Klement, Novice Acolyte
5.0 This is really good. If you play this on turn two, the boost it gives to your hand will be insane! Sometimes you’ll get it at a point in the game where it doesn’t do much with its ETB, but most of the time it will buff at least one thing in your hand. While its specialized versions are all quite good, they do seem a little less powerful than some of the others – but that’s probably because it is better on the front side than most of them. I think the Black/White one looks the best, as getting two 2/2 tokens right away is huge! But like with all of this, every single one of these looks quite good.
Gate to Tumbledown
2.5 So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Draconic Muralists
3.5 This is a 4-mana 4/3 that draws you any Dragon in your deck, and this format has a lot of dragons, including some bombs! This is a great 2-for-1, especially in the Dragon tribal decks.
Sword Coast Serpent
3.0 A two mana Instant that bounces a creature is usually like a 1.5. Using that in response to a trick or an Aura or something is especially good, because you end up getting tempo and a 1-for-1, but the fact that this is an Adventure makes it a lot less painful if you end up getting ONLY tempo out of it. Then, in the late came, this is a pretty impressive monster that will be unblockable sometimes. Like a lot of Adventure cards, each side individually isn’t that impressive, but the fact you get both of these things out of one card is a pretty big deal, and is better than it might look on digital paper.
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Hoard Robber
2.5 This was a big overperformer in Forgotten Realms, where its stat-line really lined up in such a way that actually blocking it early was a challenge in a sea of 2/1 creatures, so it would generate a fair bit of treasure. It will probably be a little less good here, as part of what made it great was fairly format specific, but it is still a pretty nice Common.
Valor Singer
2.5 This looks like it will be a nice common here, just as it was in Forgotten Realms. +1/+0 doesn’t sound like a lot, but you’d be surprised how often that boost can alter your attacks. It can even pump itself, so it is basically a 3-mana 3/3 if that’s what you need.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Hill Giant Herdgorger
2.5 In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
Water Weird
3.0 When you hit your opponent with this, you get a pretty good trigger. You either get to grow the Weird, or Surveil 1, and both are pretty nice options.
Underdark Basilisk
2.5 This was solid in Forgotten Realms. It gets extra good alongside effects that let it damage things – like Band Together – because the Death touch allows it to take down anything. Outside of that, it does a decent job of deterring attacks early, since it can trade for any of your opponents attacks. It also stays relevant all game long.
Unexpected Windfall
1.5 This is a card that is great in constructed, but much less impressive in Limited. Spending 4 mana and giving up two cards to get back two cards and a couple of treasure just isn’t as impactful. That doesn’t mean this is bad – but it definitely isn’t something you run in all of your Red decks.
Pack 1 Pick 2: Skullport Merchant
Seek New Knowledge
2.5 So, you end up only getting a 1-for-1 in the end, but because it always gets you two nonlands, that makes it significantly better than most draw spells which you can hit lands with. Now, the downside is you can’t use this to help you hit your third land drop – and that’s something that you usually want to use this sort of card for early, but this is mostly a mid-to-late game card, and that’s certainly a bit awkward on a two mana draw spell. Still, the card selection seems powerful and efficient enough that I think I would be interested in playing the first copy.
Lurking Roper
3.0 This was solid in Forgotten Realms. Even if you aren’t that good at gaining life, if you’re in a more controlling deck or a ramp deck, this can be a real road block because of its size. Obviously it is way better when you’re gaining life, because you can also start rumbling with it and effectively giving it Vigilance.
Skullport Merchant
3.5 This was nice in Forgotten Realms, and it will be here too. It has nice defensive stats, and it does the kinds of things you want to be doing when you’re a defensive situation – since it can draw you cards. It of course also lets you fix your mana.
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
Follow the Tracks
3.0 This is an interesting take on ramp and fixing. You get to choose one of the Uncommon gates, meaning you can effectively get a land that produces whatever color you need, while also ramping – and the Gate lands all can draw you a card in the late game too. This is certainly a little clunky, but the ramp and fixing it offers is a pretty big deal.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Ambitious Dragonborn
1.5 It is a pretty big deal that this checks the graveyard, because if it didn’t, it would be pretty challenging to make this big enough. That said, even with it checking the graveyard, there are going to be times where this is a Hill Giant or worse, and that’s brutal – and the big payoff in the end is just a big vanilla creature – which is fine, but it isn’t the most impressive ceiling either.
Incessant Provocation
1.0 // 3.0 As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Chain Devil
2.0 We see these creatures that ETB and make both players sacrifice something a lot, and they are usually pretty medium. It is nice that this one says “nontoken,” as your opponent having a token when you play an effect like this is pretty brutal. Of course, it also means that you can’t sacrifice a token to it either! There are decks in this format that will have good sacrifice fodder and stuff, and I think this will slot in as a decent card in most Black decks.
Hypnotic Pattern
0.0 These Blue cards that just lower power don’t tend to be very good, and I think that’s true here, even with the perpetual -2/-0. Sure, it costs one, but most of the time you don’t get a card worth of value out of a card like this. Looking at it as “removal” is pretty dangerous, because the creature you use it on will still be able to do pretty much everything a creature can do. Sure, maybe it doesn’t attack or block as well – but it can do both of them. And, using this as a trick isn’t great either, because your creature still needs enough power to kill the thing you use it on.
Ettercap
2.5 Always nice to have a main deck Plummet that can also be a creature when you don’t have a target. Like most of the Commone Adventure creatures in this set, neither side of the card is anything special, but the fact this can do both – and sometimes get you a 2-for-1 – makes this very playable.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Pack 1 Pick 3: Minthara of the Absolute
Minthara of the Absolute
3.0 Minthara of the Absolute – 3.0 This is the signpost Uncommon for BW, a color pair all about permanents leaving the battlefield, so you’ll be able to ratchet up the intensity on this pretty easily. I mean, a 4-mana 2/4 that gives +1/+0 to your whole board is a card you always play, and while it isn’t that immediately most of the time, it will get there relatively easily, and then beyond. It is nice that if you get multiple copies of this they feed off of each other too. I don’t feel like this is a signpost Uncommon that really puls you into its deck – but it is a card you’ll never cut if you ARE Black/White.
Jaheira, Harper Emissary
3.5 This starts with solid stats, and has hexproof that will actually matter on occasion. Then, when she specializes, you get to naturalize and get an additional effect. That’s some pretty nice artifact and enchantment hate to run in your main deck, and because it starts out as such a solid two drop, I like the overall package here. Even if you don’t have something to naturalize, her other specialize effects offer decent value.
Sewer Plague
3.0 This is premium removal. Sure, -2/-2 for three mana isn’t great, but the fact that the creature keeps getting -1/-1 every turn means that it will often set things in motion for a larger creature to die. It basically can kill things as big of a 3/3 before your opponent gets a chance to do anything, too.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Underdark Basilisk
2.5 This was solid in Forgotten Realms. It gets extra good alongside effects that let it damage things – like Band Together – because the Death touch allows it to take down anything. Outside of that, it does a decent job of deterring attacks early, since it can trade for any of your opponents attacks. It also stays relevant all game long.
Cloak of the Bat
1.5 This sort of Equipment always seems to underwhelm. It feels like it should actually do something nice pretty often, but it just doesn’t. If you have a big ol’ creature it feels pretty good, but the awkward thing about the card is that if you want to take advantage of the Haste end of thing, you need to have the mana available to equip it to whatever new creature you play. The creature also has to already be pretty good for these keywords to do their job.
Flaming Fist Officer
2.5 This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Devoted Paladin
2.0 This is a Forgotten Realms reprint, and it is a pretty solid card, especially if you’re good at going wide, at it looks like Red-White will be able to do that, both with tokens and double team.
Pack 1 Pick 4: Patriar's Humiliation
Kagha, Shadow Archdruid
3.5 Here is the Black-Green signpost Uncommon. As is often the case, Black/Green is about the graveyard. Kagha will usually mill something when she attacks that you can use. The downside is, she’s only a ¼, and even with death touch that makes her fairly vulnerable – she can be double blocked and you can still only trade, for example. For that reason, Kagha will be at her best when you have other ways to mill yourself. Luckily, it looks like that’s what BG is about, and that won’t be that difficult.
Bag of Holding
1.5 This is a pretty cool card, but not a particularly good one most of the time. It is sweet that you can loot and get your cards back later, but you just have to spend so much mana to make those things happen, you’ll find yourself unable to spend it pretty frequently until the late game.
Vampire Spawn
3.0 This was a nice little common in Forgotten Realms. It has passable stats and creates a life point difference of 4 just from entering the battlefield. That is surprisingly good!
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Hook Horror
2.5 This is kind of an Alchemy version of Persist. Basically, you get a 5-mana 3/3 that gives you a 2/2 when it dies, and when that 2/2 dies, you get a 1/1. That’s three bodies on one card, which is great for sacrifice effects and the like. It can also just represent a 2-for-1 or even 3-for-1 in a regular deck.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Patriar's Humiliation
2.5 So, a one mana instant that does damage to a creature equal to the number of creatures you have in play is usually about a 2.0. It can be really efficient removal, but it requires enough set up that it isn’t premium. This adds the “creature loses all abilities” text to the mix, which means that you can get a bonus effect that keeps that creature from ever having abilities again, which can matter sometimes. More importantly, it means that even in a situation where you can’t quite kill a creature this can do still do something. You do still need to be killing things with this for it to be worth a slot in your deck, but basically the fail case is less awful than usual.
Arcane Archery
2.0 I don’t normally like 3 mana tricks, even if they give sizable boosts and trample like this. One and two mana tricks are usually where its at. Three mana is a ton, and it means that you have less opening to use a trick, and it means you are taking a greater risk if things go sideways. However, this trick definitely gives back for the risk that you take, since it substantially upgrades your next creature spell.
Shambling Ghast
3.0 This was a very nice common for Black in Forgotten Realms. It can really keep your opponent from attacking you early, especially because it can generate 2-for-1s against two X/1s, but just the fact it can block and kill two drops is pretty sweet too. Being able to get treasure out of it is really nice too.
Pack 1 Pick 5: Nefarious Imp
Trelasarra, Moon Dancer
3.5 This is our last signpost Uncommon, and it is another one that is a reprint from Forgotten Realms. It offers a very strong Life gain payoff, as it is basically a better Ajani’s Pridemate, since you get to Scry in addition to getting a counter! A turn two Trelassara can quickly get out of control in a Green/White deck, and it can even be very valuable in the late game.
Mephit's Enthusiasm
4.0 This is premium removal. Two mana for 4 damage is great, even on a Sorcery, so the fact that you’ll sometimes get to buff your next creature is the cherry on top.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Incessant Provocation
1.0 // 3.0 As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Valor Singer
2.5 This looks like it will be a nice common here, just as it was in Forgotten Realms. +1/+0 doesn’t sound like a lot, but you’d be surprised how often that boost can alter your attacks. It can even pump itself, so it is basically a 3-mana 3/3 if that’s what you need.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Icewind Stalwart
1.5 Hill Giant stats aren’t something I love, and I’m not sure the ETB ability here will do something often enough to really overcome that. There are certainly creatures with ETB abilities to abuse and the like, but you still won’t have this matter often enough for it to be anything special.
Vampire Spawn
3.0 This was a nice little common in Forgotten Realms. It has passable stats and creates a life point difference of 4 just from entering the battlefield. That is surprisingly good!
Pack 1 Pick 6: Flaming Fist Duskguard
Choose Your Weapon
1.5 This is a Forgotten Realms reprint, and it was fine in that set. It is a pretty typical modal card in that both parts of it are pretty underwhelming. The trick wouldn’t be good enough to play and the Flyer removal spell would be a sideboard card. You lump these two mediocre cards together though, and you end up with a card that will be able to do something meaningful reasonably often. Still, you end up cutting it a lot.
Celestial Unicorn
2.5 This is a Forgotten Realms reprint, and it is a solid little life gain payoff, that goes especially well in the GW deck. It was never super impressive or anything, but hey – it can definitely grow throughout the game in a good GW deck.
Hill Giant Herdgorger
2.5 In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Hoard Robber
2.5 This was a big overperformer in Forgotten Realms, where its stat-line really lined up in such a way that actually blocking it early was a challenge in a sea of 2/1 creatures, so it would generate a fair bit of treasure. It will probably be a little less good here, as part of what made it great was fairly format specific, but it is still a pretty nice Common.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Flaming Fist Duskguard
2.0 The boon you get here isn’t that exciting, but yeah – it is staples to a two mana 3/1, and that’s a decent aggressive stat-line. This is probably a bread and butter type two drop for White decks.
Genasi Rabble-Rouser
3.0 This is a pretty strong Common. A two mana ⅓ with the ability to pump its power for one and a Red is probably pretty close to a 2.5, so obviously adding Double Team to the mix is pretty nice. This is a nice two drop for aggressive Red decks.
Rescuer Chwinga
3.0 A two mana 2/2 with Flash is already playable, and this has an extra ability that really matter sometimes. You can of course use it to save a permanent from removal, or you can use it to rebuy an ETB ability. You won’t always get to do something with it, but it is pretty good upside on an already solid card.
Thieves' Tools
1.5 This was underwhelming in Forgotten Realms, and it will be here too. The UB deck in the format is about making creatures unblockable, and the BR deck likes treasure – but both of those were true in Forgotten Realms and this still didn’t really do enough to make the cut with regularity.
Valiant Farewell
2.0 This doesn’t seem like an amazing combat trick. That’s because it costs two mana and only offers +2/+0 to your creature, and without a toughness boost, that means your creature’s chances of surviving combat are significantly lower. Now, it does replace itself, and it also offers a permanent boost to your next creature. And that value certainly helps this card out, but it still means that in a lot of situations you’ll use up this trick and a creature, and end up not really gaining anything on the board. So the tempo doesn’t seem awesome. The times where you can use this and keep your creature alive will feel absurd, though!
Inspiring Bard
2.5 Neither mode here is amazing, but you’ll almost always be in a situation where one of them is useful. If you’re behind, you’ll gain life, and if you’re ahead, you’ll buff something so you can send it in.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Hill Giant Herdgorger
2.5 In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
Patriar's Humiliation
2.5 So, a one mana instant that does damage to a creature equal to the number of creatures you have in play is usually about a 2.0. It can be really efficient removal, but it requires enough set up that it isn’t premium. This adds the “creature loses all abilities” text to the mix, which means that you can get a bonus effect that keeps that creature from ever having abilities again, which can matter sometimes. More importantly, it means that even in a situation where you can’t quite kill a creature this can do still do something. You do still need to be killing things with this for it to be worth a slot in your deck, but basically the fail case is less awful than usual.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Wizened Githzerai
1.5 This doesn’t seem that good to me. Sure, it can chump block or trade and make a creature worse, but chumping is not something you want to be doing a whole lot. And yeah, the -2/-0 sticks around no matter what happens to the creature, but I still feel like this is a two drop you will cut pretty often.
Mace of Disruption
1.0 The idea is that you have duplicates created by Double Team, and while that is going to happen, the fact that the perpetual +1/+0 is so conditional makes this pretty bad, as the initial boost isn’t really enough to make the card worth playing.
Devoted Paladin
2.0 This is a Forgotten Realms reprint, and it is a pretty solid card, especially if you’re good at going wide, at it looks like Red-White will be able to do that, both with tokens and double team.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Pack 1 Pick 9: Armor of Shadows
Gate to Tumbledown
2.5 So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Hoard Robber
2.5 This was a big overperformer in Forgotten Realms, where its stat-line really lined up in such a way that actually blocking it early was a challenge in a sea of 2/1 creatures, so it would generate a fair bit of treasure. It will probably be a little less good here, as part of what made it great was fairly format specific, but it is still a pretty nice Common.
Valor Singer
2.5 This looks like it will be a nice common here, just as it was in Forgotten Realms. +1/+0 doesn’t sound like a lot, but you’d be surprised how often that boost can alter your attacks. It can even pump itself, so it is basically a 3-mana 3/3 if that’s what you need.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Hill Giant Herdgorger
2.5 In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
Unexpected Windfall
1.5 This is a card that is great in constructed, but much less impressive in Limited. Spending 4 mana and giving up two cards to get back two cards and a couple of treasure just isn’t as impactful. That doesn’t mean this is bad – but it definitely isn’t something you run in all of your Red decks.
Pack 1 Pick 10: Ranger Squadron
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
Follow the Tracks
3.0 This is an interesting take on ramp and fixing. You get to choose one of the Uncommon gates, meaning you can effectively get a land that produces whatever color you need, while also ramping – and the Gate lands all can draw you a card in the late game too. This is certainly a little clunky, but the ramp and fixing it offers is a pretty big deal.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Incessant Provocation
1.0 // 3.0 As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Pack 1 Pick 11: Devoted Paladin
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Cloak of the Bat
1.5 This sort of Equipment always seems to underwhelm. It feels like it should actually do something nice pretty often, but it just doesn’t. If you have a big ol’ creature it feels pretty good, but the awkward thing about the card is that if you want to take advantage of the Haste end of thing, you need to have the mana available to equip it to whatever new creature you play. The creature also has to already be pretty good for these keywords to do their job.
Devoted Paladin
2.0 This is a Forgotten Realms reprint, and it is a pretty solid card, especially if you’re good at going wide, at it looks like Red-White will be able to do that, both with tokens and double team.
Pack 1 Pick 12: Dawnbringer Cleric
Bag of Holding
1.5 This is a pretty cool card, but not a particularly good one most of the time. It is sweet that you can loot and get your cards back later, but you just have to spend so much mana to make those things happen, you’ll find yourself unable to spend it pretty frequently until the late game.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Jaded Sell-Sword
2.0 Ramping into Treasure with this felt decent in Forgotten Realms, but it definitely wasn’t amazing. It can come down and attack on almost any board when you do get it those two keyword abilities, but when it is just a 4-mana 4/3 it feels pretty bad, and that happens a little too often.
Pack 1 Pick 13: Incessant Provocation
Incessant Provocation
1.0 // 3.0 As usual, the Threaten effect in this set is a build around. There is sacrifice stuff around - Seplucher Ghoul at Common can sacrifice things for free, and if you have cards like that the Provocation will be something you want to play, since you can get rid of their creature permanently and get a bonus on the way there! If you don’t have 3+ ways to sacrifice creatures though, you hope you’re not playing this. It does perpetually force the creature to attack, but that really isn’t going to feel like enough most of the time.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Pack 1 Pick 14: Unexpected Allies
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Draconic Lore
3.0 Six mana to draw three is probably a 1.5 at best, and a 4-mana Draw 3 is probably a 3.5. So obviously, you need to be in UG or UR to take full advantage of this, as those are both Dragon tribal decks. Because those are really focused archetypes in the format, I don’t really think this needs a build around grade.
Bronze Walrus
3.5 This is a pretty nice creature. It fixes your mana and ramps you, and even helps you improve your next few draws. This format has kind of a shortage of fixing when it comes to lands, so Artifacts like this or going to be extra sought after.
Gnoll Hunter
3.0 This was a great two drop in Forgotten Realms, and it will be here too.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Hook Horror
2.5 This is kind of an Alchemy version of Persist. Basically, you get a 5-mana 3/3 that gives you a 2/2 when it dies, and when that 2/2 dies, you get a 1/1. That’s three bodies on one card, which is great for sacrifice effects and the like. It can also just represent a 2-for-1 or even 3-for-1 in a regular deck.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Dragon's Fire
4.0 This was a premium removal spell in Forgotten Realms, and it will probably be even better here, since this set is way more into Dragon than that one was. Two mana to do 3 at instant speed is already premium, so the dragon upside is pretty amazing.
Ambitious Dragonborn
1.5 It is a pretty big deal that this checks the graveyard, because if it didn’t, it would be pretty challenging to make this big enough. That said, even with it checking the graveyard, there are going to be times where this is a Hill Giant or worse, and that’s brutal – and the big payoff in the end is just a big vanilla creature – which is fine, but it isn’t the most impressive ceiling either.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
Pack 2 Pick 2: Patriar's Humiliation
Monk of the Open Hand
2.0 Another Forgotten Realms reprint. This was a decent one drop in that format, as getting the counters on it came a little easier than I expected it to. Getting it in play late doesn’t feel very good, though.
Ambergris, Citadel Agent
4.0 A 3-mana 3/2 with Haste that can let you throw your hand away to draw two cards is a card you’d pretty much always play. That attack trigger can actually be pretty good, because it means you can simply discard your hand of 0 or 1 card, and you actually gain cards. Once it specializes, most versions of it give you a bonus for discarding cards, in which case actually throwing more cards away is going to be really spicy. And, even if you have 0 cards in your hand, you discarded a card the turn you played it to Specialize it, so you’ll at least get some bonus right away. Like most Specialize cards, this looks like a very powerful card.
Gate to Manorborn
2.5 So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Warriors of Tiamat
2.5 A 5-mana 4/2 with Haste isn’t something you want to play, but combining haste with Double Team is pretty spicy, since it means unlike other Double Team creatures, you can get that extra copy of the card before your opponent has a chance to untap. The downside, of course, is lots of cheap creatures and removal can trade with this thing, but they still have to find a way to deal with it twice, and that’s pretty nice.
Contact Other Plane
2.0 Another Forgotten Realms reprint! Over the last year or so, most cards that JUST draw you two cards for 4 mana, even at instant speed, have been really disappointing. Limited has become more and more about adding to the board when you spend mana, and this just doesn’t do it. Now, it isn’t terrible, if you roll a 10 through 20 it is a pretty nice draw spell, and I don’t hate the idea of running one of these in your Blue decks, but you really can’t have that many cards that don’t add to the board and hope to do well.
Mace of Disruption
1.0 The idea is that you have duplicates created by Double Team, and while that is going to happen, the fact that the perpetual +1/+0 is so conditional makes this pretty bad, as the initial boost isn’t really enough to make the card worth playing.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Patriar's Humiliation
2.5 So, a one mana instant that does damage to a creature equal to the number of creatures you have in play is usually about a 2.0. It can be really efficient removal, but it requires enough set up that it isn’t premium. This adds the “creature loses all abilities” text to the mix, which means that you can get a bonus effect that keeps that creature from ever having abilities again, which can matter sometimes. More importantly, it means that even in a situation where you can’t quite kill a creature this can do still do something. You do still need to be killing things with this for it to be worth a slot in your deck, but basically the fail case is less awful than usual.
You Line Up the Shot
1.5 So, this is the usual “Crushing Canopy” type effect we see, but it is actually a little bit better. This is because instead of paying three up front, you can choose to pay in installments. It is also better because it can also just be cycled away for one mana. This card does suffer a bit from the fact there are some adventures in this set that let you deal with the same sorts of things, and they turn into creatures, so those are probably just better than You Line Up the Shot. But still, any time you add Cycling to a card that can be situationally useful, it tends to be playable, and I think that’s what we have here.
Chain Devil
2.0 We see these creatures that ETB and make both players sacrifice something a lot, and they are usually pretty medium. It is nice that this one says “nontoken,” as your opponent having a token when you play an effect like this is pretty brutal. Of course, it also means that you can’t sacrifice a token to it either! There are decks in this format that will have good sacrifice fodder and stuff, and I think this will slot in as a decent card in most Black decks.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Sewer Plague
3.0 This is premium removal. Sure, -2/-2 for three mana isn’t great, but the fact that the creature keeps getting -1/-1 every turn means that it will often set things in motion for a larger creature to die. It basically can kill things as big of a 3/3 before your opponent gets a chance to do anything, too.
Celestial Unicorn
2.5 This is a Forgotten Realms reprint, and it is a solid little life gain payoff, that goes especially well in the GW deck. It was never super impressive or anything, but hey – it can definitely grow throughout the game in a good GW deck.
Pack 2 Pick 3: Sewer Plague
Gate to Seatower
2.5 So, these five gates don’t fix mana for you at all, and coming into play tapped can be a liability, but they mostly make up for that by being capable of drawing you a card in the late game – and the card you draw is always a nonland, and that’s a big deal. There is only one Gate payoff in the set, and it isn’t good.
Circle of the Moon Druid
2.5 This was alright last time around. The 4/2 side was nice for getting pack tactics on line, and being a 2/4 when on defense is pretty good too. It basically gives you two nice, but unexciting stat-lines, and you get the optimal one for whether you’re attacking or blocking.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
Hobgoblin Captain
3.0 This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Minimus Containment
2.5 This is a Forgotten Realms reprint. It is decent removal – being able to deal with any permanent type is pretty nice. Still, it never really felt premium, since you are giving your opponent back some very real value, especially when you use this early, as it can ramp them into more powerful spells.
Sewer Plague
3.0 This is premium removal. Sure, -2/-2 for three mana isn’t great, but the fact that the creature keeps getting -1/-1 every turn means that it will often set things in motion for a larger creature to die. It basically can kill things as big of a 3/3 before your opponent gets a chance to do anything, too.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Owlbear
3.5 This was pretty good in Forgotten Realms. This easily sets up a 2-for-1 because of its ETB ability and its size, and it really isn’t too shabby as an attacker.
Pack 2 Pick 4: Pilgrim's Eye
Ghost Lantern
3.0 This looks like a pretty nice Adventure Equipment. Neither side is going to be great, but being able to use it to return a creature, and then playing an Equipment seems pretty good. While you could play this early, a lot of the time I think it will be better to wait until you can use the Adventure and then cast the Equipment. The equipment won’t offer a boost at all initially, but as the game progresses, it will start putting counters on your stuff, and that seems pretty strong. It feels like you will get a full card of value out of each side of this.
Icewind Stalwart
1.5 Hill Giant stats aren’t something I love, and I’m not sure the ETB ability here will do something often enough to really overcome that. There are certainly creatures with ETB abilities to abuse and the like, but you still won’t have this matter often enough for it to be anything special.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Chain Devil
2.0 We see these creatures that ETB and make both players sacrifice something a lot, and they are usually pretty medium. It is nice that this one says “nontoken,” as your opponent having a token when you play an effect like this is pretty brutal. Of course, it also means that you can’t sacrifice a token to it either! There are decks in this format that will have good sacrifice fodder and stuff, and I think this will slot in as a decent card in most Black decks.
Patriar's Humiliation
2.5 So, a one mana instant that does damage to a creature equal to the number of creatures you have in play is usually about a 2.0. It can be really efficient removal, but it requires enough set up that it isn’t premium. This adds the “creature loses all abilities” text to the mix, which means that you can get a bonus effect that keeps that creature from ever having abilities again, which can matter sometimes. More importantly, it means that even in a situation where you can’t quite kill a creature this can do still do something. You do still need to be killing things with this for it to be worth a slot in your deck, but basically the fail case is less awful than usual.
Circle of the Moon Druid
2.5 This was alright last time around. The 4/2 side was nice for getting pack tactics on line, and being a 2/4 when on defense is pretty good too. It basically gives you two nice, but unexciting stat-lines, and you get the optimal one for whether you’re attacking or blocking.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Pilgrim's Eye
3.0 This is pretty sweet at Common. It provides nice fixing while actually adding to the board, and a 1/1 Flyer can even chip in for some damage sometimes. Also another good card to blink over and over for value.
Clever Conjurer
2.0 This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Valiant Farewell
2.0 This doesn’t seem like an amazing combat trick. That’s because it costs two mana and only offers +2/+0 to your creature, and without a toughness boost, that means your creature’s chances of surviving combat are significantly lower. Now, it does replace itself, and it also offers a permanent boost to your next creature. And that value certainly helps this card out, but it still means that in a lot of situations you’ll use up this trick and a creature, and end up not really gaining anything on the board. So the tempo doesn’t seem awesome. The times where you can use this and keep your creature alive will feel absurd, though!
Hill Giant Herdgorger
2.5 In Forgotten Realms, if you were in Green, you really needed one of these to help you stabilize against the formats aggro decks, and it did a pretty darn good job between its size and the life gain effect. It will likely fill a similar role in Green decks int his format. All of these big ol’ green creatures that gain you life have been pretty solid in recent formats, and I think that’s true here.
Pack 2 Pick 5: Prophetic Prism
Oji, the Exquisite Blade
3.0 This signpost Uncommon tells us UW is all about abusing ETB abilities. I’m already pretty happy with a 4-mana 2/3 that gains me 2 life and scries 2, so the fact that double spelling lets you blink something is some nice additional value. It can target itself with that effect, which is pretty nice – but it can also help you abuse those abilities on other creatures. Now…double-spelling isn’t always super easy in Limited, but even if you just get that value going once you’re going to feel pretty happy with this.
Breath Weapon
0.5 These sorts of tribal payoff board sweepers always disappoint in Limited, and that’s because there are too many situations where they don’t do enough. Sure, you can have a super Dragon-centric deck, but there are enough Dragons that most opponents will have them too. So, the number of dragons and creatures with 3 or more toughness your opponent has just really isn’t something you can control, and generally speaking they will have a whole lot of stuff that doesn’t die to this. This is mostly a sideboard card, I think. If you go up against someone who is really aggressive and has lots of creatures that this dies to, you definitely want to bring it in.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Flaming Fist Officer
2.5 This starts as a Gray Ogre, and that’s always a pretty awful statline – mostly because plenty of one mana cards can deal with it. However, it likes it when creatures go away, whether they die or get blinked, and that means it will be useful in both BW and UW. Still, it probably isn’t the payoff that really makes those decks good, it is just sort of a decent card.
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
Cloak of the Bat
1.5 This sort of Equipment always seems to underwhelm. It feels like it should actually do something nice pretty often, but it just doesn’t. If you have a big ol’ creature it feels pretty good, but the awkward thing about the card is that if you want to take advantage of the Haste end of thing, you need to have the mana available to equip it to whatever new creature you play. The creature also has to already be pretty good for these keywords to do their job.
Gray Slaad
1.0 // 3.0 So, the Black-Green deck in this format is pretty interested in milling itself, and this looks like a nice enabler and payoff for that deck. A 4/1 with Menace and Deathtouch is pretty hard to interact with! However, you pretty much have to be in that deck, or the Adventure on this isn’t very good, and the creature won’t be that good either. Only counting creature cards for it to get the bonus is pretty rough too. This probably means this needs a build around grade. It will be a really good Common for Black/Green decks, but pretty mediocre for everyone else.
Chain Devil
2.0 We see these creatures that ETB and make both players sacrifice something a lot, and they are usually pretty medium. It is nice that this one says “nontoken,” as your opponent having a token when you play an effect like this is pretty brutal. Of course, it also means that you can’t sacrifice a token to it either! There are decks in this format that will have good sacrifice fodder and stuff, and I think this will slot in as a decent card in most Black decks.
Kagha, Shadow Archdruid
3.5 Here is the Black-Green signpost Uncommon. As is often the case, Black/Green is about the graveyard. Kagha will usually mill something when she attacks that you can use. The downside is, she’s only a ¼, and even with death touch that makes her fairly vulnerable – she can be double blocked and you can still only trade, for example. For that reason, Kagha will be at her best when you have other ways to mill yourself. Luckily, it looks like that’s what BG is about, and that won’t be that difficult.
Arcane Archery
2.0 I don’t normally like 3 mana tricks, even if they give sizable boosts and trample like this. One and two mana tricks are usually where its at. Three mana is a ton, and it means that you have less opening to use a trick, and it means you are taking a greater risk if things go sideways. However, this trick definitely gives back for the risk that you take, since it substantially upgrades your next creature spell.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Soldiers of the Watch
2.5 It feels pretty hard to give Double Team cards anything lower than a 2.5. This is because they all have serious 2-for-1 potential, and even this fairly underwhelming Double Team creature seems solid.
Dragonborn Immolator
3.0 A 4-mana 2/4 that can get +1/+0 for two mana is probably a 2.5, so the death trigger here is really sweet, as it will be able to make your next creature more formidable.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Valiant Farewell
2.0 This doesn’t seem like an amazing combat trick. That’s because it costs two mana and only offers +2/+0 to your creature, and without a toughness boost, that means your creature’s chances of surviving combat are significantly lower. Now, it does replace itself, and it also offers a permanent boost to your next creature. And that value certainly helps this card out, but it still means that in a lot of situations you’ll use up this trick and a creature, and end up not really gaining anything on the board. So the tempo doesn’t seem awesome. The times where you can use this and keep your creature alive will feel absurd, though!
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Genasi Rabble-Rouser
3.0 This is a pretty strong Common. A two mana ⅓ with the ability to pump its power for one and a Red is probably pretty close to a 2.5, so obviously adding Double Team to the mix is pretty nice. This is a nice two drop for aggressive Red decks.
Lizardfolk Librarians
3.0 Like all the Double Team cards, this has a built-in 2-for-1. Now, the 2/4 stats aren’t exactly exciting, but the fact you end up Scrying 4 and only using up one card to do it isn’t too bad when added to the statline. You don’t always want to attack with a 2/4, because obviously it has better stats for blocking – but it is hard for most of these Double Team cards to not be solid or better.
Improvised Weaponry
2.5 This was pretty nice in Forgotten Realms. It could kill enough creatures in that format that it sort of overperformed. It may not be quite as good here, but 3 mana to do 2 to anything and getting a treasure back is a pretty solid deal.
Pack 2 Pick 8: Bonecaller Cleric
Bonecaller Cleric
3.0 So, here is one of the reanimation effects that I mentioned earlier. It is pretty nice that this is a two drop that can do two-drop things early, and then if you load up the ‘yard it can reanimate something like Black Dragon or something even better! This will work the best in BG, which is quite good at milling itself.
Contact Other Plane
2.0 Another Forgotten Realms reprint! Over the last year or so, most cards that JUST draw you two cards for 4 mana, even at instant speed, have been really disappointing. Limited has become more and more about adding to the board when you spend mana, and this just doesn’t do it. Now, it isn’t terrible, if you roll a 10 through 20 it is a pretty nice draw spell, and I don’t hate the idea of running one of these in your Blue decks, but you really can’t have that many cards that don’t add to the board and hope to do well.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Vampire Spawn
3.0 This was a nice little common in Forgotten Realms. It has passable stats and creates a life point difference of 4 just from entering the battlefield. That is surprisingly good!
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
Pack 2 Pick 10: Monk of the Open Hand
Monk of the Open Hand
2.0 Another Forgotten Realms reprint. This was a decent one drop in that format, as getting the counters on it came a little easier than I expected it to. Getting it in play late doesn’t feel very good, though.
Mace of Disruption
1.0 The idea is that you have duplicates created by Double Team, and while that is going to happen, the fact that the perpetual +1/+0 is so conditional makes this pretty bad, as the initial boost isn’t really enough to make the card worth playing.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
You Line Up the Shot
1.5 So, this is the usual “Crushing Canopy” type effect we see, but it is actually a little bit better. This is because instead of paying three up front, you can choose to pay in installments. It is also better because it can also just be cycled away for one mana. This card does suffer a bit from the fact there are some adventures in this set that let you deal with the same sorts of things, and they turn into creatures, so those are probably just better than You Line Up the Shot. But still, any time you add Cycling to a card that can be situationally useful, it tends to be playable, and I think that’s what we have here.
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Circle of the Moon Druid
2.5 This was alright last time around. The 4/2 side was nice for getting pack tactics on line, and being a 2/4 when on defense is pretty good too. It basically gives you two nice, but unexciting stat-lines, and you get the optimal one for whether you’re attacking or blocking.
Air-Cult Elemental
2.0 This is a Forgotten Realms reprint, and it was a fairly disappointing card in that format. In fact, Blue in general was very underpowered in that set! I mean, I normally love a creature that enters the battlefield and bounces something, and if this format is slow enough this will probably be better than it was in Forgotten Realms – but it is hard to get away from my skepticism.
You Find the Villains' Lair
1.5 This wasn’t especially good in Forgotten Realms. Sure, it has two modes and everything, but neither of them is especially good, and both are fairly situational. This can be Cancel, or a three mana Faithless Looting, and that just isn’t something you’re always in the market for.
Pack 2 Pick 12: Ghost Lantern
Ghost Lantern
3.0 This looks like a pretty nice Adventure Equipment. Neither side is going to be great, but being able to use it to return a creature, and then playing an Equipment seems pretty good. While you could play this early, a lot of the time I think it will be better to wait until you can use the Adventure and then cast the Equipment. The equipment won’t offer a boost at all initially, but as the game progresses, it will start putting counters on your stuff, and that seems pretty strong. It feels like you will get a full card of value out of each side of this.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Circle of the Moon Druid
2.5 This was alright last time around. The 4/2 side was nice for getting pack tactics on line, and being a 2/4 when on defense is pretty good too. It basically gives you two nice, but unexciting stat-lines, and you get the optimal one for whether you’re attacking or blocking.
Pack 2 Pick 13: Reckless Barbarian
Reckless Barbarian
2.5 This is a bear that has a useful creature type and it has some pretty real upside too. These creatures who can sac for mana are generally not as good as they look. They give you fast mana for sure, but you also have to use up a whole card just to get that mana, and that kind of thing is significantly worse in Limited than it is in constructed formats. You definitely use this mana when it gives you a nice advantage, but giving up something on the board for mana is a very real cost! We’ve seen that with cards like Treasure Hound and Skirk Prospector, and I think that’s probably going to be true here too.
Sylvan Shepherd
2.0 This has passable stats and it is a repeatable source of life gain, which GW is especially interested in.
Pack 2 Pick 14: Kagha, Shadow Archdruid
Kagha, Shadow Archdruid
3.5 Here is the Black-Green signpost Uncommon. As is often the case, Black/Green is about the graveyard. Kagha will usually mill something when she attacks that you can use. The downside is, she’s only a ¼, and even with death touch that makes her fairly vulnerable – she can be double blocked and you can still only trade, for example. For that reason, Kagha will be at her best when you have other ways to mill yourself. Luckily, it looks like that’s what BG is about, and that won’t be that difficult.
Pack 3 Pick 1: Black Market Connections
Black Market Connections
3.5 This has a pretty cool design! It can generate a whole lot of value, but at the cost of life. However, all three options are pretty appealing! The card draw effect kind of makes this Phyrexian Arena-like – apart from the fact that it makes you pay twice the life. It does balance out to some extent, since you can also get creatures and treasure with it. It definitely gets better if you have some ways to gain life, as that minimizes the downside, but either way this feels fairly powerful.
Ambergris, Citadel Agent
4.0 A 3-mana 3/2 with Haste that can let you throw your hand away to draw two cards is a card you’d pretty much always play. That attack trigger can actually be pretty good, because it means you can simply discard your hand of 0 or 1 card, and you actually gain cards. Once it specializes, most versions of it give you a bonus for discarding cards, in which case actually throwing more cards away is going to be really spicy. And, even if you have 0 cards in your hand, you discarded a card the turn you played it to Specialize it, so you’ll at least get some bonus right away. Like most Specialize cards, this looks like a very powerful card.
Liara of the Flaming Fist
3.0 This is the Red/White signpost uncommon. Unsurprisingly, it is a go-wide aggro deck – in this case, it is really built around the Double Team mechanic, as that is the easiest way to get cards with the same name. Notably, this also will help you out with tokens! The fact you can give anything double team and first strike is pretty spicy too, as you can give it to your best creature to get another copy – and First Strike helps that creature survive. Note, by the way, that ability can only be used once. Period. Not once per turn! But still, having that ability once seems pretty strong.
Hobgoblin Captain
3.0 This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
Clever Conjurer
2.0 This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Demogorgon's Clutches
1.5 This is an underwhelming reprint. It is a Mind Rot with some added value, but the added value is too minimal for it to really be that much better than Mind Rot.
Dragon's Fire
4.0 This was a premium removal spell in Forgotten Realms, and it will probably be even better here, since this set is way more into Dragon than that one was. Two mana to do 3 at instant speed is already premium, so the dragon upside is pretty amazing.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Giant Fire Beetles
2.5 Like all the Double Team cards, I think this looks pretty good. Having Menace means it will be able to effectively attack and get you that copy on a lot of boards. Getting both of them will feel great, and that’s especially true if you can augment them in some way.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Pack 3 Pick 2: You're Confronted by Robbers
Korlessa, Scale Singer
3.5 As Korlessa tells you, UG is a dragon tribal deck, and this is quite the payoff! The format has enough cheap Dragons that casting them from the top – even in the mid-game is very doable. This also gives you a nice defensive creature who can stall things till you can start casting bigger dragons, and the info it gives you about the top of your library is pretty important too.
You're Confronted by Robbers
3.0 Neither mode is great for the mana investment – but three 1/1 soldiers at instant speed for 4 mana is already enough for this card to be a C at worst. You can use those bodies to ambush block stuff, or just to go really wide if you’re interested in doing that. What’s nice is, if you are already wide enough, you can use this to tap down blockers at the end of your opponent’s turn and go for the win.
Draconic Lore
3.0 Six mana to draw three is probably a 1.5 at best, and a 4-mana Draw 3 is probably a 3.5. So obviously, you need to be in UG or UR to take full advantage of this, as those are both Dragon tribal decks. Because those are really focused archetypes in the format, I don’t really think this needs a build around grade.
Ettercap
2.5 Always nice to have a main deck Plummet that can also be a creature when you don’t have a target. Like most of the Commone Adventure creatures in this set, neither side of the card is anything special, but the fact this can do both – and sometimes get you a 2-for-1 – makes this very playable.
Soldiers of the Watch
2.5 It feels pretty hard to give Double Team cards anything lower than a 2.5. This is because they all have serious 2-for-1 potential, and even this fairly underwhelming Double Team creature seems solid.
Minimus Containment
2.5 This is a Forgotten Realms reprint. It is decent removal – being able to deal with any permanent type is pretty nice. Still, it never really felt premium, since you are giving your opponent back some very real value, especially when you use this early, as it can ramp them into more powerful spells.
Rimeshield Frost Giant
2.0 Another reprint, and a pretty medium one. This has some decent-sized ground stats, and Ward 3 does make it hard to get this thing out of the way, but it isn’t a GREAT 5-drop, and really you’re hoping for a better one.
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
Scaled Nurturer
2.5 Even without the Dragon upside, this would probably be a 2.5. Mana dorks are just really nice, since you get to add to the board and pull ahead of your opponent in mana at the same time.
Dragon's Fire
4.0 This was a premium removal spell in Forgotten Realms, and it will probably be even better here, since this set is way more into Dragon than that one was. Two mana to do 3 at instant speed is already premium, so the dragon upside is pretty amazing.
Pack 3 Pick 3: Viconia, Nightsinger's Disciple
Choose Your Weapon
1.5 This is a Forgotten Realms reprint, and it was fine in that set. It is a pretty typical modal card in that both parts of it are pretty underwhelming. The trick wouldn’t be good enough to play and the Flyer removal spell would be a sideboard card. You lump these two mediocre cards together though, and you end up with a card that will be able to do something meaningful reasonably often. Still, you end up cutting it a lot.
Viconia, Nightsinger's Disciple
4.0 This looks pretty nuts for an Uncommon. It starts out with good base stats and a graveyard hate effect, and then with Specialize it can become one of five other creatures depending on the color of the card or the type of land you discard. The fact you can discard lands and get this to turn into one of those other creatures is what really makes them seem awesome. Once it becomes the other form of Viconia, you end up getting back the card of value back that you discarded to specialize anyway, especially if you discarded a land!
Band Together
3.5 We have seen cards that cost the same and only let one creature do damage equal to their power to something, and they tend to be pretty close to premium. This lets you have two creatures do the damage, which is significant for two reasons. First, it means you can find more situations where this will function as removal. Second, it makes you less vulnerable to your opponent interacting, since now they can kill one of your creatures and you can still do some damage. I think the whole “two creature” side of things is enough to make this premium.
Pilgrim's Eye
3.0 This is pretty sweet at Common. It provides nice fixing while actually adding to the board, and a 1/1 Flyer can even chip in for some damage sometimes. Also another good card to blink over and over for value.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Priest of Ancient Lore
4.0 This is a Forgotten Realms Reprint, and it was White’s best Common in that set, and I think that will be true here too. It will give you a lot of 2-for-1s, and it gains you life which the GW deck is extra interested in. Sure, it doesn’t have Flying like inspiring Overseer, but that card was absurd – this one is merely a very very good Common, instead of a format-warping one.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Shambling Ghast
3.0 This was a very nice common for Black in Forgotten Realms. It can really keep your opponent from attacking you early, especially because it can generate 2-for-1s against two X/1s, but just the fact it can block and kill two drops is pretty sweet too. Being able to get treasure out of it is really nice too.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Blur
2.0 This is a decent way to blink a creature. Adding “Draw a Card” to it makes a big difference, because it means it replaces itself – and that’s good, because you won’t always have a way to use this card effectively enough. The UW deck is about blinking creatures and stuff, and obviously this can get the job done in that deck.
Gnoll Hunting Party
4.0 I think if you can make this cost 5, you feel fine about that, and anything less than that is pretty amazing. The whole Double Team thing will give you another copy of this fairly large creature, and that second copy is going to cost five at the worst, because you had to attack with the Hunting Party to get Double Team to do its thing. A 4/4 with First Strike is not something that can be ignored, and you can get two of them here! This looks pretty good in a deck with lots of creatures.
Soulknife Spy
3.0 Another Forgotten Realms reprint, and this was one of the few Blue Commons in that set that I would describe as “Good.” A card that draws you a card when it hits the opponent is pretty sweet when it comes with solid stats, and this definitely does. If you can give it evasion in some way, it becomes a must kill, and even when you aren’t able to do that, it still becomes something your opponent better trade for.
Gnoll Hunter
3.0 This was a great two drop in Forgotten Realms, and it will be here too.
Valor Singer
2.5 This looks like it will be a nice common here, just as it was in Forgotten Realms. +1/+0 doesn’t sound like a lot, but you’d be surprised how often that boost can alter your attacks. It can even pump itself, so it is basically a 3-mana 3/3 if that’s what you need.
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Minimus Containment
2.5 This is a Forgotten Realms reprint. It is decent removal – being able to deal with any permanent type is pretty nice. Still, it never really felt premium, since you are giving your opponent back some very real value, especially when you use this early, as it can ramp them into more powerful spells.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
Nefarious Imp
2.0 This is a decent payoff for creatures leaving the battlefield, especially because it is stapled to such a reasonable creature. Scry 1 isn’t going to let you take over the game or anything, but it definitely helps!
Pack 3 Pick 5: Bonecaller Cleric
Dream Fracture
1.5 I don’t think I’m in for this. This is basically Cancel, a card that usually just isn’t good enough in Limited most of the time. A three mana hard counter needs to do something extra usually to be playable in Limited, and the extra here isn’t that great – both you and your opponent draw a card, so you sort of break even. The cost of leaving mana up, especially two mana of the same color, can be a pretty big one. And yeah, you probably get to untap and use your new card first, but this is still basically just Cancel.
Bonecaller Cleric
3.0 So, here is one of the reanimation effects that I mentioned earlier. It is pretty nice that this is a two drop that can do two-drop things early, and then if you load up the ‘yard it can reanimate something like Black Dragon or something even better! This will work the best in BG, which is quite good at milling itself.
Ambitious Dragonborn
1.5 It is a pretty big deal that this checks the graveyard, because if it didn’t, it would be pretty challenging to make this big enough. That said, even with it checking the graveyard, there are going to be times where this is a Hill Giant or worse, and that’s brutal – and the big payoff in the end is just a big vanilla creature – which is fine, but it isn’t the most impressive ceiling either.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Underdark Basilisk
2.5 This was solid in Forgotten Realms. It gets extra good alongside effects that let it damage things – like Band Together – because the Death touch allows it to take down anything. Outside of that, it does a decent job of deterring attacks early, since it can trade for any of your opponents attacks. It also stays relevant all game long.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Prophetic Prism
2.0 Mana filters don’t tend to be great in Limited, but adding a cantrip to a card like this definitely makes me interested. We’ve seen this card in some really artifact-centric sets actually be quite good, but this format doesn’t have any big Artifact theme, so it doesn’t have that benefit here. It is probably mostly just solid.
Pack 3 Pick 6: Devoted Paladin
Krydle of Baldur's Gate
3.0 Like Kalain, Krydle was a signpost Uncommon in Forgotten Realms, and he’s a signpost Uncommon here too. He offers a ton of value for a two drop, since he lets you get through your opponents defenses, and if it is Krydle getting through, you get to drain a life and Scry 1 every time, which is a pretty big deal. In the late game, he can send in much larger creatures to be unblockable. He’s basically a great early-game threat that also works as a late-game win condition.
You Hear Something on Watch
3.0 This was a solid card for slower decks in Forgotten Realms Limited. Being able to kill a whole lot of creatures in the format for only two mana is nice, even if it is situational – and that is the mode you’ll use the most on this. But the board pump comes up sometimes too!
Hobgoblin Captain
3.0 This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
Deadly Dispute
3.0 This is a powerful reprint. Giving up a creature or artifact for two cards and a treasure is an excellent deal, especially if you are sacrificing a treasure in the first place, and that’s something you’ll be able to do, especially in Black-Red. This also enables you to discard stuff you want to reanimate or whatever.
Circle of the Moon Druid
2.5 This was alright last time around. The 4/2 side was nice for getting pack tactics on line, and being a 2/4 when on defense is pretty good too. It basically gives you two nice, but unexciting stat-lines, and you get the optimal one for whether you’re attacking or blocking.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Devoted Paladin
2.0 This is a Forgotten Realms reprint, and it is a pretty solid card, especially if you’re good at going wide, at it looks like Red-White will be able to do that, both with tokens and double team.
Thieves' Tools
1.5 This was underwhelming in Forgotten Realms, and it will be here too. The UB deck in the format is about making creatures unblockable, and the BR deck likes treasure – but both of those were true in Forgotten Realms and this still didn’t really do enough to make the cut with regularity.
Thrakkus the Butcher
3.0 This is another color pair that loves dragons! This one is more about making them huge, scary creatures. And, on his own, Thrakkus attacks as a 5-mana 6/4 with Trample, which is pretty solid! I am a little less impressed with his Dragon payoff than I am with the Simic or Izzet Dragon singposts, and I don’t really feel like this is one that really pulls me into its color pair.
You're Ambushed on the Road
1.0 This was not really playable in Forgotten Realms. It is tempting to look at a card like this and think of all the ways you can use those two modes – but too often neither of the modes is actually worth using up a card. Now, this format does have more reasons to return your own stuff to your hand, but I don’t think that makes this all that much better.
Hook Horror
2.5 This is kind of an Alchemy version of Persist. Basically, you get a 5-mana 3/3 that gives you a 2/2 when it dies, and when that 2/2 dies, you get a 1/1. That’s three bodies on one card, which is great for sacrifice effects and the like. It can also just represent a 2-for-1 or even 3-for-1 in a regular deck.
Guardian Naga
2.5 Another Adventure where neither half is especially good. The ADventure is an expensive Disenchant, and the creature has underwhelming stats for 7, even with Vigilance and its ability to not take damage during your turn. You won’t always have something to use the Adventure side on, but it is pretty nice that you can run this in your main deck without a huge cost. After all, you do still get a creature eventually, even if it is overcosted.
Scaled Nurturer
2.5 Even without the Dragon upside, this would probably be a 2.5. Mana dorks are just really nice, since you get to add to the board and pull ahead of your opponent in mana at the same time.
Hoard Robber
2.5 This was a big overperformer in Forgotten Realms, where its stat-line really lined up in such a way that actually blocking it early was a challenge in a sea of 2/1 creatures, so it would generate a fair bit of treasure. It will probably be a little less good here, as part of what made it great was fairly format specific, but it is still a pretty nice Common.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Pack 3 Pick 8: Scouting Hawk
Scouting Hawk
2.0 So, the times where this gets you that Plains, it will feel quite good. Problem is, there will be a significant chunk of the time where it can’t do that, and a 3-mana 1/1 Flyer is pretty dang abysmal. You can set it up to some degree of course, especially if your opponent went first. But if you go first it is a heck of a lot harder to make sure the ETB ability does something. Basically, it will feel like a 1.0 when you don’t get a land, and a 3.0 when you can. I guess that makes it a 2.0.
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
You Come to the Gnoll Camp
1.5 Neither option here is great. Individually, they would probably both be a 1.0. +3/+1 for two mana just isn’t a big enough boost, and making a couple of things unable to block doesn’t always matter either. It isn’t the worst thing in the world to run in your deck, but you probably do cut it more than you play it.
Follow the Tracks
3.0 This is an interesting take on ramp and fixing. You get to choose one of the Uncommon gates, meaning you can effectively get a land that produces whatever color you need, while also ramping – and the Gate lands all can draw you a card in the late game too. This is certainly a little clunky, but the ramp and fixing it offers is a pretty big deal.
Hobgoblin Captain
3.0 This was one of the great two drops in Forgotten Realms, and it will probably be quite good here too! It gets you half way to Pack Tactics on its own, and getting to attack with First Strike is surprisingly easy. This is going to be one of Red’s best commons.
Clever Conjurer
2.0 This is another Forgotten Realms reprint, and it was fairly unimpressive in that format. It can help you ramp, which is cool, but the fact you can’t use the ability at instant speed is a huge bummer, as it makes the card wayyy worse. It can’t be used to threaten to untap things when your opponent attacks you and things like that.
Poison the Blade
2.0 I’m never super high on this kind of trick. Yes, it makes any creature trade for anything, and then you draw a card, which is nice. But your creature you use this on is usually also going to be dying in combat, so the advantage you get out of this is less impressive. I mean, it is definitely fine, but I don’t plan on going after it that early, or even always playing it.
Dawnbringer Cleric
2.0 This is another reprint from Forgotten Realms. It is a decent little two drop. If you’re the life gain deck, it can get those triggers going, and the format has enough artifacts and Enchantments that those modes are reasonable too.
Giant Fire Beetles
2.5 Like all the Double Team cards, I think this looks pretty good. Having Menace means it will be able to effectively attack and get you that copy on a lot of boards. Getting both of them will feel great, and that’s especially true if you can augment them in some way.
Farideh's Fireball
2.0 This is another Forgotten Realms reprint. It was a solid removal spell in that format, though it turned out to be a little clunky. It definitely isn’t premium removal, but I think chances are good that this will perform better in this format than it did in Forgotten Realms.
Rimeshield Frost Giant
2.0 Another reprint, and a pretty medium one. This has some decent-sized ground stats, and Ward 3 does make it hard to get this thing out of the way, but it isn’t a GREAT 5-drop, and really you’re hoping for a better one.
Ranger Squadron
2.5 Without Double Team, this is not a very good card – the stats just don’t look good. But, this is a Double Team creature with Flying, and that means yo’ure pretty likely to get that second copy. And yeah, it is two copies of an inefficient creature, but we’ve seen in many Limited formats that any sort of effect that gives you card advantage tends to be good, even if what you’re getting isn’t efficient.
Unexpected Allies
1.0 I’m not a huge fan of this, mostly because at Sorcery speed, it is very easy to disrupt. Your opponent need only respond in any number of ways to get a 2-for-1. Now, if you wait until your opponent’s shields are down, this can do some work, since it makes your creature hit harder, and gives double team to whatever you want – and sometimes there will be spicy options. The +2/+0 means that it will be easier for you to at least get a trade with the attack, and the fact you get First Strike sometimes is a nice bonus that makes the creature very hard to block. However, this set seems to have a high power level, and I’m not sure how much value I see in playing something that is easy to mess up.
Armor of Shadows
1.5 This is a solid trick. Any time one costs only a single mana, it warrants some serious consideration to make your deck. +1/+0 isn’t the greatest thing ever – your creature really needs decent size already to fully take advantage of this as a trick, but it IS a power boost that will upgrade enough creatures and let them do lethal to an opposing creature. On top of that, it can also save a creature from damage or destroy removal, which is some nice secondary upside.
Earth-Cult Elemental
1.5 This was a bit of a disappointment in Forgotten Realms. It has passable stats, but six drops that didn’t like…gain you life, were kind of a liability in that format. It will probably be a little bit better here, but its ETB ability isn’t that great either. By the time this comes down many players have expendable permanents, so it is mostly the kind of thing your opponent will shrug about. It is passable as a top-curve creature, but that’s about it.
Shocking Grasp
2.0 Normally I’m not a big fan of cards that just lowers power, but if you add a cantrip to pretty much anything, it becomes a substantially better card, and that’s certainly true here! The worst case is you take two less damage and draw a card, and while that’s not amazing, it isn’t the worst thing ever. The times where you manage to actually use this as a full-blown trick that keeps your creature alive and kills theirs is going to feel particularly insane, since you get a two mana 2-for-1! Now, that won’t happen a ton, but it will happen!
Pack 3 Pick 12: Tymora's Invoker
You Find Some Prisoners
1.5 So, this either lets you Shatter something, or it lets you take the best card from your opponents top three. While that latter option is definitely sweet, it isn’t actually that powerful, because you’re still just getting back one card with it, and you still have to cast the card you choose. There are enough Artifacts in this set that I think this is actually a pretty reasonable main deck card, where you can just use the “Interrogate” option against an opponent who doesn’t have a target.
Dueling Rapier
1.5 This ended up being surprisingly solid in Forgotten Realms, but that format turned out to be fairly aggressive, and there was an Equipment deck. Without that synergy, this is basically a one mana trick that gives +2/+0 and then the boost sticks around. That can definitely be good, but because it doesn’t offer any boost that will assist your creature in SURVIVING combat, it is a bit more limited. Your creature will usually just go down, even if it takes another creature with it. Then, you have to deal with Equip 4, which is pretty ugly. I mean, you definitely end up playing one of these in really aggressive Red decks, but you cut it a fair bit too.
Tymora's Invoker
1.5 This has mediocre stats as a two drop, but it is nice that in the extreme late game it can draw you those two cards. If you just keep drawing lands, this helps you fix that! But, it is still quite expensive, and pretty meaningless in the early game.
Pack 3 Pick 13: Summon Undead
Dream Fracture
1.5 I don’t think I’m in for this. This is basically Cancel, a card that usually just isn’t good enough in Limited most of the time. A three mana hard counter needs to do something extra usually to be playable in Limited, and the extra here isn’t that great – both you and your opponent draw a card, so you sort of break even. The cost of leaving mana up, especially two mana of the same color, can be a pretty big one. And yeah, you probably get to untap and use your new card first, but this is still basically just Cancel.
Summon Undead
1.5 // 3.0 Here’s another pretty solid reanimation spell. It also mills you, to set up your cards that care about cards in the graveyard, and I like that. There are enough ways to discard cards in this format that I think setting this up is very doable. It probably does need a build around grade, because if you aren’t in a deck with any targets WORTH reanimating, it isn’t worth playing.
Pack 3 Pick 14: Thieves' Tools
Thieves' Tools
1.5 This was underwhelming in Forgotten Realms, and it will be here too. The UB deck in the format is about making creatures unblockable, and the BR deck likes treasure – but both of those were true in Forgotten Realms and this still didn’t really do enough to make the cut with regularity.