The Kami War
4.0 This is very powerful. It immediately exiles a permanent, and then bounces a permanent the next turn, and then turns into a pretty frightening creature that returns stuff to your hand and makes it hit really hard. The downside is, of course, that it costs mana of all 5 colors. Something that is tough to produce consistently in pretty much every Limited format. Still, this is the kind of card that will win you the game when you can cast it. Chapters I and II should get you to at least parity in most cases, and then the Dragon Spirit can win you the game. There is enough Common fixing in the format that this is doable, but its still going to be tough. This type of card is always awkward to grade, because we have to take into account how consistently you can actually cast it. If we don’t look at the fact it costs 5 colors, paying 6 for this would be a stone cold bomb – but because of how difficult the mana is, you should probably value it more like a 4.0 than a 5.0.
Orochi Merge-Keeper
3.0 This can accelerate your mana, and when it gets modified it can do it even more quickly! Being able to play your 4 mana cards a turn earlier than your opponent is pretty nice! Mana dorks do of course always have the downside of being pretty mediocre in the later part of the game, but the upside they give you early tends to make them pretty nice.
Banishing Slash
4.0 This is a premium removal spell. The set has a ton of artifacts and enchantments that are also creatures, so even if those creatures aren’t tapped, you can kill them – plus the additional flexibility of taking down other permanent types in addition to creatures is quite nice. The additional upside will give you a 2/2 sometimes too, and when you’re doing that this will feel downright absurd!
When We Were Young
1.5 This trick has the potential to create some 2-for-1 blow outs, but its also pretty expensive, and we’ve seen similar tricks that always grant key words like lifelink not be all that impressive. I think running one of these in your aggressive White decks with a decent number of artifacts and enchantments is fine, but I can see it getting cut a decent percentage of the time too.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Iron Apprentice
2.0 This format has plenty of counters, so putting more on this thing isn’t a huge stretch. It also gives you a creature that enters the battlefield modified, which powers up a bunch of cards in this format.
Undercity Scrounger
1.5 This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
Geothermal Kami
2.0 It is a fine 4-mana 4/3 in a worst-case, but it comes with an effect that can be pretty sweet in some situations. Returning something like a Saga you want to go back to chapter one on, or an Aura you wanted to move anyway – will be particularly nice, and the fact this tacks on 3 life is nice too.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Ninja's Kunai
2.5 You pay a total of 3 mana for Lightning, and that’s not a bad rate in Limited. What’s more is, it also lets you get some synergy – and not only the obvious artifact and Equipment synergy – but also some sacrifice synergy for the RB deck
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Guardians of Oboro
2.0 A 3-mana ¾ with Defender is kind of okay in a more controlling deck, and if you modify this one – or other creatures with Defender – they can attack. That’s kind of cool, though not exactly an incredible payoff. This seems fine.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Befriending the Moths
3.0 Chapter I and II will very likely enable attacks you didn’t have before, and that’s a pretty big deal. Especially because this eventually adds meaningfully to the board by giving you a 2/4 Flyer. It will be a bit of a bummer to play on a completely empty board, but that won’t be happening that often. This looks like a good Common to me, one you can first pick sometimes.
Containment Construct
3.0 Man, if we had this in Crimson Vow it would have been absurd thanks to all the Blood tokens! This format also has a mechanic that involves discarding, though – and its Channel. If you Channel a card to get some effect and the construct exiles that card for you, it is going to feel pretty insane. You really only need to pull it off once to feel pretty good about it. So, if you have 0 ways to discard cards in your deck, you probably don’t play this, but as long as you have at least one, I don’t think you cut it. This is because it has passable stats and has a useful card type in Artifact, which is likely to help you with synergy too. It will be pretty hard to end up with 0 cards that have you discard, so I don’t really think it needs a build around grade.
Naomi, Pillar of Order
3.0 I don’t love the stat-line here, but if you can consistently generate 2/2 tokens with it, its going to feel pretty good. That said, a 5-mana 4/4 will frequently be an underwhelming attacker, so counting on it doing its thing more than twice is probably a little too optimistic. Now, this set does have a lot of Equipment and Auras – both things that this card also synergizes with, so maybe it will be a good attacker more often than I think – but it still has the not insignificant set-up cost that demands you have both an artifact and enchantment around in the first place. Which, while doable, does further limit a card that has a pretty ugly floor as a 5-mana 4/4. It is definitely going to generate some serious value in decks that really get there with it, but right now I’m not ultra impressed with this signpost Uncommon.
Leech Gauntlet
3.0 A two mana 2/2 with Lifelink always makes the cut, and this one can reconfigure to give something else lifelink later in the game. It is a little sad it doesn’t also give a stats boost, but the idea is that you’ll have something sizable enough to put it on late – and if you don’t this can still just sit around as a creature.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Tales of Master Seshiro
3.5 Chapter I and II actually give a fairly significant buff. +1/+1 counter + Vigilance for a turn is pretty sweet, because it not only enables a better attack, it allows you to alter how a race is going. Now, sometimes paying 5 for chapter one is going to feel pretty rough – like if getting the counter and vigilance doesn’t do much for you, but at the stage in the game that you play this, it is pretty likely to be useful. Then, you end up with a pretty nice creature – with haste and Vigilance – which will mean it can swing right away, unlike most of these saga-creatures. I think this might be Green’s best Common. It gives you a ton of very real value up front, and then a very nice creature.
Golden-Tail Disciple
2.0 It is an Enchantment, which is good for the format, and the fact it has lifelink means it is a good creature to modify. Its nothing special, but you’ll play it a fair bit.
Network Terminal
2.0 3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
Fang of Shigeki
2.5 One mana 1/1s with Deathtouch are always playable, mostly because they have the ability to trade up with just about anything. This one also comes with Enchantment and Ninja upside, though in Green probably only the former matters. Still, you probably won’t ever cut the first few copies of these from your Green decks.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Scrapyard Steelbreaker
2.0 This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
Clawing Torment
2.0 This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
Eiganjo Exemplar
3.0 It counts itself of course, so even without any other samurais around it attacks as a 3/2. One really nice thing is that you can play this, and then on the same turn attack with another Samurai, and +1/+1 is likely to help it attack more effectively.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Kappa Tech-Wrecker
3.5 Wow. They really did it…this is a ninja turtle! Anyway, a two mana ⅓ with Deathtouch is always playable. Being able to trade for everything is a big deal, and this comes with Ninjutsu and the ability to naturalize something when it hits the opponent…and there is plenty of stuff it can blow up in this format.
Containment Construct
3.0 Man, if we had this in Crimson Vow it would have been absurd thanks to all the Blood tokens! This format also has a mechanic that involves discarding, though – and its Channel. If you Channel a card to get some effect and the construct exiles that card for you, it is going to feel pretty insane. You really only need to pull it off once to feel pretty good about it. So, if you have 0 ways to discard cards in your deck, you probably don’t play this, but as long as you have at least one, I don’t think you cut it. This is because it has passable stats and has a useful card type in Artifact, which is likely to help you with synergy too. It will be pretty hard to end up with 0 cards that have you discard, so I don’t really think it needs a build around grade.
Upriser Renegade
3.0 Its a little bit sad that the Outlaw doesn’t count itself, as modifying it would be incredible if it did! Still, Red has lots of ways to curve out with modified creatures, making this hit pretty hard.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Ninja's Kunai
2.5 You pay a total of 3 mana for Lightning, and that’s not a bad rate in Limited. What’s more is, it also lets you get some synergy – and not only the obvious artifact and Equipment synergy – but also some sacrifice synergy for the RB deck
Careful Cultivation
2.5 In a lot of formats, a two mana 1/1 that can tap for Green mana is very playable, and this is better than that in a lot of ways, since you can stick it out there at Instant speed. Meanwhile, the Aura side of things does a pretty good of ramping you too, and offers a solid stat boost. I do sort of feel like you’re going to be more interesting in Channeling this the most of the time, as I think that’s the best deal you can get here.
Lethal Exploit
3.0 Two mana for -2/-2 at Instant speed isn’t exactly premium, though it can kill a lot of stuff. And you can even use it combined with a block to take something down – though that’s always a little risky. That said, I think you’ll be able to do -3/-3 with this often enough that it sneaks into the lower B range. If it was always -3/-3 it would be a 3.5. And sometimes this will be even more than -3/-3 – though I think we have to accept the wide range of outcomes with this, and the fact that -2/-2 is probably going to happen a lot.
Dragonfly Suit
2.5 This isn’t the best rate for a vehicle, but it is easy to crew and evasive, so I can see plenty of board states where its getting in through the air.
Unstoppable Ogre
2.0 The enter the battlefield trigger on the card won’t always do something for you, but there will be a decent number of situations where it allows you to attack more effectively with your board. It can also crew everything which is nice.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Reinforced Ronin
3.0 Even if we don’t look at some of the synergies this card has, it would probably be pretty solid. You can play it and get in for 2 when you can, and when you can’t, you can effectively cycle it away with channel. However, there are several things in this set that make this better than all of that. First, it isn’t too bad with ninjutsu, since you can have it come down out of nowhere, and its returning to your hand anyway. Second, it is good with “attacks alone” Samurai stuff, because it can come down and get those benefits immediately, making it a much more problematic attacker than it would otherwise be. And third, its an Artifact, and there are various cards in this set that do a thing when an Artifact enters the battlefield, and it can trigger them repeatedly.
Roaring Earth
4.5 This seems like a very strong Uncommon. This will spit out +1/+1 counters all game long, making your board increasingly problematic for your opponent. Adding Channel to the mix is a pretty serious upgrade too, because drawing this in the late game wouldn’t be all that impressive – but when that’s when you see this, you can just Channel it to make one of your lands a creature, something that is far more impactful in situations where you don’t get this until late. This is worth taking pretty highly, and is a definite candidate for the best Uncommon in the set.
Golden-Tail Disciple
2.0 It is an Enchantment, which is good for the format, and the fact it has lifelink means it is a good creature to modify. Its nothing special, but you’ll play it a fair bit.
Kindled Fury
1.5 We’ve seen this many times before, and its always a passable trick. +1/+0 and First Strike for one mana isn’t a bad deal since it allows many creatures to win combat – first strike just does a great job of turning a trade into something much better for you.
Regent's Authority
1.5 A 3-mana 3/2 with Vigilance is usually reasonable playable, and this one comes with a very nice ability. You won’t always have an Enchantment in your graveyard of course, but there are enough Enchantments in this set that you’ll have them reasonably often, and obviously casting one off of this ability is like drawing a card, and that’s pretty darn powerful. Like with all of these, its great that they designed them so that they can trigger the ability on their own – but you can also use other Samurais/Warriors to trigger the ability if you’ve got them around. 32 – Regent’s Authority – 1.5 This is a solid trick. One mana for +2/+2 tends to be a good rate in general, and the additional enchantment/legendary creature upside is something you’ll be able to take advantage often enough.
Clawing Torment
2.0 This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Suit Up
1.5 These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Jungle Hollow
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 5: Webspinner Cuff
Reito Sentinel
1.0 Milling doesn’t seem to be a major component of this format for the most part, whether you’re miling yourself or someone else. BG definitely has some graveyard stuff going on, and that’s probably where this will be at its best, but I’m still not overly impressed with a 3-mana 3/3 Defender. The cool thing you can do with it in the extreme late game is start using its ability to draw whatever you want to every single turn, but I’m always skeptical that type of strategy will end up working out in Limited. It doesn’t very often!
Webspinner Cuff
2.5 The usual 3-mana ¼ Reach spider we get tends to be a 1.5 or a 2.0. They aren’t great, but you end up playing them in grindier Green decks. Adding the additional Reconfigure upside here is nice, though not anything special.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Saiba Trespassers
2.0 This is a mediocre creature if you cast it that way, but it has the upside of freezing down two opposing creatures, and that’s something that can be pretty nice in the right situation, such as those where your opponent is dead as a result of not being able to block for a couple of turns. That mode is certainly the more powerful one, but it is pretty situational, so the fact it can be a creature if that’s what you really need isn’t too bad.
Akki Ember-Keeper
3.0 This is a nice little two drop. It has passable stats and a nice ability that makes sure your board stays populated when your modified creatures die. There are a plethora of ways to modify them, so getting a creature token or two out of this isn’t far-fetched at all, and that’s some pretty great value.
Jukai Trainee
2.0 They decided to give this samurai the old Bushido mechanic. It’s a two mana 2/2 that is harder than most two mana 2/2s to block or attack through, and that’s probably enough of an upside for you to play it a decent chunk of the time.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Okiba Reckoner Raid
2.5 Giving us a one mana saga like this is pretty interesting! You obviously get insane value for the investment of one mana, as you drain 2 life and get a 2/2 with Menace that gives vehicles Menace! This is going to feel like a pretty good turn one play, and even in the late game this can do some work. The life drain helps you survive until it becomes a creature, and its great that as soon as it transforms you can send in a vehicle in that is hard to block. Having to wait for the body a couple of turns is going to be a little frustrating, though.
Golden-Tail Disciple
2.0 It is an Enchantment, which is good for the format, and the fact it has lifelink means it is a good creature to modify. Its nothing special, but you’ll play it a fair bit.
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Jungle Hollow
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 6: High-Speed Hoverbike
Historian's Wisdom
2.0 This is an Aura I can get behind playing in Limited. That’s because it will replace itself pretty often, as +2 power on your biggest creature has a pretty decent shot at drawing you that card. That means you are no longer in danger of getting 2-for-1’d like you would be with a typical Aura. Now, it is still a little tricky to use, you have to be careful not to get blown out the turn you cast it, and it isn’t game-breaking or anything – but it seems perfectly solid.
High-Speed Hoverbike
3.5 This looks quite nice. It is easy to Crew, has good evasive stats, and it even has Flash and the ability to tap a thing down when it ETBs. It doesn’t do any of those things super impressively, but it does a whole lot for the mana investment.
Akki Ember-Keeper
3.0 This is a nice little two drop. It has passable stats and a nice ability that makes sure your board stays populated when your modified creatures die. There are a plethora of ways to modify them, so getting a creature token or two out of this isn’t far-fetched at all, and that’s some pretty great value.
Imperial Oath
1.5 Three bodies + Scry 3 for six isn’t the worst thing ever, but it also isn’t quite as impactful as I’d like a six mana spell to be. Those three bodies can help, but there are also plenty of board states where they don’t do a whole lot for you.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Clawing Torment
2.0 This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Mothrider Patrol
2.0 So, this has a couple of nice synergy things going on. First, it is a Warrior with Flying, so it will frequently be able to attack alone and trigger those sorts of effects. Second, the fact it has Flying means it pairs nicely with Ninjutsu. And yeah, White has only one Ninja, but you’re not going to be playing Monowhite, so it could come up! Those things definitely help the card – it is a decent early game attacker that can then Master Decoy things in the late game. The cost of 4 mana is pretty steep for the effect, but it is still a nice on to have around in the late game.
Tranquil Cove
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 7: Bearer of Memory
Go-Shintai of Lost Wisdom
2.5 This is the least impressive of all the Shrines. Milling is a tough win condition to do consistently in most formats, and that certainly looks to be the case here, and it also isn’t that easy to take advantage of it yourself in this format. So, unless you really get there on Shrines, this won’t do a whole lot for you. The others in this cycle are all pretty nice even if you have 0 other shrines, and that can’t really be said here. That said, it does have some things going for it – namely, that it is a two mana Flyer, which can help you set up Ninjutsu, and it also isn’t a bad place to put Equipment or countrers.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Careful Cultivation
2.5 In a lot of formats, a two mana 1/1 that can tap for Green mana is very playable, and this is better than that in a lot of ways, since you can stick it out there at Instant speed. Meanwhile, the Aura side of things does a pretty good of ramping you too, and offers a solid stat boost. I do sort of feel like you’re going to be more interesting in Channeling this the most of the time, as I think that’s the best deal you can get here.
Network Terminal
2.0 3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
Bearer of Memory
1.5 This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Light the Way
1.0 We see cards with two modal effects like this a lot, and they are almost always underwhelming. It seems like you’ll always be able to do something meaningful with one of the modes, but it just doesn’t work out that way all that often. When you can use it as a trick to help your creature win combat, or help a creature dodge removal, or you rebuy an ETB ability it will feel good, but mostly this won’t give you a full card worth of value often enough.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
You Are Already Dead
2.5 This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
Discover the Impossible
1.5 This gives you some nice card selection, but most of the time you’re going to just be spinning your wheels – getting one card from casting it for three mana – and most of the time its just going to feel worse than Divination. If you’re not adding to the board, you’ve got to be getting something pretty significant out of this. The upside on cheap spells is nice, and will make it feel a little more efficient, but its still just one card. I think you’ll find yourself cutting this card more than you’ll play it.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Tales of Master Seshiro
3.5 Chapter I and II actually give a fairly significant buff. +1/+1 counter + Vigilance for a turn is pretty sweet, because it not only enables a better attack, it allows you to alter how a race is going. Now, sometimes paying 5 for chapter one is going to feel pretty rough – like if getting the counter and vigilance doesn’t do much for you, but at the stage in the game that you play this, it is pretty likely to be useful. Then, you end up with a pretty nice creature – with haste and Vigilance – which will mean it can swing right away, unlike most of these saga-creatures. I think this might be Green’s best Common. It gives you a ton of very real value up front, and then a very nice creature.
Brute Suit
2.5 This is a nice little Vehicle at Common. 1 to crew is super easy, and its no joke as an attacker. As we’ve seen, there’s lots of Vehicle stuff going on this set too.
Iron Apprentice
2.0 This format has plenty of counters, so putting more on this thing isn’t a huge stretch. It also gives you a creature that enters the battlefield modified, which powers up a bunch of cards in this format.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Dismal Backwater
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 9: Befriending the Moths
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Undercity Scrounger
1.5 This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
Ninja's Kunai
2.5 You pay a total of 3 mana for Lightning, and that’s not a bad rate in Limited. What’s more is, it also lets you get some synergy – and not only the obvious artifact and Equipment synergy – but also some sacrifice synergy for the RB deck
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Guardians of Oboro
2.0 A 3-mana ¾ with Defender is kind of okay in a more controlling deck, and if you modify this one – or other creatures with Defender – they can attack. That’s kind of cool, though not exactly an incredible payoff. This seems fine.
Befriending the Moths
3.0 Chapter I and II will very likely enable attacks you didn’t have before, and that’s a pretty big deal. Especially because this eventually adds meaningfully to the board by giving you a 2/4 Flyer. It will be a bit of a bummer to play on a completely empty board, but that won’t be happening that often. This looks like a good Common to me, one you can first pick sometimes.
Containment Construct
3.0 Man, if we had this in Crimson Vow it would have been absurd thanks to all the Blood tokens! This format also has a mechanic that involves discarding, though – and its Channel. If you Channel a card to get some effect and the construct exiles that card for you, it is going to feel pretty insane. You really only need to pull it off once to feel pretty good about it. So, if you have 0 ways to discard cards in your deck, you probably don’t play this, but as long as you have at least one, I don’t think you cut it. This is because it has passable stats and has a useful card type in Artifact, which is likely to help you with synergy too. It will be pretty hard to end up with 0 cards that have you discard, so I don’t really think it needs a build around grade.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Golden-Tail Disciple
2.0 It is an Enchantment, which is good for the format, and the fact it has lifelink means it is a good creature to modify. Its nothing special, but you’ll play it a fair bit.
Network Terminal
2.0 3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Unstoppable Ogre
2.0 The enter the battlefield trigger on the card won’t always do something for you, but there will be a decent number of situations where it allows you to attack more effectively with your board. It can also crew everything which is nice.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Reinforced Ronin
3.0 Even if we don’t look at some of the synergies this card has, it would probably be pretty solid. You can play it and get in for 2 when you can, and when you can’t, you can effectively cycle it away with channel. However, there are several things in this set that make this better than all of that. First, it isn’t too bad with ninjutsu, since you can have it come down out of nowhere, and its returning to your hand anyway. Second, it is good with “attacks alone” Samurai stuff, because it can come down and get those benefits immediately, making it a much more problematic attacker than it would otherwise be. And third, its an Artifact, and there are various cards in this set that do a thing when an Artifact enters the battlefield, and it can trigger them repeatedly.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Suit Up
1.5 These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
Pack 1 Pick 13: Armguard Familiar
Akki Ember-Keeper
3.0 This is a nice little two drop. It has passable stats and a nice ability that makes sure your board stays populated when your modified creatures die. There are a plethora of ways to modify them, so getting a creature token or two out of this isn’t far-fetched at all, and that’s some pretty great value.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Pack 1 Pick 14: Moonsnare Prototype
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Jugan Defends the Temple
5.0 This gives you something that affects the board right away, which is great – and it even ramps your mana some! Then, Chapter two will buff a couple of creatures, and when you get to Chapter three you end up with a very impressive creature who can buff any creature you play, and it even threatens to get even bigger if you have enough modified creatures. This feels like a bomb to me. Even waiting a couple of turns to get Jugan in the late game is no big deal, because you’re getting two other very real chapters before you get there. Its also great that Jugan is a very relevant creature all game long.
The Long Reach of Night
2.5 I never love effects that give the opponent a choice between two things – especially when the options are discard or sacrifice a creature, because there are many board states where doing one or the other is no problem for your opponent, and because they have a choice, that means chapter I and II won’t always feel that great. That said, there will certainly be times where it is “pick your poison” for your opponent and have they have no good option, and because you do it two turns in a row, you’re more likely to produce that situation than you might otherwise be. The creature you eventually get can be pretty tough, and Chapters I and II do make it pretty likely there’s at least a few creatures in the graveyard.
Nezumi Prowler
3.5 The thing I really like is that its good whether or not you’re Ninjutsuing. A two mana 3/1 that gives death touch to something when it ETBs is just a good rate. You won’t always be able to take advantage of it of course, but most of the time it will change how your turn goes. Then adding the Ninjutsu angle is a big deal, because you can use it to give death touch to one of your blocked creatures out of nowhere.
Sky-Blessed Samurai
3.0 Almost no matter what White deck you’re in, casting this for 5 is a pretty reasonable expectation, and that is quite the efficient flyer. Sometimes it will be even more efficient than that!
Tempered in Solitude
3.0 This is a great payoff for attacking with a creature alone, something that will of course be well-supported within the RW color pair. Attacking alone basically draws you a card here, so even if you offer up an attack that will be a trade at best, you’re probably still coming out ahead. While it is definitely going to make the most sense in RW, it gives you a pretty good reason to only attack with one creature a turn in most of the Red decks.
Ambitious Assault
2.0 Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
Fang of Shigeki
2.5 One mana 1/1s with Deathtouch are always playable, mostly because they have the ability to trade up with just about anything. This one also comes with Enchantment and Ninja upside, though in Green probably only the former matters. Still, you probably won’t ever cut the first few copies of these from your Green decks.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
Lucky Offering
1.5 This is actually passable in your main deck in this format, since there are so many artifacts, and many of them can be blown up by this. It is still narrow enough that I don’t love putting in the main deck.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Mothrider Patrol
2.0 So, this has a couple of nice synergy things going on. First, it is a Warrior with Flying, so it will frequently be able to attack alone and trigger those sorts of effects. Second, the fact it has Flying means it pairs nicely with Ninjutsu. And yeah, White has only one Ninja, but you’re not going to be playing Monowhite, so it could come up! Those things definitely help the card – it is a decent early game attacker that can then Master Decoy things in the late game. The cost of 4 mana is pretty steep for the effect, but it is still a nice on to have around in the late game.
Bearer of Memory
1.5 This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Kami of Terrible Secrets
1.5 // 3.0 A 4-mana ¾ is not a great stat-line these days, so you are going to want to be drawing a card off of this around half the time for it to be worth it. And…that’s not going to be automatic in every Black deck in the format, since this asks you to have both an Artifact and Enchantment. That’s certainly easier to do in this format than it is in most, but if you’re in say, UB Ninjas or the BG graveyard deck – that’s not something you’re going to be focused on. In a lot of ways, this is a BW gold card, because that’s the deck that has a whole bunch of reasons to get both an Artifact and an Enchantment in play.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Thornwood Falls
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 2: Sky-Blessed Samurai
Discover the Impossible
1.5 This gives you some nice card selection, but most of the time you’re going to just be spinning your wheels – getting one card from casting it for three mana – and most of the time its just going to feel worse than Divination. If you’re not adding to the board, you’ve got to be getting something pretty significant out of this. The upside on cheap spells is nice, and will make it feel a little more efficient, but its still just one card. I think you’ll find yourself cutting this card more than you’ll play it.
Seismic Wave
3.5 mana to do 2 to anything isn’t incredible, but the one damage it does to all non-artifact creatures is quite nice. There are lots of things this card can end up doing. For example, if you do the 2 damage to a non-artifact creature, this will actually end up doing 3 total. You can also use it kill an X/2 and then pick off an X/1 or two. This card will occasionally cause big blowouts against X/1s, and it probably makes non-artifact X/1s in this format a little bit worse than normal. I think in the end, this is premium removal.
Sky-Blessed Samurai
3.0 Almost no matter what White deck you’re in, casting this for 5 is a pretty reasonable expectation, and that is quite the efficient flyer. Sometimes it will be even more efficient than that!
Wanderer's Intervention
2.5 This is restrictive about what it can kill – both because of the 4 damage and the “attacking or blocking” restriction, but it will often feel reasonably efficient. I don’t quite consider something like this premium because of how restrictive it is, but I think you end up playing the first copy pretty often in your White decks
Shrine Steward
1.0 // 2.5 This has some ugly stats, but if your deck has even 2 Shrines and/or Auras, it is probably worth running. While this set does have plenty of Enchantments, it doesn’t have so many Auras and Shrines that you’ll always end up with enough of them to run the Steward.
Imperial Subduer
2.5 Tapping an opposing creature tends to be a pretty nice effect for aggro decks in Limited, as it can often enable some attacks you didn’t have without the tap. This does have an additional restriction, in that your Warrior or Samurai has to attack alone to do it – but it still seems pretty nice. The Subduer itself is a Warrior, so it triggers its own ability. The Samurai/Warrior deck seems to have other payoffs for attacking with one creature at a time too, so this seems like a solid Common.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Kami's Flare
3.5 Two mana to do 3 is always premium, so also doing 2 to the opponent sometimes is pretty nice. This is one of Red’s best Commons.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Befriending the Moths
3.0 Chapter I and II will very likely enable attacks you didn’t have before, and that’s a pretty big deal. Especially because this eventually adds meaningfully to the board by giving you a 2/4 Flyer. It will be a bit of a bummer to play on a completely empty board, but that won’t be happening that often. This looks like a good Common to me, one you can first pick sometimes.
Lethal Exploit
3.0 Two mana for -2/-2 at Instant speed isn’t exactly premium, though it can kill a lot of stuff. And you can even use it combined with a block to take something down – though that’s always a little risky. That said, I think you’ll be able to do -3/-3 with this often enough that it sneaks into the lower B range. If it was always -3/-3 it would be a 3.5. And sometimes this will be even more than -3/-3 – though I think we have to accept the wide range of outcomes with this, and the fact that -2/-2 is probably going to happen a lot.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Repel the Vile
2.5 This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Anchor to Reality
0.0 // 2.5 Your typical Tutor tends to not be great in Limited…and I think that’s mostly the case here. You pay four mana, use up the Anchor and an artifact or creature in play to search up an Equipment or Vehicle and put it on to the battlefield. In other words, you are 2-for-1ing yourself. Now, there are some scenarios where maybe you run this – like if you have an absurd bomb this either an Equipment or Vehicle – but that’s pretty much it. So, if you have some really high costed card that has either of those types, this starts to get pretty interesting, but that’s a very narrow use, and this shouldn’t really be played in your typical Limited deck.
Tempered in Solitude
3.0 This is a great payoff for attacking with a creature alone, something that will of course be well-supported within the RW color pair. Attacking alone basically draws you a card here, so even if you offer up an attack that will be a trade at best, you’re probably still coming out ahead. While it is definitely going to make the most sense in RW, it gives you a pretty good reason to only attack with one creature a turn in most of the Red decks.
Gloomshrieker
3.5 This is pretty good. It will set you up for a 2-for-1 most of the time, and the fact it has Menace even means it can be a little bit of a problem as an attacker. The one downside here is that sometimes you won’t really want to play this on turn three, because you don’t have a permanent in your graveyard. It is costed as more of an aggressive creature, but most of the time you probably won’t want to play this if you aren’t taking advantage of the ETB. The good news is, most of the time you’ll be able to.
Life of Toshiro Umezawa
4.0 Now, this is a Saga that turns into a creature! Chapters I and II are nice references to Umezawa’s Jitte, and once it transforms into a creature, it is a nice reference to Toshiro Umezawa. But even apart from the fun references, this card seems quite good. Chapters I and II give you options between the different modal Jitte effects, and they are pretty spicy. On some boards this will allow you to outright kill two creatures with the first two chapters – on boards where you can’t do that, this will often allow you to attack with a creature who couldn’t before – and on eboards where you can’t do either, gaining a few life isn’t a bad consolation prize, especially because it turns into a reasonable creature in the end.
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
Spirited Companion
2.5 Well, it looks like White got an Elvish Visionary! That’s always a pretty nice card in Limited – as adding something to the board and getting a card out of it feels pretty good.
You Are Already Dead
2.5 This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
Short Circuit
1.5 This is fairly mediocre. It doesn’t stop enough of what a card can do for it to be that effective as removal. Sure, it has less power and it can’t fly – but it still lets the creature block, it can still have a death trigger, it can still have an activated ability, it can still have a static ability, and heck – it can even still attack, just less effectively! It having Flash does mean sometimes you can set this up so that you can kill an attacking creature with a double block, and when you can do that it will feel alright, but you just won’t always be able to make that happen.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
When We Were Young
1.5 This trick has the potential to create some 2-for-1 blow outs, but its also pretty expensive, and we’ve seen similar tricks that always grant key words like lifelink not be all that impressive. I think running one of these in your aggressive White decks with a decent number of artifacts and enchantments is fine, but I can see it getting cut a decent percentage of the time too.
Storyweave
2.0 This is a really interesting design. The +1/+1 counter part of it can be a passable combat trick for sure, although the more powerful mode is assuredly the one where you accelerate your Saga and make a larger Enchantment creature. For pretty much every saga in the set, this will immeidatley make it into a creature with those two extra counters, and doing at Instant speed can let you ambush your opponent. Now, that use won’t always be possible – and as always we have to look at what this card will do on average – but I think it will do something nice with one of these modes often enough that it is at least a decent playable.
Bronzeplate Boar
4.0 Early, this is a 3-mana 3/2 with Trample, a card that would often make the cut anyway – and then later in the game it can give +3/+2 and Trample to something else – that’s the kind of boost that makes virtually any creature into a threat.
Repel the Vile
2.5 This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Sunblade Samurai
3.0 If you have 5 mana, you can cast it as a fairly reasonable body with Vigilance – and if you’re having problem finding mana in the early part of the game, you can Channel it away to find another land. And it even gains you some life! It isn’t that far from being a 5-mana 4/4 with Vigilance that has cycling for 2 mana. Flexibility like this really trumps the fact that neither half of this card would be amazing on its own.
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Eiganjo Exemplar
3.0 It counts itself of course, so even without any other samurais around it attacks as a 3/2. One really nice thing is that you can play this, and then on the same turn attack with another Samurai, and +1/+1 is likely to help it attack more effectively.
Voltage Surge
3.0 One mana to do two to a creature is usually pretty close to premium removal – you will be able to pay one mana to kill many creatures that cost more! This having the additional “sacrifice an artifact” option to upgrade it to doing 4 damage is definitely enough for it to be premium, as doing 4 for one mana is a really good deal, though you may not always have an expendable artifact to give up.
Ironhoof Boar
2.5 This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Seismic Wave
3.5 mana to do 2 to anything isn’t incredible, but the one damage it does to all non-artifact creatures is quite nice. There are lots of things this card can end up doing. For example, if you do the 2 damage to a non-artifact creature, this will actually end up doing 3 total. You can also use it kill an X/2 and then pick off an X/1 or two. This card will occasionally cause big blowouts against X/1s, and it probably makes non-artifact X/1s in this format a little bit worse than normal. I think in the end, this is premium removal.
Sokenzan Smelter
3.0 This is a two mana 2/2 with some pretty nice upside. There are artifacts aplenty in this set, so having an expendable one around to turn into a 3/1 with Haste isn’t going to be super hard. That said, you also won’t always have an Artifact that is worth sacrificing either.
Bearer of Memory
1.5 This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Guardians of Oboro
2.0 A 3-mana ¾ with Defender is kind of okay in a more controlling deck, and if you modify this one – or other creatures with Defender – they can attack. That’s kind of cool, though not exactly an incredible payoff. This seems fine.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Befriending the Moths
3.0 Chapter I and II will very likely enable attacks you didn’t have before, and that’s a pretty big deal. Especially because this eventually adds meaningfully to the board by giving you a 2/4 Flyer. It will be a bit of a bummer to play on a completely empty board, but that won’t be happening that often. This looks like a good Common to me, one you can first pick sometimes.
Voltage Surge
3.0 One mana to do two to a creature is usually pretty close to premium removal – you will be able to pay one mana to kill many creatures that cost more! This having the additional “sacrifice an artifact” option to upgrade it to doing 4 damage is definitely enough for it to be premium, as doing 4 for one mana is a really good deal, though you may not always have an expendable artifact to give up.
Kami's Flare
3.5 Two mana to do 3 is always premium, so also doing 2 to the opponent sometimes is pretty nice. This is one of Red’s best Commons.
Debt to the Kami
2.5 Keep in mind, your opponent chooses what gets exiled when you use this. So, mostly, it will feel like a three mana edict effect, and those have waning value as the game goes on and your opponent is more and more likely to have something very expendable to give up. It can be pretty potent early. And, because you choose the option, you can at least choose the one that is the toughest for them to decide – for example if they have only one creature or one enchantment the choice is easy – but its also pretty easy if they only have two of one of them and so forth. The fact its an Instant means you can deploy it at the exact right time a little more easily too – but still. Its removal that you don’t really have enough control over.
Bamboo Grove Archer
2.5 This is a very nice defensive creature. A two mana 3/3 with Reach will slow the board to a grinding halt in the early game, and the fact that you can use it as a Plummet sometimes is nice upside. It isn’t exactly the kind of card all decks will want, but grinder Green decks will probably be happy to play a few of these – while aggro decks probably aren’t playing it at all.
Pack 2 Pick 6: Seven-Tail Mentor
Walking Skyscraper
3.0 You probably want to be casting this for 6 consistently to play it in your deck – but I actually don’t think that’s a huge hurdle in this format. There’s lots of things that modify your creatures, and playing a 6-mana 8/8 with Trample and Hexproof when its untapped is pretty spicy! I think this will probably be a nice playable for just about any deck that isn’t super aggressive.
Nezumi Prowler
3.5 The thing I really like is that its good whether or not you’re Ninjutsuing. A two mana 3/1 that gives death touch to something when it ETBs is just a good rate. You won’t always be able to take advantage of it of course, but most of the time it will change how your turn goes. Then adding the Ninjutsu angle is a big deal, because you can use it to give death touch to one of your blocked creatures out of nowhere.
Short Circuit
1.5 This is fairly mediocre. It doesn’t stop enough of what a card can do for it to be that effective as removal. Sure, it has less power and it can’t fly – but it still lets the creature block, it can still have a death trigger, it can still have an activated ability, it can still have a static ability, and heck – it can even still attack, just less effectively! It having Flash does mean sometimes you can set this up so that you can kill an attacking creature with a double block, and when you can do that it will feel alright, but you just won’t always be able to make that happen.
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Commune with Spirits
1.0 This is cheap and gives you some decent card selection. But…it also doesn’t really do a whole lot, and cards like that seem to be getting worse and worse in Limited these days. It seems like it will be easy to cut this.
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Unstoppable Ogre
2.0 The enter the battlefield trigger on the card won’t always do something for you, but there will be a decent number of situations where it allows you to attack more effectively with your board. It can also crew everything which is nice.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Awakened Awareness
1.0 This is pretty flexible – although it isn’t that good at either thing it does. If you’re looking for removal, you can just pay UU to make an opposing creature into a 1/1. It still keeps all of its abilities, though. If you want to pay more mana, you can use it to make one of your creatures big…but not really that much bigger if your creature is of a reasonable size at all. Yeah, overall, this is either a bad removal spell or an overcosted Aura to pump one of your creatures, and while I value flexibility – neither option here is very appealing.
Mothrider Patrol
2.0 So, this has a couple of nice synergy things going on. First, it is a Warrior with Flying, so it will frequently be able to attack alone and trigger those sorts of effects. Second, the fact it has Flying means it pairs nicely with Ninjutsu. And yeah, White has only one Ninja, but you’re not going to be playing Monowhite, so it could come up! Those things definitely help the card – it is a decent early game attacker that can then Master Decoy things in the late game. The cost of 4 mana is pretty steep for the effect, but it is still a nice on to have around in the late game.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Era of Enlightenment
2.0 Like most of these saga-creatures, it is slow at adding to the board – so getting in the late game will sometimes be a bummer, but at least this one has some use right away, even late, as Scry 2 can help you dry what you really need to draw. The life gain can also help you survive the fact that you couldn’t add to the board right away too. Then, it becomes a 2/2 with First Strike, and that’s a creature is relevant all game long in most cases. While its a bit slow, the value this generates will feel nice – its spread out, but ultimately you get a 2/2 with First Strike that scries 2 and gains you 2 life, and that’s a pretty nice investment.
Voltage Surge
3.0 One mana to do two to a creature is usually pretty close to premium removal – you will be able to pay one mana to kill many creatures that cost more! This having the additional “sacrifice an artifact” option to upgrade it to doing 4 damage is definitely enough for it to be premium, as doing 4 for one mana is a really good deal, though you may not always have an expendable artifact to give up.
Clawing Torment
2.0 This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
Virus Beetle
1.5 Adding to the board and taking something away from your opponents’ hand isn’t a bad play in the early to mid game, though it does get less impressive late. It comes with the Artifact type too, which is a useful thing.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Bamboo Grove Archer
2.5 This is a very nice defensive creature. A two mana 3/3 with Reach will slow the board to a grinding halt in the early game, and the fact that you can use it as a Plummet sometimes is nice upside. It isn’t exactly the kind of card all decks will want, but grinder Green decks will probably be happy to play a few of these – while aggro decks probably aren’t playing it at all.
Suit Up
1.5 These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Dramatist's Puppet
1.5 There’s a lot of counters in this set, so taking them away from your opponent or adding them to your own things is definitely relevant, but it still won’t always actually be able to do a thing, and when it can’t it will still be a 4-mana 2/4, which is pretty bad.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
The Long Reach of Night
2.5 I never love effects that give the opponent a choice between two things – especially when the options are discard or sacrifice a creature, because there are many board states where doing one or the other is no problem for your opponent, and because they have a choice, that means chapter I and II won’t always feel that great. That said, there will certainly be times where it is “pick your poison” for your opponent and have they have no good option, and because you do it two turns in a row, you’re more likely to produce that situation than you might otherwise be. The creature you eventually get can be pretty tough, and Chapters I and II do make it pretty likely there’s at least a few creatures in the graveyard.
Ambitious Assault
2.0 Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
Lucky Offering
1.5 This is actually passable in your main deck in this format, since there are so many artifacts, and many of them can be blown up by this. It is still narrow enough that I don’t love putting in the main deck.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Bearer of Memory
1.5 This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Kami of Terrible Secrets
1.5 // 3.0 A 4-mana ¾ is not a great stat-line these days, so you are going to want to be drawing a card off of this around half the time for it to be worth it. And…that’s not going to be automatic in every Black deck in the format, since this asks you to have both an Artifact and Enchantment. That’s certainly easier to do in this format than it is in most, but if you’re in say, UB Ninjas or the BG graveyard deck – that’s not something you’re going to be focused on. In a lot of ways, this is a BW gold card, because that’s the deck that has a whole bunch of reasons to get both an Artifact and an Enchantment in play.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Pack 2 Pick 10: Wanderer's Intervention
Wanderer's Intervention
2.5 This is restrictive about what it can kill – both because of the 4 damage and the “attacking or blocking” restriction, but it will often feel reasonably efficient. I don’t quite consider something like this premium because of how restrictive it is, but I think you end up playing the first copy pretty often in your White decks
Imperial Subduer
2.5 Tapping an opposing creature tends to be a pretty nice effect for aggro decks in Limited, as it can often enable some attacks you didn’t have without the tap. This does have an additional restriction, in that your Warrior or Samurai has to attack alone to do it – but it still seems pretty nice. The Subduer itself is a Warrior, so it triggers its own ability. The Samurai/Warrior deck seems to have other payoffs for attacking with one creature at a time too, so this seems like a solid Common.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Tempered in Solitude
3.0 This is a great payoff for attacking with a creature alone, something that will of course be well-supported within the RW color pair. Attacking alone basically draws you a card here, so even if you offer up an attack that will be a trade at best, you’re probably still coming out ahead. While it is definitely going to make the most sense in RW, it gives you a pretty good reason to only attack with one creature a turn in most of the Red decks.
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
You Are Already Dead
2.5 This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
When We Were Young
1.5 This trick has the potential to create some 2-for-1 blow outs, but its also pretty expensive, and we’ve seen similar tricks that always grant key words like lifelink not be all that impressive. I think running one of these in your aggressive White decks with a decent number of artifacts and enchantments is fine, but I can see it getting cut a decent percentage of the time too.
Ironhoof Boar
2.5 This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Seismic Wave
3.5 mana to do 2 to anything isn’t incredible, but the one damage it does to all non-artifact creatures is quite nice. There are lots of things this card can end up doing. For example, if you do the 2 damage to a non-artifact creature, this will actually end up doing 3 total. You can also use it kill an X/2 and then pick off an X/1 or two. This card will occasionally cause big blowouts against X/1s, and it probably makes non-artifact X/1s in this format a little bit worse than normal. I think in the end, this is premium removal.
Sokenzan Smelter
3.0 This is a two mana 2/2 with some pretty nice upside. There are artifacts aplenty in this set, so having an expendable one around to turn into a 3/1 with Haste isn’t going to be super hard. That said, you also won’t always have an Artifact that is worth sacrificing either.
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Pack 2 Pick 14: Reckoner's Bargain
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Fable of the Mirror-Breaker
4.5 Unlike a lot of these sagas, it adds to the board immediately with a 2/2 token – and one that can make you some treasure, which is certainly pretty nice! Chapter II’s rummage effect will sometimes come in handy too, and then when you get to chapter 3 you get a pretty powerful creature in Reflection of Kiki-Jiki. Sure, you need another creature around that’s worth copying, but you frequently will just have something else you can make a copy of that will really change the way you attack that turn. You can even copy the 2/2 that you got with Chapter I, although that isn’t the most exciting thing ever. Either way, this Saga adds to the board right away, gives you some card selection, and then you get a creature who is generally going to be a real problem for your opponent. You get a ton of value for the mana you invest, and while you have to wait for your returns – getting a good portion of them in Chapter I is a pretty big deal.
Mobilizer Mech
3.0 This is cheap to cast and has a fairly reasonable Crew cost, especially because it will essentially crew a second Vehicle, should you have one around. And..you won’t always, in fact about half the time you probably won’t have more than one vehicle, but the times you do this is going to do some pretty silly stuff.
Kappa Tech-Wrecker
3.5 Wow. They really did it…this is a ninja turtle! Anyway, a two mana ⅓ with Deathtouch is always playable. Being able to trade for everything is a big deal, and this comes with Ninjutsu and the ability to naturalize something when it hits the opponent…and there is plenty of stuff it can blow up in this format.
Roaring Earth
4.5 This seems like a very strong Uncommon. This will spit out +1/+1 counters all game long, making your board increasingly problematic for your opponent. Adding Channel to the mix is a pretty serious upgrade too, because drawing this in the late game wouldn’t be all that impressive – but when that’s when you see this, you can just Channel it to make one of your lands a creature, something that is far more impactful in situations where you don’t get this until late. This is worth taking pretty highly, and is a definite candidate for the best Uncommon in the set.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Wanderer's Intervention
2.5 This is restrictive about what it can kill – both because of the 4 damage and the “attacking or blocking” restriction, but it will often feel reasonably efficient. I don’t quite consider something like this premium because of how restrictive it is, but I think you end up playing the first copy pretty often in your White decks
Befriending the Moths
3.0 Chapter I and II will very likely enable attacks you didn’t have before, and that’s a pretty big deal. Especially because this eventually adds meaningfully to the board by giving you a 2/4 Flyer. It will be a bit of a bummer to play on a completely empty board, but that won’t be happening that often. This looks like a good Common to me, one you can first pick sometimes.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Debt to the Kami
2.5 Keep in mind, your opponent chooses what gets exiled when you use this. So, mostly, it will feel like a three mana edict effect, and those have waning value as the game goes on and your opponent is more and more likely to have something very expendable to give up. It can be pretty potent early. And, because you choose the option, you can at least choose the one that is the toughest for them to decide – for example if they have only one creature or one enchantment the choice is easy – but its also pretty easy if they only have two of one of them and so forth. The fact its an Instant means you can deploy it at the exact right time a little more easily too – but still. Its removal that you don’t really have enough control over.
Kindled Fury
1.5 We’ve seen this many times before, and its always a passable trick. +1/+0 and First Strike for one mana isn’t a bad deal since it allows many creatures to win combat – first strike just does a great job of turning a trade into something much better for you.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Master's Rebuke
3.0 We see versions of this card all the time, and it always ends up being Green premium removal. It allows you to kill a lot of things pretty cheaply, and having a large enough Green creature in play to make it work isn’t that hard. You do have to be a little careful with when you use it, because if they blow up your creature in response it is some really terrible news.
Blade-Blizzard Kitsune
3.5 3-mana for a 2/2 Double Striker is actually a great rate, and I kind of think that would probably be a 3.0 in any format. Its just a creature that can punch above its weight class really well, easily take down other cards that are two and three mana, and it hits hard, and it is both a good blocker and attacker. This set has plenty of Auras, +1/+1 counters, and Equipment, all of which go really well with the Kitsune. The Ninjutsu here is some nice additional upside, as sometimes maybe you want to sneak in 4 damage for lethal, or there is some other benefit to casting it that way, but I think you’ll more frequently just cast this for three mana and Ninjutsu it – so, I don’t actually think the Ninja angle here is huge upside.
Assassin's Ink
4.0 This is premium removal. Even if you always had to pay 4 mana for it, it would be premium – so the fact that it lets you decrease the cost all the way down to only 2 mana is really nice. It isn’t going to be easily splashable which is a little sad, but its still a great card.
Towashi Guide-Bot
3.0 This looks pretty nice. A 4-mana 2/1 that puts a counter on a creature is quite good, and obviously there is a fair bit of synergy in this format for artifacts and modifications – including this card, which comes with the pretty nice ability to draw you a card. It is very likely it will only cost you 3 because of the counter it puts somewhere, and I can get behind that cost pretty happily – anything less than that and this will really generate some serious card advantage.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
The Modern Age
3.0 So, looting a couple of times is decent card selection, though like with a lot of these, you’re going to kind of wish you were adding to the board right away, instead of having to wait a couple of turns. As is this case with most of these creature-sagas, you get great value for your mana – in this case, a two mana ⅔ Flyer that loots twice – but the trade off is that you have to really wait for it. Still, Chapter I and II are the kinds of things that are at least useful all game long, so this isn’t one where you really need to play it early or you’re going to be disappointed.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Lucky Offering
1.5 This is actually passable in your main deck in this format, since there are so many artifacts, and many of them can be blown up by this. It is still narrow enough that I don’t love putting in the main deck.
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Chainflail Centipede
2.0 This is a Gray Ogre who attacks as a 4/2, with some reconfigure upside. I’m not ultra impressed with this as a creature or Equipment you put on something else. I mean, its fine, but I think you end up cutting it more than you’ll play it. It just isn’t very efficient no matter how you use it, and the stats boost is only useful if you’re the attacker.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Eiganjo Uprising
2.5 This is a weird card. It will be good if you can win the game win you cast it, but it will pretty much be a dead card if you can’t. The good news is, Haste + Menace on all of your tokens does stand a pretty reasonable chance at helping you do lethal. If you use it and can’t kill your opponent, it won’t accomplish much, since they get almost as many tokens as you do. You do add one more token than they do, so you do come out ahead, but if you are at parity or behind, casting this is going to feel pretty bad in a lot of situations. It will definitely close out some games, but you have to factor in how mediocre it is in other situations.
Mech Hangar
3.0 This looks like a nice utility land. It will mostly only tap for colorless, but the ability to crew a Vehicle for three mana is quite nice in a format that has a ton of Vehicles. I can accept the fact that this might hurt my mana base a little bit for that kind of upside. And hey, sometimes it may even help you splash a Vehicle or something.
Historian's Wisdom
2.0 This is an Aura I can get behind playing in Limited. That’s because it will replace itself pretty often, as +2 power on your biggest creature has a pretty decent shot at drawing you that card. That means you are no longer in danger of getting 2-for-1’d like you would be with a typical Aura. Now, it is still a little tricky to use, you have to be careful not to get blown out the turn you cast it, and it isn’t game-breaking or anything – but it seems perfectly solid.
Azusa's Many Journeys
2.5 This isn’t that exciting past the early game. You probably won’t be able to play the extra land if you don’t play it on turn two or three. Gaining 3 life doesn’t hurt, and might help you get to the point where this becomes a creature, but I’m not super impressed with the creature in the later game either. That said, in the early game, this has a decent shot at ramping you and then giving you a nice creature for the board a couple of turns later. So yeah, this is a card where the effectiveness will vary wildly depending on what part of the game it is. Early it will be very nice, in the mid-to-late game it won’t be very impressive.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Akki Ember-Keeper
3.0 This is a nice little two drop. It has passable stats and a nice ability that makes sure your board stays populated when your modified creatures die. There are a plethora of ways to modify them, so getting a creature token or two out of this isn’t far-fetched at all, and that’s some pretty great value.
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Careful Cultivation
2.5 In a lot of formats, a two mana 1/1 that can tap for Green mana is very playable, and this is better than that in a lot of ways, since you can stick it out there at Instant speed. Meanwhile, the Aura side of things does a pretty good of ramping you too, and offers a solid stat boost. I do sort of feel like you’re going to be more interesting in Channeling this the most of the time, as I think that’s the best deal you can get here.
Containment Construct
3.0 Man, if we had this in Crimson Vow it would have been absurd thanks to all the Blood tokens! This format also has a mechanic that involves discarding, though – and its Channel. If you Channel a card to get some effect and the construct exiles that card for you, it is going to feel pretty insane. You really only need to pull it off once to feel pretty good about it. So, if you have 0 ways to discard cards in your deck, you probably don’t play this, but as long as you have at least one, I don’t think you cut it. This is because it has passable stats and has a useful card type in Artifact, which is likely to help you with synergy too. It will be pretty hard to end up with 0 cards that have you discard, so I don’t really think it needs a build around grade.
Boon of Boseiju
2.0 This looks like a solid trick. It will often give a significant buff for the cost, and untapping your attacking creature can matter sometimes too, since it enables it to hang back and block. The untap part also means you can try to use it to ambush an opposing attacker, but that’s generally a riskier way to use this sort of thing, since your opponent is more likely to have mana up.
Dramatist's Puppet
1.5 There’s a lot of counters in this set, so taking them away from your opponent or adding them to your own things is definitely relevant, but it still won’t always actually be able to do a thing, and when it can’t it will still be a 4-mana 2/4, which is pretty bad.
Moonsnare Specialist
3.5 This is a very good common. We have seen 4-mana 2/2s that Bounce a creature be very good in the past, and that’s what we have here as a base line. The Ninjutsu upside being tacked on means it can feel a little more like a Man-O’-War since you’re paying three mana, and being able to do it at instant speed may also enable you to break up an opposing block or something, which is pretty spicy.
Light the Way
1.0 We see cards with two modal effects like this a lot, and they are almost always underwhelming. It seems like you’ll always be able to do something meaningful with one of the modes, but it just doesn’t work out that way all that often. When you can use it as a trick to help your creature win combat, or help a creature dodge removal, or you rebuy an ETB ability it will feel good, but mostly this won’t give you a full card worth of value often enough.
Undercity Scrounger
1.5 This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
Brute Suit
2.5 This is a nice little Vehicle at Common. 1 to crew is super easy, and its no joke as an attacker. As we’ve seen, there’s lots of Vehicle stuff going on this set too.
Iron Apprentice
2.0 This format has plenty of counters, so putting more on this thing isn’t a huge stretch. It also gives you a creature that enters the battlefield modified, which powers up a bunch of cards in this format.
Heir of the Ancient Fang
2.5 This is a 3-mana ⅔ that will sometimes be a 3-mana ¾, and in a curve out in a RG deck there’s a good chance it goes that way.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Invigorating Hot Spring
4.0 This definitely has the most interesting design of all of the signpost Uncommons. It also has some pretty awesome art! I think it is probably also the one that is the hardest to gauge. That said, I think it looks pretty good. RG is about modifying stuff, so this gives you a payoff for Modifying your creatures by giving them haste, and it also provides a way for you to modify your creatures, since it can move counters from itself on to creatures. This will also give the creature Haste, obviously enough. It is basically an Enchantment that gives you one +1/+1 counter a turn over four turns – generally, an Enchantment that gives you a counter every turn tends to be pretty powerful, and while this will eventually run out of counters, being able to do it 4 times ia pretty big deal. This format has a fair bit of synergy for Modifications too, in addition to what Invigorating Thermal Springs has to offer, so being able to put a counter on a thing carries some extra weight here.
Reinforced Ronin
3.0 Even if we don’t look at some of the synergies this card has, it would probably be pretty solid. You can play it and get in for 2 when you can, and when you can’t, you can effectively cycle it away with channel. However, there are several things in this set that make this better than all of that. First, it isn’t too bad with ninjutsu, since you can have it come down out of nowhere, and its returning to your hand anyway. Second, it is good with “attacks alone” Samurai stuff, because it can come down and get those benefits immediately, making it a much more problematic attacker than it would otherwise be. And third, its an Artifact, and there are various cards in this set that do a thing when an Artifact enters the battlefield, and it can trigger them repeatedly.
Saiba Trespassers
2.0 This is a mediocre creature if you cast it that way, but it has the upside of freezing down two opposing creatures, and that’s something that can be pretty nice in the right situation, such as those where your opponent is dead as a result of not being able to block for a couple of turns. That mode is certainly the more powerful one, but it is pretty situational, so the fact it can be a creature if that’s what you really need isn’t too bad.
Dragonfly Suit
2.5 This isn’t the best rate for a vehicle, but it is easy to crew and evasive, so I can see plenty of board states where its getting in through the air.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Ambitious Assault
2.0 Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
Lethal Exploit
3.0 Two mana for -2/-2 at Instant speed isn’t exactly premium, though it can kill a lot of stuff. And you can even use it combined with a block to take something down – though that’s always a little risky. That said, I think you’ll be able to do -3/-3 with this often enough that it sneaks into the lower B range. If it was always -3/-3 it would be a 3.5. And sometimes this will be even more than -3/-3 – though I think we have to accept the wide range of outcomes with this, and the fact that -2/-2 is probably going to happen a lot.
Favor of Jukai
2.0 Channeling this will be the better deal most of the time, as the tricks we see that offer that same boost and reach always tend to be pretty playable, but it is nice that you can also use this as a more permanent boost in situations where that’s better.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Imperial Subduer
2.5 Tapping an opposing creature tends to be a pretty nice effect for aggro decks in Limited, as it can often enable some attacks you didn’t have without the tap. This does have an additional restriction, in that your Warrior or Samurai has to attack alone to do it – but it still seems pretty nice. The Subduer itself is a Warrior, so it triggers its own ability. The Samurai/Warrior deck seems to have other payoffs for attacking with one creature at a time too, so this seems like a solid Common.
Reito Sentinel
1.0 Milling doesn’t seem to be a major component of this format for the most part, whether you’re miling yourself or someone else. BG definitely has some graveyard stuff going on, and that’s probably where this will be at its best, but I’m still not overly impressed with a 3-mana 3/3 Defender. The cool thing you can do with it in the extreme late game is start using its ability to draw whatever you want to every single turn, but I’m always skeptical that type of strategy will end up working out in Limited. It doesn’t very often!
Okiba Salvage
2.0 We see 5 mana reanimation spells a lot, and they tend to be kind of mediocre. This is because you don’t often have something in your graveyard that is worth paying 5 mana to reanimate. In other words, you not only need a large enough creature, it also needs to be in the graveyard. When you add +1/+1 counters to the mix, like this does, it does become easier to feel like you’re getting your 5 mana’s worth out of the card. However, you do need to have an Artifact and Enchantment to get those. I would be much happier with this card if it gave you one +1/+1 counter if you had an artifact, and another if you had an Enchantment, but it is all or nothing – and that certainly hurts it a little bit, even in a format where it seems getting one of each of those is fairly doable. If you have a couple of crazy good bombs, it does get better than that.
Unforgiving One
3.0 This is quite the modification payoff! Now, if you’ve only got one modified creature, it isn’t going to be able to do a whole lot, but with 2+, your chance of reanimating a creature are pretty reasonable. This has a fine baseline as a 3-mana ⅔ with Menace too, which also makes it easier for you to attack with more than once. It also means that Unforgiving One is also a good creature to modify in the first place, and luckily it counts itself! I do think that it requires enough set up that it isn’t something you take super highly.
Bamboo Grove Archer
2.5 This is a very nice defensive creature. A two mana 3/3 with Reach will slow the board to a grinding halt in the early game, and the fact that you can use it as a Plummet sometimes is nice upside. It isn’t exactly the kind of card all decks will want, but grinder Green decks will probably be happy to play a few of these – while aggro decks probably aren’t playing it at all.
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Season of Renewal
1.0 // 2.5 You need to be getting both a creature and an enchantment back when you use this, or you aren’t going to be getting enough for your investment. While Enchantments are pretty plentiful in this set, especially in Green, I do think this needs a build around.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Favor of Jukai
2.0 Channeling this will be the better deal most of the time, as the tricks we see that offer that same boost and reach always tend to be pretty playable, but it is nice that you can also use this as a more permanent boost in situations where that’s better.
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Jukai Naturalist
3.5 A two mana 2/2 with lifelink is pretty nice, and reducing the cost of Enchantments is pretty nice too! As it often is, GW is about Enchantments in this set, so that will definitely be coming up.
Acquisition Octopus
2.5 3-mana 2/2s that draw you a card when they hit the opponent are always kind of alright. If you can get a blocker out of the way, or give them evasion, they can do some work. The nice thing with this verison of it, is that if the Octopus can’t get it done on its own, it can give that ability to another creature that is more capable of getting in there.
Skyswimmer Koi
3.0 This has pretty nice stats as a 4-mana 3/3 Flyer, and while its artifact pay off ability isn’t amazing, adding a loot effect to all of your artifacts is definitely relevant upside.
Ambitious Assault
2.0 Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Uncharted Haven
2.5 Coming into play tapped is definitely a downside, but the ability to name a color is great. I do think the dual lands are slightly better, as they always tap for two colors you probably need, and this will only ever tap for one, but if you need fixing, this is fine.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Season of Renewal
1.0 // 2.5 You need to be getting both a creature and an enchantment back when you use this, or you aren’t going to be getting enough for your investment. While Enchantments are pretty plentiful in this set, especially in Green, I do think this needs a build around.
Rugged Highlands
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 3 Pick 8: Heir of the Ancient Fang
Anchor to Reality
0.0 // 2.5 Your typical Tutor tends to not be great in Limited…and I think that’s mostly the case here. You pay four mana, use up the Anchor and an artifact or creature in play to search up an Equipment or Vehicle and put it on to the battlefield. In other words, you are 2-for-1ing yourself. Now, there are some scenarios where maybe you run this – like if you have an absurd bomb this either an Equipment or Vehicle – but that’s pretty much it. So, if you have some really high costed card that has either of those types, this starts to get pretty interesting, but that’s a very narrow use, and this shouldn’t really be played in your typical Limited deck.
Short Circuit
1.5 This is fairly mediocre. It doesn’t stop enough of what a card can do for it to be that effective as removal. Sure, it has less power and it can’t fly – but it still lets the creature block, it can still have a death trigger, it can still have an activated ability, it can still have a static ability, and heck – it can even still attack, just less effectively! It having Flash does mean sometimes you can set this up so that you can kill an attacking creature with a double block, and when you can do that it will feel alright, but you just won’t always be able to make that happen.
Ironhoof Boar
2.5 This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
Season of Renewal
1.0 // 2.5 You need to be getting both a creature and an enchantment back when you use this, or you aren’t going to be getting enough for your investment. While Enchantments are pretty plentiful in this set, especially in Green, I do think this needs a build around.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Heir of the Ancient Fang
2.5 This is a 3-mana ⅔ that will sometimes be a 3-mana ¾, and in a curve out in a RG deck there’s a good chance it goes that way.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Dismal Backwater
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 3 Pick 9: Befriending the Moths
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Befriending the Moths
3.0 Chapter I and II will very likely enable attacks you didn’t have before, and that’s a pretty big deal. Especially because this eventually adds meaningfully to the board by giving you a 2/4 Flyer. It will be a bit of a bummer to play on a completely empty board, but that won’t be happening that often. This looks like a good Common to me, one you can first pick sometimes.
Mirrorshell Crab
1.5 This is either an overcosted 5/7 or an overcosted Mana Leak. As is usually the case with these Channel cards, though, having the option between those things is much better than those things are individually! In this case, I do think both of the options are pretty underwhelming, though.
Debt to the Kami
2.5 Keep in mind, your opponent chooses what gets exiled when you use this. So, mostly, it will feel like a three mana edict effect, and those have waning value as the game goes on and your opponent is more and more likely to have something very expendable to give up. It can be pretty potent early. And, because you choose the option, you can at least choose the one that is the toughest for them to decide – for example if they have only one creature or one enchantment the choice is easy – but its also pretty easy if they only have two of one of them and so forth. The fact its an Instant means you can deploy it at the exact right time a little more easily too – but still. Its removal that you don’t really have enough control over.
Kindled Fury
1.5 We’ve seen this many times before, and its always a passable trick. +1/+0 and First Strike for one mana isn’t a bad deal since it allows many creatures to win combat – first strike just does a great job of turning a trade into something much better for you.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Lucky Offering
1.5 This is actually passable in your main deck in this format, since there are so many artifacts, and many of them can be blown up by this. It is still narrow enough that I don’t love putting in the main deck.
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Dramatist's Puppet
1.5 There’s a lot of counters in this set, so taking them away from your opponent or adding them to your own things is definitely relevant, but it still won’t always actually be able to do a thing, and when it can’t it will still be a 4-mana 2/4, which is pretty bad.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
Heir of the Ancient Fang
2.5 This is a 3-mana ⅔ that will sometimes be a 3-mana ¾, and in a curve out in a RG deck there’s a good chance it goes that way.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Ambitious Assault
2.0 Adding a conditional cantrip to Trumpet Blast is definitely interesting. This effect is really situational, but because it replaces itself, you end up with a card that – at worst – cycles for three mana, and you can also find more useful situations to use it in, since the card does replace itself.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Season of Renewal
1.0 // 2.5 You need to be getting both a creature and an enchantment back when you use this, or you aren’t going to be getting enough for your investment. While Enchantments are pretty plentiful in this set, especially in Green, I do think this needs a build around.