Gale's Redirection
3.0 This is basically a 5-mana counter spell that then gives you the card that you counter. So, it is sort of a 5-mana hard counter that draws you a card. It will be especially gross if you roll a 15 or higher, since you don’t even have to pay mana! Now, it is still situational, your opponent can sometimes play around something like this and that’s brutal, but I still think it is pretty good.
Lozhan, Dragons' Legacy
4.0 So, Blue/Red is into both Dragons and Adventures, and boy – this is a super powerful payoff for both. A 5-mana 4/2 Flyer is actually a solid stat-line, so the fact it staples removal spells to your Dragons and Adventures is pretty insane. It also helps that there are two dragons in the format that are common that ALSO have adventures. So casting either half of those is amazing, and casting both will be close to unbeatable.
Juvenile Mist Dragon
4.0 This is a great Uncommon, potentially the best one in Blue – at least the best one that doesn’t have Specialize. A 5-mana 4/3 Flyer is probably a 2.5 at worst, so adding the Freeze down effect to a creature with that statline is a really big deal. It will enable new attacks the turn you play it, and then start really doing serious damage in the sky. It also has an important creature, and an ETB ability I’m very interested in rebuying in this format, and it is great even if you aren’t doing that.
Gut, Fanatical Priestess
3.0 Like most Specialize cards, I think this looks pretty nice – although this might be the worst of the specialize cards in the format. Six mana is a lot for a 4/3, and while she does set up a Fight when she comes down, you won’t always be able to make a fight happen that actually exiles a creature, and exiling the thing you Fight is necessary to really make Gut worth Specializing. If you do exile something and specialize her, she is pretty crazy, since she makes you a hasty token version of the thing that you exile. On her own, she can just take down a 2/2 before specializing, and that isn’t terrible.. Still, her casting cost and specialize cost are both high enough that I don’t think I’m eager to first pick her, which isn’t something I’ve said this week about a specialize creature!
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Ettercap
2.5 Always nice to have a main deck Plummet that can also be a creature when you don’t have a target. Like most of the Commone Adventure creatures in this set, neither side of the card is anything special, but the fact this can do both – and sometimes get you a 2-for-1 – makes this very playable.
Grim Bounty
3.5 This is a little clunky at 4 mana, but being able to kill anything for that cost was pretty good in Forgotten Realms, and it will be pretty good here too. It is a removal spell that even helps you splash, and gives you the treasure synergy you need.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Genasi Rabble-Rouser
3.0 This is a pretty strong Common. A two mana ⅓ with the ability to pump its power for one and a Red is probably pretty close to a 2.5, so obviously adding Double Team to the mix is pretty nice. This is a nice two drop for aggressive Red decks.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Dragonborn Looter
2.0 Having to pay mana to loot is a pretty big downgrade from a merfolk looter type card, even if it is only one mana. Looting is good of course, because it improves the quality of your draws. However, We’ve seen a lot of these lately and they have felt like a 1.5- type card. However, this is a cheap Dragon, something that both UR and UG a going to be interested in, and that definitely matters.
Young Blue Dragon
3.5 This is a really good Common for Blue. Again, I know neither side looks that impressive, but being able to use this early as a draw spell, and then playing a meaningful Flyer with a good creature type in the later game is really sweet. After all, it is a 2-for-1!
Blessed Hippogriff
3.5 So, if you took the Adventure away here, you’d have a 3.0 Reasonably costed Flyers that can send another creature into the air always play quite well. The Adventure part of the card isn’t always going to come up, but it is nice that if you find a way to use it ahead of turn 4, you get some pretty real value – maybe even a 2-for-1! Even just setting up a chump block that your creature survives is pretty decent use of the card, since you get a whole creature later. Does having the Adventure do enough to get this to a B-? I don’t quite think it does. The problem is just that indestructible isn’t as useful as often as you’d think. Still, this is one of White’s best Commons.
Pack 1 Pick 2: Band Together
Ancient Silver Dragon
2.5 This is the worst card in this cycle when it comes to Limited. It costs more mana than the others, and it doesn’t have an ability that inherently adds to the board. What’s more is, rolling a number that is 10+ and drawing the rest of your library and losing on the spot is a very real possibility in Limited, especially by the time this hits your opponent with this 8 drop. Obviously, this is still incredibly powerful, if you can draw 10 and then untap, you probably win the game, but the risks are very real.
Kenku Artificer
1.0 // 3.5 Artifacts are far from a big theme in the format, but there are enough of them around that this having a target is kind of doable. But I think your typical Blue deck in the format probably has 1-2 Artifacts, and that just..isn’t going to be enough. If you are in UB or UR you will have access to some treasure, but those color pairs still aren’t that into artifacts in general. So…if you end up in a deck that can consistently make this into a 3-mana 1/1 that makes a 3/3 Flyer, you’re going to be super happy, but that deck just won’t happen very often. Drawing this early and not having an artifact to target is going to be an awful feeling.
Gate of the Black Dragon
2.5 So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Minimus Containment
2.5 This is a Forgotten Realms reprint. It is decent removal – being able to deal with any permanent type is pretty nice. Still, it never really felt premium, since you are giving your opponent back some very real value, especially when you use this early, as it can ramp them into more powerful spells.
Band Together
3.5 We have seen cards that cost the same and only let one creature do damage equal to their power to something, and they tend to be pretty close to premium. This lets you have two creatures do the damage, which is significant for two reasons. First, it means you can find more situations where this will function as removal. Second, it makes you less vulnerable to your opponent interacting, since now they can kill one of your creatures and you can still do some damage. I think the whole “two creature” side of things is enough to make this premium.
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Clever Conjurer
2.0 This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Owlbear
3.5 This was pretty good in Forgotten Realms. This easily sets up a 2-for-1 because of its ETB ability and its size, and it really isn’t too shabby as an attacker.
Soldiers of the Watch
2.5 It feels pretty hard to give Double Team cards anything lower than a 2.5. This is because they all have serious 2-for-1 potential, and even this fairly underwhelming Double Team creature seems solid.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Shambling Ghast
3.0 This was a very nice common for Black in Forgotten Realms. It can really keep your opponent from attacking you early, especially because it can generate 2-for-1s against two X/1s, but just the fact it can block and kill two drops is pretty sweet too. Being able to get treasure out of it is really nice too.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Pack 1 Pick 3: Band Together
Sigil of Myrkul
1.0 // 3.5 So, we’ve already seen a few cards that check for creature cards in your graveyard, and Sigil of Myrkul is both an enabler and a payoff, which is pretty nice. Now, when this Enchantment is doing nothing it will feel pretty miserable, but it looks like BG and ot a lesser extent Black-White will be able to set this card up, and once you are getting a counter and death touch on a creature every turn, this looks like a pretty darn good card. I think it is something of a build around – you need to make sure you have a lot of creatures to take full advantage of this, and you need other ways to mill yourself – and not every BG or BW deck will be able to do it.
Chardalyn Dragon
1.5 This is not a great stat-line in Limited, but it has a useful creature type, I guess? You probably only run this if you’ve whiffed on all the better Dragons out there.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Dread Linnorm
3.0 Like a lot of Adventure cards, neither side of this thing blows you away. The trick is expensive for what it does, and fairly situational, and the creature is big and only sort of hard to block. But when you get both on one card, it is a completely different thing. It isn’t that difficult to generate a 2-for-1 with it. You have to pick your spots for the trick to work well to be sure, but it can help your creature win combat and it can even counter a removal spell. So, using that trick in the mid-game, and then slamming this 7/6 late is going to feel pretty good. You probably don’t want more than one copy of this in the end, but I do think that first copy is a pretty nice Common.
Steadfast Paladin
2.5 This is a reprint that was nice in the Lifegain deck in Forgotten Realms. It is certainly nothing special, but it does enough that you play it most of the time in White.
Shambling Ghast
3.0 This was a very nice common for Black in Forgotten Realms. It can really keep your opponent from attacking you early, especially because it can generate 2-for-1s against two X/1s, but just the fact it can block and kill two drops is pretty sweet too. Being able to get treasure out of it is really nice too.
Young Red Dragon
3.0 This is a pretty nice Common. It makes you a treasure early, which can actually allow you to play this very Dragon on turn three, which is pretty nice! It can also be used for other purposes too of course. The creature you get can’t block, which is a liability sometimes, but it looks like an effective enough attacker that I’m not too concerned about that.
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Band Together
3.5 We have seen cards that cost the same and only let one creature do damage equal to their power to something, and they tend to be pretty close to premium. This lets you have two creatures do the damage, which is significant for two reasons. First, it means you can find more situations where this will function as removal. Second, it makes you less vulnerable to your opponent interacting, since now they can kill one of your creatures and you can still do some damage. I think the whole “two creature” side of things is enough to make this premium.
Spiked Pit Trap
1.5 This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Undersimplify
1.5 This is a pretty neat design. So, a counterspell that lets your opponent ignore it for two isn’t usually great in Limited, since you have to have the mana up at the right time and your opponent also has to not have the mana to pay for it. But they soften the blow of your opponent paying 2 to ignore it, since you weaken a creature when you target it with this, whether the spell actually gets countered or not. Now, that’s mostly just a consolation prize, but it does at least mean this does something when your opponent has the mana, unlike most counterspells like this. I think you’ll still cut this reasonably often, though.
Pack 1 Pick 4: Young Blue Dragon
Seek New Knowledge
2.5 So, you end up only getting a 1-for-1 in the end, but because it always gets you two nonlands, that makes it significantly better than most draw spells which you can hit lands with. Now, the downside is you can’t use this to help you hit your third land drop – and that’s something that you usually want to use this sort of card for early, but this is mostly a mid-to-late game card, and that’s certainly a bit awkward on a two mana draw spell. Still, the card selection seems powerful and efficient enough that I think I would be interested in playing the first copy.
Korlessa, Scale Singer
3.5 As Korlessa tells you, UG is a dragon tribal deck, and this is quite the payoff! The format has enough cheap Dragons that casting them from the top – even in the mid-game is very doable. This also gives you a nice defensive creature who can stall things till you can start casting bigger dragons, and the info it gives you about the top of your library is pretty important too.
Minthara of the Absolute
3.0 Minthara of the Absolute – 3.0 This is the signpost Uncommon for BW, a color pair all about permanents leaving the battlefield, so you’ll be able to ratchet up the intensity on this pretty easily. I mean, a 4-mana 2/4 that gives +1/+0 to your whole board is a card you always play, and while it isn’t that immediately most of the time, it will get there relatively easily, and then beyond. It is nice that if you get multiple copies of this they feed off of each other too. I don’t feel like this is a signpost Uncommon that really puls you into its deck – but it is a card you’ll never cut if you ARE Black/White.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Flaming Fist Officer
2.5 This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
Young Blue Dragon
3.5 This is a really good Common for Blue. Again, I know neither side looks that impressive, but being able to use this early as a draw spell, and then playing a meaningful Flyer with a good creature type in the later game is really sweet. After all, it is a 2-for-1!
Baleful Beholder
1.5 This is a Forgotten Realms reprint. It was pretty mediocre in that set. There were too many situations where neither ETB mattered, and when this is a 6-mana 6/5 and not much else, it feels pretty bad. I think it looks like it will perform similarly in this set.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Dread Linnorm
3.0 Like a lot of Adventure cards, neither side of this thing blows you away. The trick is expensive for what it does, and fairly situational, and the creature is big and only sort of hard to block. But when you get both on one card, it is a completely different thing. It isn’t that difficult to generate a 2-for-1 with it. You have to pick your spots for the trick to work well to be sure, but it can help your creature win combat and it can even counter a removal spell. So, using that trick in the mid-game, and then slamming this 7/6 late is going to feel pretty good. You probably don’t want more than one copy of this in the end, but I do think that first copy is a pretty nice Common.
Clever Conjurer
2.0 This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Genasi Rabble-Rouser
3.0 This is a pretty strong Common. A two mana ⅓ with the ability to pump its power for one and a Red is probably pretty close to a 2.5, so obviously adding Double Team to the mix is pretty nice. This is a nice two drop for aggressive Red decks.
Pack 1 Pick 5: Mazzy, Truesword Paladin
Mazzy, Truesword Paladin
1.5 // 4.0 Mazzy really likes Auras! Boosting power and giving trample to enchanted creatures is a big deal. And, the fact she lets you get around the risks of getting 2-for-1’d is a big deal too! She does this by giving you back Auras that go to the graveyard. You only have a short window to cast them, but that will be enough most of the time. I think Auras are niche enough that we probably have to give this a build around grade.
Carnelian Orb of Dragonkind
0.0 // 2.0 I’m more interested in this Orb than I was in the Blue one, as giving a Dragon haste is no small thing! That said, I still am not in love with a three mana mana rock that produces only a single color. Not adding to the board can just be so brutal these days. I think this deserves a build around grade. If your deck has 5 or more dragons – and especially a few that are 5 or 6 drops – this is probably a 2.0, but in all other Red decks it is basically unplayable.
Wizened Githzerai
1.5 This doesn’t seem that good to me. Sure, it can chump block or trade and make a creature worse, but chumping is not something you want to be doing a whole lot. And yeah, the -2/-0 sticks around no matter what happens to the creature, but I still feel like this is a two drop you will cut pretty often.
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
Shambling Ghast
3.0 This was a very nice common for Black in Forgotten Realms. It can really keep your opponent from attacking you early, especially because it can generate 2-for-1s against two X/1s, but just the fact it can block and kill two drops is pretty sweet too. Being able to get treasure out of it is really nice too.
Scaled Nurturer
2.5 Even without the Dragon upside, this would probably be a 2.5. Mana dorks are just really nice, since you get to add to the board and pull ahead of your opponent in mana at the same time.
Spiked Pit Trap
1.5 This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Pack 1 Pick 6: Liara of the Flaming Fist
Liara of the Flaming Fist
3.0 This is the Red/White signpost uncommon. Unsurprisingly, it is a go-wide aggro deck – in this case, it is really built around the Double Team mechanic, as that is the easiest way to get cards with the same name. Notably, this also will help you out with tokens! The fact you can give anything double team and first strike is pretty spicy too, as you can give it to your best creature to get another copy – and First Strike helps that creature survive. Note, by the way, that ability can only be used once. Period. Not once per turn! But still, having that ability once seems pretty strong.
Lapis Orb of Dragonkind
1.0 Three mana rocks usually aren’t that good in Limited, even if they can add mana of any color! And this one can only add Blue. The upside, of course, is you get to scry when you cast a Dragon with it. But that isn’t the most exciting payoff. Sure, Scry 2 is nice, but it isn’t something that pays you off for playing this three mana card that doesn’t add to the board in any real way. I guess if you have some really big dragons to ramp into this gets a little more interesting, but there are better ways to ramp in the format.
Eyes of the Beholder
2.0 This was a mediocre removal spell in Forgotten Realms, and that’s probably what it will be here, too. Six mana is a ton, and while this can kill a whole lot of things, you’ll usually be spending more mana than your opponent spent to cast the creature that you kill. It is something you end up playing when you need the removal, but you basically never want more than one – it just isn’t anywhere close to premium.
Ambitious Dragonborn
1.5 It is a pretty big deal that this checks the graveyard, because if it didn’t, it would be pretty challenging to make this big enough. That said, even with it checking the graveyard, there are going to be times where this is a Hill Giant or worse, and that’s brutal – and the big payoff in the end is just a big vanilla creature – which is fine, but it isn’t the most impressive ceiling either.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Thieves' Tools
1.5 This was underwhelming in Forgotten Realms, and it will be here too. The UB deck in the format is about making creatures unblockable, and the BR deck likes treasure – but both of those were true in Forgotten Realms and this still didn’t really do enough to make the cut with regularity.
Pack 1 Pick 7: Young Red Dragon
Eldritch Pact
2.0 This has a cool design…one that is sort of hard to evaluate. This can potentially kill your opponent or mill them out, or you can use it on yourself if it’s a situation where drawing a whole bunch of cards However, it feels like there will be too many situations where doing either of these things is worth it, and its brutal having a 7 drop that just doesn’t do something useful. It sort of feels like this needs to be winning you the game when you cast it, or it isn’t worth it. It does seem like it could be a real win condition in some control decks, but I’m pretty skeptical of this thing.
Gate of the Black Dragon
2.5 So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Clever Conjurer
2.0 This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Thieves' Tools
1.5 This was underwhelming in Forgotten Realms, and it will be here too. The UB deck in the format is about making creatures unblockable, and the BR deck likes treasure – but both of those were true in Forgotten Realms and this still didn’t really do enough to make the cut with regularity.
Young Red Dragon
3.0 This is a pretty nice Common. It makes you a treasure early, which can actually allow you to play this very Dragon on turn three, which is pretty nice! It can also be used for other purposes too of course. The creature you get can’t block, which is a liability sometimes, but it looks like an effective enough attacker that I’m not too concerned about that.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Warriors of Tiamat
2.5 A 5-mana 4/2 with Haste isn’t something you want to play, but combining haste with Double Team is pretty spicy, since it means unlike other Double Team creatures, you can get that extra copy of the card before your opponent has a chance to untap. The downside, of course, is lots of cheap creatures and removal can trade with this thing, but they still have to find a way to deal with it twice, and that’s pretty nice.
Pack 1 Pick 8: You Line Up the Shot
Soldiers of the Watch
2.5 It feels pretty hard to give Double Team cards anything lower than a 2.5. This is because they all have serious 2-for-1 potential, and even this fairly underwhelming Double Team creature seems solid.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Undersimplify
1.5 This is a pretty neat design. So, a counterspell that lets your opponent ignore it for two isn’t usually great in Limited, since you have to have the mana up at the right time and your opponent also has to not have the mana to pay for it. But they soften the blow of your opponent paying 2 to ignore it, since you weaken a creature when you target it with this, whether the spell actually gets countered or not. Now, that’s mostly just a consolation prize, but it does at least mean this does something when your opponent has the mana, unlike most counterspells like this. I think you’ll still cut this reasonably often, though.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Eyes of the Beholder
2.0 This was a mediocre removal spell in Forgotten Realms, and that’s probably what it will be here, too. Six mana is a ton, and while this can kill a whole lot of things, you’ll usually be spending more mana than your opponent spent to cast the creature that you kill. It is something you end up playing when you need the removal, but you basically never want more than one – it just isn’t anywhere close to premium.
You Line Up the Shot
1.5 So, this is the usual “Crushing Canopy” type effect we see, but it is actually a little bit better. This is because instead of paying three up front, you can choose to pay in installments. It is also better because it can also just be cycled away for one mana. This card does suffer a bit from the fact there are some adventures in this set that let you deal with the same sorts of things, and they turn into creatures, so those are probably just better than You Line Up the Shot. But still, any time you add Cycling to a card that can be situationally useful, it tends to be playable, and I think that’s what we have here.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Pack 1 Pick 9: Ettercap
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Ettercap
2.5 Always nice to have a main deck Plummet that can also be a creature when you don’t have a target. Like most of the Commone Adventure creatures in this set, neither side of the card is anything special, but the fact this can do both – and sometimes get you a 2-for-1 – makes this very playable.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Dragonborn Looter
2.0 Having to pay mana to loot is a pretty big downgrade from a merfolk looter type card, even if it is only one mana. Looting is good of course, because it improves the quality of your draws. However, We’ve seen a lot of these lately and they have felt like a 1.5- type card. However, this is a cheap Dragon, something that both UR and UG a going to be interested in, and that definitely matters.
Pack 1 Pick 10: Kenku Artificer
Kenku Artificer
1.0 // 3.5 Artifacts are far from a big theme in the format, but there are enough of them around that this having a target is kind of doable. But I think your typical Blue deck in the format probably has 1-2 Artifacts, and that just..isn’t going to be enough. If you are in UB or UR you will have access to some treasure, but those color pairs still aren’t that into artifacts in general. So…if you end up in a deck that can consistently make this into a 3-mana 1/1 that makes a 3/3 Flyer, you’re going to be super happy, but that deck just won’t happen very often. Drawing this early and not having an artifact to target is going to be an awful feeling.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Clever Conjurer
2.0 This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Pack 1 Pick 11: Undersimplify
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Baleful Beholder
1.5 This is a Forgotten Realms reprint. It was pretty mediocre in that set. There were too many situations where neither ETB mattered, and when this is a 6-mana 6/5 and not much else, it feels pretty bad. I think it looks like it will perform similarly in this set.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Pack 1 Pick 12: You Find Some Prisoners
Carnelian Orb of Dragonkind
0.0 // 2.0 I’m more interested in this Orb than I was in the Blue one, as giving a Dragon haste is no small thing! That said, I still am not in love with a three mana mana rock that produces only a single color. Not adding to the board can just be so brutal these days. I think this deserves a build around grade. If your deck has 5 or more dragons – and especially a few that are 5 or 6 drops – this is probably a 2.0, but in all other Red decks it is basically unplayable.
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Pack 1 Pick 13: Carnelian Orb of Dragonkind
Carnelian Orb of Dragonkind
0.0 // 2.0 I’m more interested in this Orb than I was in the Blue one, as giving a Dragon haste is no small thing! That said, I still am not in love with a three mana mana rock that produces only a single color. Not adding to the board can just be so brutal these days. I think this deserves a build around grade. If your deck has 5 or more dragons – and especially a few that are 5 or 6 drops – this is probably a 2.0, but in all other Red decks it is basically unplayable.
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Pack 1 Pick 14: You Find the Villains' Lair
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Pack 2 Pick 1: Ambergris, Citadel Agent
Black Market Connections
3.5 This has a pretty cool design! It can generate a whole lot of value, but at the cost of life. However, all three options are pretty appealing! The card draw effect kind of makes this Phyrexian Arena-like – apart from the fact that it makes you pay twice the life. It does balance out to some extent, since you can also get creatures and treasure with it. It definitely gets better if you have some ways to gain life, as that minimizes the downside, but either way this feels fairly powerful.
Ambergris, Citadel Agent
4.0 A 3-mana 3/2 with Haste that can let you throw your hand away to draw two cards is a card you’d pretty much always play. That attack trigger can actually be pretty good, because it means you can simply discard your hand of 0 or 1 card, and you actually gain cards. Once it specializes, most versions of it give you a bonus for discarding cards, in which case actually throwing more cards away is going to be really spicy. And, even if you have 0 cards in your hand, you discarded a card the turn you played it to Specialize it, so you’ll at least get some bonus right away. Like most Specialize cards, this looks like a very powerful card.
Grim Wanderer
1.5 This was in Forgotten Realms, and it wasn’t very good. While the creature is obviously above rate, setting it up so you can cast it is harder than you might think, so most of the time when you do finally cast it, it isn’t really that imposing as a 5/3. Lots of three drops in the format can easily trade with it.
Lurking Roper
3.0 This was solid in Forgotten Realms. Even if you aren’t that good at gaining life, if you’re in a more controlling deck or a ramp deck, this can be a real road block because of its size. Obviously it is way better when you’re gaining life, because you can also start rumbling with it and effectively giving it Vigilance.
Scaled Nurturer
2.5 Even without the Dragon upside, this would probably be a 2.5. Mana dorks are just really nice, since you get to add to the board and pull ahead of your opponent in mana at the same time.
Dread Linnorm
3.0 Like a lot of Adventure cards, neither side of this thing blows you away. The trick is expensive for what it does, and fairly situational, and the creature is big and only sort of hard to block. But when you get both on one card, it is a completely different thing. It isn’t that difficult to generate a 2-for-1 with it. You have to pick your spots for the trick to work well to be sure, but it can help your creature win combat and it can even counter a removal spell. So, using that trick in the mid-game, and then slamming this 7/6 late is going to feel pretty good. You probably don’t want more than one copy of this in the end, but I do think that first copy is a pretty nice Common.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Spiked Pit Trap
1.5 This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Vampire Spawn
3.0 This was a nice little common in Forgotten Realms. It has passable stats and creates a life point difference of 4 just from entering the battlefield. That is surprisingly good!
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
Unexpected Windfall
1.5 This is a card that is great in constructed, but much less impressive in Limited. Spending 4 mana and giving up two cards to get back two cards and a couple of treasure just isn’t as impactful. That doesn’t mean this is bad – but it definitely isn’t something you run in all of your Red decks.
Pack 2 Pick 2: Swashbuckler Extraordinaire
Raggadragga, Goreguts Boss
3.0 This is a neat design, but not really one that will work out that well in Limited. Now, the part of the card that likes creatures with mana abilities isn’t going to be that easy to get going. The format just doesn’t have enough of them. There are some, and obviously they get silly with him around, but you’re mostly paying for a 4-mana 4/4 that has an ability that really gives you an insane trigger when you cast a big spell. +7/+7 and trample is going to be enough to end the game or effectively end it on a whole lot of boards. Now, it is something that you won’t be able to trigger every game, because you won’t have that many seven drops, but if you’re in Red/Green you’re always going to play this, and a 7-drop or two will probably be in your deck.
Swashbuckler Extraordinaire
3.5 A three mana 2/2 that makes a Treasure is right around a 2.5, so the fact that this also gives you a pretty powerful Treasure payoff is quite nice. Double strike is no joke, especially if you have a creature with evasion, and it will definitely be worth giving up a Treasure for that on a lot of boards. One really great thing is that if you have additional treasure, you can give more than one thing double strike. It is also great that the turn you play the Swashbuckler you can already give something double strike.
Lulu, Forgetful Hollyphant
4.0 Pretty much every card with Specialize looks quite good, and this is no exception. Most of them are playable or better on their front side – and that’s certainly the case here, as a 3-mana ⅓ with Flying that grants Flying to the next creature you cast is definitely a good card – probably a 3.0 on its own. Then, it of course synergizes with itself when it transforms, since it pays you of for attacking with flyers – and all the payoffs are pretty great.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Follow the Tracks
3.0 This is an interesting take on ramp and fixing. You get to choose one of the Uncommon gates, meaning you can effectively get a land that produces whatever color you need, while also ramping – and the Gate lands all can draw you a card in the late game too. This is certainly a little clunky, but the ramp and fixing it offers is a pretty big deal.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Dragonborn Looter
2.0 Having to pay mana to loot is a pretty big downgrade from a merfolk looter type card, even if it is only one mana. Looting is good of course, because it improves the quality of your draws. However, We’ve seen a lot of these lately and they have felt like a 1.5- type card. However, this is a cheap Dragon, something that both UR and UG a going to be interested in, and that definitely matters.
Manticore
2.0 This wasn’t very impressive in forgotten Realms, and it probably won’t be that good here either. This sort of “kill a damaged creature” effect ends up being pretty narrow, and even when you give the creature Flash, you’ll have a harder time than you might think getting it to do its thing. When you can kill something with this it feels pretty amazing. When you end up having to cast it without triggering the ability, it feels pretty bad.
Guardian Naga
2.5 Another Adventure where neither half is especially good. The ADventure is an expensive Disenchant, and the creature has underwhelming stats for 7, even with Vigilance and its ability to not take damage during your turn. You won’t always have something to use the Adventure side on, but it is pretty nice that you can run this in your main deck without a huge cost. After all, you do still get a creature eventually, even if it is overcosted.
Giant Fire Beetles
2.5 Like all the Double Team cards, I think this looks pretty good. Having Menace means it will be able to effectively attack and get you that copy on a lot of boards. Getting both of them will feel great, and that’s especially true if you can augment them in some way.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Baleful Beholder
1.5 This is a Forgotten Realms reprint. It was pretty mediocre in that set. There were too many situations where neither ETB mattered, and when this is a 6-mana 6/5 and not much else, it feels pretty bad. I think it looks like it will perform similarly in this set.
Pack 2 Pick 3: Reckless Barbarian
Mazzy, Truesword Paladin
1.5 // 4.0 Mazzy really likes Auras! Boosting power and giving trample to enchanted creatures is a big deal. And, the fact she lets you get around the risks of getting 2-for-1’d is a big deal too! She does this by giving you back Auras that go to the graveyard. You only have a short window to cast them, but that will be enough most of the time. I think Auras are niche enough that we probably have to give this a build around grade.
Trelasarra, Moon Dancer
3.5 This is our last signpost Uncommon, and it is another one that is a reprint from Forgotten Realms. It offers a very strong Life gain payoff, as it is basically a better Ajani’s Pridemate, since you get to Scry in addition to getting a counter! A turn two Trelassara can quickly get out of control in a Green/White deck, and it can even be very valuable in the late game.
Dream Fracture
1.5 I don’t think I’m in for this. This is basically Cancel, a card that usually just isn’t good enough in Limited most of the time. A three mana hard counter needs to do something extra usually to be playable in Limited, and the extra here isn’t that great – both you and your opponent draw a card, so you sort of break even. The cost of leaving mana up, especially two mana of the same color, can be a pretty big one. And yeah, you probably get to untap and use your new card first, but this is still basically just Cancel.
Jaheira, Harper Emissary
3.5 This starts with solid stats, and has hexproof that will actually matter on occasion. Then, when she specializes, you get to naturalize and get an additional effect. That’s some pretty nice artifact and enchantment hate to run in your main deck, and because it starts out as such a solid two drop, I like the overall package here. Even if you don’t have something to naturalize, her other specialize effects offer decent value.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Undersimplify
1.5 This is a pretty neat design. So, a counterspell that lets your opponent ignore it for two isn’t usually great in Limited, since you have to have the mana up at the right time and your opponent also has to not have the mana to pay for it. But they soften the blow of your opponent paying 2 to ignore it, since you weaken a creature when you target it with this, whether the spell actually gets countered or not. Now, that’s mostly just a consolation prize, but it does at least mean this does something when your opponent has the mana, unlike most counterspells like this. I think you’ll still cut this reasonably often, though.
Manticore
2.0 This wasn’t very impressive in forgotten Realms, and it probably won’t be that good here either. This sort of “kill a damaged creature” effect ends up being pretty narrow, and even when you give the creature Flash, you’ll have a harder time than you might think getting it to do its thing. When you can kill something with this it feels pretty amazing. When you end up having to cast it without triggering the ability, it feels pretty bad.
Dragonborn Looter
2.0 Having to pay mana to loot is a pretty big downgrade from a merfolk looter type card, even if it is only one mana. Looting is good of course, because it improves the quality of your draws. However, We’ve seen a lot of these lately and they have felt like a 1.5- type card. However, this is a cheap Dragon, something that both UR and UG a going to be interested in, and that definitely matters.
Owlbear
3.5 This was pretty good in Forgotten Realms. This easily sets up a 2-for-1 because of its ETB ability and its size, and it really isn’t too shabby as an attacker.
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Lantern of Revealing
2.0 This is another pretty nice source of fixing. A three mana mana rock can definitely be clunky, but this turns into a pretty nice mana sink in the later game, since it can effectively draw you lands and put them into play, or at least let you Scry 1. It will certainly improve your draws in the late game, while helping you fix and ramp early.
Pack 2 Pick 4: Lozhan, Dragons' Legacy
Wilson, Bear Comrade
4.5 Even if Wilson didn’t have Specialize, he would be a 3.0 at worst, as he is just a great French Vanilla creature. Then, once he transforms, in most of his forms he gains an additional keyword, he gets bigger, and he gains an ability he can use from the graveyard, and all of those effects ar epretty darn good. I think this is an A-.
Lozhan, Dragons' Legacy
4.0 So, Blue/Red is into both Dragons and Adventures, and boy – this is a super powerful payoff for both. A 5-mana 4/2 Flyer is actually a solid stat-line, so the fact it staples removal spells to your Dragons and Adventures is pretty insane. It also helps that there are two dragons in the format that are common that ALSO have adventures. So casting either half of those is amazing, and casting both will be close to unbeatable.
Choose Your Weapon
1.5 This is a Forgotten Realms reprint, and it was fine in that set. It is a pretty typical modal card in that both parts of it are pretty underwhelming. The trick wouldn’t be good enough to play and the Flyer removal spell would be a sideboard card. You lump these two mediocre cards together though, and you end up with a card that will be able to do something meaningful reasonably often. Still, you end up cutting it a lot.
Monk of the Open Hand
2.0 Another Forgotten Realms reprint. This was a decent one drop in that format, as getting the counters on it came a little easier than I expected it to. Getting it in play late doesn’t feel very good, though.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Mace of Disruption
1.0 The idea is that you have duplicates created by Double Team, and while that is going to happen, the fact that the perpetual +1/+0 is so conditional makes this pretty bad, as the initial boost isn’t really enough to make the card worth playing.
Iron Golem
1.0 This has solid stats, but the whole has to block and attack thing is a pretty big downside. You end up in situations where the trades are super ugly for you, or worse – you can’t even trade because they have a large creature.
You Line Up the Shot
1.5 So, this is the usual “Crushing Canopy” type effect we see, but it is actually a little bit better. This is because instead of paying three up front, you can choose to pay in installments. It is also better because it can also just be cycled away for one mana. This card does suffer a bit from the fact there are some adventures in this set that let you deal with the same sorts of things, and they turn into creatures, so those are probably just better than You Line Up the Shot. But still, any time you add Cycling to a card that can be situationally useful, it tends to be playable, and I think that’s what we have here.
Manticore
2.0 This wasn’t very impressive in forgotten Realms, and it probably won’t be that good here either. This sort of “kill a damaged creature” effect ends up being pretty narrow, and even when you give the creature Flash, you’ll have a harder time than you might think getting it to do its thing. When you can kill something with this it feels pretty amazing. When you end up having to cast it without triggering the ability, it feels pretty bad.
Owlbear
3.5 This was pretty good in Forgotten Realms. This easily sets up a 2-for-1 because of its ETB ability and its size, and it really isn’t too shabby as an attacker.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Pack 2 Pick 5: Reckless Barbarian
Archivist of Oghma
2.5 A two mana 2/2 with Flash is usually a decent card, since it can ambush block and kill X/2s, and this one comes with a pretty nice hatebear effect. Drawing a card is huge so getting to do it when your opponent searches is nice! Now, in your typical Limited game ther ewon’t be that much searching going on, but triggering this once or twice over the course of a draft is pretty sweet, and because it has Flash your opponent may not even know to play around it!
Scouting Hawk
2.0 So, the times where this gets you that Plains, it will feel quite good. Problem is, there will be a significant chunk of the time where it can’t do that, and a 3-mana 1/1 Flyer is pretty dang abysmal. You can set it up to some degree of course, especially if your opponent went first. But if you go first it is a heck of a lot harder to make sure the ETB ability does something. Basically, it will feel like a 1.0 when you don’t get a land, and a 3.0 when you can. I guess that makes it a 2.0.
Alora, Rogue Companion
2.5 // 3.5 This Specialize creature seems a little more build-aroundy than most of them do. On its own, it can make itself unblockable and hit for three, but then it has to return to your hand, and that’s not…amazing. Obviously, making something else unblockable that has an ETB ability or something is super good, but you won’t always pull that off. Then, once Alora specializes, she adds an extra bonus to the creature returning to your hand, but you still really need to be returning something that gives you value already – either by hitting your opponent hard or retriggering ETB – because the bonuses don’t seem that great for the most part. Basically, if your deck doesn’t have much in the way of ETBs to rebuy, this doesn’t seem especially good, and if you do – she’ll be quite good.
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
Hook Horror
2.5 This is kind of an Alchemy version of Persist. Basically, you get a 5-mana 3/3 that gives you a 2/2 when it dies, and when that 2/2 dies, you get a 1/1. That’s three bodies on one card, which is great for sacrifice effects and the like. It can also just represent a 2-for-1 or even 3-for-1 in a regular deck.
Spiked Pit Trap
1.5 This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Ettercap
2.5 Always nice to have a main deck Plummet that can also be a creature when you don’t have a target. Like most of the Commone Adventure creatures in this set, neither side of the card is anything special, but the fact this can do both – and sometimes get you a 2-for-1 – makes this very playable.
You Line Up the Shot
1.5 So, this is the usual “Crushing Canopy” type effect we see, but it is actually a little bit better. This is because instead of paying three up front, you can choose to pay in installments. It is also better because it can also just be cycled away for one mana. This card does suffer a bit from the fact there are some adventures in this set that let you deal with the same sorts of things, and they turn into creatures, so those are probably just better than You Line Up the Shot. But still, any time you add Cycling to a card that can be situationally useful, it tends to be playable, and I think that’s what we have here.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Pack 2 Pick 6: Signature Spells
Signature Spells
3.5 The turn you play this, it doesn’t do anything, and that’s pretty rough for a six mana card. After that, though, you get a free 3 mana spell every turn, and that’s obviously quite strong. Now, the problem is, that this card checks your deck only for instants and sorceries that cost three, and this isn’t always something you’ll end up with enough of to make this card worthwhile. You probably need at least 3 cards that fit the bill, and sometimes that won’t be enough since you might draw two of them. Still, copying a spell every turn for free is big value. There are some downsides to be sure though, so keep that in mind.
Lurking Roper
3.0 This was solid in Forgotten Realms. Even if you aren’t that good at gaining life, if you’re in a more controlling deck or a ramp deck, this can be a real road block because of its size. Obviously it is way better when you’re gaining life, because you can also start rumbling with it and effectively giving it Vigilance.
Ambition's Cost
1.5 4 mana to draw three is nice and all, but as a sorcery that loses you three life as well, this seems way too clunky. You can’t not add to the board at all while you’re spending four mana, unless the game is getting really long.
Hobgoblin Captain
3.0 This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Minimus Containment
2.5 This is a Forgotten Realms reprint. It is decent removal – being able to deal with any permanent type is pretty nice. Still, it never really felt premium, since you are giving your opponent back some very real value, especially when you use this early, as it can ramp them into more powerful spells.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Gnoll Hunter
3.0 This was a great two drop in Forgotten Realms, and it will be here too.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Pack 2 Pick 7: Farideh's Fireball
Carnelian Orb of Dragonkind
0.0 // 2.0 I’m more interested in this Orb than I was in the Blue one, as giving a Dragon haste is no small thing! That said, I still am not in love with a three mana mana rock that produces only a single color. Not adding to the board can just be so brutal these days. I think this deserves a build around grade. If your deck has 5 or more dragons – and especially a few that are 5 or 6 drops – this is probably a 2.0, but in all other Red decks it is basically unplayable.
Gnoll Hunter
3.0 This was a great two drop in Forgotten Realms, and it will be here too.
Owlbear
3.5 This was pretty good in Forgotten Realms. This easily sets up a 2-for-1 because of its ETB ability and its size, and it really isn’t too shabby as an attacker.
Priest of Ancient Lore
4.0 This is a Forgotten Realms Reprint, and it was White’s best Common in that set, and I think that will be true here too. It will give you a lot of 2-for-1s, and it gains you life which the GW deck is extra interested in. Sure, it doesn’t have Flying like inspiring Overseer, but that card was absurd – this one is merely a very very good Common, instead of a format-warping one.
Iron Golem
1.0 This has solid stats, but the whole has to block and attack thing is a pretty big downside. You end up in situations where the trades are super ugly for you, or worse – you can’t even trade because they have a large creature.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Pack 2 Pick 8: Reckless Barbarian
Thrakkus the Butcher
3.0 This is another color pair that loves dragons! This one is more about making them huge, scary creatures. And, on his own, Thrakkus attacks as a 5-mana 6/4 with Trample, which is pretty solid! I am a little less impressed with his Dragon payoff than I am with the Simic or Izzet Dragon singposts, and I don’t really feel like this is one that really pulls me into its color pair.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Icewind Stalwart
1.5 Hill Giant stats aren’t something I love, and I’m not sure the ETB ability here will do something often enough to really overcome that. There are certainly creatures with ETB abilities to abuse and the like, but you still won’t have this matter often enough for it to be anything special.
Cloak of the Bat
1.5 This sort of Equipment always seems to underwhelm. It feels like it should actually do something nice pretty often, but it just doesn’t. If you have a big ol’ creature it feels pretty good, but the awkward thing about the card is that if you want to take advantage of the Haste end of thing, you need to have the mana available to equip it to whatever new creature you play. The creature also has to already be pretty good for these keywords to do their job.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Pack 2 Pick 9: Dread Linnorm
Grim Wanderer
1.5 This was in Forgotten Realms, and it wasn’t very good. While the creature is obviously above rate, setting it up so you can cast it is harder than you might think, so most of the time when you do finally cast it, it isn’t really that imposing as a 5/3. Lots of three drops in the format can easily trade with it.
Dread Linnorm
3.0 Like a lot of Adventure cards, neither side of this thing blows you away. The trick is expensive for what it does, and fairly situational, and the creature is big and only sort of hard to block. But when you get both on one card, it is a completely different thing. It isn’t that difficult to generate a 2-for-1 with it. You have to pick your spots for the trick to work well to be sure, but it can help your creature win combat and it can even counter a removal spell. So, using that trick in the mid-game, and then slamming this 7/6 late is going to feel pretty good. You probably don’t want more than one copy of this in the end, but I do think that first copy is a pretty nice Common.
Spiked Pit Trap
1.5 This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Vampire Spawn
3.0 This was a nice little common in Forgotten Realms. It has passable stats and creates a life point difference of 4 just from entering the battlefield. That is surprisingly good!
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Unexpected Windfall
1.5 This is a card that is great in constructed, but much less impressive in Limited. Spending 4 mana and giving up two cards to get back two cards and a couple of treasure just isn’t as impactful. That doesn’t mean this is bad – but it definitely isn’t something you run in all of your Red decks.
Pack 2 Pick 10: Follow the Tracks
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Follow the Tracks
3.0 This is an interesting take on ramp and fixing. You get to choose one of the Uncommon gates, meaning you can effectively get a land that produces whatever color you need, while also ramping – and the Gate lands all can draw you a card in the late game too. This is certainly a little clunky, but the ramp and fixing it offers is a pretty big deal.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Guardian Naga
2.5 Another Adventure where neither half is especially good. The ADventure is an expensive Disenchant, and the creature has underwhelming stats for 7, even with Vigilance and its ability to not take damage during your turn. You won’t always have something to use the Adventure side on, but it is pretty nice that you can run this in your main deck without a huge cost. After all, you do still get a creature eventually, even if it is overcosted.
Pack 2 Pick 11: Dragonborn Looter
Undersimplify
1.5 This is a pretty neat design. So, a counterspell that lets your opponent ignore it for two isn’t usually great in Limited, since you have to have the mana up at the right time and your opponent also has to not have the mana to pay for it. But they soften the blow of your opponent paying 2 to ignore it, since you weaken a creature when you target it with this, whether the spell actually gets countered or not. Now, that’s mostly just a consolation prize, but it does at least mean this does something when your opponent has the mana, unlike most counterspells like this. I think you’ll still cut this reasonably often, though.
Dragonborn Looter
2.0 Having to pay mana to loot is a pretty big downgrade from a merfolk looter type card, even if it is only one mana. Looting is good of course, because it improves the quality of your draws. However, We’ve seen a lot of these lately and they have felt like a 1.5- type card. However, this is a cheap Dragon, something that both UR and UG a going to be interested in, and that definitely matters.
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Pack 2 Pick 12: You Find Some Prisoners
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Mace of Disruption
1.0 The idea is that you have duplicates created by Double Team, and while that is going to happen, the fact that the perpetual +1/+0 is so conditional makes this pretty bad, as the initial boost isn’t really enough to make the card worth playing.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Pack 2 Pick 13: You Come to the Gnoll Camp
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Spiked Pit Trap
1.5 This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Pack 2 Pick 14: Poison the Blade
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Pack 3 Pick 1: Dragon's Fire
Fiendlash
3.5 So, Two mana to cast and three to equip for +2/+0 and Reach isn’t amazing. That card is probably a 1.5 at best. The whole damage part of the card is pretty spicy, though, and definitely provides an upgrade! Because it bumps the power of the creature, it is likely that it can do some significant damage. So you Equip this to your creature and attack, and your opponent kind of just has to take it, because blocking could lose them a creature and result in a bunch of damage. It is nice that it adds Reach to the mix too, so you can use it somewhat defensively as well. The ideal situation is probably putting this on something to attack, and then moving it to something else that you plan on blocking with. That does cost a whole lot of mana to do of course, so you won’t always pull it off. But yeah, I like the idea of attacking with something with this equipped, since your opponent will be in a world of hurt. You can also do some wacky stuff by damaging your own creature when this is around too!
Emerald Dragon
2.0 Neither half of this card is super exciting. Only countering activated or triggered abilities from noncreatures just won’t come up very much, so you’re mostly paying for a clunky Dragon that will occasionally be able to use its adventure.
Lozhan, Dragons' Legacy
4.0 So, Blue/Red is into both Dragons and Adventures, and boy – this is a super powerful payoff for both. A 5-mana 4/2 Flyer is actually a solid stat-line, so the fact it staples removal spells to your Dragons and Adventures is pretty insane. It also helps that there are two dragons in the format that are common that ALSO have adventures. So casting either half of those is amazing, and casting both will be close to unbeatable.
Red Dragon
2.5 A 6-mana 4/4 Flyer is definitely overcosted, and I do think the ETB ability here does enough to make up for that, but it is still nothing more than a decent playable. You don’t even usually want more than one, even in a dragon deck.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Dragon's Fire
4.0 This was a premium removal spell in Forgotten Realms, and it will probably be even better here, since this set is way more into Dragon than that one was. Two mana to do 3 at instant speed is already premium, so the dragon upside is pretty amazing.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Flaming Fist Officer
2.5 This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
Wizened Githzerai
1.5 This doesn’t seem that good to me. Sure, it can chump block or trade and make a creature worse, but chumping is not something you want to be doing a whole lot. And yeah, the -2/-0 sticks around no matter what happens to the creature, but I still feel like this is a two drop you will cut pretty often.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Pack 3 Pick 2: Wrathful Red Dragon
Wrathful Red Dragon
5.0 A 5-mana 5/5 Flyer is a 3.5, and the upside here is very real! If the only way your opponent can deal with this Dragon is by blocking or damaging it…well…they are probably going to lose, since the Dragon can do damage to pretty much anything – either finishing off your opponent off or serving as removal. Lots of decks will have lots of Dragons too, so the turn you play the Dragon you’ll often be able to attack with dragons that are already in play and the ability will cause your opponent serious problems.
Grim Wanderer
1.5 This was in Forgotten Realms, and it wasn’t very good. While the creature is obviously above rate, setting it up so you can cast it is harder than you might think, so most of the time when you do finally cast it, it isn’t really that imposing as a 5/3. Lots of three drops in the format can easily trade with it.
Swashbuckler Extraordinaire
3.5 A three mana 2/2 that makes a Treasure is right around a 2.5, so the fact that this also gives you a pretty powerful Treasure payoff is quite nice. Double strike is no joke, especially if you have a creature with evasion, and it will definitely be worth giving up a Treasure for that on a lot of boards. One really great thing is that if you have additional treasure, you can give more than one thing double strike. It is also great that the turn you play the Swashbuckler you can already give something double strike.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Minimus Containment
2.5 This is a Forgotten Realms reprint. It is decent removal – being able to deal with any permanent type is pretty nice. Still, it never really felt premium, since you are giving your opponent back some very real value, especially when you use this early, as it can ramp them into more powerful spells.
Soldiers of the Watch
2.5 It feels pretty hard to give Double Team cards anything lower than a 2.5. This is because they all have serious 2-for-1 potential, and even this fairly underwhelming Double Team creature seems solid.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Circle of the Land Druid
1.0 // 2.5 So, this really enables the Black/Green decks in the format, and that’s good – because a two mana 1/1 that returns a land from the graveyard to your hand just…does not seem that good to me. It does mean it is nice to sacrifice and stuff, but this probably needs a build around grade. If you’re in Black/Green this is a solid Common – in the other decks? You don’t want to be playing it.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Contact Other Plane
2.0 Another Forgotten Realms reprint! Over the last year or so, most cards that JUST draw you two cards for 4 mana, even at instant speed, have been really disappointing. Limited has become more and more about adding to the board when you spend mana, and this just doesn’t do it. Now, it isn’t terrible, if you roll a 10 through 20 it is a pretty nice draw spell, and I don’t hate the idea of running one of these in your Blue decks, but you really can’t have that many cards that don’t add to the board and hope to do well.
Lantern of Revealing
2.0 This is another pretty nice source of fixing. A three mana mana rock can definitely be clunky, but this turns into a pretty nice mana sink in the later game, since it can effectively draw you lands and put them into play, or at least let you Scry 1. It will certainly improve your draws in the late game, while helping you fix and ramp early.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Pack 3 Pick 3: Bronze Walrus
Meteor Golem
2.5 7 is definitely a lot, but the fact it can come down and kill any nonland permanent is a big deal. Not all decks will really want a 7 drop, but it does seem like ramping is a pretty legit strategy in this format, in which case this will be pretty sweet. It also benefits from lots of cards that let you abuse enter the battlefield abilities.
Bronze Walrus
3.5 This is a pretty nice creature. It fixes your mana and ramps you, and even helps you improve your next few draws. This format has kind of a shortage of fixing when it comes to lands, so Artifacts like this or going to be extra sought after.
Bag of Holding
1.5 This is a pretty cool card, but not a particularly good one most of the time. It is sweet that you can loot and get your cards back later, but you just have to spend so much mana to make those things happen, you’ll find yourself unable to spend it pretty frequently until the late game.
You Line Up the Shot
1.5 So, this is the usual “Crushing Canopy” type effect we see, but it is actually a little bit better. This is because instead of paying three up front, you can choose to pay in installments. It is also better because it can also just be cycled away for one mana. This card does suffer a bit from the fact there are some adventures in this set that let you deal with the same sorts of things, and they turn into creatures, so those are probably just better than You Line Up the Shot. But still, any time you add Cycling to a card that can be situationally useful, it tends to be playable, and I think that’s what we have here.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Water Weird
3.0 When you hit your opponent with this, you get a pretty good trigger. You either get to grow the Weird, or Surveil 1, and both are pretty nice options.
Valor Singer
2.5 This looks like it will be a nice common here, just as it was in Forgotten Realms. +1/+0 doesn’t sound like a lot, but you’d be surprised how often that boost can alter your attacks. It can even pump itself, so it is basically a 3-mana 3/3 if that’s what you need.
Underdark Basilisk
2.5 This was solid in Forgotten Realms. It gets extra good alongside effects that let it damage things – like Band Together – because the Death touch allows it to take down anything. Outside of that, it does a decent job of deterring attacks early, since it can trade for any of your opponents attacks. It also stays relevant all game long.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Ettercap
2.5 Always nice to have a main deck Plummet that can also be a creature when you don’t have a target. Like most of the Commone Adventure creatures in this set, neither side of the card is anything special, but the fact this can do both – and sometimes get you a 2-for-1 – makes this very playable.
Hook Horror
2.5 This is kind of an Alchemy version of Persist. Basically, you get a 5-mana 3/3 that gives you a 2/2 when it dies, and when that 2/2 dies, you get a 1/1. That’s three bodies on one card, which is great for sacrifice effects and the like. It can also just represent a 2-for-1 or even 3-for-1 in a regular deck.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Pack 3 Pick 4: Snowborn Simulacra
Snowborn Simulacra
4.5 This seems pretty good. As long as you are getting two duplicates it will feel worth the mana, and if you can do more than that – which isn’t out of the question – you’ll get even more value, especially because you can put one into play. Now, it is a Sorcery that won’t impact the board right away unless you are paying a total of 7 – or you make a copy of something cheap. One really neat thing here is that it can copy any permanent! But yeah, this is sort of like a card that can make a bunch of clones, meaning it is reliant to what permanents are around, but it will basically always have the ability to copy a couple of things. So yeah, I think even as clunky as this can be sometimes, this is probably a bomb. Just imagine paying 5 for this, getting copies of the three best creatures – provided you get to your next turn, going to be hard for you to lose!
Seek New Knowledge
2.5 So, you end up only getting a 1-for-1 in the end, but because it always gets you two nonlands, that makes it significantly better than most draw spells which you can hit lands with. Now, the downside is you can’t use this to help you hit your third land drop – and that’s something that you usually want to use this sort of card for early, but this is mostly a mid-to-late game card, and that’s certainly a bit awkward on a two mana draw spell. Still, the card selection seems powerful and efficient enough that I think I would be interested in playing the first copy.
Goblin Trapfinder
2.5 This is some pretty nice sacrifice fodder, since it provides you with two separate bodies! This is basically a one mana 1/1 that draws you a card when it dies – and yes, the card you draw is very specific, but it is still giving you a pretty real card most of the time. This is probably at its best in Black-Red, but it seems like a fine inclusion in any Red deck.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Circle of the Land Druid
1.0 // 2.5 So, this really enables the Black/Green decks in the format, and that’s good – because a two mana 1/1 that returns a land from the graveyard to your hand just…does not seem that good to me. It does mean it is nice to sacrifice and stuff, but this probably needs a build around grade. If you’re in Black/Green this is a solid Common – in the other decks? You don’t want to be playing it.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Manticore
2.0 This wasn’t very impressive in forgotten Realms, and it probably won’t be that good here either. This sort of “kill a damaged creature” effect ends up being pretty narrow, and even when you give the creature Flash, you’ll have a harder time than you might think getting it to do its thing. When you can kill something with this it feels pretty amazing. When you end up having to cast it without triggering the ability, it feels pretty bad.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Pack 3 Pick 5: Jaded Sell-Sword
Grave Choice
2.5 This has a neat design, because it tries to get around the downsides most Edict effects have. They tend to feel pretty good early, but when the board gets wide enough, you end up killing something pretty irrelevant. Grave Choice takes away the ability to sacrifice tokens, and now your opponent giving up their weakest creature could come with consequences – and that is that you get a duplicate of the card in your hand. Now, there will be plenty of times when your opponent can just sacrifice something that’s not a big deal and you get nothing, and sometimes getting a copy of their mediocre two drop won’t matter either – but I think the upgrades to this Edict make it better than most of them tend to be in Limited. It isn’t premium removal, but its not bad either.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Flaming Fist Officer
2.5 This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
Gray Slaad
1.0 // 3.0 So, the Black-Green deck in this format is pretty interested in milling itself, and this looks like a nice enabler and payoff for that deck. A 4/1 with Menace and Deathtouch is pretty hard to interact with! However, you pretty much have to be in that deck, or the Adventure on this isn’t very good, and the creature won’t be that good either. Only counting creature cards for it to get the bonus is pretty rough too. This probably means this needs a build around grade. It will be a really good Common for Black/Green decks, but pretty mediocre for everyone else.
Sewer Plague
3.0 This is premium removal. Sure, -2/-2 for three mana isn’t great, but the fact that the creature keeps getting -1/-1 every turn means that it will often set things in motion for a larger creature to die. It basically can kill things as big of a 3/3 before your opponent gets a chance to do anything, too.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Contact Other Plane
2.0 Another Forgotten Realms reprint! Over the last year or so, most cards that JUST draw you two cards for 4 mana, even at instant speed, have been really disappointing. Limited has become more and more about adding to the board when you spend mana, and this just doesn’t do it. Now, it isn’t terrible, if you roll a 10 through 20 it is a pretty nice draw spell, and I don’t hate the idea of running one of these in your Blue decks, but you really can’t have that many cards that don’t add to the board and hope to do well.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Clever Conjurer
2.0 This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Soulknife Spy
3.0 Another Forgotten Realms reprint, and this was one of the few Blue Commons in that set that I would describe as “Good.” A card that draws you a card when it hits the opponent is pretty sweet when it comes with solid stats, and this definitely does. If you can give it evasion in some way, it becomes a must kill, and even when you aren’t able to do that, it still becomes something your opponent better trade for.
Pack 3 Pick 6: Lozhan, Dragons' Legacy
Boareskyr Tollkeeper
3.0 This is a nice little two drop that makes your opponent’s life a little bit more difficult, and it pairs well with the UW deck in the format which can absue ETB abilities. It is sweet that you can even make lands enter tapped! I think the trigger here is going to give you some pretty real tempo.
Pegasus Guardian
3.0 I don’t normally love “blink” or “flicker” cards in Limited – but that’s usually only when that’s all a card can do. This card gets the situational benefits of that kind of effect, while also being a nice creature. It can save a creature from removal, or rebuy an ETB trigger, and those things are neat, but still too narrow if its all a card does. It is certainly an overcosted creature, but you’ll often be able to play it and also get the 1/1 Flyer the turn you play it, since it looks at a creature leaving the battlefield in any way, so generating those tokens is going to be pretty nice. I really like that it is both an enabler and a payoff for those types of effects.
Lozhan, Dragons' Legacy
4.0 So, Blue/Red is into both Dragons and Adventures, and boy – this is a super powerful payoff for both. A 5-mana 4/2 Flyer is actually a solid stat-line, so the fact it staples removal spells to your Dragons and Adventures is pretty insane. It also helps that there are two dragons in the format that are common that ALSO have adventures. So casting either half of those is amazing, and casting both will be close to unbeatable.
Thieves' Tools
1.5 This was underwhelming in Forgotten Realms, and it will be here too. The UB deck in the format is about making creatures unblockable, and the BR deck likes treasure – but both of those were true in Forgotten Realms and this still didn’t really do enough to make the cut with regularity.
Wizened Githzerai
1.5 This doesn’t seem that good to me. Sure, it can chump block or trade and make a creature worse, but chumping is not something you want to be doing a whole lot. And yeah, the -2/-0 sticks around no matter what happens to the creature, but I still feel like this is a two drop you will cut pretty often.
You Line Up the Shot
1.5 So, this is the usual “Crushing Canopy” type effect we see, but it is actually a little bit better. This is because instead of paying three up front, you can choose to pay in installments. It is also better because it can also just be cycled away for one mana. This card does suffer a bit from the fact there are some adventures in this set that let you deal with the same sorts of things, and they turn into creatures, so those are probably just better than You Line Up the Shot. But still, any time you add Cycling to a card that can be situationally useful, it tends to be playable, and I think that’s what we have here.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
Improvised Weaponry
2.5 This was pretty nice in Forgotten Realms. It could kill enough creatures in that format that it sort of overperformed. It may not be quite as good here, but 3 mana to do 2 to anything and getting a treasure back is a pretty solid deal.
Pack 3 Pick 7: Tymora's Invoker
Scouting Hawk
2.0 So, the times where this gets you that Plains, it will feel quite good. Problem is, there will be a significant chunk of the time where it can’t do that, and a 3-mana 1/1 Flyer is pretty dang abysmal. You can set it up to some degree of course, especially if your opponent went first. But if you go first it is a heck of a lot harder to make sure the ETB ability does something. Basically, it will feel like a 1.0 when you don’t get a land, and a 3.0 when you can. I guess that makes it a 2.0.
Meteor Golem
2.5 7 is definitely a lot, but the fact it can come down and kill any nonland permanent is a big deal. Not all decks will really want a 7 drop, but it does seem like ramping is a pretty legit strategy in this format, in which case this will be pretty sweet. It also benefits from lots of cards that let you abuse enter the battlefield abilities.
Gray Slaad
1.0 // 3.0 So, the Black-Green deck in this format is pretty interested in milling itself, and this looks like a nice enabler and payoff for that deck. A 4/1 with Menace and Deathtouch is pretty hard to interact with! However, you pretty much have to be in that deck, or the Adventure on this isn’t very good, and the creature won’t be that good either. Only counting creature cards for it to get the bonus is pretty rough too. This probably means this needs a build around grade. It will be a really good Common for Black/Green decks, but pretty mediocre for everyone else.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
Patriar's Humiliation
2.5 So, a one mana instant that does damage to a creature equal to the number of creatures you have in play is usually about a 2.0. It can be really efficient removal, but it requires enough set up that it isn’t premium. This adds the “creature loses all abilities” text to the mix, which means that you can get a bonus effect that keeps that creature from ever having abilities again, which can matter sometimes. More importantly, it means that even in a situation where you can’t quite kill a creature this can do still do something. You do still need to be killing things with this for it to be worth a slot in your deck, but basically the fail case is less awful than usual.
Ettercap
2.5 Always nice to have a main deck Plummet that can also be a creature when you don’t have a target. Like most of the Commone Adventure creatures in this set, neither side of the card is anything special, but the fact this can do both – and sometimes get you a 2-for-1 – makes this very playable.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Pack 3 Pick 8: Pseudodragon Familiar
Lapis Orb of Dragonkind
1.0 Three mana rocks usually aren’t that good in Limited, even if they can add mana of any color! And this one can only add Blue. The upside, of course, is you get to scry when you cast a Dragon with it. But that isn’t the most exciting payoff. Sure, Scry 2 is nice, but it isn’t something that pays you off for playing this three mana card that doesn’t add to the board in any real way. I guess if you have some really big dragons to ramp into this gets a little more interesting, but there are better ways to ramp in the format.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Pseudodragon Familiar
2.5 This is solid cheap Dragon. A three mana 2/1 Flyer isn’t the most impressive rate, but the ability to send your other creatures into the sky in the mid to late game definitely matters. This seems like a nice Common for Blue.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Rimeshield Frost Giant
2.0 Another reprint, and a pretty medium one. This has some decent-sized ground stats, and Ward 3 does make it hard to get this thing out of the way, but it isn’t a GREAT 5-drop, and really you’re hoping for a better one.
Soldiers of the Watch
2.5 It feels pretty hard to give Double Team cards anything lower than a 2.5. This is because they all have serious 2-for-1 potential, and even this fairly underwhelming Double Team creature seems solid.
Steadfast Unicorn
2.0 We’ve seen a lot of one drops with this sort of mass pump ability kind of underwhelm in the past, but that Vigilance makes a difference! Your board becoming better at attacking and hanging around to block can really alter races. Now, this still isn’t amazing or anything, but it seems like a solid one drop, where most similar cards were cards you cut more often than you played.
Pack 3 Pick 9: Lozhan, Dragons' Legacy
Lozhan, Dragons' Legacy
4.0 So, Blue/Red is into both Dragons and Adventures, and boy – this is a super powerful payoff for both. A 5-mana 4/2 Flyer is actually a solid stat-line, so the fact it staples removal spells to your Dragons and Adventures is pretty insane. It also helps that there are two dragons in the format that are common that ALSO have adventures. So casting either half of those is amazing, and casting both will be close to unbeatable.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Pack 3 Pick 10: Unexpected Allies
Grim Wanderer
1.5 This was in Forgotten Realms, and it wasn’t very good. While the creature is obviously above rate, setting it up so you can cast it is harder than you might think, so most of the time when you do finally cast it, it isn’t really that imposing as a 5/3. Lots of three drops in the format can easily trade with it.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Pack 3 Pick 11: Ettercap
You Line Up the Shot
1.5 So, this is the usual “Crushing Canopy” type effect we see, but it is actually a little bit better. This is because instead of paying three up front, you can choose to pay in installments. It is also better because it can also just be cycled away for one mana. This card does suffer a bit from the fact there are some adventures in this set that let you deal with the same sorts of things, and they turn into creatures, so those are probably just better than You Line Up the Shot. But still, any time you add Cycling to a card that can be situationally useful, it tends to be playable, and I think that’s what we have here.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Ettercap
2.5 Always nice to have a main deck Plummet that can also be a creature when you don’t have a target. Like most of the Commone Adventure creatures in this set, neither side of the card is anything special, but the fact this can do both – and sometimes get you a 2-for-1 – makes this very playable.
Pack 3 Pick 12: Goblin Trapfinder
Goblin Trapfinder
2.5 This is some pretty nice sacrifice fodder, since it provides you with two separate bodies! This is basically a one mana 1/1 that draws you a card when it dies – and yes, the card you draw is very specific, but it is still giving you a pretty real card most of the time. This is probably at its best in Black-Red, but it seems like a fine inclusion in any Red deck.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Pack 3 Pick 13: Clever Conjurer
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Clever Conjurer
2.0 This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Pack 3 Pick 14: Lizardfolk Librarians
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.