Eiganjo, Seat of the Empire
4.0 Like Boseiju, this is a land that can be a removal spell, and that’s pretty awesome. Sure, its situational, and only does 4 damage, but keep in mind – this is a land that you can draw in the late game and it actually does something, and there’s no downside in running it in place of a Plains because it comes into play untapped.
Runaway Trash-Bot
1.5 // 3.0 Obviously enough, you need to really get there on a graveyard-centric artifact/enchantment deck or this is going to be a pretty disappointing card. If you do get there, this looks like a pretty reasonable payoff. As long as it is like, a 2/4 you’re going to feel alright, especially because its likely to grow from there.
Selfless Samurai
4.0 This looks like a very nice Uncommon. A two mana 2/2 with Lifelink would be a solid card, a two mana 2/2 that can sacrifice itself to make something indestructible would be solid too – and this does both of those things plus in most ways it is better than just being a two mana 2/2 with Lifelink, since it can let larger creatures attack on their own and gain that useful keyword. The whole package here is just great: Solid stats, and two nice abilities. I think you can first pick this pretty happily.
Behold the Unspeakable
4.0 While it of course doesn’t add to the board immediately, Chapter One will make it a lot harder for you opponent to punish you for that being the case, so you are very likely to still be in a decent position by the time you untap and get Chapter II, which will either draw you FOUR cards, or let you scry 2 and draw 2 – both of those outcomes are pretty great. The creature it transforms into always won’t be that imposing - and in some cases it may not be able to stick around very, but it is likely to be able to do something at least, and I think that’s acceptable after what you got from Chapter II.
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.
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.
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.
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.
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.
Tamiyo's Compleation
3.5 This is a more powerful take on this type of removal than we usually get. Usually, the bummer with this type of Blue removal spell is that you simply lock down a creature and it doesn’t untap – you don’t stap activated abilities and static abilities – but you actually do with this, and that’s a massive upgrade. Its nice that it can even turn off Equipment – as sometimes that will be worth doing.
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.
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.
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.
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.
Kumano Faces Kakkazan
2.5 Chapter one here isn’t anything to get excited about, but hey – it does a thing, and then chapter II is actually pretty nice, provided you have a creature to cast during the second turn you control this. Playing this on turn one, and then a turn drop on turn two is a pretty spicy way to start ag ame, especially because on turn 3 this becomes a 2/2 that can rumble right away! Its ability isn’t a huge help in Limited, so you’re mostly just getting a decent body. In the end, this is pretty slow at what it does, but it does give you some nice value – like most of these sagas that turn into creatures. It does definitely have some diminishing returns, as the stuff it does is less impactful the later the game gets.
Norika Yamazaki, the Poet
3.0 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.
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.
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.
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.
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.
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.
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.
Simian Sling
3.0 This compares really favorably with Tormentor’s Helm for Kaldheim. It gives the same stats boost and the same ability that punishes blocking. The difference is this is a bit more expensive to Equip – or in this case Reconfigure, but the fact you can just play t his as a creature is a huge upgrade. They’ve given us a lot of nice one drops of late, and this looks like one to me. It can attack effectively early, and then when it can no longer do that, you can suit up another creature who can take advantage of the ability more effectively.
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
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.
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!
Bronze Cudgels
1.5 This has a unique design, but the lack of a boost to toughness and the requirement to pump mana into it is pretty hefty. I can sort of see late game situations where you just have all the mana in the world to use on this, and at that stage of the game its going to be pretty nice, as you can just put in on anything and that creature will have to be blocked. But what about the rest of the game? In the early going, it is pretty close to useless, because you just won’t have enough mana to make it do anything significant. So I have a hard time getting behind this with any enthusiasm. There’s an equipment and an artifact theme in this set that definitely give it some bonus points.
Colossal Skyturtle
3.5 This has three pretty nice modes! If you get it late and cast it as a creature, its big enough that it can close out a game, and Ward 2 provides it a bit of protection. UG is the color pair that has the most channel in it, and the Skyturtle does a pretty good of making tha clear with its two channel abilities – and they are both abilities that do a thing that might let you get back a card with Channel. Even absent that channel synergy, the fact that you can use this to get back any card from your graveyard, or to bounce a permanent is pretty nice. For most stuff with channel, if you chopped the card up, each card individually wouldn’t be that impressive, but because this card basically has three very different modes, the flexibility is well worth it.
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.
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.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
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.
Greater Tanuki
3.0 This seems pretty nice. In the early game you can use it to fix and ramp your mana, and in the late game it can be a big beater that helps you close things out. It isn’t super incredible at doing either thing, but effectively being a split card with a worse Rampant Growth on one side and a worse Colossal Dreadmaw on the other gives you a decent option all game long.
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.
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.
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.
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.
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.
Takenuma, Abandoned Mire
3.5 Like all of these, this is pretty nice. Having a land with no downside that can return a creature from your graveyard to your hand in the later part of the game is great.
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.
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.
Norika Yamazaki, the Poet
3.0 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.
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.
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.
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.
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.
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.
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.
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 5: Moonsnare Specialist
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.
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.
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.
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.
Greater Tanuki
3.0 This seems pretty nice. In the early game you can use it to fix and ramp your mana, and in the late game it can be a big beater that helps you close things out. It isn’t super incredible at doing either thing, but effectively being a split card with a worse Rampant Growth on one side and a worse Colossal Dreadmaw on the other gives you a decent option all game long.
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.
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.
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.
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.
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.
Blossoming Sands
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: Thornwood Falls
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.
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.
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.
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.
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.
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.
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.
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
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.
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 1 Pick 7: Walking Skyscraper
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.
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.
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.
Simian Sling
3.0 This compares really favorably with Tormentor’s Helm for Kaldheim. It gives the same stats boost and the same ability that punishes blocking. The difference is this is a bit more expensive to Equip – or in this case Reconfigure, but the fact you can just play t his as a creature is a huge upgrade. They’ve given us a lot of nice one drops of late, and this looks like one to me. It can attack effectively early, and then when it can no longer do that, you can suit up another creature who can take advantage of the ability more effectively.
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.
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.
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.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
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.
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.
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.
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
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.
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.
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.
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: Anchor to Reality
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.
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.
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.
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.
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.
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.
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.
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.
Simian Sling
3.0 This compares really favorably with Tormentor’s Helm for Kaldheim. It gives the same stats boost and the same ability that punishes blocking. The difference is this is a bit more expensive to Equip – or in this case Reconfigure, but the fact you can just play t his as a creature is a huge upgrade. They’ve given us a lot of nice one drops of late, and this looks like one to me. It can attack effectively early, and then when it can no longer do that, you can suit up another creature who can take advantage of the ability more effectively.
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
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!
Bronze Cudgels
1.5 This has a unique design, but the lack of a boost to toughness and the requirement to pump mana into it is pretty hefty. I can sort of see late game situations where you just have all the mana in the world to use on this, and at that stage of the game its going to be pretty nice, as you can just put in on anything and that creature will have to be blocked. But what about the rest of the game? In the early going, it is pretty close to useless, because you just won’t have enough mana to make it do anything significant. So I have a hard time getting behind this with any enthusiasm. There’s an equipment and an artifact theme in this set that definitely give it some bonus points.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
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.
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.
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.
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.
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.
Pack 1 Pick 13: Ecologist's Terrarium
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.
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.
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.
Pack 1 Pick 14: Planar Incision
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.
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.
Mirror Box
0.0 This set has more legendaries than normal, but it still isn’t enough for this to be worth it. A very, very low percentage of drafts will have you end up with enough duplicate creatures and legendaries for this to actually do something worth the card and the mana.
Silver-Fur Master
4.0 This is quite the signpost Uncommon for the UB Ninja deck. Buffing all of your Ninjas and Rogues and decreasing the cost Ninjutsu is quite impressive, and sometimes you’ll be able to Ninjutsu this in and buff some of your creatures to either do more damage to your opponent or make it so your creature or creatures win combat.
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.
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.
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
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.
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.
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.
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.
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.
Intercessor's Arrest
3.5 This is premium removal. The fact it shuts down blocking, attacking, crewing vehicles, and activated abilities is great. This format does have more ways to blow up Enchantments than normal, but it also has more payoffs for Enchantments than normal, so its probably a wash.
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.
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.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
Hotshot Mechanic
3.0 So in the early game this has nice efficient stats, and once it can’t attack effectively any more, it can crew stuff. And…it can crew virtually any vehicle in the format, which means it is going to have a late of late-game viability, especially in the UW deck – but most White decks will have enough Vehicles that he will be good late.
Behold the Unspeakable
4.0 While it of course doesn’t add to the board immediately, Chapter One will make it a lot harder for you opponent to punish you for that being the case, so you are very likely to still be in a decent position by the time you untap and get Chapter II, which will either draw you FOUR cards, or let you scry 2 and draw 2 – both of those outcomes are pretty great. The creature it transforms into always won’t be that imposing - and in some cases it may not be able to stick around very, but it is likely to be able to do something at least, and I think that’s acceptable after what you got from Chapter II.
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.
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.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
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.
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.
Moon-Circuit Hacker
3.0 Ninjutsu for one is quite the deal, especially because it will be drawing you a card if you ninjutsu it in. After that, you’ll only get to loot when it hits the opponent, but that’s okay – the initial use of the card will allow you to set up a 2-for-1, and that’s pretty nice. It is sort of a more convoluted Elvish Visionary that comes with an additional power.
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.
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!
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
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.
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.
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 2 Pick 3: Uncharted Haven
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.
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.
Dragonspark Reactor
1.5 // 4.0 The total mana investment here won’t always feel great, and it does sit around on the table for awhile before it does its thing, but accumulating counters on this seems very doable in Red in this format, and it seems like a nice removal spell that can sometimes double as a win condition. I do think that it probably needs a build around grade, as some of the Red decks in the format aren’t going to be great abusing this – UR and BR are both very interested in artifacts, but the other color pairs not so much.
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.
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.
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.
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.
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.
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.
Nezumi Bladeblesser
2.5 If you can give it either of these keywords, you’ll be pretty happy, and if you can give it both, it will feel quite formidable. Menace and Deathtouch are pretty nasty together, since you can kill both things that block it
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.
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.
Wind-Scarred Crag
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 4: Prosperous Thief
Prosperous Thief
3.5 This looks pretty nice. A 3-mana 3/2 that made Treasure when it hit the opponent would already be playable, so adding the Ninjutsu angle, and the fact that it is more generally a Ninja/Rogue payoff, and you have something even nicer!
Malicious Malfunction
1.5 // 3.0 These cheap board sweepers are frequently pretty awkward in Limited. Most decks have a decent number of creatures who will die to it, so finding an opening to cast it where it is purely beneficial can be hard. Still, it is one of the best possible ways to deal with an aggressive opponent, and casting it in those situations can be completely game ending. A card like that mostly feels like a sideboard card to me.
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.
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.
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.
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.
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.
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.
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!
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.
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 2 Pick 5: Mirrorshell Crab
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.
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.
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.
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.
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.
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.
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
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
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.
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.
Bloodfell Caves
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 6: Geothermal Kami
Norika Yamazaki, the Poet
3.0 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.
Born to Drive
3.0 If this was just an Aura, I wouldn’t be that impressed. Its costly, dependent on your board state, and doesn’t do anything to keep you from getting blown out by removal. I would be likely to give it a 1.5. However, because the card has Channel, which effectively makes it into a reasonable 3-mana spell that makes two 1/1 tokens that are good at crewing vehicles, it is a lot better. In fact, I’d go so far as to say that you’ll probably channel this more than you cast it as a spell! Still, once you have the Channel mode, it is nice that you have the Aura mode as a late-game possibility, because if you time it right on an evasive creature, an Aura like Born to Drive can end the game.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
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.
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.
Swiftwater Cliffs
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 9: Secluded Courtyard
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
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.
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.
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.
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.
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.
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.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
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!
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
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.
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.
Pack 2 Pick 11: Disruption Protocol
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.
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.
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.
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.
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.
Pack 2 Pick 12: Grafted Growth
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.
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.
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.
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!
Pack 2 Pick 13: Heir of the Ancient Fang
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.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
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.
Pack 2 Pick 14: Kaito's Pursuit
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.
Kairi, the Swirling Sky
5.0 So, a 6-mana 6/6 with Flying and Ward 3 is probably a 4.0 at the very worst. Its just a massive creature, and one that you will basically always have to spend significant mana to kill, since the things that can kill a 6/6 in Limited usually cost 4 or more mana in the first place. But then, when your opponent does kill this thing, you get a nice trigger that can either set your opponent back on the board, or get you some spells back from the graveyard. The latter effect will give you a 3-for-1 if you have enough Instants and Sorceries.
Dokuchi Silencer
3.5 This looks pretty good. If you ninjutsu it in, you’ll always have a card to discard to the effect. It sort of makes it a Bone Splinters on a stick, which is pretty good overall. Obviously, if it is able to get in more than once, it can really wreck the opposing board. Turning random creatures in hand to removal spells will usually be worth it.
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
Born to Drive
3.0 If this was just an Aura, I wouldn’t be that impressed. Its costly, dependent on your board state, and doesn’t do anything to keep you from getting blown out by removal. I would be likely to give it a 1.5. However, because the card has Channel, which effectively makes it into a reasonable 3-mana spell that makes two 1/1 tokens that are good at crewing vehicles, it is a lot better. In fact, I’d go so far as to say that you’ll probably channel this more than you cast it as a spell! Still, once you have the Channel mode, it is nice that you have the Aura mode as a late-game possibility, because if you time it right on an evasive creature, an Aura like Born to Drive can end the game.
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.
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.
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.
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.
Tamiyo's Compleation
3.5 This is a more powerful take on this type of removal than we usually get. Usually, the bummer with this type of Blue removal spell is that you simply lock down a creature and it doesn’t untap – you don’t stap activated abilities and static abilities – but you actually do with this, and that’s a massive upgrade. Its nice that it can even turn off Equipment – as sometimes that will be worth doing.
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.
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.
Jukai Preserver
3.0 At worst, this is a 4-mana 4/4, and its much better than that because it allows you to put counters wherever you want. The Channel part of the card is nice too, because sometimes utilizing this more like a trick, or spreading around the modifications is just better anyway. It slots nicely into the RG Modification deck, as well as Green-White Enchantments.
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.
The Reality Chip
5.0 So, this is a two mana 0/4 that lets you know what the top card of your library is at worst. That’s..not exciting, but not entirely unplayable either. If you manage to Reconfigure the Chip though, you end up with the very powerful ability to play lands and cast spells from the top of your library – and that’s the kind of thing that will just generate insane value for you. The downside is you lose the 0/4 who is actively adding to the board, but there’s a good chance that onc eyou Equip this, you’ll be able to add a ton to the board on your next turn, and that will help you overcome that. It is a bit clunky – as paying two to play it and three to reconfigure it is a bit slow, but I think there is some pretty impressive upside here. If you’re allowed to untap with this Equipped to something, its going to be tough for you to lose the game.
Essence Capture
2.0 This is a card we’ve seen printed a few times now, and its always decent. Once you get down to two mana, Counterspells get pretty interesting, and while it is unfortunate this one costs double blue, it is still fairly easy to get value out of it, as most decks will have 15+ targets, and the +1/+1 counter is a great thing to tack on.
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.
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.
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.
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.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
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.
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.
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.
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.
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.
Rabbit Battery
3.5 This is an aggressively costed one drop. Raging Goblin normally isn’t a great card in Limited, but this version of the card has a very reasonable Reconfigure cost that both buffs and grants haste, in a lot of ways it will feel like you can pay a reasonable kicker cost to buff and give haste to your creatures in the late game, and because Reconfigure is so cheap, the Rabbit Battery can just keep going…and going…and going on to new creatures.
Enthusiastic Mechanaut
3.5 This has good stats and a nice keyword for the cost, and reduces the cost of Artifacts. Obviously, that’s what UR is all about in this set, so this will set you up nicely in that deck.
Asari Captain
3.0 On its own, on a board with no other creatures, this is a 5-mana 5/3 with Haste. It will often be bigger than that, though, and can do some serious damage out of nowhere – and it of course also offers that bonus to your other lone attackers. But I can’t help feeling like this is a little over costed at 5 mana.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Enthusiastic Mechanaut
3.5 This has good stats and a nice keyword for the cost, and reduces the cost of Artifacts. Obviously, that’s what UR is all about in this set, so this will set you up nicely in that deck.
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.
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.
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.
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.
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.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
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.
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.
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.
Fade into Antiquity
2.5 There are so many Artifacts and Enchantments in this set that this will virtually always have a target, and is something you’ll basically always want one of in your main deck. It even kills a ton of creatures! I do still think that it is a little too restrictive to be straight up premium, but its pretty close.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
Blossom Prancer
4.0 Your deck will have enough Enchantments and Creatures in it that you will virtually always hit with the ETB ability, so you are ending up with a 5-mana 4/4 with Reach that draws you a very real card. Its nice that if you do miss, or you are in a situation where you’d rather have 4 life than a card, it can do that too. And yeah, a 5-mana 4/4 Reach that gains you 4 life on ETB would also be a nice card.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
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.
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.
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.
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.
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.
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.
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.
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
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.
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.
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.