Icebreaker Kraken
1.0 It is pretty rough that this Kraken only cares about Snow LANDS for reducing its mana cost – snow permanents would be nice, only checking for snow lands means this will be very hard to make work in Limited, even if you draft like 7+ Snow lands, that doesn’t mean you’ll get all 7+, and he will still likely cost 8 or 9 mana, which is still going to be too slow in far too many games. Don’t get me wrong, his eTB ability is pretty good – but I feel like, as hard as it is to cast this guy, he should at least lock down lands too or something! Or maybe tap all their artifacts and creatures in addition. It will just be super hard to cast this, and its ability while good, will be kind of underwhelming a little too often. Oh, and the “return this kraken to your hand” part of it is just silly, because it is pretty darn likely you’ll never be casting it again if you do that, since you’ll very likely need to get those snow lands back in play to cast it, and that will take several turns which you probably don’t have in the late game.
Tergrid's Shadow
1.5 I tend not to be a huge fan of symmetrical edict effects in Limited. They have some really wide variance in terms of what they can do. There will certainly be board states where it devastates your opponent and doesn’t hurt you as much -- and those will be situations where you cast it. But there will also be times where it hurts you more than your opponent, and you just won’t be able to cast this card. It does have Foretell, which means that maybe if the board isn’t ideal, but you have the mana around, you can Foretell it to pay less mana for it on a single turn further down the road. And yeah, there will be times where you just foretell this on turn two, let your opponent play two creatures, and then cast the Shadow on turn four, which will be pretty nice, but you can’t count on that panning out regularly.
Giant's Amulet
3.0 This is something of a split card. You can play it early as just the Equipment, like if you desperately need to give Hexproof to something -- but most of the time you’ll want to wait until later, when it amounts to being a 5-mana ⅘ with Hexproof about half the time, and then it leaves Equipment behind. That said, this creature doesn’t come with evasion at all, and the actual Equipment boost is a little underwhelming.
Runed Crown
3.0 You do need at least one Rune around to play this, but once you’re there, it is pretty nice because it searches up the Rune and draws you a card with that Runes ETB ability, and it also becomes a much better equipment once you do that, and usually paying 2 to Equip it feels fine once it has a Rune.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Augury Raven
3.0 A 4-mana 3/3 flyer is a great rate in Limited, and this little Common has more upside than that! Because of Foretell, you can spread the cost of the card across two different payments, and while it won’t always make sense to do that -- there will be times where it helps you be really efficient with your mana, like if you want to play a 3-drop and foretell this instead of casting it that turn, or if you have nothing to do on turn two or three, foretelling this lets you pay less mana for it on a later turn.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Rimewood Falls
3.0 Good Snow land. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs.
Pack 1 Pick 2: Woodland Chasm
Invasion of the Giants
2.5 This Saga is really cheap, and I generally think it will give you more than two mana’s worth of value. Scry 2 helps you set up both Chapter II and III, since both of them pay you off for having a Giant in your hand. Sometimes this will just amount to Scry 2 and draw a card, but even that isn’t too bad for the investment.
Harald, King of Skemfar
3.0 In many BG decks Harald is a 3-mana 3/2 with Menace that draws you a card, and that’s pretty nice. Unfortunately, BG is one of the weaker color pairs in the format, and that holds him back significantly. The other Elf payoffs are pretty disappointing.
Inga Rune-Eyes
3.0 So, I was pretty much sold on this card after the ETB ability. A 4-mana 3/3 that Scries 3 is very nice. Never underestimate how good scrying is, especially higher scry values like 3 -- that is going to have a very real impact on how good your next few draws are, and that can often determine a game. She then has an ability that will be a little bit harder to make work -- if you jump through some hoops though, her drawing you three cards is pretty much insane, and if you can pull it off, it will be hard for your opponent to win. But, temper your expectations, pulling that off will be difficult. The most likely outcome is that she has an impact on how your opponent attacks and blocks, since they will be trying to avoid letting you draw those cards, but that is definitely not a bad thing.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Augury Raven
3.0 A 4-mana 3/3 flyer is a great rate in Limited, and this little Common has more upside than that! Because of Foretell, you can spread the cost of the card across two different payments, and while it won’t always make sense to do that -- there will be times where it helps you be really efficient with your mana, like if you want to play a 3-drop and foretell this instead of casting it that turn, or if you have nothing to do on turn two or three, foretelling this lets you pay less mana for it on a later turn.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Woodland Chasm
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 1 Pick 3: Avalanche Caller
Dwarven Hammer
3.5 So, if you cast this and pay for the Dwarf, you’re going to get a 5-mana 5/1 with Trample. That is...not the most exciting thing in the world. However, like with this whole cycle, if we look at these as effectively being creatures who leave inefficient Equipment behind, it looks much better. Once that Dwarf does die, the Hammer can make any creature you have into a threat, and that’s pretty awesome.
Avalanche Caller
4.0 This is a really powerful Snow payoff, and one that doesn’t demand you to have a ton of snow lands for it to be worthwhile. Now, the more you have, the better he gets, but it is nice that you don’t need 10+ snow lands to play this – more like just 3. Animating lands and swinging with them is great, and the hexproof really matters too! This is a two drop that can take over games, and that’s a pretty unique thing.
Weigh Down
3.0 -3/-3 for one Black mana is super efficient. Having to have a creature in the graveyard does mean this will often be dead in the early game, and sometimes even later than that -- but, all you have to do to make it work is trade with something, and if you’re doing that and getting the additional value out of that creature by exiling it to pay for this, it will feel pretty good. I think the first copy of this tends to really feel like premium removal, but you generally don’t want to run too many of them, as there is only so much fuel in your graveyard.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 1 Pick 4: Glacial Floodplain
Skemfar Shadowsage
2.5 This set is a lot less tribal than it looks, and the Elf deck isn’t particularly good, so the Shadowsage has really underperformed. Afterall, you do have to have at least two creatures in play that share a type for this to do anything . It doesn’t have the worst stats for 4 mana, as a ⅖ is a decentish defensive body. The set up here is just harder than one might think. I’m not saying it is bad exactly, just not as good as it would be in a super tribal set.
Great Hall of Starnheim
3.5 Because you have to give up a creature for this effect, you will often just be upgrading a creature -- or sacrificing one that has been negated by an Aura or something -- but if you have some tokens around, or creatures with death triggers, it will feel pretty good, and I think it will be often enough that ONE of those things is going on on your board in the later part of the game, which means this is just another really nice utility land that does something very real late.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Glacial Floodplain
3.0 Like most of the snow dual lands that have White in them, this one isn’t quite as good as the others. Still, it provides fixing and snow mana, and that’s useful in this format.
Pack 1 Pick 5: Highland Forest
Aegar, the Freezing Flame
4.5 With Aegar in play, if you do more damage to a creature than it has toughness, you get to draw a card -- provided the source of that damage is a Giant, Wizard, or spell. And, of course, that includes Aegar -- which means that if a 2/2 blocks it for example, you get to draw a card. That’s pretty sweet, and this kind of card will really warp games where your opponent might have to choose between blocking more effectively, or allowing you to draw a card -- and that’s never a good choice. Obviously, the UR color pair is about spells and Giants too, so you should have at least a handful of cards in your deck that can trigger this. It isn’t difficult to draw 2-3 cards with Aegar, and I think that makes him a bomb, even if he does require a bit of work to build around.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Struggle for Skemfar
3.5 So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Highland Forest
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 1 Pick 6: Snowfield Sinkhole
Invasion of the Giants
2.5 This Saga is really cheap, and I generally think it will give you more than two mana’s worth of value. Scry 2 helps you set up both Chapter II and III, since both of them pay you off for having a Giant in your hand. Sometimes this will just amount to Scry 2 and draw a card, but even that isn’t too bad for the investment.
Bloodline Pretender
2.5 A 3-mana 2/2 is not good. However, if you are in a tribal deck, the Pretender is going to be able to grow enough to be worth playing, especially because it also will benefit from any tribal payoffs you have. It can slot into a lot of decks in this format and be a pretty solid card.
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Weigh Down
3.0 -3/-3 for one Black mana is super efficient. Having to have a creature in the graveyard does mean this will often be dead in the early game, and sometimes even later than that -- but, all you have to do to make it work is trade with something, and if you’re doing that and getting the additional value out of that creature by exiling it to pay for this, it will feel pretty good. I think the first copy of this tends to really feel like premium removal, but you generally don’t want to run too many of them, as there is only so much fuel in your graveyard.
Snowfield Sinkhole
3.0 Like most of the snow dual lands that have White in them, this one isn’t quite as good as the others. Still, it provides fixing and snow mana, and that’s useful in this format.
Pack 1 Pick 7: Hailstorm Valkyrie
Hailstorm Valkyrie
2.0 A 4-mana 2/2 with flying and trample is not good. By adding the ability to pump snow mana into this, you get something that is certainly better. Oftentimes your opponent will just have to take a hit from this because of the threat of activation of that ability. That said, being able to do it more than once in this format is far from a forgone conclusion, and because it has such a bad baseline, the upside doesn’t do enough to make it a whole lot better.
Crush the Weak
2.5 These types of cards always feel sort of awkward to me. That’s because you will far too frequently have a board state where it doesn’t help at all -- either because your opponents board is too big, or because your board is too small. It is nice that it adds some extra graveyard hate to the mix, and has Foretell, making paying for it a little more manageable. It fits really nicely into Giant decks, which are mostly larger creatures.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Raise the Draugr
2.0 Black always seems to get a common spell that lets you return creatures from your graveyard to your hand, and here is the Kaldheim version of that! Cards in the past with similar effects are basically always something you want to run a single copy of, because they give your deck some late game punch, and allow you to get extra uses out of the best creatures in your deck, which is pretty awesome. You don’t usually want more of this type of card because they are so useless early, but that first copy is something I always want. I think this one is particularly nice, because it is an instant -- we normally see this effect at Sorcery speed. And sure, it asks for a little bit of help to get going -- you really only want to play this if you are consistently getting the two creatures back, just getting one is not a great deal. But, with that in mind, I think your typical black deck in the format will have enough creatures that share creature types that this will get two things back by the mid to late game most of the time.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Pack 1 Pick 8: Rootless Yew
Rootless Yew
3.0 This card has been worse than it looks, largely because there aren’t that many common or uncommon creatures it can grab for you. However, it does have reasonable stats, and being able to grab a Lindwurm with this is pretty sweet.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Pack 1 Pick 9: Runed Crown
Runed Crown
3.0 You do need at least one Rune around to play this, but once you’re there, it is pretty nice because it searches up the Rune and draws you a card with that Runes ETB ability, and it also becomes a much better equipment once you do that, and usually paying 2 to Equip it feels fine once it has a Rune.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Pack 1 Pick 10: Grizzled Outrider
Invasion of the Giants
2.5 This Saga is really cheap, and I generally think it will give you more than two mana’s worth of value. Scry 2 helps you set up both Chapter II and III, since both of them pay you off for having a Giant in your hand. Sometimes this will just amount to Scry 2 and draw a card, but even that isn’t too bad for the investment.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Pack 1 Pick 11: Jarl of the Forsaken
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Pack 1 Pick 12: Guardian Gladewalker
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Pack 1 Pick 13: Brinebarrow Intruder
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Pack 1 Pick 14: Deathknell Berserker
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Pack 1 Pick 15: Undersea Invader
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Pack 2 Pick 1: Rise of the Dread Marn
Rise of the Dread Marn
2.5 This kind of card is often very awkward -- it is just hard to manufacture the necessary turn for this to do a whole bunch. You can use it pretty reasonably if you can get two zombies out of it, but you’d be surprised how often combat doesn’t exactly go the way you want it to to make that happen, especially because you have to have three mana lying around to do it. That said, this is more efficient than most versions of this we’ve seen, even if you just cast it normally, so it is a reasonable card even without Foretell. However, adding Foretell here is a big deal, because it will allow you to find that window a little more easily. Only having to pay one Black for it means it will be easier to use it in an advantageous situation. I think it is likely going to most effective when you’re the one blocking, since you have far more control over how combat goes as the blocker. And yeah, sometimes there will be board states where this gives you like 10 zombies, and those will be amazing, but I think you have to imagine that getting 2-3 is the norm – while also accepting sometimes it will just be a dead card.
Spirit of the Aldergard
4.0 This is a great card for decks that either interested in snow or fixing -- both of which seem to be what Green is interested in this format, so it has that going for it. Now, in terms of fixing, you will need to have picked up snow dual lands in the draft to really get the full value out of it as a “fixer” but that probably won’t be a huge problem if you’re going hard into the Snow deck. It does have kind of terrible stats on a base level, but it will often be a 2/4 or larger on turn 4, and that’s not a bad deal, and then in the late game it can become downright formidable. This is one of the best Uncommons in the set.
Rune of Might
3.0 This is strictly better Setessan Training, and the Training was a pretty solid card! Granted, this set is not quite as Enchantment-focused as Theros Beyond Death, but this still seems pretty good. While a stats boost AND trample for 1G can be a really risky Aura to play, this draws you a card so you can avoid a total blowout from a 2-for-1 most of the time. Trample is an evasive ability too -- it might be flying -- but it does make it harder for your opponent to stop your creatures form damaging them.
Moritte of the Frost
3.5 Clones tend to be nice because they can be whatever the best creature on the battlefield is -- or, in this case, whatever your best permanents is -- , though clones that cost 5 do start to be a little less attractive, because it is normally less likely that you’ll be able to get 5 mana’s worth of value out of it. But, the whole “two +1/+1 counters” thing is important here, and it will often make it hard for Moritte not to give you 5 mana’s worth of value. As long as you are copying something that costs 3+ mana, it will feel pretty nice -- and oftentimes you’ll get a lot more than that. I think you’ll be copying creatures with this like 90% of the time, but the fact he can also copy like an Aura that is a removal spell and stuff like that is definitely nice additional upside.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Masked Vandal
2.5 This format has lots of things the Vandal can blow up, and that makes it a pretty nice card for your main deck. Having all creature types is nice too.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Volatile Fjord
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 2: Old-Growth Troll
Old-Growth Troll
4.0 So, this is sort of hard to cast on curve in Limited, but I think that’s ok -- 4/4 trampler is relevant for the entirety of most games, especially one that gives you some value when it dies. A lot of the time you probably won’t be particularly intereste din the ramp aspect of this troll, but you will absolutely be interested in basically turning one of your lands into a 4/4 with Trample. It isn’t exactly a 2-for-1, because you do end up giving up a land, but a 4/4 trampler is a huge upgrade over a land by the mid to late game especially.
Giant's Amulet
3.0 This is something of a split card. You can play it early as just the Equipment, like if you desperately need to give Hexproof to something -- but most of the time you’ll want to wait until later, when it amounts to being a 5-mana ⅘ with Hexproof about half the time, and then it leaves Equipment behind. That said, this creature doesn’t come with evasion at all, and the actual Equipment boost is a little underwhelming.
Aegar, the Freezing Flame
4.5 With Aegar in play, if you do more damage to a creature than it has toughness, you get to draw a card -- provided the source of that damage is a Giant, Wizard, or spell. And, of course, that includes Aegar -- which means that if a 2/2 blocks it for example, you get to draw a card. That’s pretty sweet, and this kind of card will really warp games where your opponent might have to choose between blocking more effectively, or allowing you to draw a card -- and that’s never a good choice. Obviously, the UR color pair is about spells and Giants too, so you should have at least a handful of cards in your deck that can trigger this. It isn’t difficult to draw 2-3 cards with Aegar, and I think that makes him a bomb, even if he does require a bit of work to build around.
Runed Crown
3.0 You do need at least one Rune around to play this, but once you’re there, it is pretty nice because it searches up the Rune and draws you a card with that Runes ETB ability, and it also becomes a much better equipment once you do that, and usually paying 2 to Equip it feels fine once it has a Rune.
Weigh Down
3.0 -3/-3 for one Black mana is super efficient. Having to have a creature in the graveyard does mean this will often be dead in the early game, and sometimes even later than that -- but, all you have to do to make it work is trade with something, and if you’re doing that and getting the additional value out of that creature by exiling it to pay for this, it will feel pretty good. I think the first copy of this tends to really feel like premium removal, but you generally don’t want to run too many of them, as there is only so much fuel in your graveyard.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Bound in Gold
4.0 So, here’s White’s usual Common Aura that is a premium removal spell. For three mana this shuts down pretty much everything -- apart from static abilities -- and that’s a really good deal. Keeping the creatures from even being able to crew vehicles is a really big deal too. This is white’s best common -- it just answers pretty much everything, and does it efficiently. It has the downsides of aura-based removal of course -- like there are ways to get rid of it -- but it is worth the risk. You can also splash it easily, which really matters in this format.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Glittering Frost
2.5 This card is pretty important in the 4 and 5 color Snow decks, as it helps enable your mana while also giving you two snow permanents with a single card. It is pretty much useless in aggro decks, though.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 3: The Bears of Littjara
The Bears of Littjara
4.0 This will normally give you a ton of value for three mana. Even if your board is otherwise empty, this makes a 2/2 when you play it, then turns it into a 4/4 on the next turn, and then lets you do damage equal to that creature’s power on the following turn. And, yeah, things could go really wrong there, but most of the time you will have a board with a few more shapeshifters around to really abuse this card. But the fact that this is pretty good even on its own certainly makes it attractive. You get a 4/4 token and removal in the end, all for only three mana.
Maja, Bretagard Protector
4.0 Anthem effects are a powerful thing, especially when they come attached to a creature. And sure, the creature itself doesn’t have the most impressive of stats, but it will typically be adding a ton of power and toughness to the board -- especially because it comes with landfall that makes a 1/1 token! The ideal thing to do with it will often be to play it and then play a land so you get at least some value if Maja dies, but given that Maja will usually reshape the board anyway, it will be pretty challenging not to get some value out of the card.
Svella, Ice Shaper
4.5 Svella comes with reasonable stats for the cost, and the ability to make snow artifacts that provide fixing and snow mana. The late game ability to choose a card from the top four cards of your library to cast is nice additional upside, and Svella can get there surprisingly quickly thanks to the Icy Manaliths. It is definitely an amazing late-game mana sink. Svella is a bomb that, if she isn’t killed, will simply win you the game.
Giant's Amulet
3.0 This is something of a split card. You can play it early as just the Equipment, like if you desperately need to give Hexproof to something -- but most of the time you’ll want to wait until later, when it amounts to being a 5-mana ⅘ with Hexproof about half the time, and then it leaves Equipment behind. That said, this creature doesn’t come with evasion at all, and the actual Equipment boost is a little underwhelming.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 4: Spirit of the Aldergard
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Harald, King of Skemfar
3.0 In many BG decks Harald is a 3-mana 3/2 with Menace that draws you a card, and that’s pretty nice. Unfortunately, BG is one of the weaker color pairs in the format, and that holds him back significantly. The other Elf payoffs are pretty disappointing.
Spirit of the Aldergard
4.0 This is a great card for decks that either interested in snow or fixing -- both of which seem to be what Green is interested in this format, so it has that going for it. Now, in terms of fixing, you will need to have picked up snow dual lands in the draft to really get the full value out of it as a “fixer” but that probably won’t be a huge problem if you’re going hard into the Snow deck. It does have kind of terrible stats on a base level, but it will often be a 2/4 or larger on turn 4, and that’s not a bad deal, and then in the late game it can become downright formidable. This is one of the best Uncommons in the set.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Icehide Troll
3.0 This is a key common for Snow decks, as if you are able to pump this it becomes a pretty powerful threat. Because it asks for two snow that won’t work in every deck, but in the decks where the troll DOES work, it will be one of your best Commons.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Arctic Treeline
3.0 This is another snow land that isn’t super important because the colors it is in aren’t completely focused in on snow. However, it does provide fixing and a snow permanent, and those are valuable things
Pack 2 Pick 5: Spirit of the Aldergard
Spirit of the Aldergard
4.0 This is a great card for decks that either interested in snow or fixing -- both of which seem to be what Green is interested in this format, so it has that going for it. Now, in terms of fixing, you will need to have picked up snow dual lands in the draft to really get the full value out of it as a “fixer” but that probably won’t be a huge problem if you’re going hard into the Snow deck. It does have kind of terrible stats on a base level, but it will often be a 2/4 or larger on turn 4, and that’s not a bad deal, and then in the late game it can become downright formidable. This is one of the best Uncommons in the set.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Masked Vandal
2.5 This format has lots of things the Vandal can blow up, and that makes it a pretty nice card for your main deck. Having all creature types is nice too.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Littjara Kinseekers
1.5 A 4-mana 2/4 isn’t very good. But, if you can trigger its ETB ability, you’re going to be pretty happy -- as a 4-mana ⅗ that scries one is a pretty good deal. Now, because it has Changeling, you will just need two other creatures with matching creature types to trigger it, and while that isn’t always going to be what your board looks like, I imagine that in the late game it won’t be that hard to trigger. The ideal thing to do would be to curve out with creatures with the same types, but that won’t always be doable. Still, this being a reasonable 4-mana 2/4 changeling in the early game, and a much more impressive card in the later part of the game makes me think this is a pretty solid common for Blue.
Sarulf's Packmate
4.0 This is a great common. A 4-mana 3/3 that draws you a card is already a good card. It is going to give you a two-for-one almost every time, especially because the stats it has are actually passable for the mana cost. Then, you add foretold to the mix, which in this case lets you pay for the card in two separate installments, and you have a card that is super powerful for a common.
Woodland Chasm
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 6: Rune of Flight
Rune of Flight
3.0 The Runes are all nice, and I think this one may be the best of the bunch. The cycle overcomes the downside of Auras by having cantrips attached to the effect, so getting 2-for-1’d is much less likely. We’ve seen two mana Auras that grant flying and cantrip in other sets, and they have been at around a C – and this is strictly better than that. For one thing, it can also go on Equipment, which will sometimes be the right thing to do, since being able to move Flying around is a big deal. For another thing, in a really dire situation, you can actually attach this to a land to draw the card – like if you’re stuck on two mana and in trouble. Like I said, I think this is the best Rune of the cycle – Flying is just so much better than the other key words.
Fynn, the Fangbearer
3.0 A two-mana ⅓ with death touch is actually a very good statline. This is because it can actually block one and two drops and survive, while still killing them. Then, Fynn adds some crazy deathtouch upside to the mix -- death touch combat damage to a player turning into poison counters is no small thing, though Fynn being the only creature in the set that has a poison counter ability does make it a little bit less appealing. There are other ways to get deahtoutch in this set, especially in Green-Black, so he will help you win with poison on occasion. If you get two of these, things might get really silly – and at Uncommon, it could happen! Still, I think most of the time he’ll just be a two mana 1/3 with deathtouch, and that’s good enough for me.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Valor of the Worthy
2.0 I often complain about Auras that don’t give a good boost for the mana cost, as well as auras that don’t give you value to help a 2-for-1 not feel so bad. This does kind of okay on both of those fronts, but not super well on either. The efficiency here is pretty nice when you look at the whole package - one mana for a +1/+1 Aura and a 1/1 flyer if things go wrong, but I’m still not sure I like the risk of putting this on something. +1/+1 can have an impact, but it isn’t ultra likely to be game changing, and while you only spend a single White mana, you still have some risk here, as the 1/1 you get is probably worse than whatever you put it on.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Pack 2 Pick 7: Littjara Glade-Warden
Littjara Glade-Warden
3.0 It is definitely a bit of a bummer that you can only use this ability at sorcery speed, but turning creatures in the graveyard into value in the late game is pretty nice. Two +1/+1 counters can make a significant difference on many board states. And in addition to that, it is also a changeling, so tribal synergies will make it better too. It does start out as a Hill Giant, but the ability is good enough to overcome that mediocre performance on the vanilla test.
Vega, the Watcher
3.5 Even if you only draw one card with Vega you are going to feel pretty good about your investment, since it has such reasonable stats to begin with. Drawing that one card isn’t too challenging, either!
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Pack 2 Pick 8: Glittering Frost
Niko Defies Destiny
1.0 This has been challenging to make work, simply because even with all the Foretell in the format, it is difficult to always benefit from the first two chapters on the card. When you can, it feels good, but this card is too inconsistent for me to want to play it in most decks.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Beskir Shieldmate
3.0 This is a solid two-drop. A two mana 2/1 is far from ideal, but if you can trade with this and then get a token, you’re going to feel pretty good. Overall, this is a nice two drop that will pretty much always make the cut
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Glittering Frost
2.5 This card is pretty important in the 4 and 5 color Snow decks, as it helps enable your mana while also giving you two snow permanents with a single card. It is pretty much useless in aggro decks, though.
Pack 2 Pick 9: Masked Vandal
Rune of Might
3.0 This is strictly better Setessan Training, and the Training was a pretty solid card! Granted, this set is not quite as Enchantment-focused as Theros Beyond Death, but this still seems pretty good. While a stats boost AND trample for 1G can be a really risky Aura to play, this draws you a card so you can avoid a total blowout from a 2-for-1 most of the time. Trample is an evasive ability too -- it might be flying -- but it does make it harder for your opponent to stop your creatures form damaging them.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Masked Vandal
2.5 This format has lots of things the Vandal can blow up, and that makes it a pretty nice card for your main deck. Having all creature types is nice too.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Pack 2 Pick 10: Snow-Covered Forest
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Glittering Frost
2.5 This card is pretty important in the 4 and 5 color Snow decks, as it helps enable your mana while also giving you two snow permanents with a single card. It is pretty much useless in aggro decks, though.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 11: Pilfering Hawk
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Pack 2 Pick 12: Icehide Troll
Icehide Troll
3.0 This is a key common for Snow decks, as if you are able to pump this it becomes a pretty powerful threat. Because it asks for two snow that won’t work in every deck, but in the decks where the troll DOES work, it will be one of your best Commons.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Pack 2 Pick 13: King Harald's Revenge
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Pack 2 Pick 14: Roots of Wisdom
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Pack 2 Pick 15: Broken Wings
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Pack 3 Pick 1: Old-Growth Troll
Old-Growth Troll
4.0 So, this is sort of hard to cast on curve in Limited, but I think that’s ok -- 4/4 trampler is relevant for the entirety of most games, especially one that gives you some value when it dies. A lot of the time you probably won’t be particularly intereste din the ramp aspect of this troll, but you will absolutely be interested in basically turning one of your lands into a 4/4 with Trample. It isn’t exactly a 2-for-1, because you do end up giving up a land, but a 4/4 trampler is a huge upgrade over a land by the mid to late game especially.
Binding the Old Gods
4.0 I would already sign up for a Sorcery that was 4 mana to destroy a nonland permanent -- more than sign up, I would take it with a first pick a decent chunk of the time, even if it was multi-colored! But because this is a Saga, it does some other stuff too -- and while most of the power is in Chapter 1, Chapter 2 and 3 aren’t nothing -- getting an extra land can help you ramp, and giving your whole board death touch can make your attacks a little more of a problem for your opponent.
Doomskar Titan
3.5 He might cost 6 mana, but he’s going to add a whole lot of damage to the board often enough that he is well worth it! And, if you foretell him on an earlier turn where you have mana around to do it, he’ll come down a turn earlier! Now, the downside here, is that on his own, he can’t do a ton, but keep in mind, his ability affects him too -- he becomes a 5/4 with Haste, and that isn’t the worst fail case ever -- and how often will your board be empty anyway? He does need you to be really going at least somewhat wide to do his best work, but he will have an impact even if you just have a couple of creatures.
Rootless Yew
3.0 This card has been worse than it looks, largely because there aren’t that many common or uncommon creatures it can grab for you. However, it does have reasonable stats, and being able to grab a Lindwurm with this is pretty sweet.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Dwarven Reinforcements
2.0 Normally when you pay 4 mana for a couple of tokens, you expect a couple of 2/2s -- and that isn’t what you get here. However, Foretell does mean you can pay for this in two separate installments, which does help overcome that downside.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 3 Pick 2: Arni Brokenbrow
Arni Brokenbrow
3.5 A 3-mana 3/3 with Haste is already pretty nice, and the Boast here is pretty nice. It is one of the cheaper ones in the set, so you don’t have to go out of your way to activate it, and because it has Haste, you will sometimes be able to play it and smash your opponent right away with an enlarged Arni. Now, if Arni is your biggest creature, the Boast ability does absolutely nothing, but that’s the fail case on what is already a pretty efficient card.
Rune of Might
3.0 This is strictly better Setessan Training, and the Training was a pretty solid card! Granted, this set is not quite as Enchantment-focused as Theros Beyond Death, but this still seems pretty good. While a stats boost AND trample for 1G can be a really risky Aura to play, this draws you a card so you can avoid a total blowout from a 2-for-1 most of the time. Trample is an evasive ability too -- it might be flying -- but it does make it harder for your opponent to stop your creatures form damaging them.
Kardur's Vicious Return
2.0 This is harder to make work than it looks. Oftentimes you don’t want to sacrifice something with chapter I, and you don’t have anything worthwhile to do with Chapter III, and Chapter II might hur you just as much as your opponent. In the right deck it can still be alright, but it is hard to make this work in this format for the most part.
Struggle for Skemfar
3.5 So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Shimmerdrift Vale
3.5 It isn’t often that one of the best Commons in a set is a Land, but that’s the case in Kaldheim. This land provides excellent fixing and snow mana, and those are really important things for many decks in this format.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Demon Bolt
4.0 This is a very good common. So, even if you take Foretell out of the mix, we are talking about premium removal. 4-mana for 3 damage at instant speed always plays pretty well. It does enough damage that trading up with it is no problem. Adding Foretell to the mix is no joke either, as you can use it to really maximize the efficiency of your mana. Like, if you want to play a creature on a turn rather than play this, but you have two extra mana -- so you Foretell it, and only have to pay one Red for it the turn you cast it. So yeah, that upside is very real. This is Red’s best Common.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 3 Pick 3: Rune of Flight
Poison the Cup
4.0 This is an excellent removal spell. I mean, it is strictly better Murder, and Murder is already a premium removal spell. Three to kill anything at instant speed is just an amazing deal, especially at Instant speed. The Foretell upside here is important too. You do end up paying one more mana for it if you go that route, but it also lets you pay it installments and you only have to pay one Black mana, which is sometimes worth while, AND of course, it also adds Scry 2 to the mix, which is probably worth that additional mana anyway. This is one of the best uncommons in the entire set.
Rune of Flight
3.0 The Runes are all nice, and I think this one may be the best of the bunch. The cycle overcomes the downside of Auras by having cantrips attached to the effect, so getting 2-for-1’d is much less likely. We’ve seen two mana Auras that grant flying and cantrip in other sets, and they have been at around a C – and this is strictly better than that. For one thing, it can also go on Equipment, which will sometimes be the right thing to do, since being able to move Flying around is a big deal. For another thing, in a really dire situation, you can actually attach this to a land to draw the card – like if you’re stuck on two mana and in trouble. Like I said, I think this is the best Rune of the cycle – Flying is just so much better than the other key words.
Bloodline Pretender
2.5 A 3-mana 2/2 is not good. However, if you are in a tribal deck, the Pretender is going to be able to grow enough to be worth playing, especially because it also will benefit from any tribal payoffs you have. It can slot into a lot of decks in this format and be a pretty solid card.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Skull Raid
2.0 Mind Rot effects are often not great in Limited. In the early game, you can get a 2-for-1 with them -- but it comes at the great sacrifice of not adding to the board at all on turn 3. Then, in the late game, it tends to get worse as the game goes on, and will be a terrible draw way too often. This card gets around those problems by becoming a draw spell if your opponent odeon’t have two cards to discard, so that means that this Mind Rot has all the upside of most of them -- it can get you a 2-for-1 -- but it can still do it if your opponent has one or no cards in the hand. Now, it isn’t exactly an efficient draw spell, but that’s ok with me overall. Foretell, of course, also makes it easier to cast because you get to pay in installments.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Sulfurous Mire
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 3 Pick 4: Glacial Floodplain
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Dwarven Hammer
3.5 So, if you cast this and pay for the Dwarf, you’re going to get a 5-mana 5/1 with Trample. That is...not the most exciting thing in the world. However, like with this whole cycle, if we look at these as effectively being creatures who leave inefficient Equipment behind, it looks much better. Once that Dwarf does die, the Hammer can make any creature you have into a threat, and that’s pretty awesome.
Tergrid's Shadow
1.5 I tend not to be a huge fan of symmetrical edict effects in Limited. They have some really wide variance in terms of what they can do. There will certainly be board states where it devastates your opponent and doesn’t hurt you as much -- and those will be situations where you cast it. But there will also be times where it hurts you more than your opponent, and you just won’t be able to cast this card. It does have Foretell, which means that maybe if the board isn’t ideal, but you have the mana around, you can Foretell it to pay less mana for it on a single turn further down the road. And yeah, there will be times where you just foretell this on turn two, let your opponent play two creatures, and then cast the Shadow on turn four, which will be pretty nice, but you can’t count on that panning out regularly.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Glacial Floodplain
3.0 Like most of the snow dual lands that have White in them, this one isn’t quite as good as the others. Still, it provides fixing and snow mana, and that’s useful in this format.
Pack 3 Pick 5: Horizon Seeker
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Valor of the Worthy
2.0 I often complain about Auras that don’t give a good boost for the mana cost, as well as auras that don’t give you value to help a 2-for-1 not feel so bad. This does kind of okay on both of those fronts, but not super well on either. The efficiency here is pretty nice when you look at the whole package - one mana for a +1/+1 Aura and a 1/1 flyer if things go wrong, but I’m still not sure I like the risk of putting this on something. +1/+1 can have an impact, but it isn’t ultra likely to be game changing, and while you only spend a single White mana, you still have some risk here, as the 1/1 you get is probably worse than whatever you put it on.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Littjara Kinseekers
1.5 A 4-mana 2/4 isn’t very good. But, if you can trigger its ETB ability, you’re going to be pretty happy -- as a 4-mana ⅗ that scries one is a pretty good deal. Now, because it has Changeling, you will just need two other creatures with matching creature types to trigger it, and while that isn’t always going to be what your board looks like, I imagine that in the late game it won’t be that hard to trigger. The ideal thing to do would be to curve out with creatures with the same types, but that won’t always be doable. Still, this being a reasonable 4-mana 2/4 changeling in the early game, and a much more impressive card in the later part of the game makes me think this is a pretty solid common for Blue.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 3 Pick 6: Icehide Troll
Rune of Speed
2.5 The Runes are all nice because they come with a cantrip, taking away the biggest downside of Auras -- the possibility of getting blown out by a 2-for-1. This is cheap enough that putting it on a new creature that can take advantage of Haste is a real possibility, though sometimes you may have to settle for only getting an advantage out of the +1/+0 part. Like all runes, if you put it on equipment it can really shine.
Fynn, the Fangbearer
3.0 A two-mana ⅓ with death touch is actually a very good statline. This is because it can actually block one and two drops and survive, while still killing them. Then, Fynn adds some crazy deathtouch upside to the mix -- death touch combat damage to a player turning into poison counters is no small thing, though Fynn being the only creature in the set that has a poison counter ability does make it a little bit less appealing. There are other ways to get deahtoutch in this set, especially in Green-Black, so he will help you win with poison on occasion. If you get two of these, things might get really silly – and at Uncommon, it could happen! Still, I think most of the time he’ll just be a two mana 1/3 with deathtouch, and that’s good enough for me.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Icehide Troll
3.0 This is a key common for Snow decks, as if you are able to pump this it becomes a pretty powerful threat. Because it asks for two snow that won’t work in every deck, but in the decks where the troll DOES work, it will be one of your best Commons.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Pack 3 Pick 7: Blizzard Brawl
Rune of Speed
2.5 The Runes are all nice because they come with a cantrip, taking away the biggest downside of Auras -- the possibility of getting blown out by a 2-for-1. This is cheap enough that putting it on a new creature that can take advantage of Haste is a real possibility, though sometimes you may have to settle for only getting an advantage out of the +1/+0 part. Like all runes, if you put it on equipment it can really shine.
Great Hall of Starnheim
3.5 Because you have to give up a creature for this effect, you will often just be upgrading a creature -- or sacrificing one that has been negated by an Aura or something -- but if you have some tokens around, or creatures with death triggers, it will feel pretty good, and I think it will be often enough that ONE of those things is going on on your board in the later part of the game, which means this is just another really nice utility land that does something very real late.
Blizzard Brawl
2.5 // 4.0 So, this is a strictly better Prey Upon, and Prey Upon is usually a solid but not great removal spell in the formats we’ve seen it in. Fight cards have a significant downside most other removal doesn’t -- if your opponent can interact at all, you can end up getting blown out. There’s also the fact that you need a decent number of sizable creatures to make it worth it. However, by only costing a single Green mana, finding a window where you can use this one isn’t too difficult. I think any Green deck probably plays the first copy of this, and if you can get enough snow permanents going, it will be one of the best cards in your deck, as +1/+0 and indestructible becoming part of the card is crazy good. That usually means that in addition to killing something, and making it harder for your opponent to interact with it, you’ll also have a free attack, and that type of turn will be devastating. I want to give this a build around grade, because I think the upgrade is super significant in a heavy snow deck. I’ll say this is a C in a regular Green deck, and a B in a deck that has enough snow permanents -- in those decks, this is premium removal.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Pack 3 Pick 8: Rootless Yew
Invasion of the Giants
2.5 This Saga is really cheap, and I generally think it will give you more than two mana’s worth of value. Scry 2 helps you set up both Chapter II and III, since both of them pay you off for having a Giant in your hand. Sometimes this will just amount to Scry 2 and draw a card, but even that isn’t too bad for the investment.
Rootless Yew
3.0 This card has been worse than it looks, largely because there aren’t that many common or uncommon creatures it can grab for you. However, it does have reasonable stats, and being able to grab a Lindwurm with this is pretty sweet.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Pack 3 Pick 9: Horizon Seeker
Rootless Yew
3.0 This card has been worse than it looks, largely because there aren’t that many common or uncommon creatures it can grab for you. However, it does have reasonable stats, and being able to grab a Lindwurm with this is pretty sweet.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 3 Pick 10: Rune of Might
Rune of Might
3.0 This is strictly better Setessan Training, and the Training was a pretty solid card! Granted, this set is not quite as Enchantment-focused as Theros Beyond Death, but this still seems pretty good. While a stats boost AND trample for 1G can be a really risky Aura to play, this draws you a card so you can avoid a total blowout from a 2-for-1 most of the time. Trample is an evasive ability too -- it might be flying -- but it does make it harder for your opponent to stop your creatures form damaging them.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Pack 3 Pick 11: Grizzled Outrider
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Skull Raid
2.0 Mind Rot effects are often not great in Limited. In the early game, you can get a 2-for-1 with them -- but it comes at the great sacrifice of not adding to the board at all on turn 3. Then, in the late game, it tends to get worse as the game goes on, and will be a terrible draw way too often. This card gets around those problems by becoming a draw spell if your opponent odeon’t have two cards to discard, so that means that this Mind Rot has all the upside of most of them -- it can get you a 2-for-1 -- but it can still do it if your opponent has one or no cards in the hand. Now, it isn’t exactly an efficient draw spell, but that’s ok with me overall. Foretell, of course, also makes it easier to cast because you get to pay in installments.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Pack 3 Pick 12: Raven Wings
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Pack 3 Pick 13: Annul
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Pack 3 Pick 14: Gnottvold Recluse
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Pack 3 Pick 15: Master Skald
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.