilds, but one that also gains you a life – and it doesn’t have to tap either, though that isn’t coming up much in Limited. You definitely will play these in a lot of your decks, as they’ll be nice for mana. They don’t have the late game upside of the dual land cycle, so I think I would rank them a little lower.
Pack 2 Pick 10: Girder Goons
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.
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.
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.
Run Out of Town
3.0 This is decent Blue removal – and it is removal, because bouncing a card to the deck makes it a 1-for-1, even if your opponent can just draw the thing again. It is definitely a bit costly, but its flexibility makes it a pretty nice card.
Pack 2 Pick 11: Extract the Truth
Suspicious Bookcase
1.5 This is a reprint, and a pretty uninteresting one! It wasn’t particularly good last time we saw it, but it wasn’t a disaster either. It has okayish defensive stats and can send things in unblocked late. You’ll play it in some more controlling decks.
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.
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.
Sticky Fingers
3.0 If you get this on a creature early, it is going to allow you to really run away with the game. Your creature won’t be easily blocked and you’ll generate treasure that allows you to pull further ahead. It does have diminishing returns as the game goes on, but this is capable of effectively ending games very early.
Pack 2 Pick 12: Masked Bandits
Chrome Cat
1.5 This is a 3-mana 3/2 with some tiny upside. Its probably something that won’t normally make the cut, but it isn’t a disaster to run either.
Disdainful Stroke
1.0 // 2.5 This is mostly a sideboard card to bring in against an opponent with many expensive spells. Most of the time, it just doesn’t have enough targets. If this format turns out to lean pretty hard on spells with a mana value of 4 or greater that could change.
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.
Pack 2 Pick 13: Glamorous Outlaw
Witness Protection
1.5 I have a hard time ever getting behind this type of removal. The big problem is that you aren’t entirely dealing with the creature you put it on! It can still attack and block, and +1/+1 and shield counters are a problem too, as is the Casualty mechanic and other sacrifice effects. You’ll play this if you’re desperate for removal, but that’s about it.
Glamorous Outlaw
2.5 Like the rest of this cycle, exiling this gives you some fixing that isn’t great, but because you can also just cast it the normal way and get passable value – or you can play it from exile in the later game.
Pack 2 Pick 14: Case the Joint
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 1: Tenacious Underdog
Tenacious Underdog
4.0 This is really good. Obviously it has above rate stats to begin with, but then it can also Blitz out of the graveyard all game long. And sure, paying 4 mana and 2 life for a 3/2 with Haste isn’t amazing, but keep in mind it also draws you a card every time it comes back too – and its upside on a card that has probably already done something in the game. This is going to be a real problem for your opponent as the game goes on, as they have to account for this creature every turn, or you might might things even worse for them. The format has plenty of graveyard and sacrifice synergy too.
Brokers Charm
3.5 The first mode on this is a nice removal spell, even if it is a little bit situational – and also a little dangerous if you try to use it when your opponent has mana up. Its also nice that this lets you have a real card in your deck that can also hate on Enchantments, or even be an instant speed divination.
Call In a Professional
4.0 3 mana to do 3 to any target at Instant speed is usually premium removal, and this has some real upside in the format, since it will allow you to ignore those pesky shield counters. That has the potential to generate 2-for-1s for you.
Glittering Stockpile
2.0 This goes well in the RG treasure deck. It helps you ramp your mana, and slowly builds up stash counters which you can eventually cash in for a ton of mana – and can even fix for you. It is still a 3 mana Artifact that has no immediate impact on the board, though, and that’s the kind of card that can be a real liability in most formats. That downside does seem worth it, but only if you have outlets for all the mana this can give you. Most three mana mana rocks that tap for a single mana just aren’t especially good in Limited, but I think the extra upside here at least makes it playable.
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.
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.
Body Dropper
3.5 This is a pretty nice payoff for Sacrificing stuff, which is going to be very doable in Black-Red in this format as a result of both Alliance and Blitz, and it of course comes with its own way to sacrifice things and gain Menace. This seems like it could become a real problem for your opponent in many Black-Red decks!
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.
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.
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.
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.
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.
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.
Pack 3 Pick 2: Murder
Rogues' Gallery
2.5 I think most Black decks in the format will have enough creatures of different colors to be interested in the first copy of this. Getting two things back with it is solid, and if you can get 3+ it will be downright insane! The format has plenty of graveyard action to enable it to. I think I like valuing the first copy of this at a 2.5, though you don’t really want more than that first copy.
Ceremonial Groundbreaker
3.0 The GW color pair in this format is Citizen tribal, and this card pushes you pretty hard in that direction. +2/+1 and Trample are a decent boost, and enough of one to make many creatures into a threat, but paying 3 to equip this is not ideal. Equipping it to a citizen is a great deal though. Some of them are 1/1 tokens of course, but there are many of nontoken citizens in GW too that you’ll be able to equip this to very efficiently.
Brazen Upstart
3.5 This looks really good. It is going to be a 3-mana 4/2 with Vigilance that draws you a card most of the time, and that’s going to be a pretty easy 2-for-1. It will be hard to miss a creature in that top 5 - especially in Cabaretti - but it will happen sometimes. Even when that goes down, you get a solid creature.
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.
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.
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
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.
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.
Capenna Express
2.0 A 4-mana 6/6 vehicle with Crew 3 is generally not something you end up playing, but the upside of crewing this with Treasure is very real, as Green – and especially Red-Green, looks like it will be pretty good at generating treasure.
Dapper Shieldmate
2.5 If you take the shield counter out of the equation here, this card would be a 1.0. A 4-mana 2/2 that’s only a 4/2 on your turn just isn’t good. However, the shield counter definitely matters here. Your opponent is going to have to give up something in most cases just to get rid of the counter. And sure, they could just chump it with a token or something, but they still have to put in some work, and they can’t just ignore this since it can hit for 4 damage at a time.
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.
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.
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.
Pack 3 Pick 3: Light 'Em Up
Ceremonial Groundbreaker
3.0 The GW color pair in this format is Citizen tribal, and this card pushes you pretty hard in that direction. +2/+1 and Trample are a decent boost, and enough of one to make many creatures into a threat, but paying 3 to equip this is not ideal. Equipping it to a citizen is a great deal though. Some of them are 1/1 tokens of course, but there are many of nontoken citizens in GW too that you’ll be able to equip this to very efficiently.
Glittering Stockpile
2.0 This goes well in the RG treasure deck. It helps you ramp your mana, and slowly builds up stash counters which you can eventually cash in for a ton of mana – and can even fix for you. It is still a 3 mana Artifact that has no immediate impact on the board, though, and that’s the kind of card that can be a real liability in most formats. That downside does seem worth it, but only if you have outlets for all the mana this can give you. Most three mana mana rocks that tap for a single mana just aren’t especially good in Limited, but I think the extra upside here at least makes it playable.
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.
Wrecking Crew
2.5 This has decent French Vanilla stats. Not much more to say about it.
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.
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!
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.
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.
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.
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.
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.
Body Dropper
3.5 This is a pretty nice payoff for Sacrificing stuff, which is going to be very doable in Black-Red in this format as a result of both Alliance and Blitz, and it of course comes with its own way to sacrifice things and gain Menace. This seems like it could become a real problem for your opponent in many Black-Red decks!
Pack 3 Pick 4: Exhibition Magician
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.
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.
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.
Rooftop Nuisance
2.5 We usually see this effect as an Instant, and being a Sorcery instead is definitely a downgrade. If it is an instant, you get to stop two rounds of attacks and blocks when you cast it. As a Sorcery, you only stop one attack – though you still make your opponent unable to block with that creature for two turns, which is usually the best part about this card anyway. So, adding a very cheap Casualty option to the card is pretty appealing – locking down two creatures and drawing two cards for only three mana is pretty great, even if you lose a token. This is going to end up closing out a lot of games in this format.
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.
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.
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.
Warm Welcome
2.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana.
Dig Up the Body
2.5 This is a pretty clunky version of this effect – three mana to get one thing back is not especially good, even with the mill thrown in. Basically, for this to feel like its worth it, you’ll need to be doubling the spell, and that’s easy enough since it only needs one power, but I still think this is the kind of card you’re really only going to want one of in Black decks. You really don’t want this showing up in your opening hand, you want it late.
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 3 Pick 5: Tramway Station
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.
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.
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.
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.
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.
Goldhound
3.0 This looks pretty nice. A one mana 1/1 with Menace and First Strike is kind of a pain to interact with early, and it’s a great place to put counters and stuff. Then, once it becomes irrelevant, it can also just ramp and fix for you. This provides a lot for only one Red mana.
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.
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.
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.
Dig Up the Body
2.5 This is a pretty clunky version of this effect – three mana to get one thing back is not especially good, even with the mill thrown in. Basically, for this to feel like its worth it, you’ll need to be doubling the spell, and that’s easy enough since it only needs one power, but I still think this is the kind of card you’re really only going to want one of in Black decks. You really don’t want this showing up in your opening hand, you want it late.
Pack 3 Pick 6: Raffine's Silencer
Raffine's Silencer
3.0 This can often be a 3-mana 2/2 that gives -2/-2 to something when it dies, and that’s the kind of thing that can generate a 2-for-1. Even if it is only a 1/1 that loots once you’re getting a decent deal. It gets a lot better if you have other ways to pump it, but even on its own you end up with a decent card.
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.
Quick-Draw Dagger
2.0 This is kind of like a combat trick that offers +1/+1 and First Strike for three mana which is…pretty bad for the cost on the face of it, but it is a boost that is pretty good at helping your creature win combat, and the fact it leaves behind an Equipment that can move around pretty cheaply and offer +1/+1 to stuff is pretty nice.
Boon of Safety
2.0 A shield counter will allow your creature to survive a whole lot of stuff, whether its a removal spell or damage in combat. In combat, your creature will still get to damage the thing that it is blocking or being blocked by, and if its big enough it can just kill it. It feels like there are enough situations where you can generate some sweet tempo with this that I can definitely see running a copy of it in aggressive White decks.
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.
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.
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.
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.
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.
Pack 3 Pick 7: Stimulus Package
Stimulus Package
3.5 This seems pretty nice. It can ramp and fix for you, and the ability to turn all your tokens into creatures is pretty nice, especially because of the Alliance and Casualty mechanics. It is definitely a little slow, but you can add to the board right away with it if you want to by giving up those treasures. Red-Green seems to have a lot of treasure nonsense going on, so I don’t think this needs a buildaround grade.
Rooftop Nuisance
2.5 We usually see this effect as an Instant, and being a Sorcery instead is definitely a downgrade. If it is an instant, you get to stop two rounds of attacks and blocks when you cast it. As a Sorcery, you only stop one attack – though you still make your opponent unable to block with that creature for two turns, which is usually the best part about this card anyway. So, adding a very cheap Casualty option to the card is pretty appealing – locking down two creatures and drawing two cards for only three mana is pretty great, even if you lose a token. This is going to end up closing out a lot of games in this format.
Halo Scarab
1.5 This has okay stats, and gives you some value out of the graveyard. That will be nice whether you mill it, discard it, or just have it die from being in play. Two mana to make a treasure is obviously not a great rate, but it does give you the potential to have fixing in just about any deck. I think this is going to be pretty easy to cut as decks will usually have good enough fixing without it, but it isn’t a disaster to play it either.
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Gilded Pinions
1.5 This gives you fixing and Flying for a relatively fair cost. But, typically, Equipment that only grants flying isn’t great, because it isn’t very impressive on smaller creatures. In other words, your creature already has to be pretty nice for this to be worth it.
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.
Sticky Fingers
3.0 If you get this on a creature early, it is going to allow you to really run away with the game. Your creature won’t be easily blocked and you’ll generate treasure that allows you to pull further ahead. It does have diminishing returns as the game goes on, but this is capable of effectively ending games very early.
Warm Welcome
2.0 This type of effect is usually kind of rough since you spend some significant mana and don’t add to the board, but this type around it actually does, albeit with just a 1/1 Citizen. But that’s pretty important – not only does it add something to th eboard, but with both Citizen tribal and Alliance being a thing in the format, there is extra value placed on something like this. So, you end up getting the best creature in your top 5 and a 1/1. Don’t get me wrong, it still isn’t amazing or anything, but far more playable than this effect usually is at three mana.
Pack 3 Pick 8: Deal Gone Bad
An Offer You Can't Refuse
0.0 I think I WILL be refusing this offer. This mostly seems like it was printed for constructed. Most Limited decks don’t have enough non-creature spells for this sort of thing to be good, and giving them treasure seems like way too much downside on an already narrow counterspell, even if it is efficient. It is probably a sideboard card at best.
Rooftop Nuisance
2.5 We usually see this effect as an Instant, and being a Sorcery instead is definitely a downgrade. If it is an instant, you get to stop two rounds of attacks and blocks when you cast it. As a Sorcery, you only stop one attack – though you still make your opponent unable to block with that creature for two turns, which is usually the best part about this card anyway. So, adding a very cheap Casualty option to the card is pretty appealing – locking down two creatures and drawing two cards for only three mana is pretty great, even if you lose a token. This is going to end up closing out a lot of games in this format.
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.
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.
Deal Gone Bad
2.5 This isn’t the most efficient removal spell, but at least its an Instant, and it comes with some extra value with the mill effect. The way this format is looking, you probably want to mill yourself more often than your opponent since you can get a lot of value going in that direction. This isn’t premium removal, but it seems like a solid Common.
Ominous Parcel
1.5 This can help you fix your mana, or it can be a removal spell. Its pretty bad at both of those things when you look at the total mana you spend for each, but the fact it can do both definitely makes it a decent enough playable.
Gilded Pinions
1.5 This gives you fixing and Flying for a relatively fair cost. But, typically, Equipment that only grants flying isn’t great, because it isn’t very impressive on smaller creatures. In other words, your creature already has to be pretty nice for this to be worth it.
Pack 3 Pick 9: Brokers Charm
Brokers Charm
3.5 The first mode on this is a nice removal spell, even if it is a little bit situational – and also a little dangerous if you try to use it when your opponent has mana up. Its also nice that this lets you have a real card in your deck that can also hate on Enchantments, or even be an instant speed divination.
Glittering Stockpile
2.0 This goes well in the RG treasure deck. It helps you ramp your mana, and slowly builds up stash counters which you can eventually cash in for a ton of mana – and can even fix for you. It is still a 3 mana Artifact that has no immediate impact on the board, though, and that’s the kind of card that can be a real liability in most formats. That downside does seem worth it, but only if you have outlets for all the mana this can give you. Most three mana mana rocks that tap for a single mana just aren’t especially good in Limited, but I think the extra upside here at least makes it playable.
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.
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.
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.
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 10: Deal Gone Bad
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.
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.
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.
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.
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.
Pack 3 Pick 11: Corrupt Court Official
Glittering Stockpile
2.0 This goes well in the RG treasure deck. It helps you ramp your mana, and slowly builds up stash counters which you can eventually cash in for a ton of mana – and can even fix for you. It is still a 3 mana Artifact that has no immediate impact on the board, though, and that’s the kind of card that can be a real liability in most formats. That downside does seem worth it, but only if you have outlets for all the mana this can give you. Most three mana mana rocks that tap for a single mana just aren’t especially good in Limited, but I think the extra upside here at least makes it playable.
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.
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.
Raffine's Guidance
1.5 Auras that can come back from the graveyard always tend to be kind of decent, since your opponent has a hard time ever truly getting rid of them. However, this one offers a pretty small boost. Still, with Connive being a thing, discarding this to get a +1/+1 counter and then having the opportunity to slap it on a creature late seem okay.
Pack 3 Pick 12: Obscura Charm
Obscura Charm
3.5 This is another very nice charm. You’ll most frequently choose the removal option, but if you happen to have the mana up for this at the right time the fact it can be a counterspell is pretty nice too, especially because you can leave the mana up and choose any of these three effects, so you won’t ever get burned if your opponent plays around it. The reanimation effect is fairly restrictive, but this set has enough multicolored cards that it will work reasonably often.
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.
Rooftop Nuisance
2.5 We usually see this effect as an Instant, and being a Sorcery instead is definitely a downgrade. If it is an instant, you get to stop two rounds of attacks and blocks when you cast it. As a Sorcery, you only stop one attack – though you still make your opponent unable to block with that creature for two turns, which is usually the best part about this card anyway. So, adding a very cheap Casualty option to the card is pretty appealing – locking down two creatures and drawing two cards for only three mana is pretty great, even if you lose a token. This is going to end up closing out a lot of games in this format.
Pack 3 Pick 13: Dig Up the Body
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.
Dig Up the Body
2.5 This is a pretty clunky version of this effect – three mana to get one thing back is not especially good, even with the mill thrown in. Basically, for this to feel like its worth it, you’ll need to be doubling the spell, and that’s easy enough since it only needs one power, but I still think this is the kind of card you’re really only going to want one of in Black decks. You really don’t want this showing up in your opening hand, you want it late.
Pack 3 Pick 14: Boon of Safety
Boon of Safety
2.0 A shield counter will allow your creature to survive a whole lot of stuff, whether its a removal spell or damage in combat. In combat, your creature will still get to damage the thing that it is blocking or being blocked by, and if its big enough it can just kill it. It feels like there are enough situations where you can generate some sweet tempo with this that I can definitely see running a copy of it in aggressive White decks.