Klement, Novice Acolyte
5.0 This is really good. If you play this on turn two, the boost it gives to your hand will be insane! Sometimes you’ll get it at a point in the game where it doesn’t do much with its ETB, but most of the time it will buff at least one thing in your hand. While its specialized versions are all quite good, they do seem a little less powerful than some of the others – but that’s probably because it is better on the front side than most of them. I think the Black/White one looks the best, as getting two 2/2 tokens right away is huge! But like with all of this, every single one of these looks quite good.
Minthara of the Absolute
3.0 Minthara of the Absolute – 3.0 This is the signpost Uncommon for BW, a color pair all about permanents leaving the battlefield, so you’ll be able to ratchet up the intensity on this pretty easily. I mean, a 4-mana 2/4 that gives +1/+0 to your whole board is a card you always play, and while it isn’t that immediately most of the time, it will get there relatively easily, and then beyond. It is nice that if you get multiple copies of this they feed off of each other too. I don’t feel like this is a signpost Uncommon that really puls you into its deck – but it is a card you’ll never cut if you ARE Black/White.
Pegasus Guardian
3.0 I don’t normally love “blink” or “flicker” cards in Limited – but that’s usually only when that’s all a card can do. This card gets the situational benefits of that kind of effect, while also being a nice creature. It can save a creature from removal, or rebuy an ETB trigger, and those things are neat, but still too narrow if its all a card does. It is certainly an overcosted creature, but you’ll often be able to play it and also get the 1/1 Flyer the turn you play it, since it looks at a creature leaving the battlefield in any way, so generating those tokens is going to be pretty nice. I really like that it is both an enabler and a payoff for those types of effects.
Carnelian Orb of Dragonkind
0.0 // 2.0 I’m more interested in this Orb than I was in the Blue one, as giving a Dragon haste is no small thing! That said, I still am not in love with a three mana mana rock that produces only a single color. Not adding to the board can just be so brutal these days. I think this deserves a build around grade. If your deck has 5 or more dragons – and especially a few that are 5 or 6 drops – this is probably a 2.0, but in all other Red decks it is basically unplayable.
Guildsworn Prowler
3.0 I think this is a good Common. A two mana 2/1 with death touch is generally going to be a 2.5, since it is fairly cheap and can trade for anything. When you can draw a card off of this, it will feel particularly absurd. Obviously, if it would draw you a card even if it was blocking, it would probably be a B because it would always be a 2-for-1. But if you do find a way to draw that card, it will feel pretty nice! It can be a nice sacrifice outlet, in addition to being a nice attacker and blocker.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Patriar's Humiliation
2.5 So, a one mana instant that does damage to a creature equal to the number of creatures you have in play is usually about a 2.0. It can be really efficient removal, but it requires enough set up that it isn’t premium. This adds the “creature loses all abilities” text to the mix, which means that you can get a bonus effect that keeps that creature from ever having abilities again, which can matter sometimes. More importantly, it means that even in a situation where you can’t quite kill a creature this can do still do something. You do still need to be killing things with this for it to be worth a slot in your deck, but basically the fail case is less awful than usual.
Blessed Hippogriff
3.5 So, if you took the Adventure away here, you’d have a 3.0 Reasonably costed Flyers that can send another creature into the air always play quite well. The Adventure part of the card isn’t always going to come up, but it is nice that if you find a way to use it ahead of turn 4, you get some pretty real value – maybe even a 2-for-1! Even just setting up a chump block that your creature survives is pretty decent use of the card, since you get a whole creature later. Does having the Adventure do enough to get this to a B-? I don’t quite think it does. The problem is just that indestructible isn’t as useful as often as you’d think. Still, this is one of White’s best Commons.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
Undercellar Myconid
3.5 I like this common a lot. A 3-mana ½ that gives you a 1/1 token is probably a 2.0 and a 3-mana ½ that taps for mana of any color is probably a 2.5. Stapling both of those together and adding another token to the mix is pretty dang impressive. Even if your opponent takes this down before it can make mana, it leaves two 1/1s around, and if they don’t, you can probably ramp into your 5 drop on turn 4, which is pretty sweet.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Giant Fire Beetles
2.5 Like all the Double Team cards, I think this looks pretty good. Having Menace means it will be able to effectively attack and get you that copy on a lot of boards. Getting both of them will feel great, and that’s especially true if you can augment them in some way.
Pack 1 Pick 2: Cast Down
Cast Down
4.0 This is premium removal. This format does have a lot of legendary creatures, but this can still kill a massive percentage of creatures in the set for only two mana, and that’s really great.
Goblin Trapfinder
2.5 This is some pretty nice sacrifice fodder, since it provides you with two separate bodies! This is basically a one mana 1/1 that draws you a card when it dies – and yes, the card you draw is very specific, but it is still giving you a pretty real card most of the time. This is probably at its best in Black-Red, but it seems like a fine inclusion in any Red deck.
Draconic Lore
3.0 Six mana to draw three is probably a 1.5 at best, and a 4-mana Draw 3 is probably a 3.5. So obviously, you need to be in UG or UR to take full advantage of this, as those are both Dragon tribal decks. Because those are really focused archetypes in the format, I don’t really think this needs a build around grade.
Grim Bounty
3.5 This is a little clunky at 4 mana, but being able to kill anything for that cost was pretty good in Forgotten Realms, and it will be pretty good here too. It is a removal spell that even helps you splash, and gives you the treasure synergy you need.
Icewind Stalwart
1.5 Hill Giant stats aren’t something I love, and I’m not sure the ETB ability here will do something often enough to really overcome that. There are certainly creatures with ETB abilities to abuse and the like, but you still won’t have this matter often enough for it to be anything special.
Ambitious Dragonborn
1.5 It is a pretty big deal that this checks the graveyard, because if it didn’t, it would be pretty challenging to make this big enough. That said, even with it checking the graveyard, there are going to be times where this is a Hill Giant or worse, and that’s brutal – and the big payoff in the end is just a big vanilla creature – which is fine, but it isn’t the most impressive ceiling either.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Eyes of the Beholder
2.0 This was a mediocre removal spell in Forgotten Realms, and that’s probably what it will be here, too. Six mana is a ton, and while this can kill a whole lot of things, you’ll usually be spending more mana than your opponent spent to cast the creature that you kill. It is something you end up playing when you need the removal, but you basically never want more than one – it just isn’t anywhere close to premium.
Chain Devil
2.0 We see these creatures that ETB and make both players sacrifice something a lot, and they are usually pretty medium. It is nice that this one says “nontoken,” as your opponent having a token when you play an effect like this is pretty brutal. Of course, it also means that you can’t sacrifice a token to it either! There are decks in this format that will have good sacrifice fodder and stuff, and I think this will slot in as a decent card in most Black decks.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Pseudodragon Familiar
2.5 This is solid cheap Dragon. A three mana 2/1 Flyer isn’t the most impressive rate, but the ability to send your other creatures into the sky in the mid to late game definitely matters. This seems like a nice Common for Blue.
Flaming Fist Duskguard
2.0 The boon you get here isn’t that exciting, but yeah – it is staples to a two mana 3/1, and that’s a decent aggressive stat-line. This is probably a bread and butter type two drop for White decks.
Soulknife Spy
3.0 Another Forgotten Realms reprint, and this was one of the few Blue Commons in that set that I would describe as “Good.” A card that draws you a card when it hits the opponent is pretty sweet when it comes with solid stats, and this definitely does. If you can give it evasion in some way, it becomes a must kill, and even when you aren’t able to do that, it still becomes something your opponent better trade for.
Pack 1 Pick 3: Minimus Containment
Craving of Yeenoghu
2.0 This seems like a decent aura, especially once you get in the graveyard. The fact it can keep coming back is nice, although after the second time you bring it back you are getting negative stats to go with the Haste, which is far less good – those first two activations will be a pretty nice way to add stats and Haste to a creature you play for only one Red mana though. It is probably at its best if you find a way to discard it early, and you never actually cast it the traditional way.
Korlessa, Scale Singer
3.5 As Korlessa tells you, UG is a dragon tribal deck, and this is quite the payoff! The format has enough cheap Dragons that casting them from the top – even in the mid-game is very doable. This also gives you a nice defensive creature who can stall things till you can start casting bigger dragons, and the info it gives you about the top of your library is pretty important too.
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
Pseudodragon Familiar
2.5 This is solid cheap Dragon. A three mana 2/1 Flyer isn’t the most impressive rate, but the ability to send your other creatures into the sky in the mid to late game definitely matters. This seems like a nice Common for Blue.
Minimus Containment
2.5 This is a Forgotten Realms reprint. It is decent removal – being able to deal with any permanent type is pretty nice. Still, it never really felt premium, since you are giving your opponent back some very real value, especially when you use this early, as it can ramp them into more powerful spells.
Steadfast Unicorn
2.0 We’ve seen a lot of one drops with this sort of mass pump ability kind of underwhelm in the past, but that Vigilance makes a difference! Your board becoming better at attacking and hanging around to block can really alter races. Now, this still isn’t amazing or anything, but it seems like a solid one drop, where most similar cards were cards you cut more often than you played.
Circle of the Land Druid
1.0 // 2.5 So, this really enables the Black/Green decks in the format, and that’s good – because a two mana 1/1 that returns a land from the graveyard to your hand just…does not seem that good to me. It does mean it is nice to sacrifice and stuff, but this probably needs a build around grade. If you’re in Black/Green this is a solid Common – in the other decks? You don’t want to be playing it.
Improvised Weaponry
2.5 This was pretty nice in Forgotten Realms. It could kill enough creatures in that format that it sort of overperformed. It may not be quite as good here, but 3 mana to do 2 to anything and getting a treasure back is a pretty solid deal.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Pilgrim's Eye
3.0 This is pretty sweet at Common. It provides nice fixing while actually adding to the board, and a 1/1 Flyer can even chip in for some damage sometimes. Also another good card to blink over and over for value.
Hoard Robber
2.5 This was a big overperformer in Forgotten Realms, where its stat-line really lined up in such a way that actually blocking it early was a challenge in a sea of 2/1 creatures, so it would generate a fair bit of treasure. It will probably be a little less good here, as part of what made it great was fairly format specific, but it is still a pretty nice Common.
Soulknife Spy
3.0 Another Forgotten Realms reprint, and this was one of the few Blue Commons in that set that I would describe as “Good.” A card that draws you a card when it hits the opponent is pretty sweet when it comes with solid stats, and this definitely does. If you can give it evasion in some way, it becomes a must kill, and even when you aren’t able to do that, it still becomes something your opponent better trade for.
Pack 1 Pick 4: Viconia, Nightsinger's Disciple
Moradin's Disciples
3.5 This sort of White creature has been good in lots of formats. Tapping things down with an attack trigger is just a really great way to get some effective attacks in. And, in this particular case, it also means that it will be easier for you to trigger Double Team, and once you have two Disciples attacking, your opponent is basically never going to block again. The statline is mediocre for sure, but its a powerful 2-for-1, so I don’t care too much.
Lurking Roper
3.0 This was solid in Forgotten Realms. Even if you aren’t that good at gaining life, if you’re in a more controlling deck or a ramp deck, this can be a real road block because of its size. Obviously it is way better when you’re gaining life, because you can also start rumbling with it and effectively giving it Vigilance.
Viconia, Nightsinger's Disciple
4.0 This looks pretty nuts for an Uncommon. It starts out with good base stats and a graveyard hate effect, and then with Specialize it can become one of five other creatures depending on the color of the card or the type of land you discard. The fact you can discard lands and get this to turn into one of those other creatures is what really makes them seem awesome. Once it becomes the other form of Viconia, you end up getting back the card of value back that you discarded to specialize anyway, especially if you discarded a land!
Gnoll Hunter
3.0 This was a great two drop in Forgotten Realms, and it will be here too.
Devoted Paladin
2.0 This is a Forgotten Realms reprint, and it is a pretty solid card, especially if you’re good at going wide, at it looks like Red-White will be able to do that, both with tokens and double team.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Owlbear
3.5 This was pretty good in Forgotten Realms. This easily sets up a 2-for-1 because of its ETB ability and its size, and it really isn’t too shabby as an attacker.
Unexpected Windfall
1.5 This is a card that is great in constructed, but much less impressive in Limited. Spending 4 mana and giving up two cards to get back two cards and a couple of treasure just isn’t as impactful. That doesn’t mean this is bad – but it definitely isn’t something you run in all of your Red decks.
Soldiers of the Watch
2.5 It feels pretty hard to give Double Team cards anything lower than a 2.5. This is because they all have serious 2-for-1 potential, and even this fairly underwhelming Double Team creature seems solid.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Pack 1 Pick 5: Sewer Plague
Portable Hole
1.5 This is a reprint from Forgotten Realms, and it was pretty mediocre in that Limited format. You can definitely play it in your White decks and it usually won’t feel horrible, but there will be some games where you have no real targets for this. Your typical Limited deck will probably have 4-5 things it can hit, and that’s a little too narrow.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Flaming Fist Officer
2.5 This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
You Come to a River
2.0 This was a fine card in Forgotten Realms, and it probably will be here. Neither mode is anything special. The bounce mode will come up the most, and the times where you can use it in response to a combat trick and blow your opponent out will feel nice, as will the times where you can generate some tempo, but keep in mind bouncing things is always card disadvantage. The second mode this has also doesn’t generally net you a card – but sometimes it can close out a game. You’ll end up playing one of these in Blue decks and you’ll feel fine about it.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
Sewer Plague
3.0 This is premium removal. Sure, -2/-2 for three mana isn’t great, but the fact that the creature keeps getting -1/-1 every turn means that it will often set things in motion for a larger creature to die. It basically can kill things as big of a 3/3 before your opponent gets a chance to do anything, too.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Spiked Pit Trap
1.5 This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Pack 1 Pick 6: Sewer Plague
Goblin Trapfinder
2.5 This is some pretty nice sacrifice fodder, since it provides you with two separate bodies! This is basically a one mana 1/1 that draws you a card when it dies – and yes, the card you draw is very specific, but it is still giving you a pretty real card most of the time. This is probably at its best in Black-Red, but it seems like a fine inclusion in any Red deck.
Gate of the Black Dragon
2.5 So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Steadfast Paladin
2.5 This is a reprint that was nice in the Lifegain deck in Forgotten Realms. It is certainly nothing special, but it does enough that you play it most of the time in White.
Hill Giant Herdgorger
2.5 In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Sewer Plague
3.0 This is premium removal. Sure, -2/-2 for three mana isn’t great, but the fact that the creature keeps getting -1/-1 every turn means that it will often set things in motion for a larger creature to die. It basically can kill things as big of a 3/3 before your opponent gets a chance to do anything, too.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Pack 1 Pick 7: Grave Choice
Grave Choice
2.5 This has a neat design, because it tries to get around the downsides most Edict effects have. They tend to feel pretty good early, but when the board gets wide enough, you end up killing something pretty irrelevant. Grave Choice takes away the ability to sacrifice tokens, and now your opponent giving up their weakest creature could come with consequences – and that is that you get a duplicate of the card in your hand. Now, there will be plenty of times when your opponent can just sacrifice something that’s not a big deal and you get nothing, and sometimes getting a copy of their mediocre two drop won’t matter either – but I think the upgrades to this Edict make it better than most of them tend to be in Limited. It isn’t premium removal, but its not bad either.
Ambitious Dragonborn
1.5 It is a pretty big deal that this checks the graveyard, because if it didn’t, it would be pretty challenging to make this big enough. That said, even with it checking the graveyard, there are going to be times where this is a Hill Giant or worse, and that’s brutal – and the big payoff in the end is just a big vanilla creature – which is fine, but it isn’t the most impressive ceiling either.
Undersimplify
1.5 This is a pretty neat design. So, a counterspell that lets your opponent ignore it for two isn’t usually great in Limited, since you have to have the mana up at the right time and your opponent also has to not have the mana to pay for it. But they soften the blow of your opponent paying 2 to ignore it, since you weaken a creature when you target it with this, whether the spell actually gets countered or not. Now, that’s mostly just a consolation prize, but it does at least mean this does something when your opponent has the mana, unlike most counterspells like this. I think you’ll still cut this reasonably often, though.
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
Iron Golem
1.0 This has solid stats, but the whole has to block and attack thing is a pretty big downside. You end up in situations where the trades are super ugly for you, or worse – you can’t even trade because they have a large creature.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Chain Devil
2.0 We see these creatures that ETB and make both players sacrifice something a lot, and they are usually pretty medium. It is nice that this one says “nontoken,” as your opponent having a token when you play an effect like this is pretty brutal. Of course, it also means that you can’t sacrifice a token to it either! There are decks in this format that will have good sacrifice fodder and stuff, and I think this will slot in as a decent card in most Black decks.
Icewind Stalwart
1.5 Hill Giant stats aren’t something I love, and I’m not sure the ETB ability here will do something often enough to really overcome that. There are certainly creatures with ETB abilities to abuse and the like, but you still won’t have this matter often enough for it to be anything special.
Pack 1 Pick 8: Krydle of Baldur's Gate
Krydle of Baldur's Gate
3.0 Like Kalain, Krydle was a signpost Uncommon in Forgotten Realms, and he’s a signpost Uncommon here too. He offers a ton of value for a two drop, since he lets you get through your opponents defenses, and if it is Krydle getting through, you get to drain a life and Scry 1 every time, which is a pretty big deal. In the late game, he can send in much larger creatures to be unblockable. He’s basically a great early-game threat that also works as a late-game win condition.
Baleful Beholder
1.5 This is a Forgotten Realms reprint. It was pretty mediocre in that set. There were too many situations where neither ETB mattered, and when this is a 6-mana 6/5 and not much else, it feels pretty bad. I think it looks like it will perform similarly in this set.
Spiked Pit Trap
1.5 This was not particularly good in Forgotten Realms. You spend a lot of mana for a mediocre removal spell, and even getting the treasure back isn’t enough.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
You Come to a River
2.0 This was a fine card in Forgotten Realms, and it probably will be here. Neither mode is anything special. The bounce mode will come up the most, and the times where you can use it in response to a combat trick and blow your opponent out will feel nice, as will the times where you can generate some tempo, but keep in mind bouncing things is always card disadvantage. The second mode this has also doesn’t generally net you a card – but sometimes it can close out a game. You’ll end up playing one of these in Blue decks and you’ll feel fine about it.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Pack 1 Pick 9: Pegasus Guardian
Pegasus Guardian
3.0 I don’t normally love “blink” or “flicker” cards in Limited – but that’s usually only when that’s all a card can do. This card gets the situational benefits of that kind of effect, while also being a nice creature. It can save a creature from removal, or rebuy an ETB trigger, and those things are neat, but still too narrow if its all a card does. It is certainly an overcosted creature, but you’ll often be able to play it and also get the 1/1 Flyer the turn you play it, since it looks at a creature leaving the battlefield in any way, so generating those tokens is going to be pretty nice. I really like that it is both an enabler and a payoff for those types of effects.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Pack 1 Pick 10: Flaming Fist Duskguard
Goblin Trapfinder
2.5 This is some pretty nice sacrifice fodder, since it provides you with two separate bodies! This is basically a one mana 1/1 that draws you a card when it dies – and yes, the card you draw is very specific, but it is still giving you a pretty real card most of the time. This is probably at its best in Black-Red, but it seems like a fine inclusion in any Red deck.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Eyes of the Beholder
2.0 This was a mediocre removal spell in Forgotten Realms, and that’s probably what it will be here, too. Six mana is a ton, and while this can kill a whole lot of things, you’ll usually be spending more mana than your opponent spent to cast the creature that you kill. It is something you end up playing when you need the removal, but you basically never want more than one – it just isn’t anywhere close to premium.
Chain Devil
2.0 We see these creatures that ETB and make both players sacrifice something a lot, and they are usually pretty medium. It is nice that this one says “nontoken,” as your opponent having a token when you play an effect like this is pretty brutal. Of course, it also means that you can’t sacrifice a token to it either! There are decks in this format that will have good sacrifice fodder and stuff, and I think this will slot in as a decent card in most Black decks.
Flaming Fist Duskguard
2.0 The boon you get here isn’t that exciting, but yeah – it is staples to a two mana 3/1, and that’s a decent aggressive stat-line. This is probably a bread and butter type two drop for White decks.
Pack 1 Pick 11: Hoard Robber
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
Circle of the Land Druid
1.0 // 2.5 So, this really enables the Black/Green decks in the format, and that’s good – because a two mana 1/1 that returns a land from the graveyard to your hand just…does not seem that good to me. It does mean it is nice to sacrifice and stuff, but this probably needs a build around grade. If you’re in Black/Green this is a solid Common – in the other decks? You don’t want to be playing it.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Hoard Robber
2.5 This was a big overperformer in Forgotten Realms, where its stat-line really lined up in such a way that actually blocking it early was a challenge in a sea of 2/1 creatures, so it would generate a fair bit of treasure. It will probably be a little less good here, as part of what made it great was fairly format specific, but it is still a pretty nice Common.
Pack 1 Pick 12: Devoted Paladin
Gnoll Hunter
3.0 This was a great two drop in Forgotten Realms, and it will be here too.
Devoted Paladin
2.0 This is a Forgotten Realms reprint, and it is a pretty solid card, especially if you’re good at going wide, at it looks like Red-White will be able to do that, both with tokens and double team.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Pack 1 Pick 13: Portable Hole
Portable Hole
1.5 This is a reprint from Forgotten Realms, and it was pretty mediocre in that Limited format. You can definitely play it in your White decks and it usually won’t feel horrible, but there will be some games where you have no real targets for this. Your typical Limited deck will probably have 4-5 things it can hit, and that’s a little too narrow.
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Pack 1 Pick 14: Armor of Shadows
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Pack 2 Pick 1: Vampire Spawn
Mazzy, Truesword Paladin
1.5 // 4.0 Mazzy really likes Auras! Boosting power and giving trample to enchanted creatures is a big deal. And, the fact she lets you get around the risks of getting 2-for-1’d is a big deal too! She does this by giving you back Auras that go to the graveyard. You only have a short window to cast them, but that will be enough most of the time. I think Auras are niche enough that we probably have to give this a build around grade.
Rescuer Chwinga
3.0 A two mana 2/2 with Flash is already playable, and this has an extra ability that really matter sometimes. You can of course use it to save a permanent from removal, or you can use it to rebuy an ETB ability. You won’t always get to do something with it, but it is pretty good upside on an already solid card.
Mephit's Enthusiasm
4.0 This is premium removal. Two mana for 4 damage is great, even on a Sorcery, so the fact that you’ll sometimes get to buff your next creature is the cherry on top.
Lurking Roper
3.0 This was solid in Forgotten Realms. Even if you aren’t that good at gaining life, if you’re in a more controlling deck or a ramp deck, this can be a real road block because of its size. Obviously it is way better when you’re gaining life, because you can also start rumbling with it and effectively giving it Vigilance.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Vampire Spawn
3.0 This was a nice little common in Forgotten Realms. It has passable stats and creates a life point difference of 4 just from entering the battlefield. That is surprisingly good!
Warriors of Tiamat
2.5 A 5-mana 4/2 with Haste isn’t something you want to play, but combining haste with Double Team is pretty spicy, since it means unlike other Double Team creatures, you can get that extra copy of the card before your opponent has a chance to untap. The downside, of course, is lots of cheap creatures and removal can trade with this thing, but they still have to find a way to deal with it twice, and that’s pretty nice.
Blessed Hippogriff
3.5 So, if you took the Adventure away here, you’d have a 3.0 Reasonably costed Flyers that can send another creature into the air always play quite well. The Adventure part of the card isn’t always going to come up, but it is nice that if you find a way to use it ahead of turn 4, you get some pretty real value – maybe even a 2-for-1! Even just setting up a chump block that your creature survives is pretty decent use of the card, since you get a whole creature later. Does having the Adventure do enough to get this to a B-? I don’t quite think it does. The problem is just that indestructible isn’t as useful as often as you’d think. Still, this is one of White’s best Commons.
Hill Giant Herdgorger
2.5 In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
Hobgoblin Captain
3.0 This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
Baleful Beholder
1.5 This is a Forgotten Realms reprint. It was pretty mediocre in that set. There were too many situations where neither ETB mattered, and when this is a 6-mana 6/5 and not much else, it feels pretty bad. I think it looks like it will perform similarly in this set.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Flaming Fist Duskguard
2.0 The boon you get here isn’t that exciting, but yeah – it is staples to a two mana 3/1, and that’s a decent aggressive stat-line. This is probably a bread and butter type two drop for White decks.
Rimeshield Frost Giant
2.0 Another reprint, and a pretty medium one. This has some decent-sized ground stats, and Ward 3 does make it hard to get this thing out of the way, but it isn’t a GREAT 5-drop, and really you’re hoping for a better one.
Pack 2 Pick 2: Skullport Merchant
Skullport Merchant
3.5 This was nice in Forgotten Realms, and it will be here too. It has nice defensive stats, and it does the kinds of things you want to be doing when you’re a defensive situation – since it can draw you cards. It of course also lets you fix your mana.
Breath Weapon
0.5 These sorts of tribal payoff board sweepers always disappoint in Limited, and that’s because there are too many situations where they don’t do enough. Sure, you can have a super Dragon-centric deck, but there are enough Dragons that most opponents will have them too. So, the number of dragons and creatures with 3 or more toughness your opponent has just really isn’t something you can control, and generally speaking they will have a whole lot of stuff that doesn’t die to this. This is mostly a sideboard card, I think. If you go up against someone who is really aggressive and has lots of creatures that this dies to, you definitely want to bring it in.
Bronze Walrus
3.5 This is a pretty nice creature. It fixes your mana and ramps you, and even helps you improve your next few draws. This format has kind of a shortage of fixing when it comes to lands, so Artifacts like this or going to be extra sought after.
Band Together
3.5 We have seen cards that cost the same and only let one creature do damage equal to their power to something, and they tend to be pretty close to premium. This lets you have two creatures do the damage, which is significant for two reasons. First, it means you can find more situations where this will function as removal. Second, it makes you less vulnerable to your opponent interacting, since now they can kill one of your creatures and you can still do some damage. I think the whole “two creature” side of things is enough to make this premium.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Flaming Fist Officer
2.5 This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
Underdark Basilisk
2.5 This was solid in Forgotten Realms. It gets extra good alongside effects that let it damage things – like Band Together – because the Death touch allows it to take down anything. Outside of that, it does a decent job of deterring attacks early, since it can trade for any of your opponents attacks. It also stays relevant all game long.
Sewer Plague
3.0 This is premium removal. Sure, -2/-2 for three mana isn’t great, but the fact that the creature keeps getting -1/-1 every turn means that it will often set things in motion for a larger creature to die. It basically can kill things as big of a 3/3 before your opponent gets a chance to do anything, too.
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Eyes of the Beholder
2.0 This was a mediocre removal spell in Forgotten Realms, and that’s probably what it will be here, too. Six mana is a ton, and while this can kill a whole lot of things, you’ll usually be spending more mana than your opponent spent to cast the creature that you kill. It is something you end up playing when you need the removal, but you basically never want more than one – it just isn’t anywhere close to premium.
You Come to a River
2.0 This was a fine card in Forgotten Realms, and it probably will be here. Neither mode is anything special. The bounce mode will come up the most, and the times where you can use it in response to a combat trick and blow your opponent out will feel nice, as will the times where you can generate some tempo, but keep in mind bouncing things is always card disadvantage. The second mode this has also doesn’t generally net you a card – but sometimes it can close out a game. You’ll end up playing one of these in Blue decks and you’ll feel fine about it.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Pack 2 Pick 3: A-Sepulcher Ghoul
Meteor Golem
2.5 7 is definitely a lot, but the fact it can come down and kill any nonland permanent is a big deal. Not all decks will really want a 7 drop, but it does seem like ramping is a pretty legit strategy in this format, in which case this will be pretty sweet. It also benefits from lots of cards that let you abuse enter the battlefield abilities.
Gate to Tumbledown
2.5 So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Kenku Artificer
1.0 // 3.5 Artifacts are far from a big theme in the format, but there are enough of them around that this having a target is kind of doable. But I think your typical Blue deck in the format probably has 1-2 Artifacts, and that just..isn’t going to be enough. If you are in UB or UR you will have access to some treasure, but those color pairs still aren’t that into artifacts in general. So…if you end up in a deck that can consistently make this into a 3-mana 1/1 that makes a 3/3 Flyer, you’re going to be super happy, but that deck just won’t happen very often. Drawing this early and not having an artifact to target is going to be an awful feeling.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Water Weird
3.0 When you hit your opponent with this, you get a pretty good trigger. You either get to grow the Weird, or Surveil 1, and both are pretty nice options.
Flaming Fist Duskguard
2.0 The boon you get here isn’t that exciting, but yeah – it is staples to a two mana 3/1, and that’s a decent aggressive stat-line. This is probably a bread and butter type two drop for White decks.
Shambling Ghast
3.0 This was a very nice common for Black in Forgotten Realms. It can really keep your opponent from attacking you early, especially because it can generate 2-for-1s against two X/1s, but just the fact it can block and kill two drops is pretty sweet too. Being able to get treasure out of it is really nice too.
Circle of the Land Druid
1.0 // 2.5 So, this really enables the Black/Green decks in the format, and that’s good – because a two mana 1/1 that returns a land from the graveyard to your hand just…does not seem that good to me. It does mean it is nice to sacrifice and stuff, but this probably needs a build around grade. If you’re in Black/Green this is a solid Common – in the other decks? You don’t want to be playing it.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Incessant Provocation
1.0 // 3.0 As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Giant Fire Beetles
2.5 Like all the Double Team cards, I think this looks pretty good. Having Menace means it will be able to effectively attack and get you that copy on a lot of boards. Getting both of them will feel great, and that’s especially true if you can augment them in some way.
Pack 2 Pick 4: Grave Choice
Archivist of Oghma
2.5 A two mana 2/2 with Flash is usually a decent card, since it can ambush block and kill X/2s, and this one comes with a pretty nice hatebear effect. Drawing a card is huge so getting to do it when your opponent searches is nice! Now, in your typical Limited game ther ewon’t be that much searching going on, but triggering this once or twice over the course of a draft is pretty sweet, and because it has Flash your opponent may not even know to play around it!
Seek New Knowledge
2.5 So, you end up only getting a 1-for-1 in the end, but because it always gets you two nonlands, that makes it significantly better than most draw spells which you can hit lands with. Now, the downside is you can’t use this to help you hit your third land drop – and that’s something that you usually want to use this sort of card for early, but this is mostly a mid-to-late game card, and that’s certainly a bit awkward on a two mana draw spell. Still, the card selection seems powerful and efficient enough that I think I would be interested in playing the first copy.
Grave Choice
2.5 This has a neat design, because it tries to get around the downsides most Edict effects have. They tend to feel pretty good early, but when the board gets wide enough, you end up killing something pretty irrelevant. Grave Choice takes away the ability to sacrifice tokens, and now your opponent giving up their weakest creature could come with consequences – and that is that you get a duplicate of the card in your hand. Now, there will be plenty of times when your opponent can just sacrifice something that’s not a big deal and you get nothing, and sometimes getting a copy of their mediocre two drop won’t matter either – but I think the upgrades to this Edict make it better than most of them tend to be in Limited. It isn’t premium removal, but its not bad either.
Water Weird
3.0 When you hit your opponent with this, you get a pretty good trigger. You either get to grow the Weird, or Surveil 1, and both are pretty nice options.
Follow the Tracks
3.0 This is an interesting take on ramp and fixing. You get to choose one of the Uncommon gates, meaning you can effectively get a land that produces whatever color you need, while also ramping – and the Gate lands all can draw you a card in the late game too. This is certainly a little clunky, but the ramp and fixing it offers is a pretty big deal.
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Contact Other Plane
2.0 Another Forgotten Realms reprint! Over the last year or so, most cards that JUST draw you two cards for 4 mana, even at instant speed, have been really disappointing. Limited has become more and more about adding to the board when you spend mana, and this just doesn’t do it. Now, it isn’t terrible, if you roll a 10 through 20 it is a pretty nice draw spell, and I don’t hate the idea of running one of these in your Blue decks, but you really can’t have that many cards that don’t add to the board and hope to do well.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Charmed Sleep
3.0 This is a reprint, and last time we saw it was a pretty good removal spell. In a format with lots of blink effects and some sacrifice stuff this probably gets a little worse, but it still costs three mana to deal with pretty much any threat. Not turning off all its activated or static abilities can be a bummer, but this still looks pretty good for a Blue deck.
Arcane Archery
2.0 I don’t normally like 3 mana tricks, even if they give sizable boosts and trample like this. One and two mana tricks are usually where its at. Three mana is a ton, and it means that you have less opening to use a trick, and it means you are taking a greater risk if things go sideways. However, this trick definitely gives back for the risk that you take, since it substantially upgrades your next creature spell.
Pack 2 Pick 5: Priest of Ancient Lore
Bag of Holding
1.5 This is a pretty cool card, but not a particularly good one most of the time. It is sweet that you can loot and get your cards back later, but you just have to spend so much mana to make those things happen, you’ll find yourself unable to spend it pretty frequently until the late game.
Lurking Roper
3.0 This was solid in Forgotten Realms. Even if you aren’t that good at gaining life, if you’re in a more controlling deck or a ramp deck, this can be a real road block because of its size. Obviously it is way better when you’re gaining life, because you can also start rumbling with it and effectively giving it Vigilance.
Priest of Ancient Lore
4.0 This is a Forgotten Realms Reprint, and it was White’s best Common in that set, and I think that will be true here too. It will give you a lot of 2-for-1s, and it gains you life which the GW deck is extra interested in. Sure, it doesn’t have Flying like inspiring Overseer, but that card was absurd – this one is merely a very very good Common, instead of a format-warping one.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Devoted Paladin
2.0 This is a Forgotten Realms reprint, and it is a pretty solid card, especially if you’re good at going wide, at it looks like Red-White will be able to do that, both with tokens and double team.
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Flaming Fist Officer
2.5 This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
Unexpected Windfall
1.5 This is a card that is great in constructed, but much less impressive in Limited. Spending 4 mana and giving up two cards to get back two cards and a couple of treasure just isn’t as impactful. That doesn’t mean this is bad – but it definitely isn’t something you run in all of your Red decks.
Dragonborn Looter
2.0 Having to pay mana to loot is a pretty big downgrade from a merfolk looter type card, even if it is only one mana. Looting is good of course, because it improves the quality of your draws. However, We’ve seen a lot of these lately and they have felt like a 1.5- type card. However, this is a cheap Dragon, something that both UR and UG a going to be interested in, and that definitely matters.
Pack 2 Pick 6: Manticore
Incessant Provocation
1.0 // 3.0 As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
Water Weird
3.0 When you hit your opponent with this, you get a pretty good trigger. You either get to grow the Weird, or Surveil 1, and both are pretty nice options.
Manticore
2.0 This wasn’t very impressive in forgotten Realms, and it probably won’t be that good here either. This sort of “kill a damaged creature” effect ends up being pretty narrow, and even when you give the creature Flash, you’ll have a harder time than you might think getting it to do its thing. When you can kill something with this it feels pretty amazing. When you end up having to cast it without triggering the ability, it feels pretty bad.
Arcane Archery
2.0 I don’t normally like 3 mana tricks, even if they give sizable boosts and trample like this. One and two mana tricks are usually where its at. Three mana is a ton, and it means that you have less opening to use a trick, and it means you are taking a greater risk if things go sideways. However, this trick definitely gives back for the risk that you take, since it substantially upgrades your next creature spell.
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
Valor Singer
2.5 This looks like it will be a nice common here, just as it was in Forgotten Realms. +1/+0 doesn’t sound like a lot, but you’d be surprised how often that boost can alter your attacks. It can even pump itself, so it is basically a 3-mana 3/3 if that’s what you need.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Pack 2 Pick 7: Ranger Squadron
Dragonborn Immolator
3.0 A 4-mana 2/4 that can get +1/+0 for two mana is probably a 2.5, so the death trigger here is really sweet, as it will be able to make your next creature more formidable.
Battle Cry Goblin
4.0 Looks who’s back! This was arguably the best Uncommon in Forgotten Realms Limited. It can really get Pack Tactics going pretty easily thanks to its pump effect, and if you have other Goblins around it becomes even more absurd – and there are definitely some other ones around – one of which we’ve already seen in this video. What really makes it great is that it is basically a two drop that scales all game long – he tends to basically feel like an X spell, because you can just play it and use all your mana to buff it and your other goblins, which usually also means you get a token – so he basically always come down as a very relevant creature. Forgotten Realms was certainly a different format than this one, but I think this is an amazing Uncommon in basically any Limited format.
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
Scaled Nurturer
2.5 Even without the Dragon upside, this would probably be a 2.5. Mana dorks are just really nice, since you get to add to the board and pull ahead of your opponent in mana at the same time.
Baleful Beholder
1.5 This is a Forgotten Realms reprint. It was pretty mediocre in that set. There were too many situations where neither ETB mattered, and when this is a 6-mana 6/5 and not much else, it feels pretty bad. I think it looks like it will perform similarly in this set.
Pack 2 Pick 8: Iron Golem
Jade Orb of Dragonkind
2.5 I think this is the best card in this cycle. A +1/+1 counter is no joke, and Green decks have more general interest in ramping than the other two colors have. It is still a three mana mana rock, and those can be a real liability – you need to add to the board after all!
Monk of the Open Hand
2.0 Another Forgotten Realms reprint. This was a decent one drop in that format, as getting the counters on it came a little easier than I expected it to. Getting it in play late doesn’t feel very good, though.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Gnoll Hunter
3.0 This was a great two drop in Forgotten Realms, and it will be here too.
Unexpected Windfall
1.5 This is a card that is great in constructed, but much less impressive in Limited. Spending 4 mana and giving up two cards to get back two cards and a couple of treasure just isn’t as impactful. That doesn’t mean this is bad – but it definitely isn’t something you run in all of your Red decks.
Hook Horror
2.5 This is kind of an Alchemy version of Persist. Basically, you get a 5-mana 3/3 that gives you a 2/2 when it dies, and when that 2/2 dies, you get a 1/1. That’s three bodies on one card, which is great for sacrifice effects and the like. It can also just represent a 2-for-1 or even 3-for-1 in a regular deck.
Iron Golem
1.0 This has solid stats, but the whole has to block and attack thing is a pretty big downside. You end up in situations where the trades are super ugly for you, or worse – you can’t even trade because they have a large creature.
Pack 2 Pick 9: Flaming Fist Duskguard
Lurking Roper
3.0 This was solid in Forgotten Realms. Even if you aren’t that good at gaining life, if you’re in a more controlling deck or a ramp deck, this can be a real road block because of its size. Obviously it is way better when you’re gaining life, because you can also start rumbling with it and effectively giving it Vigilance.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Hobgoblin Captain
3.0 This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
Baleful Beholder
1.5 This is a Forgotten Realms reprint. It was pretty mediocre in that set. There were too many situations where neither ETB mattered, and when this is a 6-mana 6/5 and not much else, it feels pretty bad. I think it looks like it will perform similarly in this set.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Flaming Fist Duskguard
2.0 The boon you get here isn’t that exciting, but yeah – it is staples to a two mana 3/1, and that’s a decent aggressive stat-line. This is probably a bread and butter type two drop for White decks.
Pack 2 Pick 10: You Hear Something on Watch
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Eyes of the Beholder
2.0 This was a mediocre removal spell in Forgotten Realms, and that’s probably what it will be here, too. Six mana is a ton, and while this can kill a whole lot of things, you’ll usually be spending more mana than your opponent spent to cast the creature that you kill. It is something you end up playing when you need the removal, but you basically never want more than one – it just isn’t anywhere close to premium.
You Come to a River
2.0 This was a fine card in Forgotten Realms, and it probably will be here. Neither mode is anything special. The bounce mode will come up the most, and the times where you can use it in response to a combat trick and blow your opponent out will feel nice, as will the times where you can generate some tempo, but keep in mind bouncing things is always card disadvantage. The second mode this has also doesn’t generally net you a card – but sometimes it can close out a game. You’ll end up playing one of these in Blue decks and you’ll feel fine about it.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Pack 2 Pick 11: Shambling Ghast
Water Weird
3.0 When you hit your opponent with this, you get a pretty good trigger. You either get to grow the Weird, or Surveil 1, and both are pretty nice options.
Shambling Ghast
3.0 This was a very nice common for Black in Forgotten Realms. It can really keep your opponent from attacking you early, especially because it can generate 2-for-1s against two X/1s, but just the fact it can block and kill two drops is pretty sweet too. Being able to get treasure out of it is really nice too.
Circle of the Land Druid
1.0 // 2.5 So, this really enables the Black/Green decks in the format, and that’s good – because a two mana 1/1 that returns a land from the graveyard to your hand just…does not seem that good to me. It does mean it is nice to sacrifice and stuff, but this probably needs a build around grade. If you’re in Black/Green this is a solid Common – in the other decks? You don’t want to be playing it.
Incessant Provocation
1.0 // 3.0 As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Pack 2 Pick 12: You're Ambushed on the Road
Water Weird
3.0 When you hit your opponent with this, you get a pretty good trigger. You either get to grow the Weird, or Surveil 1, and both are pretty nice options.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Pack 2 Pick 13: Dragonborn Looter
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Dragonborn Looter
2.0 Having to pay mana to loot is a pretty big downgrade from a merfolk looter type card, even if it is only one mana. Looting is good of course, because it improves the quality of your draws. However, We’ve seen a lot of these lately and they have felt like a 1.5- type card. However, this is a cheap Dragon, something that both UR and UG a going to be interested in, and that definitely matters.
Pack 2 Pick 14: You Find Some Prisoners
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Pack 3 Pick 1: Cast Down
Mirror of Life Trapping
0.0 This just seems way too wacky, especially because it is symmetrical. Like Fraying Line, it feels like the kind of card intended for big multiplayered commander games, so it is weird they printed it in an Arena-only set. This can help you abuse ETB abilities and stuff, but it also will just do all sorts of wacky things that you don’t even have full control over because its symmetrical.
Sword Coast Serpent
3.0 A two mana Instant that bounces a creature is usually like a 1.5. Using that in response to a trick or an Aura or something is especially good, because you end up getting tempo and a 1-for-1, but the fact that this is an Adventure makes it a lot less painful if you end up getting ONLY tempo out of it. Then, in the late came, this is a pretty impressive monster that will be unblockable sometimes. Like a lot of Adventure cards, each side individually isn’t that impressive, but the fact you get both of these things out of one card is a pretty big deal, and is better than it might look on digital paper.
Cast Down
4.0 This is premium removal. This format does have a lot of legendary creatures, but this can still kill a massive percentage of creatures in the set for only two mana, and that’s really great.
Vhal, Eager Scholar
4.0 A 3-mana 2/1 that can tap and loot for free is something you’d usually play in Limited. Unlike some of the other Specialize creatures out there, this is one where you have to have it stick around on its front side for awhile if you want to get good value out of it, because when it transforms it consumes the study counters you get for looting and gives you a powerful effect depending on how many counters it had. So it takes a little while to get it going, but because the front is already a nice card, and the specialized versions of it all give you some powerful effects, this still looks really good.
Clever Conjurer
2.0 This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Young Blue Dragon
3.5 This is a really good Common for Blue. Again, I know neither side looks that impressive, but being able to use this early as a draw spell, and then playing a meaningful Flyer with a good creature type in the later game is really sweet. After all, it is a 2-for-1!
Undercellar Myconid
3.5 I like this common a lot. A 3-mana ½ that gives you a 1/1 token is probably a 2.0 and a 3-mana ½ that taps for mana of any color is probably a 2.5. Stapling both of those together and adding another token to the mix is pretty dang impressive. Even if your opponent takes this down before it can make mana, it leaves two 1/1s around, and if they don’t, you can probably ramp into your 5 drop on turn 4, which is pretty sweet.
Thieves' Tools
1.5 This was underwhelming in Forgotten Realms, and it will be here too. The UB deck in the format is about making creatures unblockable, and the BR deck likes treasure – but both of those were true in Forgotten Realms and this still didn’t really do enough to make the cut with regularity.
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
Warriors of Tiamat
2.5 A 5-mana 4/2 with Haste isn’t something you want to play, but combining haste with Double Team is pretty spicy, since it means unlike other Double Team creatures, you can get that extra copy of the card before your opponent has a chance to untap. The downside, of course, is lots of cheap creatures and removal can trade with this thing, but they still have to find a way to deal with it twice, and that’s pretty nice.
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Pack 3 Pick 2: Lulu, Forgetful Hollyphant
Lulu, Forgetful Hollyphant
4.0 Pretty much every card with Specialize looks quite good, and this is no exception. Most of them are playable or better on their front side – and that’s certainly the case here, as a 3-mana ⅓ with Flying that grants Flying to the next creature you cast is definitely a good card – probably a 3.0 on its own. Then, it of course synergizes with itself when it transforms, since it pays you of for attacking with flyers – and all the payoffs are pretty great.
Krydle of Baldur's Gate
3.0 Like Kalain, Krydle was a signpost Uncommon in Forgotten Realms, and he’s a signpost Uncommon here too. He offers a ton of value for a two drop, since he lets you get through your opponents defenses, and if it is Krydle getting through, you get to drain a life and Scry 1 every time, which is a pretty big deal. In the late game, he can send in much larger creatures to be unblockable. He’s basically a great early-game threat that also works as a late-game win condition.
Seatower Imprisonment
4.0 This looks like a really impressive removal spell – it will compare favorably with Sleep with the Fishes. It shuts down the creature almost entirely, and gives you a two mana 2/1 with Double team? That’s definitely worth 4 mana, and this is definitely premium removal. There is a sacrifice theme in this set which can make this worse, but you get to hold on to your creature even if that goes down.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Guardian Naga
2.5 Another Adventure where neither half is especially good. The ADventure is an expensive Disenchant, and the creature has underwhelming stats for 7, even with Vigilance and its ability to not take damage during your turn. You won’t always have something to use the Adventure side on, but it is pretty nice that you can run this in your main deck without a huge cost. After all, you do still get a creature eventually, even if it is overcosted.
Grim Bounty
3.5 This is a little clunky at 4 mana, but being able to kill anything for that cost was pretty good in Forgotten Realms, and it will be pretty good here too. It is a removal spell that even helps you splash, and gives you the treasure synergy you need.
Undercellar Myconid
3.5 I like this common a lot. A 3-mana ½ that gives you a 1/1 token is probably a 2.0 and a 3-mana ½ that taps for mana of any color is probably a 2.5. Stapling both of those together and adding another token to the mix is pretty dang impressive. Even if your opponent takes this down before it can make mana, it leaves two 1/1s around, and if they don’t, you can probably ramp into your 5 drop on turn 4, which is pretty sweet.
Gnoll Hunter
3.0 This was a great two drop in Forgotten Realms, and it will be here too.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Manticore
2.0 This wasn’t very impressive in forgotten Realms, and it probably won’t be that good here either. This sort of “kill a damaged creature” effect ends up being pretty narrow, and even when you give the creature Flash, you’ll have a harder time than you might think getting it to do its thing. When you can kill something with this it feels pretty amazing. When you end up having to cast it without triggering the ability, it feels pretty bad.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Contact Other Plane
2.0 Another Forgotten Realms reprint! Over the last year or so, most cards that JUST draw you two cards for 4 mana, even at instant speed, have been really disappointing. Limited has become more and more about adding to the board when you spend mana, and this just doesn’t do it. Now, it isn’t terrible, if you roll a 10 through 20 it is a pretty nice draw spell, and I don’t hate the idea of running one of these in your Blue decks, but you really can’t have that many cards that don’t add to the board and hope to do well.
Young Blue Dragon
3.5 This is a really good Common for Blue. Again, I know neither side looks that impressive, but being able to use this early as a draw spell, and then playing a meaningful Flyer with a good creature type in the later game is really sweet. After all, it is a 2-for-1!
Pack 3 Pick 3: Grim Bounty
Krydle of Baldur's Gate
3.0 Like Kalain, Krydle was a signpost Uncommon in Forgotten Realms, and he’s a signpost Uncommon here too. He offers a ton of value for a two drop, since he lets you get through your opponents defenses, and if it is Krydle getting through, you get to drain a life and Scry 1 every time, which is a pretty big deal. In the late game, he can send in much larger creatures to be unblockable. He’s basically a great early-game threat that also works as a late-game win condition.
Dream Fracture
1.5 I don’t think I’m in for this. This is basically Cancel, a card that usually just isn’t good enough in Limited most of the time. A three mana hard counter needs to do something extra usually to be playable in Limited, and the extra here isn’t that great – both you and your opponent draw a card, so you sort of break even. The cost of leaving mana up, especially two mana of the same color, can be a pretty big one. And yeah, you probably get to untap and use your new card first, but this is still basically just Cancel.
Oji, the Exquisite Blade
3.0 This signpost Uncommon tells us UW is all about abusing ETB abilities. I’m already pretty happy with a 4-mana 2/3 that gains me 2 life and scries 2, so the fact that double spelling lets you blink something is some nice additional value. It can target itself with that effect, which is pretty nice – but it can also help you abuse those abilities on other creatures. Now…double-spelling isn’t always super easy in Limited, but even if you just get that value going once you’re going to feel pretty happy with this.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Soulknife Spy
3.0 Another Forgotten Realms reprint, and this was one of the few Blue Commons in that set that I would describe as “Good.” A card that draws you a card when it hits the opponent is pretty sweet when it comes with solid stats, and this definitely does. If you can give it evasion in some way, it becomes a must kill, and even when you aren’t able to do that, it still becomes something your opponent better trade for.
Patriar's Humiliation
2.5 So, a one mana instant that does damage to a creature equal to the number of creatures you have in play is usually about a 2.0. It can be really efficient removal, but it requires enough set up that it isn’t premium. This adds the “creature loses all abilities” text to the mix, which means that you can get a bonus effect that keeps that creature from ever having abilities again, which can matter sometimes. More importantly, it means that even in a situation where you can’t quite kill a creature this can do still do something. You do still need to be killing things with this for it to be worth a slot in your deck, but basically the fail case is less awful than usual.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Grim Bounty
3.5 This is a little clunky at 4 mana, but being able to kill anything for that cost was pretty good in Forgotten Realms, and it will be pretty good here too. It is a removal spell that even helps you splash, and gives you the treasure synergy you need.
Contact Other Plane
2.0 Another Forgotten Realms reprint! Over the last year or so, most cards that JUST draw you two cards for 4 mana, even at instant speed, have been really disappointing. Limited has become more and more about adding to the board when you spend mana, and this just doesn’t do it. Now, it isn’t terrible, if you roll a 10 through 20 it is a pretty nice draw spell, and I don’t hate the idea of running one of these in your Blue decks, but you really can’t have that many cards that don’t add to the board and hope to do well.
Pack 3 Pick 4: Skullport Merchant
Grim Wanderer
1.5 This was in Forgotten Realms, and it wasn’t very good. While the creature is obviously above rate, setting it up so you can cast it is harder than you might think, so most of the time when you do finally cast it, it isn’t really that imposing as a 5/3. Lots of three drops in the format can easily trade with it.
Skullport Merchant
3.5 This was nice in Forgotten Realms, and it will be here too. It has nice defensive stats, and it does the kinds of things you want to be doing when you’re a defensive situation – since it can draw you cards. It of course also lets you fix your mana.
Carnelian Orb of Dragonkind
0.0 // 2.0 I’m more interested in this Orb than I was in the Blue one, as giving a Dragon haste is no small thing! That said, I still am not in love with a three mana mana rock that produces only a single color. Not adding to the board can just be so brutal these days. I think this deserves a build around grade. If your deck has 5 or more dragons – and especially a few that are 5 or 6 drops – this is probably a 2.0, but in all other Red decks it is basically unplayable.
Young Red Dragon
3.0 This is a pretty nice Common. It makes you a treasure early, which can actually allow you to play this very Dragon on turn three, which is pretty nice! It can also be used for other purposes too of course. The creature you get can’t block, which is a liability sometimes, but it looks like an effective enough attacker that I’m not too concerned about that.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Flaming Fist Duskguard
2.0 The boon you get here isn’t that exciting, but yeah – it is staples to a two mana 3/1, and that’s a decent aggressive stat-line. This is probably a bread and butter type two drop for White decks.
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
Arcane Archery
2.0 I don’t normally like 3 mana tricks, even if they give sizable boosts and trample like this. One and two mana tricks are usually where its at. Three mana is a ton, and it means that you have less opening to use a trick, and it means you are taking a greater risk if things go sideways. However, this trick definitely gives back for the risk that you take, since it substantially upgrades your next creature spell.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Pack 3 Pick 5: Patriar's Humiliation
Alora, Rogue Companion
2.5 // 3.5 This Specialize creature seems a little more build-aroundy than most of them do. On its own, it can make itself unblockable and hit for three, but then it has to return to your hand, and that’s not…amazing. Obviously, making something else unblockable that has an ETB ability or something is super good, but you won’t always pull that off. Then, once Alora specializes, she adds an extra bonus to the creature returning to your hand, but you still really need to be returning something that gives you value already – either by hitting your opponent hard or retriggering ETB – because the bonuses don’t seem that great for the most part. Basically, if your deck doesn’t have much in the way of ETBs to rebuy, this doesn’t seem especially good, and if you do – she’ll be quite good.
Skullport Merchant
3.5 This was nice in Forgotten Realms, and it will be here too. It has nice defensive stats, and it does the kinds of things you want to be doing when you’re a defensive situation – since it can draw you cards. It of course also lets you fix your mana.
Rescuer Chwinga
3.0 A two mana 2/2 with Flash is already playable, and this has an extra ability that really matter sometimes. You can of course use it to save a permanent from removal, or you can use it to rebuy an ETB ability. You won’t always get to do something with it, but it is pretty good upside on an already solid card.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Pilgrim's Eye
3.0 This is pretty sweet at Common. It provides nice fixing while actually adding to the board, and a 1/1 Flyer can even chip in for some damage sometimes. Also another good card to blink over and over for value.
Kobold Warcaller
2.0 We have seen a lot of one mana 1/1s that can tap and give haste to things, and they tend to be pretty decent. This is obviously an upgrade, because you don’t actually have to cast your creature for it to get the Haste – you can use this during your opponents end step and then cast the Haste creature on your turn, for example. Plus, the creature will keep haste no matter where it goes! It still isn’t amazing or anything, but seems like a fine one drop for aggressive Red decks.
Arcane Archery
2.0 I don’t normally like 3 mana tricks, even if they give sizable boosts and trample like this. One and two mana tricks are usually where its at. Three mana is a ton, and it means that you have less opening to use a trick, and it means you are taking a greater risk if things go sideways. However, this trick definitely gives back for the risk that you take, since it substantially upgrades your next creature spell.
Hoard Robber
2.5 This was a big overperformer in Forgotten Realms, where its stat-line really lined up in such a way that actually blocking it early was a challenge in a sea of 2/1 creatures, so it would generate a fair bit of treasure. It will probably be a little less good here, as part of what made it great was fairly format specific, but it is still a pretty nice Common.
Patriar's Humiliation
2.5 So, a one mana instant that does damage to a creature equal to the number of creatures you have in play is usually about a 2.0. It can be really efficient removal, but it requires enough set up that it isn’t premium. This adds the “creature loses all abilities” text to the mix, which means that you can get a bonus effect that keeps that creature from ever having abilities again, which can matter sometimes. More importantly, it means that even in a situation where you can’t quite kill a creature this can do still do something. You do still need to be killing things with this for it to be worth a slot in your deck, but basically the fail case is less awful than usual.
Pack 3 Pick 6: Deadly Dispute
Lapis Orb of Dragonkind
1.0 Three mana rocks usually aren’t that good in Limited, even if they can add mana of any color! And this one can only add Blue. The upside, of course, is you get to scry when you cast a Dragon with it. But that isn’t the most exciting payoff. Sure, Scry 2 is nice, but it isn’t something that pays you off for playing this three mana card that doesn’t add to the board in any real way. I guess if you have some really big dragons to ramp into this gets a little more interesting, but there are better ways to ramp in the format.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Lantern of Revealing
2.0 This is another pretty nice source of fixing. A three mana mana rock can definitely be clunky, but this turns into a pretty nice mana sink in the later game, since it can effectively draw you lands and put them into play, or at least let you Scry 1. It will certainly improve your draws in the late game, while helping you fix and ramp early.
Valiant Farewell
2.0 This doesn’t seem like an amazing combat trick. That’s because it costs two mana and only offers +2/+0 to your creature, and without a toughness boost, that means your creature’s chances of surviving combat are significantly lower. Now, it does replace itself, and it also offers a permanent boost to your next creature. And that value certainly helps this card out, but it still means that in a lot of situations you’ll use up this trick and a creature, and end up not really gaining anything on the board. So the tempo doesn’t seem awesome. The times where you can use this and keep your creature alive will feel absurd, though!
You Come to a River
2.0 This was a fine card in Forgotten Realms, and it probably will be here. Neither mode is anything special. The bounce mode will come up the most, and the times where you can use it in response to a combat trick and blow your opponent out will feel nice, as will the times where you can generate some tempo, but keep in mind bouncing things is always card disadvantage. The second mode this has also doesn’t generally net you a card – but sometimes it can close out a game. You’ll end up playing one of these in Blue decks and you’ll feel fine about it.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Deadly Dispute
3.0 This is a powerful reprint. Giving up a creature or artifact for two cards and a treasure is an excellent deal, especially if you are sacrificing a treasure in the first place, and that’s something you’ll be able to do, especially in Black-Red. This also enables you to discard stuff you want to reanimate or whatever.
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Pack 3 Pick 7: Vampire Spawn
Kalain, Reclusive Painter
4.0 This is one of the cards that comes directly from Forgotten Realms, and boy – it was powerful as the signpost Uncommon for the Black/Red treasure deck, a role it fills again here. The Black/Red deck was the best deck in that format, and while this format is substantially different, I think Kalain will still be quite good. A two mana ½ that makes a treasure is something you’d basically always play, so the fact that you get to buff every creature you cast using treasure is a pretty big deal. This looks to be a super strong signpost common again.
Hill Giant Herdgorger
2.5 In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Vampire Spawn
3.0 This was a nice little common in Forgotten Realms. It has passable stats and creates a life point difference of 4 just from entering the battlefield. That is surprisingly good!
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Pack 3 Pick 8: Carnelian Orb of Dragonkind
Carnelian Orb of Dragonkind
0.0 // 2.0 I’m more interested in this Orb than I was in the Blue one, as giving a Dragon haste is no small thing! That said, I still am not in love with a three mana mana rock that produces only a single color. Not adding to the board can just be so brutal these days. I think this deserves a build around grade. If your deck has 5 or more dragons – and especially a few that are 5 or 6 drops – this is probably a 2.0, but in all other Red decks it is basically unplayable.
Navigation Orb
2.0 This is a pretty solid source of fixing, although paying 5 total mana and not impacting the board might be brutal. It is basically a 5 mana colorless cultivate, and that isn’t amazing.
Incessant Provocation
1.0 // 3.0 As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Thieves' Tools
1.5 This was underwhelming in Forgotten Realms, and it will be here too. The UB deck in the format is about making creatures unblockable, and the BR deck likes treasure – but both of those were true in Forgotten Realms and this still didn’t really do enough to make the cut with regularity.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Follow the Tracks
3.0 This is an interesting take on ramp and fixing. You get to choose one of the Uncommon gates, meaning you can effectively get a land that produces whatever color you need, while also ramping – and the Gate lands all can draw you a card in the late game too. This is certainly a little clunky, but the ramp and fixing it offers is a pretty big deal.
Pack 3 Pick 9: Dawnbringer Cleric
Clever Conjurer
2.0 This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Thieves' Tools
1.5 This was underwhelming in Forgotten Realms, and it will be here too. The UB deck in the format is about making creatures unblockable, and the BR deck likes treasure – but both of those were true in Forgotten Realms and this still didn’t really do enough to make the cut with regularity.
Druidic Ritual
1.0 // 2.0 Another Green card that enables the graveyard payoffs, and it also lets you return something to your hand. That’s..not amazing for a three mana Sorcery. This is probably another build around, because outside of the Black/Green deck I don’t really know why you run this thing. It just gives you some card selection for a clunky cost, so you really need other reasons to load the yard.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Pack 3 Pick 10: Krydle of Baldur's Gate
Krydle of Baldur's Gate
3.0 Like Kalain, Krydle was a signpost Uncommon in Forgotten Realms, and he’s a signpost Uncommon here too. He offers a ton of value for a two drop, since he lets you get through your opponents defenses, and if it is Krydle getting through, you get to drain a life and Scry 1 every time, which is a pretty big deal. In the late game, he can send in much larger creatures to be unblockable. He’s basically a great early-game threat that also works as a late-game win condition.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Guardian Naga
2.5 Another Adventure where neither half is especially good. The ADventure is an expensive Disenchant, and the creature has underwhelming stats for 7, even with Vigilance and its ability to not take damage during your turn. You won’t always have something to use the Adventure side on, but it is pretty nice that you can run this in your main deck without a huge cost. After all, you do still get a creature eventually, even if it is overcosted.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Manticore
2.0 This wasn’t very impressive in forgotten Realms, and it probably won’t be that good here either. This sort of “kill a damaged creature” effect ends up being pretty narrow, and even when you give the creature Flash, you’ll have a harder time than you might think getting it to do its thing. When you can kill something with this it feels pretty amazing. When you end up having to cast it without triggering the ability, it feels pretty bad.
Pack 3 Pick 11: A-Sepulcher Ghoul
Dream Fracture
1.5 I don’t think I’m in for this. This is basically Cancel, a card that usually just isn’t good enough in Limited most of the time. A three mana hard counter needs to do something extra usually to be playable in Limited, and the extra here isn’t that great – both you and your opponent draw a card, so you sort of break even. The cost of leaving mana up, especially two mana of the same color, can be a pretty big one. And yeah, you probably get to untap and use your new card first, but this is still basically just Cancel.
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Pack 3 Pick 12: Grim Wanderer
Grim Wanderer
1.5 This was in Forgotten Realms, and it wasn’t very good. While the creature is obviously above rate, setting it up so you can cast it is harder than you might think, so most of the time when you do finally cast it, it isn’t really that imposing as a 5/3. Lots of three drops in the format can easily trade with it.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Pack 3 Pick 13: Hoard Robber
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Hoard Robber
2.5 This was a big overperformer in Forgotten Realms, where its stat-line really lined up in such a way that actually blocking it early was a challenge in a sea of 2/1 creatures, so it would generate a fair bit of treasure. It will probably be a little less good here, as part of what made it great was fairly format specific, but it is still a pretty nice Common.
Pack 3 Pick 14: Summon Undead
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.