King Darien XLVIII
4.5 I’m already sold on a three mana ⅔ that buffs the whole board – that’s like a B, and he comes with all kinds of other stuff! Including an ability that generates tokens while making him larger, and the ability to make tokens hexproof and indestructible, though he does have to give himself up for that one. GW is very into tokens in this format, so he slots in perfectly – and he would be strong in any deck anyway.
Jodah's Codex
1.0 This is kind of a fun reference to old Magic Tomes – like Jayemdae Tome – that cost a ton of mana to draw you cards! Now, luckily you can lower the cost here and I guess once you get it down to about two you won’t feel too bad about it. But, you do still pay a whopping 5 mana up front to not add a real thing to the board, and the advantage this can build for you is pretty slow. I don’t love any of that. This seems too clunky, even in a deck that can get its domain to 5 consistently!
Sheoldred's Restoration
2.5 This is a pretty nice reanimation spell. They usually cost 5 these days, so spending one mana less for the effect is nice, even if you lose life – and when you kick it you even gain life, which is pretty nice! Now, it still has the problem these always have – it isn’t always easy having something worth reanimating, but graveyard decks in this format look fairly legit, and this card does too.
Love Song of Night and Day
3.0 I think you’ll frequently want to skip Chapter I here, since it does benefit your opponent as well as you, and really they come out ahead in most ways, since you spent mana and a card and they just got to draw 2 cards for 0 mana! Sometimes you’ll do chapter I, like if you’re desperate for a specific card or really need some gas – but the good news is, just getting chapter II and chapter III is plenty fo value for the investment.
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Smash to Dust
1.5 Paying 4 mana for a 3/3 with Flying and Haste is definitely a nice card, and its great that it also scales all game long. You can also pick the exact right spot with it to get in for lethal – it will feel like Fireball in a lot of situations!
Impulse
2.0 This old school reprint is basically a better Anticipate, and any sort of Instant-speed card selection card tends to be pretty solid in formats that have a Spell deck – and this format has multiple! It still doesn’t add to the board, and there are only so many slots in a deck for that type of card – but I think the first copy of this is fine.
Argivian Cavalier
3.5 This looks like a very nice Common. We see three mana 2/2s that spit out a 1/1 a lot, and they are always solid at worst. This one comes with Enlist upside, and it can even use its token! This is probably one of White’s best Commons.
Molten Tributary
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Argivian Phalanx
3.0 If you can consistently cast this for 4 or less, I think you’ll be reasonably happy with the card, and that does seem like a pretty reasonable outcome. White has plenty of ways to go wide too, so I think you can pretty consistently cast this for a reasonable cost, and sometimes even play it above curve. It will feel kind of disastrous to have this if your opponent is managing to interfere with your development, though.
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Bog Badger
2.5 Three mana for a 3/3 is still a pretty good rate these days, so the fact you can kick this to give your board menace is certainly nice. It isn’t the kind of thing that always matters, but it matters often enough to be legitimate upside.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
Pack 1 Pick 2: The Weatherseed Treaty
Baird, Argivian Recruiter
3.0 This is quite good. RW this time around is about having augmented power, something that can be accomplished with Enlist, as well as other affects. Baird will be able to crank out tokens pretty easily, and looks like a great engine.
The Weatherseed Treaty
3.0 This looks pretty nice! If you choose to get all three of the chapters, you’re going to end up with a land, a 1/1 Saproling, and a strong boost + trample, and that’s a pretty good deal for the investment! Obviously, you have to take your time to get the full value, but I love that in the late game, when the ramp doesn’t matter – you can just skip chapter I so you can really get things going. But yeah, this provides really good ramp and fixing, a body that actually effects the board, and chapter III will almost always give you at least one good attack.
Twinferno
2.0 This is a pretty neat modal spell. Both halves of it can be really good in the right situation, but you often find yourself unable to manufacture that situation consistently. Jamming both modes together definitely helps, though.
Voda Sea Scavenger
1.5 This doesn’t seem very good to me. It has what are definitely mediocre stats these days, and the ability just gives you pseudo-scry, but how good it is is highly dependent on your lands – and it also isn’t nearly as good as Scry, because you have far less control over the cards.
Meteorite
1.0 This reprint is a super clunky way to fix your mana, and adding a Shock to the mix doesn’t make a huge difference for me. This set does have an artifact subtheme, so maybe sometimes it makes the cut?
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
Mesa Cavalier
1.5 This has mediocre stats, and it does a small thing when it enters the battlefield. Not a card you really hope to play, but fine when you do.
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Argivian Phalanx
3.0 If you can consistently cast this for 4 or less, I think you’ll be reasonably happy with the card, and that does seem like a pretty reasonable outcome. White has plenty of ways to go wide too, so I think you can pretty consistently cast this for a reasonable cost, and sometimes even play it above curve. It will feel kind of disastrous to have this if your opponent is managing to interfere with your development, though.
Gaea's Might
2.0 This is a reprint from the last time the Phyrexian invaded, and it makes for a pretty reasonable combat trick. Getting +2/+2 out of it is easy, and it will often be Giant Growth – and sometimes even better! The set up is real, though.
Colossal Growth
2.5 This looks like a very good trick to me. Two for +3/+3 is a great boost that wins most combats, and the kicker makes this absolutely devastating in many situations. It IS still a trick, with all the problems they have, but one that is of this high of quality is going to be something you basically never cut the first copy of in aggressive decks.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Sunlit Marsh
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Pack 1 Pick 3: Citizen's Arrest
Zar Ojanen, Scion of Efrava
3.5 This is another very sweet signpost Uncommon. Its ability will trigger when you attack – or if you Enlist – and that’s great. Now, actually buffing Zar himself isn’t going ot be easy, since you would need a full 5 basic land types, but the ability will be able to buff a huge chunk of your board in a lot of situations. Obviously you can’t do it over and over b because the creatures will get too big, but buffing all of yoru 2/2s and smaller seems like it will go down a decent chunk of the time, and that’s going to be plenty strong.
Coral Colony
1.5 // 3.0 This is a decent two drop for slower decks, and not a bad Defender payoff in the format’s Defender deck. I definitely prefer the Black Blight Pile or the White Wingmantle Champion as the primary win condition for those decks, since those cards can win the game more quickly. Problem with milling is that it can really backfire, and it is typically going to be slower than making your opponent lose life. But yeah, if you have enough Defenders, this can also end the game in a hurry. It is kind of alright in any Blue deck too, as a two mana ¼ is actually a pretty decent blocker, but it gets way better in a Defender deck.
Viashino Branchrider
2.0 Like many cards with Kicker, neither mode of this card is super impressive. You either get a Raging Goblin or a 4-mana Hill Giant with Haste. It does have the upside of bumping up its power, but it is very expensive – and any time we see it cost three, I get pretty skeptical. When this is a 1/1, it dies to anything blocking it. And sure, you can pump a bunch of mana into it to make whatever is blocking it die, but you end up spending some insane mana to kill like…a two drop, and that tempo matters! Once you kick it, it does become more formidable, as you no longer need to buff it for it to actually have a relevant body in combat.
Charismatic Vanguard
2.0 This has mediocre stats, but an ability that can do some work in the late game with an ability that is a bit overcosted.
Citizen's Arrest
3.0 This seems like it is in the lower range of “premium” removal. These sorts of cards seem to be getting worse these days, since so many creatures have ETB abilities. Still, it can deal with any creature or planeswalker, and that’s nice! The double White is a bit of a downer too, as you can’t splash it. But yeah, sounds like I’m super down on it - and I guess I am, at least with how good these type of effects used to be. But this is still one of White’s best Commons!
Sunbathing Rootwalla
2.0 This has a baseline as a bear, and obviously has some upside that can really matter later in the game. Even if you’re just a two-color deck, the ability will be pretty solid – though certainly overcosted
Bog Badger
2.5 Three mana for a 3/3 is still a pretty good rate these days, so the fact you can kick this to give your board menace is certainly nice. It isn’t the kind of thing that always matters, but it matters often enough to be legitimate upside.
Pixie Illusionist
3.0 A one mana 1/1 Flyer is passable, so the upside this has of becoming a 5 mana 3/3 Flyer in the late game and fixing your mana and helping with domain makes this a pretty nice Common!
Coalition Warbrute
2.5 An Enlist creature with Trample is pretty sweet! Even making this into a 5/4 or 6/4 – both of which are fairly realistic things – is pretty nice! Of course, Enlist does make you tap a thing, and that’s a real cost – but this definitely looks like it can become a very real problem. It seems solid enough.
Shield-Wall Sentinel
0.0 // 2.5 Like all of these Defender matters cards, this is a build around. If you can use it to tutor something up – especially one of the powerful win conditions the deck has – it is going to feel really good. If you don’t have a decent Defender to tutor up, you’ll never play this, because its stats are awful.
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Extinguish the Light
3.5 I think a 4 mana instant that can destroy any creature is already in the lower range of “premium” removal, so adding the upside of life gain is pretty real! It always stinks to spend 4 mana to kill something that your opponent paid less mana for, so the consolation prize is nice! They made sure to make it cost double black so you can’t splash it really, but I still think this is a 3.5
Pack 1 Pick 4: Sacred Peaks
Academy Loremaster
2.5 In the later stages of the game, you’re going to be especially interested in drawing extra cards – and so is your opponent. Because at that point you have enough mana to not worry about the extra cost, but you really need gas. The fact that this is symmetrical makes it sort of weird to evaluate – but overall, I think it ends up being kind of a wash. You and your opponent can both benefit from it, and you get a 2/3 out of the deal. Bad news is, your opponent can take advantage of the effect first, since their draw step is imminent – and if they draw removal after drawing their extra and kill the Loremaster, you’re going to feel pretty awful!
Twinferno
2.0 This is a pretty neat modal spell. Both halves of it can be really good in the right situation, but you often find yourself unable to manufacture that situation consistently. Jamming both modes together definitely helps, though.
Monstrous War-Leech
2.0 The ceiling for this card is just that it is a really efficient vanilla creature. That’s not super impressive to me. You’re going to need to have some other reasons to mill yourself to really want to play this, since it can enable other self-mill payoffs – and you’re going to need them, since this isn’t a great one. It also feels like mana values are a little lower than usual in this set as a result of all the Kicker, so this really may not be well-positioned for the format.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Impulse
2.0 This old school reprint is basically a better Anticipate, and any sort of Instant-speed card selection card tends to be pretty solid in formats that have a Spell deck – and this format has multiple! It still doesn’t add to the board, and there are only so many slots in a deck for that type of card – but I think the first copy of this is fine.
Hexbane Tortoise
2.0 Thanks to Ward, this is a bit harder to kill with removal, but still pretty easy to trade with. Adding Enlist to the mix is nice, but this is definitely an Enlist creature that can easily be traded with by virtually any two drop, and that certainly lessens its impact.
Clockwork Drawbridge
1.0 This doesn’t seem very good to me, even in the Defender deck in the format. It has mediocre stats and it costs a little too much to tap stuff down. That effect is nice, but three mana is just asking a lot. I think you’ll end up playing this if you really need more defenders to get to your critical mass in that type of deck – but yeah, even in that deck you probably hope you don’t play this.
Contaminated Aquifer
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Meria's Outrider
2.0 A 5-mana 4/4 with Reach isn’t something I’m in for. The fact this does some damage when it enters the battlefield is a definite upgrade, and it will at least shock your opponent with regularity, and bolt them pretty often too. Still, it seems super clunky to me.
Pixie Illusionist
3.0 A one mana 1/1 Flyer is passable, so the upside this has of becoming a 5 mana 3/3 Flyer in the late game and fixing your mana and helping with domain makes this a pretty nice Common!
Sacred Peaks
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Pack 1 Pick 5: Tail Swipe
Nael, Avizoa Aeronaut
3.0 This might be the signpost Uncommon I’m the most disappointed in – don’t get me wrong, it is still pretty nice. After all, its a 4-mana 2/4 with Flying that has some real upside! But I do think the upside is underpowered compared to the rest of these signposts. If you don’t have a full five land types, it just gives you a bit of card selection. And that’s nice, for sure, but certainly not that strong, especially because he has to get in for damage. If you do have a full five land types he gets to be pretty crazy, though.
Tail Swipe
3.5 This looks premium to me, and one of the best fight spells we’ve ever seen! One mana for +1/+1 and fight during your Main Phase is a pretty big deal, and it will allow your creatures to fight pretty effectively, and then it also has the upside of being an Instant speed Fight effect – and sure, you don’t get the boost – but this card basically gives you the best of both worlds. If your creatures are already pretty beefy, you can cast this as an Instant so you can wreck your opponent out of nowhere, but if your creatures need a little help, you’ll cast it during one of your main phases. It always feels good ot kill their only blocker and attack with a buffed creature too! It does suffer from the dangers of all fight spells – so make sure to pick your spot wisely, and at a time where you don’t have a big risk of getting blown out – but I still think this looks pretty amazing.
Juniper Order Rootweaver
3.0 This is a very nice Common. It can just be a bear, or it can be a 3-mana 2/2 that puts a counter somewhere. The counter effect is the sort of thing that tends to be useful all game long, since in the later stages you can find somewhere to put it that makes a difference. In the early game, you may just want to make this a three mana 3/3, which is solid.
Flowstone Infusion
3.0 This is a pretty nice card, because it can function as a solid removal spell, and you can also use it as a trick! As we usually see with this type of card, you’ll use it as removal about 90% of the time. It is also nice that it is a cheap Instant for spell decks.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Gaea's Might
2.0 This is a reprint from the last time the Phyrexian invaded, and it makes for a pretty reasonable combat trick. Getting +2/+2 out of it is easy, and it will often be Giant Growth – and sometimes even better! The set up is real, though.
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Pack 1 Pick 6: Wooded Ridgeline
Vohar, Vodalian Desecrator
3.5 A two mana ½ that loots is a card you usually play, so the upside of draining the opponent sometimes and letting you cast spells out of your graveyard is really nice. It is pretty neat that they made UB a spell deck this time around too – it is sort of a spells/graveyard deck.
Monstrous War-Leech
2.0 The ceiling for this card is just that it is a really efficient vanilla creature. That’s not super impressive to me. You’re going to need to have some other reasons to mill yourself to really want to play this, since it can enable other self-mill payoffs – and you’re going to need them, since this isn’t a great one. It also feels like mana values are a little lower than usual in this set as a result of all the Kicker, so this really may not be well-positioned for the format.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
Benalish Sleeper
2.0 Two mana for a 3/1 is usually passable in Limited, so the Edict upside is nice! There are plenty of times where kicking this is better for you than your opponent, and when that’s true, this will feel like a great Common. Now, there will also be times where kicking it doesn’t really do much, or hurts you more than your opponent, so temper your expectations.
Haunting Figment
2.0 It is a little weird to see a mono-Blue card with Vigilance…but anyway, this seems like a fine two drop. Blue really likes spells, so it will be unblockable a substantial chunk of the time, and even when it isn’t, it is decent on the Vanilla test.
Timely Interference
2.5 These sorts of effect aren’t always useful, but the fact that this replaces itself is pretty important. It seems to me that you’ll find enough situations where the -1/-0 and/or the “must block” part of the card that this is going to be pretty solid. When you can trade it for a full card, you get a 2-for-1! Cycling it will probably be more common, but the upside is pretty real.
Wooded Ridgeline
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Coalition Warbrute
2.5 An Enlist creature with Trample is pretty sweet! Even making this into a 5/4 or 6/4 – both of which are fairly realistic things – is pretty nice! Of course, Enlist does make you tap a thing, and that’s a real cost – but this definitely looks like it can become a very real problem. It seems solid enough.
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Pack 1 Pick 7: Territorial Maro
Radha, Coalition Warlord
3.0 This might be the weakest of all the signpost Uncommons, but it is still pretty good. The problem is that Radha can’t buff herself, so she is quite vulnerable when attacking. Because the ability triggers when she taps, you can use her with Enlist or with Vehicles – and that’s probably the best way to take advantage, since then she isn’t vulnerable, she just offers a big stats boost to something.
Territorial Maro
1.5 This references an old card that itself referenced Mark Rosewater, so that’s funny! The card doesn’t seem great to me though. It will be a 5-mana 4/4 reasonably often, and even when you do manage to set up Domain pretty well, it is still a huge vanilla creature at best, and that often isn’t enough to get the job done. There are better domain payoffs out there than this.
Idyllic Beachfront
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Benalish Faithbonder
2.0 A two mana 1/3 with Vigilance is probably a 1.5 -- adding Enlist is pretty nice on a Vigilance creature too, because Enlist naturally has you tap something extra down when you attack, but at least your enlist creature doesn’t get tapped!
Radiant Grove
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Elfhame Wurm
2.5 This is a solid French Vanilla creature. It will be a pretty beefy presence on most board states. One of these probably makes the cut in a lot of Green decks, but there are certainly better things you could be doing with 5 mana.
Phyrexian Rager
3.0 This is a nice reprint from the original Invasion Block! The Rager is often a 2-for-1, since it is big enough to trade and draws you cards.
Shield-Wall Sentinel
0.0 // 2.5 Like all of these Defender matters cards, this is a build around. If you can use it to tutor something up – especially one of the powerful win conditions the deck has – it is going to feel really good. If you don’t have a decent Defender to tutor up, you’ll never play this, because its stats are awful.
Pack 1 Pick 8: Sunlit Marsh
Joint Exploration
3.0 The base card is pretty solid. Two mana to get a look at up to three cards is a reasonable deal, and if you can kick it the ramp is pretty real! I like that you get to Scry two before your draw, because that means you can increase your chances of hitting a land you need to get the ramp effect to matter. It doesn’t always add to the board, even when you kick it, but it is cheap enough and Instant speed, so that makes that less of a problem.
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Soaring Drake
2.5 This shows you how much power creep there is with creatures! Wind Drake, a 3 mana 2/2 Flyer, used to be a quality card in Limited – but now we get a three mana ⅔ Flyer in Limited and that’s pretty much the bar for “solid Common.”
Radiant Grove
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Sunlit Marsh
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Sacred Peaks
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Smash to Dust
1.5 Paying 4 mana for a 3/3 with Flying and Haste is definitely a nice card, and its great that it also scales all game long. You can also pick the exact right spot with it to get in for lethal – it will feel like Fireball in a lot of situations!
Pack 1 Pick 9: Molten Tributary
Jodah's Codex
1.0 This is kind of a fun reference to old Magic Tomes – like Jayemdae Tome – that cost a ton of mana to draw you cards! Now, luckily you can lower the cost here and I guess once you get it down to about two you won’t feel too bad about it. But, you do still pay a whopping 5 mana up front to not add a real thing to the board, and the advantage this can build for you is pretty slow. I don’t love any of that. This seems too clunky, even in a deck that can get its domain to 5 consistently!
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Smash to Dust
1.5 Paying 4 mana for a 3/3 with Flying and Haste is definitely a nice card, and its great that it also scales all game long. You can also pick the exact right spot with it to get in for lethal – it will feel like Fireball in a lot of situations!
Molten Tributary
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
Pack 1 Pick 10: Baird, Argivian Recruiter
Baird, Argivian Recruiter
3.0 This is quite good. RW this time around is about having augmented power, something that can be accomplished with Enlist, as well as other affects. Baird will be able to crank out tokens pretty easily, and looks like a great engine.
Twinferno
2.0 This is a pretty neat modal spell. Both halves of it can be really good in the right situation, but you often find yourself unable to manufacture that situation consistently. Jamming both modes together definitely helps, though.
Meteorite
1.0 This reprint is a super clunky way to fix your mana, and adding a Shock to the mix doesn’t make a huge difference for me. This set does have an artifact subtheme, so maybe sometimes it makes the cut?
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Pack 1 Pick 11: Coalition Warbrute
Coral Colony
1.5 // 3.0 This is a decent two drop for slower decks, and not a bad Defender payoff in the format’s Defender deck. I definitely prefer the Black Blight Pile or the White Wingmantle Champion as the primary win condition for those decks, since those cards can win the game more quickly. Problem with milling is that it can really backfire, and it is typically going to be slower than making your opponent lose life. But yeah, if you have enough Defenders, this can also end the game in a hurry. It is kind of alright in any Blue deck too, as a two mana ¼ is actually a pretty decent blocker, but it gets way better in a Defender deck.
Coalition Warbrute
2.5 An Enlist creature with Trample is pretty sweet! Even making this into a 5/4 or 6/4 – both of which are fairly realistic things – is pretty nice! Of course, Enlist does make you tap a thing, and that’s a real cost – but this definitely looks like it can become a very real problem. It seems solid enough.
Shield-Wall Sentinel
0.0 // 2.5 Like all of these Defender matters cards, this is a build around. If you can use it to tutor something up – especially one of the powerful win conditions the deck has – it is going to feel really good. If you don’t have a decent Defender to tutor up, you’ll never play this, because its stats are awful.
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Pack 1 Pick 12: Twinferno
Twinferno
2.0 This is a pretty neat modal spell. Both halves of it can be really good in the right situation, but you often find yourself unable to manufacture that situation consistently. Jamming both modes together definitely helps, though.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Impulse
2.0 This old school reprint is basically a better Anticipate, and any sort of Instant-speed card selection card tends to be pretty solid in formats that have a Spell deck – and this format has multiple! It still doesn’t add to the board, and there are only so many slots in a deck for that type of card – but I think the first copy of this is fine.
Pack 1 Pick 13: Thrill of Possibility
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
Pack 1 Pick 14: Haunting Figment
Haunting Figment
2.0 It is a little weird to see a mono-Blue card with Vigilance…but anyway, this seems like a fine two drop. Blue really likes spells, so it will be unblockable a substantial chunk of the time, and even when it isn’t, it is decent on the Vanilla test.
Pack 2 Pick 1: Cleaving Skyrider
Ivy, Gleeful Spellthief
3.0 This has nice starting stats, and an interesting ability that lets you double your combo tricks and Auras, while also getting yourself an extra copy of any Aura or combat trick your opponent plays.
Coalition Skyknight
3.0 As soon as I saw Enlist, I knew slapping it on a flyer would be pretty sweet – and that’s what we have here! This will be able to attack pretty hard in the air if it has a friend around. The downside is that it has some pretty mediocre base-stats, and is the kind of 4 drop that dies to Common one and two mana removal, and that tempo hit can be brutal. With only two toughness, it doesn’t take much with Reach or Flying to take it down, either.
Cleaving Skyrider
4.0 This is a very good Uncommon. I’m already in on a 3-mana 2/2 Flyer with Flash, so adding the big upside of the Kicker is really nice. You can Flash it in when you’re the one attacking to killa blocker or something – or help you do lethal to your opponent – but it is pretty sweet that you can also use it when your opponent is attacking you, in which cases it will usually account for two bodies, between killing one and blocking out. Paying 6 for this is just going to do a ton of work in many situations. Now, there will be times where you just have to run this out as a Wind Drake, but that’s a pretty decent fail case.
Frostfist Strider
4.0 I always love creatures who ETB and freeze something down, and now we have “stun” counters that pretty much do the same thing! It is a great tempo play to add to the board while significantly downgrading your opponents for a whole turn cycle, and it usually enables you get to the upper hand if you didn’t already have it – and if you were already head, you often win on the spot. This is a great Uncommon. It is pretty fascinating to compare to Berg STrider from Kaldheim, which was similar – it was easier to cast, but it also demanded you spend snow mana ot get that to happen, and it didn’t have Ward 2. Now, Giants were also a tribal thing in Kaldheim, but I still think the Strider comes out ahead – and that’s probably why it is at Uncommon. I think this is likely Blue’s best Uncommon.
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Academy Wall
2.0 This isn’t the most exciting spell payoff ever, especially because it is stapled to such a mediocre creature, but hey – it can block and stuff, and then give you some nice Looting. It has Defender too, and that matters some. It seems like it definitely has a role to play in both UR and UB spell decks – and less of one in UW, since that deck would prefer creatures that can attack.
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Radiant Grove
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Bog Badger
2.5 Three mana for a 3/3 is still a pretty good rate these days, so the fact you can kick this to give your board menace is certainly nice. It isn’t the kind of thing that always matters, but it matters often enough to be legitimate upside.
Viashino Branchrider
2.0 Like many cards with Kicker, neither mode of this card is super impressive. You either get a Raging Goblin or a 4-mana Hill Giant with Haste. It does have the upside of bumping up its power, but it is very expensive – and any time we see it cost three, I get pretty skeptical. When this is a 1/1, it dies to anything blocking it. And sure, you can pump a bunch of mana into it to make whatever is blocking it die, but you end up spending some insane mana to kill like…a two drop, and that tempo matters! Once you kick it, it does become more formidable, as you no longer need to buff it for it to actually have a relevant body in combat.
Yavimaya Steelcrusher
2.5 This is a bear with some pretty significant upside! Enlist means it will be able to attack reasonably hard all game long, and the fact it can destroy artifacts means it has utility all game long too.
Phyrexian Rager
3.0 This is a nice reprint from the original Invasion Block! The Rager is often a 2-for-1, since it is big enough to trade and draws you cards.
Sacred Peaks
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Pack 2 Pick 2: Argivian Cavalier
Meria, Scholar of Antiquity
2.5 There is definitely an artifact sub-theme in this format, and if you can get enough of them Meria will be pretty darn strong, between producing mana and effectively drawing you extra cards. But I think it is hard enough to get her going in this format that she’s just a solid card.
Cut Down
4.0 This seems like premium removal. It can kill a whole lot of things that cost more than one mana, and sometimes it will really trade up. It can kill most one, two, and three drops – and a fair bit of cards higher up on the curve too! It can get blanked by a pump spell or something, but that’s true of a lot of really cheap removal – look at Lightning Bolt. The fact this is an Instant is pretty sweet too.
Braids's Frightful Return
3.0 So, with Read Ahead on this one, I think you’ll pretty frequently start on chapter II. Unless you have a bunch of expendable stuff, or you’re really worried about what your opponent has in their hand, giving up a creature for a card in your opponent’s hand just isn’t worth it, even if you get the creature back with chapter II. Getting a creature back with Chapter II is pretty nice in general, and the Edict or let you draw effect on Chapter III is also good – and sometimes you’ll want to start there, especially if your opponent has like one permanent it can hit, because that situation won’t last very long! In the late game, Chapter III does get significantly weaker, though. If you do manage to get a full card out of Chapter II and III, this ends up being a three mana 2-for-1!
Radiant Grove
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Benalish Faithbonder
2.0 A two mana 1/3 with Vigilance is probably a 1.5 -- adding Enlist is pretty nice on a Vigilance creature too, because Enlist naturally has you tap something extra down when you attack, but at least your enlist creature doesn’t get tapped!
Sunbathing Rootwalla
2.0 This has a baseline as a bear, and obviously has some upside that can really matter later in the game. Even if you’re just a two-color deck, the ability will be pretty solid – though certainly overcosted
Urborg Repossession
3.0 We see a Common Black card in virtually every set lets you return two creatures from your hand to your graveyard – and this is one of the best versions of that we have seen. The fact it gains you life helps make up for how slow this effect can be, and when you KICK this, it is actually a pretty powerful spell. You get back a creature, one other permanent, and gain that 2 life for three mana. If this was ALWAYS just a Black-Green card, it would be pretty good, but the fact you can cast it as a different spell without the Kicker is pretty nice
Impulse
2.0 This old school reprint is basically a better Anticipate, and any sort of Instant-speed card selection card tends to be pretty solid in formats that have a Spell deck – and this format has multiple! It still doesn’t add to the board, and there are only so many slots in a deck for that type of card – but I think the first copy of this is fine.
Argivian Cavalier
3.5 This looks like a very nice Common. We see three mana 2/2s that spit out a 1/1 a lot, and they are always solid at worst. This one comes with Enlist upside, and it can even use its token! This is probably one of White’s best Commons.
Vanquisher's Axe
1.5 This isn’t the most efficient Equipment ever, but it isn’t a complete disaster either. It may be particularly good in RW, where you want higher attack than toughness – and it also helps the Equipment and Artifact sub-themes in the set. Still, it probably gets cut from many decks.
Clockwork Drawbridge
1.0 This doesn’t seem very good to me, even in the Defender deck in the format. It has mediocre stats and it costs a little too much to tap stuff down. That effect is nice, but three mana is just asking a lot. I think you’ll end up playing this if you really need more defenders to get to your critical mass in that type of deck – but yeah, even in that deck you probably hope you don’t play this.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
Pixie Illusionist
3.0 A one mana 1/1 Flyer is passable, so the upside this has of becoming a 5 mana 3/3 Flyer in the late game and fixing your mana and helping with domain makes this a pretty nice Common!
Pack 2 Pick 3: Sacred Peaks
Balmor, Battlemage Captain
3.5 This is another nice spell payoff! That trigger is super strong, even if you only have a couple of creatures, and it is the kind of thing your opponent has to respect – the threat of activation is very real. The question is how easy it will be to go wide enough to really take advantage of this, but my feeling is you don’t have to go that wide to make this impressive.
Warhost's Frenzy
2.5 This is nice for a Trumpet Blast-type effect. The kicker upside is pretty real, because sometimes buffing your whole board isn’t worth it if too much of your stuff dies. This makes sure they all get replaced! At the same time, it is sort of awwkard, because you often don’t use a card like this unless you can do lethal on the spot. But I guess you’ll be willing to cast this more often when you don’t have lethal thanks to that upside. It does give it some upside as sort of a weird defensive spell too, since you can use it in response to removal or something if you’re desperate. I think this has the potential for a pretty insane ceiling, but it still has a pretty mediocre floor.
Coral Colony
1.5 // 3.0 This is a decent two drop for slower decks, and not a bad Defender payoff in the format’s Defender deck. I definitely prefer the Black Blight Pile or the White Wingmantle Champion as the primary win condition for those decks, since those cards can win the game more quickly. Problem with milling is that it can really backfire, and it is typically going to be slower than making your opponent lose life. But yeah, if you have enough Defenders, this can also end the game in a hurry. It is kind of alright in any Blue deck too, as a two mana ¼ is actually a pretty decent blocker, but it gets way better in a Defender deck.
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Tangled Islet
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Sacred Peaks
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Pixie Illusionist
3.0 A one mana 1/1 Flyer is passable, so the upside this has of becoming a 5 mana 3/3 Flyer in the late game and fixing your mana and helping with domain makes this a pretty nice Common!
Sunlit Marsh
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Impede Momentum
1.5 So, this is temporary removal that doesn’t even fully get rid of the thing it only temporarily removes. I don’t love that. The creature can still use abilities and its static effects still stick around even if they are stunned. Basically, this is a longer-term version of the “tap target creature, it doesn’t untap during your opponent’s next turn” effect, but even those effects are only good when they come with something else meaningful – like as a creature’s Enter the Battlefield ability, or with a cantrip attached. Scry 1 doesn’t quite do it.
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Pack 2 Pick 4: Queen Allenal of Ruadach
Queen Allenal of Ruadach
3.5 Looks like another very nice signpost Uncommon. It will often be big enough to be reasonably efficient, and the extra tokens it can generate will be nice. There’s lots of support for tokens in the format!
Founding the Third Path
3.0 This looks pretty good to me. Chapter I and II definitely aren’t exciting, and the real value will ome from chapter three – but the first two chapters can set it up! And, if you already have something you can cast from the graveyard and copy, you can just start at chapter three to begin with! The first two chapters aren’t great because you just won’t have things to cast with Chapter I that often. It also doesn’t net you any cards, it just gives you a discount, and those sorts of effects are all way worse than they look in Limited. Chapter II is basically there to enable Chapter III, so yeah. I could see playing this on Chapter II happening a decent chunk of the time, because that way you can get more options for Chapter III, and you have all your mana available for Chapter III on your next turn. OBviously you need a lot of Instants and Sorceries, but both UW and UR seem very into those card types, so I don’t think it will be hard to find a home for this.
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Hexbane Tortoise
2.0 Thanks to Ward, this is a bit harder to kill with removal, but still pretty easy to trade with. Adding Enlist to the mix is nice, but this is definitely an Enlist creature that can easily be traded with by virtually any two drop, and that certainly lessens its impact.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
Stall for Time
2.5 This is sort of passable when you don’t kick it, since it replaces itself and its an Instant, so you can shut down an entire round of attacking and blocking by those two creatures. Kicking it is the real dream though, since those stun counters will really give you some amazing tempo.
Tribute to Urborg
3.5 The base of two mana for -2/-2 is usually about a 2.5, and while the Kicker upside does let it kill more things, it also makes it cost twice as much and is dependent on having things in your graveyard. That said, UB is very into spells, and all Black decks are into the graveyard, so I think kicking this will usually make it much more potent
Lightning Strike
4.0 This is always great. Two mana to do 3 to anything at instant speed is very powerful. It can trade up when killing creatures, and the fact it can close out a game by going to your opponents face is nice.
Coalition Warbrute
2.5 An Enlist creature with Trample is pretty sweet! Even making this into a 5/4 or 6/4 – both of which are fairly realistic things – is pretty nice! Of course, Enlist does make you tap a thing, and that’s a real cost – but this definitely looks like it can become a very real problem. It seems solid enough.
Colossal Growth
2.5 This looks like a very good trick to me. Two for +3/+3 is a great boost that wins most combats, and the kicker makes this absolutely devastating in many situations. It IS still a trick, with all the problems they have, but one that is of this high of quality is going to be something you basically never cut the first copy of in aggressive decks.
Bone Splinters
2.0 We have seen this card many a time, and its always fine. Obviously one mana to kill something is really nice, but the requirement to sacrifice a creature is enough to keep it from being anywhere close to premium. Obviously, there are black decks in the format that are going to be able to make really good use of this – especially BW and BR, both of which like it when things die. It is pretty dangerous to run more than one copy of this too, since it is as situational as it is.
Pack 2 Pick 5: Coalition Skyknight
Warhost's Frenzy
2.5 This is nice for a Trumpet Blast-type effect. The kicker upside is pretty real, because sometimes buffing your whole board isn’t worth it if too much of your stuff dies. This makes sure they all get replaced! At the same time, it is sort of awwkard, because you often don’t use a card like this unless you can do lethal on the spot. But I guess you’ll be willing to cast this more often when you don’t have lethal thanks to that upside. It does give it some upside as sort of a weird defensive spell too, since you can use it in response to removal or something if you’re desperate. I think this has the potential for a pretty insane ceiling, but it still has a pretty mediocre floor.
Coalition Skyknight
3.0 As soon as I saw Enlist, I knew slapping it on a flyer would be pretty sweet – and that’s what we have here! This will be able to attack pretty hard in the air if it has a friend around. The downside is that it has some pretty mediocre base-stats, and is the kind of 4 drop that dies to Common one and two mana removal, and that tempo hit can be brutal. With only two toughness, it doesn’t take much with Reach or Flying to take it down, either.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
Timely Interference
2.5 These sorts of effect aren’t always useful, but the fact that this replaces itself is pretty important. It seems to me that you’ll find enough situations where the -1/-0 and/or the “must block” part of the card that this is going to be pretty solid. When you can trade it for a full card, you get a 2-for-1! Cycling it will probably be more common, but the upside is pretty real.
Yavimaya Sojourner
1.5 This can be a pretty efficient vanilla creature – but even in this format, playing it super early as an efficient creature won’t exactly be easy, so I’m not sure the fact it can be discounted is that big of a deal, because by the time you can cast it for like four mana, the game will be pretty well-developed anyway, and a vanilla 4/6 isn’t going to change the game or anything. This asks for significant set up and the payoff doesn’t really seem worth it to me.
Mesa Cavalier
1.5 This has mediocre stats, and it does a small thing when it enters the battlefield. Not a card you really hope to play, but fine when you do.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Charismatic Vanguard
2.0 This has mediocre stats, but an ability that can do some work in the late game with an ability that is a bit overcosted.
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
Essence Scatter
2.5 This reprint is actually a counterspell I will play! It can only counter creature spells, but it does it at two mana, and you only need one Blue! Most decks will have 15+ creatures, and that’s plenty of targets for the first of these to be a solid inclusion in your Blue decks. One thing to keep in mind, don’t fall into the trap of thinking of counter magic as straight up removal. It is substantially worse in most ways, especially in Limited! The problem is – it is like removal that only works if you have the mana up at the right time, and that’s what keeps this from receiving a grade that is remotely close to a “premium removal” grade.
Pack 2 Pick 6: Samite Herbalist
Najal, the Storm Runner
3.0 This offers a couple of pretty nice payoffs for spells! Obviously, you need to be stocked up on them to take full advantage, and even when you are – there will be times where you can’t make use of either ability. Still, hte upside is very real, and obviously UR is going to have a ton of other spell payoffs, so this will have a home.
Coral Colony
1.5 // 3.0 This is a decent two drop for slower decks, and not a bad Defender payoff in the format’s Defender deck. I definitely prefer the Black Blight Pile or the White Wingmantle Champion as the primary win condition for those decks, since those cards can win the game more quickly. Problem with milling is that it can really backfire, and it is typically going to be slower than making your opponent lose life. But yeah, if you have enough Defenders, this can also end the game in a hurry. It is kind of alright in any Blue deck too, as a two mana ¼ is actually a pretty decent blocker, but it gets way better in a Defender deck.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Samite Herbalist
2.0 The idea here is to tap this for Enlist effects, and it is certainly nice to get that extra value when you do. Obviously it can also just give you this trigger when it attacks, and any time you can at least trad with it, that will feel fine. It also works with crewing vehicles!
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Impulse
2.0 This old school reprint is basically a better Anticipate, and any sort of Instant-speed card selection card tends to be pretty solid in formats that have a Spell deck – and this format has multiple! It still doesn’t add to the board, and there are only so many slots in a deck for that type of card – but I think the first copy of this is fine.
Pack 2 Pick 7: Territorial Maro
Coalition Skyknight
3.0 As soon as I saw Enlist, I knew slapping it on a flyer would be pretty sweet – and that’s what we have here! This will be able to attack pretty hard in the air if it has a friend around. The downside is that it has some pretty mediocre base-stats, and is the kind of 4 drop that dies to Common one and two mana removal, and that tempo hit can be brutal. With only two toughness, it doesn’t take much with Reach or Flying to take it down, either.
Territorial Maro
1.5 This references an old card that itself referenced Mark Rosewater, so that’s funny! The card doesn’t seem great to me though. It will be a 5-mana 4/4 reasonably often, and even when you do manage to set up Domain pretty well, it is still a huge vanilla creature at best, and that often isn’t enough to get the job done. There are better domain payoffs out there than this.
Deathbloom Gardener
1.5 This card seems super awkward to me. A three mana 1/1 is a horrendous stat-line – dying to any 1 damage or -1/-1 effect is brutal when you’re paying three mana! And uh..yeah, it does have death touch and can tap for mana of any color, but those two abilities together is super weird. Because if you’re tapping it for mana it isn’t going to be available to block and trade for stuff with its Deathtouch. This just seems overcosted on all fronts – but it does provide fixing in a format where you’re often going to be playing a 3rd color so you can pay for off-color kicker. Still, I think you’re hoping for some of the more impactful fixing out there than this thing.
Battle-Rage Blessing
2.0 This format feels like it has some of the best tricks we’ve seen in a while – at least on average – as this is yet another solid trick. Two mana isn’t the amount I love to pay for tricks – I would much rather pay 1 – but deathtouch + indestructible does allow virtually any creature to win combat, and this comes with the upside of also blanking most removal. As usual, tricks are situational and risky, so even most good tricks aren’t amazing. But this is one I will play the first copy of in most creature-heavy Black decks.
Soaring Drake
2.5 This shows you how much power creep there is with creatures! Wind Drake, a 3 mana 2/2 Flyer, used to be a quality card in Limited – but now we get a three mana ⅔ Flyer in Limited and that’s pretty much the bar for “solid Common.”
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
Clockwork Drawbridge
1.0 This doesn’t seem very good to me, even in the Defender deck in the format. It has mediocre stats and it costs a little too much to tap stuff down. That effect is nice, but three mana is just asking a lot. I think you’ll end up playing this if you really need more defenders to get to your critical mass in that type of deck – but yeah, even in that deck you probably hope you don’t play this.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
Pack 2 Pick 8: Elfhame Wurm
Pilfer
2.0 A two mana Coercion is a pretty big upgrade from three mana versions of the effect. It gives you decent information and can really disrupt your opponent. You still pay two mana for a one-for-one that doesn’t add to the board at all, but I think one copy of this is going to see some play in Black decks.
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Urborg Repossession
3.0 We see a Common Black card in virtually every set lets you return two creatures from your hand to your graveyard – and this is one of the best versions of that we have seen. The fact it gains you life helps make up for how slow this effect can be, and when you KICK this, it is actually a pretty powerful spell. You get back a creature, one other permanent, and gain that 2 life for three mana. If this was ALWAYS just a Black-Green card, it would be pretty good, but the fact you can cast it as a different spell without the Kicker is pretty nice
Elfhame Wurm
2.5 This is a solid French Vanilla creature. It will be a pretty beefy presence on most board states. One of these probably makes the cut in a lot of Green decks, but there are certainly better things you could be doing with 5 mana.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
Smash to Dust
1.5 Paying 4 mana for a 3/3 with Flying and Haste is definitely a nice card, and its great that it also scales all game long. You can also pick the exact right spot with it to get in for lethal – it will feel like Fireball in a lot of situations!
Yavimaya Steelcrusher
2.5 This is a bear with some pretty significant upside! Enlist means it will be able to attack reasonably hard all game long, and the fact it can destroy artifacts means it has utility all game long too.
Pack 2 Pick 9: Coalition Skyknight
Coalition Skyknight
3.0 As soon as I saw Enlist, I knew slapping it on a flyer would be pretty sweet – and that’s what we have here! This will be able to attack pretty hard in the air if it has a friend around. The downside is that it has some pretty mediocre base-stats, and is the kind of 4 drop that dies to Common one and two mana removal, and that tempo hit can be brutal. With only two toughness, it doesn’t take much with Reach or Flying to take it down, either.
Academy Wall
2.0 This isn’t the most exciting spell payoff ever, especially because it is stapled to such a mediocre creature, but hey – it can block and stuff, and then give you some nice Looting. It has Defender too, and that matters some. It seems like it definitely has a role to play in both UR and UB spell decks – and less of one in UW, since that deck would prefer creatures that can attack.
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Yavimaya Steelcrusher
2.5 This is a bear with some pretty significant upside! Enlist means it will be able to attack reasonably hard all game long, and the fact it can destroy artifacts means it has utility all game long too.
Phyrexian Rager
3.0 This is a nice reprint from the original Invasion Block! The Rager is often a 2-for-1, since it is big enough to trade and draws you cards.
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Pack 2 Pick 10: Benalish Faithbonder
Braids's Frightful Return
3.0 So, with Read Ahead on this one, I think you’ll pretty frequently start on chapter II. Unless you have a bunch of expendable stuff, or you’re really worried about what your opponent has in their hand, giving up a creature for a card in your opponent’s hand just isn’t worth it, even if you get the creature back with chapter II. Getting a creature back with Chapter II is pretty nice in general, and the Edict or let you draw effect on Chapter III is also good – and sometimes you’ll want to start there, especially if your opponent has like one permanent it can hit, because that situation won’t last very long! In the late game, Chapter III does get significantly weaker, though. If you do manage to get a full card out of Chapter II and III, this ends up being a three mana 2-for-1!
Benalish Faithbonder
2.0 A two mana 1/3 with Vigilance is probably a 1.5 -- adding Enlist is pretty nice on a Vigilance creature too, because Enlist naturally has you tap something extra down when you attack, but at least your enlist creature doesn’t get tapped!
Impulse
2.0 This old school reprint is basically a better Anticipate, and any sort of Instant-speed card selection card tends to be pretty solid in formats that have a Spell deck – and this format has multiple! It still doesn’t add to the board, and there are only so many slots in a deck for that type of card – but I think the first copy of this is fine.
Clockwork Drawbridge
1.0 This doesn’t seem very good to me, even in the Defender deck in the format. It has mediocre stats and it costs a little too much to tap stuff down. That effect is nice, but three mana is just asking a lot. I think you’ll end up playing this if you really need more defenders to get to your critical mass in that type of deck – but yeah, even in that deck you probably hope you don’t play this.
Pixie Illusionist
3.0 A one mana 1/1 Flyer is passable, so the upside this has of becoming a 5 mana 3/3 Flyer in the late game and fixing your mana and helping with domain makes this a pretty nice Common!
Pack 2 Pick 11: Balmor, Battlemage Captain
Balmor, Battlemage Captain
3.5 This is another nice spell payoff! That trigger is super strong, even if you only have a couple of creatures, and it is the kind of thing your opponent has to respect – the threat of activation is very real. The question is how easy it will be to go wide enough to really take advantage of this, but my feeling is you don’t have to go that wide to make this impressive.
Impede Momentum
1.5 So, this is temporary removal that doesn’t even fully get rid of the thing it only temporarily removes. I don’t love that. The creature can still use abilities and its static effects still stick around even if they are stunned. Basically, this is a longer-term version of the “tap target creature, it doesn’t untap during your opponent’s next turn” effect, but even those effects are only good when they come with something else meaningful – like as a creature’s Enter the Battlefield ability, or with a cantrip attached. Scry 1 doesn’t quite do it.
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Pack 2 Pick 12: Founding the Third Path
Founding the Third Path
3.0 This looks pretty good to me. Chapter I and II definitely aren’t exciting, and the real value will ome from chapter three – but the first two chapters can set it up! And, if you already have something you can cast from the graveyard and copy, you can just start at chapter three to begin with! The first two chapters aren’t great because you just won’t have things to cast with Chapter I that often. It also doesn’t net you any cards, it just gives you a discount, and those sorts of effects are all way worse than they look in Limited. Chapter II is basically there to enable Chapter III, so yeah. I could see playing this on Chapter II happening a decent chunk of the time, because that way you can get more options for Chapter III, and you have all your mana available for Chapter III on your next turn. OBviously you need a lot of Instants and Sorceries, but both UW and UR seem very into those card types, so I don’t think it will be hard to find a home for this.
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
Tribute to Urborg
3.5 The base of two mana for -2/-2 is usually about a 2.5, and while the Kicker upside does let it kill more things, it also makes it cost twice as much and is dependent on having things in your graveyard. That said, UB is very into spells, and all Black decks are into the graveyard, so I think kicking this will usually make it much more potent
Pack 2 Pick 13: Charismatic Vanguard
Thrill of Possibility
1.5 This is a reprint we’ve seen before, and it tends to be pretty solid in formats that have spell decks – and this is one of those! It triggers your spell payoffs while helping you find even more spells!
Charismatic Vanguard
2.0 This has mediocre stats, but an ability that can do some work in the late game with an ability that is a bit overcosted.
Pack 2 Pick 14: Aggressive Sabotage
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Pack 3 Pick 1: Argivian Phalanx
Vodalian Mindsinger
5.0 This is really good – maybe the best in the cycle! If you can pay the full mana, you get a 7-mana 6/6 that can steal pretty much any of your opponent’s creatures. That is a bomb – and the card is far mroe flexible than that, since you can also steal some stuff without kicking it, or only kicking it once. You do need three colors to unlock its full power, but that doesn’t seem like a big ask.
Elas il-Kor, Sadistic Pilgrim
3.0 This is a two mana 2/2 that can trade for anything, while also really impacting the game while you gain life and your opponent loses life from its two triggers.
Tear Asunder
4.0 This seems pretty strong. The base form of the card lets you take out some permanent types that are definitely around in this format, and once you kick it it will generally feel like premium removal, since it is 4 mana to exile any nonland permanent. It feels weird to me this is Green, but I guess the Black kicker sort of makes it a Black-Green card.
Love Song of Night and Day
3.0 I think you’ll frequently want to skip Chapter I here, since it does benefit your opponent as well as you, and really they come out ahead in most ways, since you spent mana and a card and they just got to draw 2 cards for 0 mana! Sometimes you’ll do chapter I, like if you’re desperate for a specific card or really need some gas – but the good news is, just getting chapter II and chapter III is plenty fo value for the investment.
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Deathbloom Gardener
1.5 This card seems super awkward to me. A three mana 1/1 is a horrendous stat-line – dying to any 1 damage or -1/-1 effect is brutal when you’re paying three mana! And uh..yeah, it does have death touch and can tap for mana of any color, but those two abilities together is super weird. Because if you’re tapping it for mana it isn’t going to be available to block and trade for stuff with its Deathtouch. This just seems overcosted on all fronts – but it does provide fixing in a format where you’re often going to be playing a 3rd color so you can pay for off-color kicker. Still, I think you’re hoping for some of the more impactful fixing out there than this thing.
Contaminated Aquifer
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Sacred Peaks
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Tolarian Geyser
3.0 This seems pretty nice. Even when you don’t kick t it, a 3-mana bounce spell that draws you a card is usually about a C. You replace the card and get some tempo. The 3 life is some nice upside to tack on, but you would probably even place this in a deck that can’t produce White mana at all.
Shore Up
2.0 At one mana, this is pretty impressive for a trick! It only offers +1/+1, which isn’t always enough to win combat, but the untap effect and the hexproof also means it has some additional utility. Any time a trick gives a real boost and only costs one, it tends to be solid in Limited, and I think that’s what this will be.
Argivian Phalanx
3.0 If you can consistently cast this for 4 or less, I think you’ll be reasonably happy with the card, and that does seem like a pretty reasonable outcome. White has plenty of ways to go wide too, so I think you can pretty consistently cast this for a reasonable cost, and sometimes even play it above curve. It will feel kind of disastrous to have this if your opponent is managing to interfere with your development, though.
Battle-Rage Blessing
2.0 This format feels like it has some of the best tricks we’ve seen in a while – at least on average – as this is yet another solid trick. Two mana isn’t the amount I love to pay for tricks – I would much rather pay 1 – but deathtouch + indestructible does allow virtually any creature to win combat, and this comes with the upside of also blanking most removal. As usual, tricks are situational and risky, so even most good tricks aren’t amazing. But this is one I will play the first copy of in most creature-heavy Black decks.
Impede Momentum
1.5 So, this is temporary removal that doesn’t even fully get rid of the thing it only temporarily removes. I don’t love that. The creature can still use abilities and its static effects still stick around even if they are stunned. Basically, this is a longer-term version of the “tap target creature, it doesn’t untap during your opponent’s next turn” effect, but even those effects are only good when they come with something else meaningful – like as a creature’s Enter the Battlefield ability, or with a cantrip attached. Scry 1 doesn’t quite do it.
Bite Down
3.5 Man, there was a day where the sorcery speed version of this was super good removal – and now we are getting it at Instant speed! And its premium removal for sure. This type of effect is always far better than a fight effect, because your creature only needs to be as big as the creature it damages, instead of bigger. There’s always risk with these Green removal spells of course, largely because your opponent removing your creature is a huge blow out, so you do have to pick your spots. Because its an Instant, you can find more windows where it is safe to use. This is one of the best Green commons.
Pack 3 Pick 2: Mesa Cavalier
Uurg, Spawn of Turg
3.5 Like all the signpost Uncommons in this set, this is quite good. It starts out a bit small, but the card selection/graveyard-loading ability it brings is actually pretty nice, especially because it synergizes with graveyard stuff to begin with. The ability to give up lands for life will come up some too, though most of the value here is from the upkeep trigger.
Blight Pile
1.5 // 3.0 This looks like a very real win condition for the Defender deck. And, even outside of the defender deck, a two mana 3/3 with Defender is actually a solid thing to have around if you’re a control deck. It shuts down a lot of early attackers. It can also always make your opponent lose 1 life at a time, even outside of the defender deck. Like the other Defender payoffs in the format, I think I have to give this a regular grade and a Defender deck grade.
Coral Colony
1.5 // 3.0 This is a decent two drop for slower decks, and not a bad Defender payoff in the format’s Defender deck. I definitely prefer the Black Blight Pile or the White Wingmantle Champion as the primary win condition for those decks, since those cards can win the game more quickly. Problem with milling is that it can really backfire, and it is typically going to be slower than making your opponent lose life. But yeah, if you have enough Defenders, this can also end the game in a hurry. It is kind of alright in any Blue deck too, as a two mana ¼ is actually a pretty decent blocker, but it gets way better in a Defender deck.
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
Mesa Cavalier
1.5 This has mediocre stats, and it does a small thing when it enters the battlefield. Not a card you really hope to play, but fine when you do.
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Hexbane Tortoise
2.0 Thanks to Ward, this is a bit harder to kill with removal, but still pretty easy to trade with. Adding Enlist to the mix is nice, but this is definitely an Enlist creature that can easily be traded with by virtually any two drop, and that certainly lessens its impact.
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Radiant Grove
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Tribute to Urborg
3.5 The base of two mana for -2/-2 is usually about a 2.5, and while the Kicker upside does let it kill more things, it also makes it cost twice as much and is dependent on having things in your graveyard. That said, UB is very into spells, and all Black decks are into the graveyard, so I think kicking this will usually make it much more potent
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Molten Monstrosity
2.5 This is going to feel pretty miserable if you have an empty board, and you kind of need at least a three power creature for this to feel like you’re doing okay. But it is hard to imagine curve outs where this comes down super early, unless you manage to have a 4 power creature as a two or three drop. You probably mostly play this on turn 5 when you’re curving out, and while that’s good, it isn’t amazing.
Yavimaya Steelcrusher
2.5 This is a bear with some pretty significant upside! Enlist means it will be able to attack reasonably hard all game long, and the fact it can destroy artifacts means it has utility all game long too.
Pack 3 Pick 3: Juniper Order Rootweaver
Vodalian Hexcatcher
1.0 Dang, as if Merfolks didn’t already have enough lords! As sweet as this card will be for Merfolk decks in multiple constructed formats, it doesn’t seem particularly good here. There just aren’t enough Merfolks in this set to make it worth it. On its own it is a two mana 1/1 with Flash that can sacrifice itself to counter a noncreature spell. So it can sort of be a really narrow Force Spike type effect for two mana…and that’s just not what you want. There may be the occasional deck that manages to get the 6+ Merfolk you need to play this thing, but it will be pretty hard to accomplish.
Aron, Benalia's Ruin
4.0 Overall, this is a pretty good card – but it does have kind of an awkward ability. Pumping your whole board is great – and an ability you want to be going wide for – but you have to sacrifice a creature..which means your board will have one less creature. There are definitely expendable bodies around, but the ability still feels a little weird. Still a good card overall, though. I mean, it is a 3-mana 3/3 with Menace with pretty big upside.
Monstrous War-Leech
2.0 The ceiling for this card is just that it is a really efficient vanilla creature. That’s not super impressive to me. You’re going to need to have some other reasons to mill yourself to really want to play this, since it can enable other self-mill payoffs – and you’re going to need them, since this isn’t a great one. It also feels like mana values are a little lower than usual in this set as a result of all the Kicker, so this really may not be well-positioned for the format.
Warhost's Frenzy
2.5 This is nice for a Trumpet Blast-type effect. The kicker upside is pretty real, because sometimes buffing your whole board isn’t worth it if too much of your stuff dies. This makes sure they all get replaced! At the same time, it is sort of awwkard, because you often don’t use a card like this unless you can do lethal on the spot. But I guess you’ll be willing to cast this more often when you don’t have lethal thanks to that upside. It does give it some upside as sort of a weird defensive spell too, since you can use it in response to removal or something if you’re desperate. I think this has the potential for a pretty insane ceiling, but it still has a pretty mediocre floor.
Juniper Order Rootweaver
3.0 This is a very nice Common. It can just be a bear, or it can be a 3-mana 2/2 that puts a counter somewhere. The counter effect is the sort of thing that tends to be useful all game long, since in the later stages you can find somewhere to put it that makes a difference. In the early game, you may just want to make this a three mana 3/3, which is solid.
Writhing Necromass
2.0 Casting this for 5 seems pretty doable, and in some decks you can cast it even more easily! Of course, the flipside is that sometimes it will be challenging to get a good deal on this card.
Vanquisher's Axe
1.5 This isn’t the most efficient Equipment ever, but it isn’t a complete disaster either. It may be particularly good in RW, where you want higher attack than toughness – and it also helps the Equipment and Artifact sub-themes in the set. Still, it probably gets cut from many decks.
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.
Automatic Librarian
1.5 This is functional reprint of Chrome Cat, a card that usually didn’t make the cut in Streets of New Capenna. That’s probably true here too. This format does have some Artifact stuff going on, so it will probably be a little better than the cat – but unless you’re a deck desperate for Artifacts or a three drop, you probably won’t run this. It just doesn’t do enough.
Pixie Illusionist
3.0 A one mana 1/1 Flyer is passable, so the upside this has of becoming a 5 mana 3/3 Flyer in the late game and fixing your mana and helping with domain makes this a pretty nice Common!
Tolarian Terror
3.0 Seems like a solid enough spell payoff. If you can pay 5 for this, you’ll be happy, and that seems like a pretty reasonable occurrence in a Blue-Red deck. Ward 2 means that it won’t be easy for your opponent to kill this without significantly overpaying, and that definitely matters.
Vineshaper Prodigy
3.5 This seems like a strong common! If you need a bear on turn two, it has you covered – and kicking it means that you get a 2-for-1 with some pretty impressive card selection.
Pack 3 Pick 4: Mossbeard Ancient
Garna, Bloodfist of Keld
4.0 Unsurprisingly, this signpost Uncommon is great! It has passable stats and a very powerful ability. It makes your opponent’s life super difficult if you’re attacking them, because trades are suddenly awful for them, all turning into 2-for-1s. Even if you aren’t the aggressor, pinging the opponent every time something dies is good too. In a set filled with powerful signpost Uncommons, Garna seems like one of the best.
Mossbeard Ancient
3.5 Every format needs a big green Tramply boi that gains you a bunch of life, and this certainly does that, allowing ramp deck to stabilize against faster decks. You’ll want one of these in that type of deck most of the time, and it also provides a pretty decent reanimation target for Black-Green.
Battle-Rage Blessing
2.0 This format feels like it has some of the best tricks we’ve seen in a while – at least on average – as this is yet another solid trick. Two mana isn’t the amount I love to pay for tricks – I would much rather pay 1 – but deathtouch + indestructible does allow virtually any creature to win combat, and this comes with the upside of also blanking most removal. As usual, tricks are situational and risky, so even most good tricks aren’t amazing. But this is one I will play the first copy of in most creature-heavy Black decks.
Ghitu Amplifier
3.0 This is pretty neat. So, if you don’t kick it, the card is a slightly weaker Kiln Fiend – which means that it can really thrive off of cheap spells and hit hard in the early game. Then, in the late game, you can kick this thing and bounce a creature, which you know is an effect I always love – adding to the board and subtracting from your opponent’s is quite good! I really want to give this a 3.5 but I think I’m letting my own affinity for this type of card push me in that direction – it is probably more like a 3.0.
Destroy Evil
2.5 This has two modes that are somewhat narrow, but putting them both together does mean most opponents will have enough combined targets for this to do a decent job.
Phyrexian Espionage
2.0 This is potentially a 5-mana three-for-one, which is pretty attractive! On a base level, it is just Divination – which is usually a C- level card these days. This is one of those effects that never adds to the board, and that can be a real problem, but I think I having one or two effects in your deck like that is reasonable, and this is the kind of thing I wouldn’t feel bad about putting in that slot. When you can really get it going, it can actually be pretty devastating, and at worst, you have Divination.
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Writhing Necromass
2.0 Casting this for 5 seems pretty doable, and in some decks you can cast it even more easily! Of course, the flipside is that sometimes it will be challenging to get a good deal on this card.
Barkweave Crusher
2.0 Giving an Enlist creature high toughness is interesting, because a lot of them can buff their power but still die pretty easily in combat, so you’re often hoping you can just attack with those creatures in situations where your opponent doesn’t have an option other than a mediocre trade. So, this is more likely to survive after getting buffed by Enlist, but it also takes some more work to make it hit hard.
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
Samite Herbalist
2.0 The idea here is to tap this for Enlist effects, and it is certainly nice to get that extra value when you do. Obviously it can also just give you this trigger when it attacks, and any time you can at least trad with it, that will feel fine. It also works with crewing vehicles!
Pack 3 Pick 5: Meria's Outrider
Raff, Weatherlight Stalwart
3.5 This looks like a strong signpost Uncommon. Tapping things to draw extra cards sounds good to me, and then he comes with a nice ability for buffing the whole board. Basically, both of his effects are about going wide as possible and reaping the benefits.
Pilfer
2.0 A two mana Coercion is a pretty big upgrade from three mana versions of the effect. It gives you decent information and can really disrupt your opponent. You still pay two mana for a one-for-one that doesn’t add to the board at all, but I think one copy of this is going to see some play in Black decks.
Toxic Abomination
1.5 I feel like this mostly isn’t worth it. Sure, the base stats are good, but these days a vanilla two mana 3/2 isn’t that amazing in Limited. Even without the loss of two life, this would probably just end up as a 2.0. It can trade up for sure, but yeah. It is a fine two drop if you’re in a really aggressive Black deck, but apart from that I’m not that impressed
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Academy Wall
2.0 This isn’t the most exciting spell payoff ever, especially because it is stapled to such a mediocre creature, but hey – it can block and stuff, and then give you some nice Looting. It has Defender too, and that matters some. It seems like it definitely has a role to play in both UR and UB spell decks – and less of one in UW, since that deck would prefer creatures that can attack.
Heroic Charge
1.0 // 3.0 So, they added some pretty real Kicker upside to Inspired Charge – and the Charge is already a card that you end up playing one of in decks that are good at going wide. I love the ability to add trample here later in the game, as it will make it even easier for you to get lethal to go through. I do sort of feel like this sort of card needs a build around grade, because you really need to be very adept at going wide for it to be worth it – if your deck is just decent at it, you can’t really play it.
Meria's Outrider
2.0 A 5-mana 4/4 with Reach isn’t something I’m in for. The fact this does some damage when it enters the battlefield is a definite upgrade, and it will at least shock your opponent with regularity, and bolt them pretty often too. Still, it seems super clunky to me.
Juniper Order Rootweaver
3.0 This is a very nice Common. It can just be a bear, or it can be a 3-mana 2/2 that puts a counter somewhere. The counter effect is the sort of thing that tends to be useful all game long, since in the later stages you can find somewhere to put it that makes a difference. In the early game, you may just want to make this a three mana 3/3, which is solid.
Geothermal Bog
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
Pack 3 Pick 6: Tori D'Avenant, Fury Rider
Tori D'Avenant, Fury Rider
3.5 Attacking with this is going to be pretty awesome on most boards, as the buffs it offers yoru creature are enough to really make them great attackers. The downside is you have a Gray Ogre that can die relatively easy in combat, but chances are good that attacking with it will be worth it. As long as it trades while buffing your whole board, you’re going to feel good about it.
Haunting Figment
2.0 It is a little weird to see a mono-Blue card with Vigilance…but anyway, this seems like a fine two drop. Blue really likes spells, so it will be unblockable a substantial chunk of the time, and even when it isn’t, it is decent on the Vanilla test.
Eerie Soultender
2.0 There is a lot of graveyard stuff in this set, and this is both a self-mill payoff and an enabler, which is pretty nice. That graveyard effect can be particularly good, because sometimes if you’re doing the self-mill thing, you mill something you didn’t really want to lose – and this can provide some insurance on that front. It does have some pretty bad stats, but I think the graveyard decks in the format will feel fine about running one of these.
Yavimaya Steelcrusher
2.5 This is a bear with some pretty significant upside! Enlist means it will be able to attack reasonably hard all game long, and the fact it can destroy artifacts means it has utility all game long too.
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Sunbathing Rootwalla
2.0 This has a baseline as a bear, and obviously has some upside that can really matter later in the game. Even if you’re just a two-color deck, the ability will be pretty solid – though certainly overcosted
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Scout the Wilderness
3.0 This looks pretty good. A three mana Rampant Growth isn’t amazing, but it does fix your mana and ramp you, and I think the Kicked version of the card really makes up for that. Five mana for two 1/1s and a land isn’t a bad deal! And I think this sort of card will be extra good here, between Domain and all of the off-color kicker costs.
Barkweave Crusher
2.0 Giving an Enlist creature high toughness is interesting, because a lot of them can buff their power but still die pretty easily in combat, so you’re often hoping you can just attack with those creatures in situations where your opponent doesn’t have an option other than a mediocre trade. So, this is more likely to survive after getting buffed by Enlist, but it also takes some more work to make it hit hard.
Pack 3 Pick 7: Keldon Strike Team
Knight of Dusk's Shadow
3.5 Like its White counterpart, this is a very strong Uncommon. While I do think First Strike is a bit better than Menace, the fact that this can buff its stats is still a big deal, and makes it difficult to interact with in combat. Nerfing Life gain certainly matters too!
Timely Interference
2.5 These sorts of effect aren’t always useful, but the fact that this replaces itself is pretty important. It seems to me that you’ll find enough situations where the -1/-0 and/or the “must block” part of the card that this is going to be pretty solid. When you can trade it for a full card, you get a 2-for-1! Cycling it will probably be more common, but the upside is pretty real.
Keldon Strike Team
3.5 This looks really good to me. If you don’t kick it, it is a 3-mana 3/1 with Haste that gives Haste to your whole board the turn it comes down. Then, when you kick it, you pay 5 mana for 5/3 worth of stats spread across three bodies. This gets an extra bonus from the fact that RW especially really wants to go wide. Also keep in mind, because it has Haste it can actually be Enlisted the turn it comes down, unlike most creatures. So yeah, seems like a really good Common to me.
Samite Herbalist
2.0 The idea here is to tap this for Enlist effects, and it is certainly nice to get that extra value when you do. Obviously it can also just give you this trigger when it attacks, and any time you can at least trad with it, that will feel fine. It also works with crewing vehicles!
Destroy Evil
2.5 This has two modes that are somewhat narrow, but putting them both together does mean most opponents will have enough combined targets for this to do a decent job.
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
Battle-Rage Blessing
2.0 This format feels like it has some of the best tricks we’ve seen in a while – at least on average – as this is yet another solid trick. Two mana isn’t the amount I love to pay for tricks – I would much rather pay 1 – but deathtouch + indestructible does allow virtually any creature to win combat, and this comes with the upside of also blanking most removal. As usual, tricks are situational and risky, so even most good tricks aren’t amazing. But this is one I will play the first copy of in most creature-heavy Black decks.
Pack 3 Pick 8: Meria's Outrider
Rona, Sheoldred's Faithful
3.5 Making your opponent’s life total go down just by casting spells is pretty nice – as is the fact that you can bring Rona back from the graveyard. It is a bit costly of course, and isn’t the kind of thing you should just always do when she dies, but in the late game if you’re flooding out, it does give you something fine to do with your mana.
Ertai's Scorn
1.5 So, this is Cancel that will cost one less if your opponent is playing more spells. Cancel is usually a 1.5 in Limited these days – three mana is a ton to leave up to counter something when you could just be adding to the board with that mana – and while the upside to make this cheaper is there, I don’t think it is that much better than Cancel.
Viashino Branchrider
2.0 Like many cards with Kicker, neither mode of this card is super impressive. You either get a Raging Goblin or a 4-mana Hill Giant with Haste. It does have the upside of bumping up its power, but it is very expensive – and any time we see it cost three, I get pretty skeptical. When this is a 1/1, it dies to anything blocking it. And sure, you can pump a bunch of mana into it to make whatever is blocking it die, but you end up spending some insane mana to kill like…a two drop, and that tempo matters! Once you kick it, it does become more formidable, as you no longer need to buff it for it to actually have a relevant body in combat.
Meria's Outrider
2.0 A 5-mana 4/4 with Reach isn’t something I’m in for. The fact this does some damage when it enters the battlefield is a definite upgrade, and it will at least shock your opponent with regularity, and bolt them pretty often too. Still, it seems super clunky to me.
Shore Up
2.0 At one mana, this is pretty impressive for a trick! It only offers +1/+1, which isn’t always enough to win combat, but the untap effect and the hexproof also means it has some additional utility. Any time a trick gives a real boost and only costs one, it tends to be solid in Limited, and I think that’s what this will be.
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Pack 3 Pick 9: Deathbloom Gardener
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Deathbloom Gardener
1.5 This card seems super awkward to me. A three mana 1/1 is a horrendous stat-line – dying to any 1 damage or -1/-1 effect is brutal when you’re paying three mana! And uh..yeah, it does have death touch and can tap for mana of any color, but those two abilities together is super weird. Because if you’re tapping it for mana it isn’t going to be available to block and trade for stuff with its Deathtouch. This just seems overcosted on all fronts – but it does provide fixing in a format where you’re often going to be playing a 3rd color so you can pay for off-color kicker. Still, I think you’re hoping for some of the more impactful fixing out there than this thing.
Tolarian Geyser
3.0 This seems pretty nice. Even when you don’t kick t it, a 3-mana bounce spell that draws you a card is usually about a C. You replace the card and get some tempo. The 3 life is some nice upside to tack on, but you would probably even place this in a deck that can’t produce White mana at all.
Shore Up
2.0 At one mana, this is pretty impressive for a trick! It only offers +1/+1, which isn’t always enough to win combat, but the untap effect and the hexproof also means it has some additional utility. Any time a trick gives a real boost and only costs one, it tends to be solid in Limited, and I think that’s what this will be.
Battle-Rage Blessing
2.0 This format feels like it has some of the best tricks we’ve seen in a while – at least on average – as this is yet another solid trick. Two mana isn’t the amount I love to pay for tricks – I would much rather pay 1 – but deathtouch + indestructible does allow virtually any creature to win combat, and this comes with the upside of also blanking most removal. As usual, tricks are situational and risky, so even most good tricks aren’t amazing. But this is one I will play the first copy of in most creature-heavy Black decks.
Impede Momentum
1.5 So, this is temporary removal that doesn’t even fully get rid of the thing it only temporarily removes. I don’t love that. The creature can still use abilities and its static effects still stick around even if they are stunned. Basically, this is a longer-term version of the “tap target creature, it doesn’t untap during your opponent’s next turn” effect, but even those effects are only good when they come with something else meaningful – like as a creature’s Enter the Battlefield ability, or with a cantrip attached. Scry 1 doesn’t quite do it.
Pack 3 Pick 10: Yavimaya Steelcrusher
Blight Pile
1.5 // 3.0 This looks like a very real win condition for the Defender deck. And, even outside of the defender deck, a two mana 3/3 with Defender is actually a solid thing to have around if you’re a control deck. It shuts down a lot of early attackers. It can also always make your opponent lose 1 life at a time, even outside of the defender deck. Like the other Defender payoffs in the format, I think I have to give this a regular grade and a Defender deck grade.
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Tribute to Urborg
3.5 The base of two mana for -2/-2 is usually about a 2.5, and while the Kicker upside does let it kill more things, it also makes it cost twice as much and is dependent on having things in your graveyard. That said, UB is very into spells, and all Black decks are into the graveyard, so I think kicking this will usually make it much more potent
Yavimaya Steelcrusher
2.5 This is a bear with some pretty significant upside! Enlist means it will be able to attack reasonably hard all game long, and the fact it can destroy artifacts means it has utility all game long too.
Pack 3 Pick 11: Warhost's Frenzy
Aron, Benalia's Ruin
4.0 Overall, this is a pretty good card – but it does have kind of an awkward ability. Pumping your whole board is great – and an ability you want to be going wide for – but you have to sacrifice a creature..which means your board will have one less creature. There are definitely expendable bodies around, but the ability still feels a little weird. Still a good card overall, though. I mean, it is a 3-mana 3/3 with Menace with pretty big upside.
Warhost's Frenzy
2.5 This is nice for a Trumpet Blast-type effect. The kicker upside is pretty real, because sometimes buffing your whole board isn’t worth it if too much of your stuff dies. This makes sure they all get replaced! At the same time, it is sort of awwkard, because you often don’t use a card like this unless you can do lethal on the spot. But I guess you’ll be willing to cast this more often when you don’t have lethal thanks to that upside. It does give it some upside as sort of a weird defensive spell too, since you can use it in response to removal or something if you’re desperate. I think this has the potential for a pretty insane ceiling, but it still has a pretty mediocre floor.
Writhing Necromass
2.0 Casting this for 5 seems pretty doable, and in some decks you can cast it even more easily! Of course, the flipside is that sometimes it will be challenging to get a good deal on this card.
Automatic Librarian
1.5 This is functional reprint of Chrome Cat, a card that usually didn’t make the cut in Streets of New Capenna. That’s probably true here too. This format does have some Artifact stuff going on, so it will probably be a little better than the cat – but unless you’re a deck desperate for Artifacts or a three drop, you probably won’t run this. It just doesn’t do enough.
Pack 3 Pick 12: Ghitu Amplifier
Battle-Rage Blessing
2.0 This format feels like it has some of the best tricks we’ve seen in a while – at least on average – as this is yet another solid trick. Two mana isn’t the amount I love to pay for tricks – I would much rather pay 1 – but deathtouch + indestructible does allow virtually any creature to win combat, and this comes with the upside of also blanking most removal. As usual, tricks are situational and risky, so even most good tricks aren’t amazing. But this is one I will play the first copy of in most creature-heavy Black decks.
Ghitu Amplifier
3.0 This is pretty neat. So, if you don’t kick it, the card is a slightly weaker Kiln Fiend – which means that it can really thrive off of cheap spells and hit hard in the early game. Then, in the late game, you can kick this thing and bounce a creature, which you know is an effect I always love – adding to the board and subtracting from your opponent’s is quite good! I really want to give this a 3.5 but I think I’m letting my own affinity for this type of card push me in that direction – it is probably more like a 3.0.
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Pack 3 Pick 13: Heroic Charge
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Heroic Charge
1.0 // 3.0 So, they added some pretty real Kicker upside to Inspired Charge – and the Charge is already a card that you end up playing one of in decks that are good at going wide. I love the ability to add trample here later in the game, as it will make it even easier for you to get lethal to go through. I do sort of feel like this sort of card needs a build around grade, because you really need to be very adept at going wide for it to be worth it – if your deck is just decent at it, you can’t really play it.
Pack 3 Pick 14: Volshe Tideturner
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.