Leyline Binding
4.0 This looks like premium removal to me. You’ll cast it for 5 at the very most, and while that’s not ideal, a 5-mana Oblivion Ring with Flash is a pretty good baseline. You’ll often be able to cast it for 4, and casting it for three is also quite doable. Adding Flash is no small thing either, as it really opens up blow-up potential that most versions of this type of effect aren’t capable up.
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.
Choking Miasma
2.0 This is an interesting take on this type of sweeper that Black gets in most formats. Normally, this sort of thing feels better suited to the sideboard, because there aren’t enough situations where this will be great. You either end up hurting your own board more than your opponent’s, or it just doesn’t do enough because creatures are too big. However, adding Kicker is a pretty big deal! It helps offset the chances that this hurts you more than your opponent, and really does increase how often casting this will be beneficial for you.
Phoenix Chick
3.5 A one mana 1/1 with Flying and Haste that can’t block is probably a 2.0 at worst. Overall it is a decent rate, and a great place to put equipment/auras/counters, and so on. But what really makes the card good is its ability to return from the dead as a 2/2.
Shadow Prophecy
2.5 Black usually gets a draw spell like this at Common, and this seems a bit better than most versions of it we see. Usually, we pay three, draw two, and lose two life. That's sort of the baseline here, as you can dig significantly deeper into your deck with this, and even load up your graveyard! The first copy looks pretty solid for most 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
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!
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.
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.
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.
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.
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.
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
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.
Pack 1 Pick 2: Impulse
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.
Combat Research
2.0 Putting this on a legendary creature will feel pretty darn good, as it the stats boost is likely to allow you to more easily draw a card, and Ward 1 means it is harder for you to get blown out. This isn’t quite Curious Obsession – but it does a pretty good impression, which means it will be great to put on evasive creatures, who can suddenly start drawing you extra cards. There are also lots of situations where it isn’t very good, though. There just isn’t always a board state where you can force a creature through.
Strength of the Coalition
2.5 This is a nice trick, the base level of the card is a trick that Green aggro decks play one of most of the time. +2/+2 for one mana is great, because it gives enough of a boost to win most combat, while also being cheap enough that using it doesn’t hamper your board development.
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
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.
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.
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?
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.
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.
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
Pack 1 Pick 3: Lightning Strike
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.
Dragon Whelp
3.5 This is a reprint, and it is a pretty good Limited card! 4-mana for a ⅔ Flyer isn’t amazing, but Firebreathing does some serious work here. You’re not normally going to be buffing it so much that it gets sacrificed anyway – unless it is going to kill your opponent, and you can still do that!
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
Pack 1 Pick 4: Tolarian Terror
Hurler Cyclops
4.0 This is a great removal spell that you can turn into Wardleader’s Helix when you kick it, and that’s pretty awesome!
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
Pack 1 Pick 5: Tolarian Geyser
Ratadrabik of Urborg
3.0 A 4-mana 3/3 with Vigilance and Ward 2 is probably..a 2.0 at the very best? This format has both Zombies and Legendary creatures, but not so many of both of them that this is going to be super impressive. Still, making 2/2 Zombie token copies of your legendary creatures is pretty sweet!
Phoenix Chick
3.5 A one mana 1/1 with Flying and Haste that can’t block is probably a 2.0 at worst. Overall it is a decent rate, and a great place to put equipment/auras/counters, and so on. But what really makes the card good is its ability to return from the dead as a 2/2.
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.
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.
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.
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.
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.
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
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.
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.
Pack 1 Pick 6: Flowstone Kavu
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.
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
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.
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.
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.
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.
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.
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.
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 7: Tolarian Terror
Runic Shot
3.5 This is a very low cost for this effect. I normally don’t love this type of removal spell, since it isn’t especially good if you’re the aggressor – because it doesn’t get blockers out of the way, but we usually see this sort of spell cost two or three mana, so dropping it to one is a big deal, and the Scry upside really matters too! You do generally have to get attacked by something once before you can use this too of course, which is also kind of a bummer, but I actually think the efficiency here is enough for me to start this in the lower range of “premium” removal.
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
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.
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.
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.
Floriferous Vinewall
1.5 This is a Defender, and that does matter a bit in this format, but this card seems pretty mediocre. Basically it is a two drop that makes sure you hit a land drop – but a 0/2 is pretty awful for that investment, and it also doesn’t quite fix your mana for you, at least not all the time, since you only get to look at the top 6.
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.
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.
Pack 1 Pick 8: Keldon Strike Team
Tatyova, Steward of Tides
3.5 While I think I prefer the Tatyova we saw on the last visit to Dominaria, they did give her another strong signpost Uncommon here! Animating your lands when they enter the battlefield is quite strong, especially because they’ll fly! Obviously enough, UG is about ramping and lands, and she fits in quite nicely there. It looks like the color pair has a good amount of support overall. The downside is, she is basically just going to be a vanilla 3-mana 3/3 until you get that 7th land, and that definitely limits her.
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.
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.
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
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.
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
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?
Pack 1 Pick 9: Thrill of Possibility
Phoenix Chick
3.5 A one mana 1/1 with Flying and Haste that can’t block is probably a 2.0 at worst. Overall it is a decent rate, and a great place to put equipment/auras/counters, and so on. But what really makes the card good is its ability to return from the dead as a 2/2.
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!
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.
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.
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
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.
Pack 1 Pick 10: Furious Bellow
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.
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
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.
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?
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
Pack 1 Pick 11: Flowstone Infusion
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.
Dragon Whelp
3.5 This is a reprint, and it is a pretty good Limited card! 4-mana for a ⅔ Flyer isn’t amazing, but Firebreathing does some serious work here. You’re not normally going to be buffing it so much that it gets sacrificed anyway – unless it is going to kill your opponent, and you can still do that!
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.
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.
Pack 1 Pick 12: Furious Bellow
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.
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.
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.
Pack 1 Pick 13: Timely Interference
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.
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.
Pack 1 Pick 14: Smash to Dust
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 2 Pick 1: Essence Scatter
The Cruelty of Gix
4.0 This looks pretty sweet. Chapter I gives you some nice disruption – but it is great that you can skip it if when you play this making your opponent discard doesn’t accomplish much. Chapter II’s tutor effect is very real too – though one thing to keep in mind is that Chapter II isn’t a may effect, so if you’re at 3 – you lose! But that downside is certainly worth it. Then finally Chapter III lets you straight up reanimate something! If you made your opponent discard a great card with Chapter I, this can be particularly awesome. I think you will pretty frequently start this at Chapter II, so you can more quickly get to the two more powerful chapters, and there will also be times where you just start it on Chapter III – like in situations where you really need another body on the board right away, otherwise you’re dead. So yeah, this can actually give you a three-for-one if you manage to get full value out of all three chapters, and that’s pretty powerful – and I love the option to start it on chapter II and Chapter III when necessary.
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.
Cult Conscript
3.5 Notably, this thing can block. Not the turn it comes into play or comes back from the graveyard, but still – the ability to block on a 2-power recursive creature definitely matters! Bringing a 2/1 back over and over against is a decent thing to be doing in a game of Limited, especially because you can play this on turn one and it can do some work. This will be especially nice in any deck that can get extra value out of bringing it back over and over again – like decks utilizing Sacrifice effects, where it can be pretty interesting.
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.
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
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.
Griffin Protector
3.0 This is a reprint and it overperformed a bit when we last saw it. I think it will be pretty nice here too, as the Go-wide theme in White is fairly pronounced, as we’ve seen already in this video.
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
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.
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.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
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.
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
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
Pack 2 Pick 2: Thrill of Possibility
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.
Phyrexian Missionary
4.0 This looks really good to me. A two mana ⅔ with Lifelink is probably a 3.0, and the kicker upside here is massive, as it sets up a 2-for-1, while getting you back something useful from the graveyard.
Linebreaker Baloth
3.5 This looks pretty good! It brings reasonable stats to the table, especially because it can’t be blocked by smaller creatures, so adding Enlist to the mix is pretty sweet – it will be hard to block and able to swing really hard.
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
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!
Shadow Prophecy
2.5 Black usually gets a draw spell like this at Common, and this seems a bit better than most versions of it we see. Usually, we pay three, draw two, and lose two life. That's sort of the baseline here, as you can dig significantly deeper into your deck with this, and even load up your graveyard! The first copy looks pretty solid for most Black decks.
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!
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
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!
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!
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
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
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 3: Dragon Whelp
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.
Dragon Whelp
3.5 This is a reprint, and it is a pretty good Limited card! 4-mana for a ⅔ Flyer isn’t amazing, but Firebreathing does some serious work here. You’re not normally going to be buffing it so much that it gets sacrificed anyway – unless it is going to kill your opponent, and you can still do that!
Combat Research
2.0 Putting this on a legendary creature will feel pretty darn good, as it the stats boost is likely to allow you to more easily draw a card, and Ward 1 means it is harder for you to get blown out. This isn’t quite Curious Obsession – but it does a pretty good impression, which means it will be great to put on evasive creatures, who can suddenly start drawing you extra cards. There are also lots of situations where it isn’t very good, though. There just isn’t always a board state where you can force a creature through.
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!
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.
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.
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.
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
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.
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
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.
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 2 Pick 4: Impulse
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!
Slimefoot's Survey
2.0 This is a pretty sweet ramp spell. Most of the time, casting this is likely to give you Domain of 3 – so you end up paying 5 to ramp significantly and fix, and then get some pretty good card selection. With Domain being a thing, this is both an enabler and a payoff too! Now, the downside here is real – and that is that this is really clunky. Paying 5 on your turn and not adding to the board has been a really bad plan in most Limited formats of late. I love this card, but I’m a bit skeptical it will work out. If the format ends up being as slow as 2018’s Dominaria, it is going to be great – but if it is the speed of your average format? It might be a disaster.
Cult Conscript
3.5 Notably, this thing can block. Not the turn it comes into play or comes back from the graveyard, but still – the ability to block on a 2-power recursive creature definitely matters! Bringing a 2/1 back over and over against is a decent thing to be doing in a game of Limited, especially because you can play this on turn one and it can do some work. This will be especially nice in any deck that can get extra value out of bringing it back over and over again – like decks utilizing Sacrifice effects, where it can be pretty interesting.
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
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.
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.
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
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.
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!
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
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.
Pack 2 Pick 5: Shore Up
Tura Kennerüd, Skyknight
4.0 This is strong. It has stats that are ALMOST passable, and has a huge payoff for casting instant and sorcery spells. The color pair is about spells AND going wide, and this nicely checks both of those boxes for you.
Join Forces
2.0 I’m not usually a huge fan of three mana tricks, but once you add in the 2-for-1 potential, it starts to get a little more interesting. It also adds pseudo-vigilance if you use it on the attack because of the untap, which of course also means that you can ambush block the opponent – but it is almost always better to use this offensively, since your opponent is less likely to have mana on your turn. It DOES still cost three, which is a very real amount of mana for a temporary boost, but this will generate a 2-for-1 often enough that I think the first copy is pretty appealing in aggressive White deck
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.
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
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!
Shadow Prophecy
2.5 Black usually gets a draw spell like this at Common, and this seems a bit better than most versions of it we see. Usually, we pay three, draw two, and lose two life. That's sort of the baseline here, as you can dig significantly deeper into your deck with this, and even load up your graveyard! The first copy looks pretty solid for most Black decks.
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.
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.
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.
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
Pack 2 Pick 6: Najal, the Storm Runner
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.
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.
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
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.
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.
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.
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
Gibbering Barricade
2.5 This slots in nicely in the Defender deck, as well as in the Sacrifice and graveyard decks – and on top of that, it is just a decent card in any Black deck. A 3-mana 2/4 Defender can really lock down the ground for awhile, and the ability to cash stuff in is pretty sweet.
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.”
Pack 2 Pick 7: Micromancer
Micromancer
1.0 // 3.0 If your deck has three spells this can search it up, it is going to be pretty powerful! If your deck has 0 spells this can search up, you shouldn’t be playing it. Sounds like a pretty classic build around! It is unplayable with 0 spells, and gets slightly better with one, and then significantly better with two and three.
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
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.
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.
Griffin Protector
3.0 This is a reprint and it overperformed a bit when we last saw it. I think it will be pretty nice here too, as the Go-wide theme in White is fairly pronounced, as we’ve seen already in this video.
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
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.
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 2 Pick 8: 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.
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.
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.
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.
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.
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
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 9: Ghitu Amplifier
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.
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.
Griffin Protector
3.0 This is a reprint and it overperformed a bit when we last saw it. I think it will be pretty nice here too, as the Go-wide theme in White is fairly pronounced, as we’ve seen already in this video.
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
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.
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 10: Linebreaker Baloth
Linebreaker Baloth
3.5 This looks pretty good! It brings reasonable stats to the table, especially because it can’t be blocked by smaller creatures, so adding Enlist to the mix is pretty sweet – it will be hard to block and able to swing really hard.
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!
Shadow Prophecy
2.5 Black usually gets a draw spell like this at Common, and this seems a bit better than most versions of it we see. Usually, we pay three, draw two, and lose two life. That's sort of the baseline here, as you can dig significantly deeper into your deck with this, and even load up your graveyard! The first copy looks pretty solid for most Black 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!
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
Pack 2 Pick 11: Negate
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.
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.
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 2 Pick 12: Thrill of Possibility
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.
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
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 2 Pick 13: Thrill of Possibility
Join Forces
2.0 I’m not usually a huge fan of three mana tricks, but once you add in the 2-for-1 potential, it starts to get a little more interesting. It also adds pseudo-vigilance if you use it on the attack because of the untap, which of course also means that you can ambush block the opponent – but it is almost always better to use this offensively, since your opponent is less likely to have mana on your turn. It DOES still cost three, which is a very real amount of mana for a temporary boost, but this will generate a 2-for-1 often enough that I think the first copy is pretty appealing in aggressive White deck
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 2 Pick 14: Flowstone Infusion
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.
Pack 3 Pick 1: Plaza of Heroes
Plaza of Heroes
0.0 This format has a lot of legendaries in it, but I don’t feel like it has enough to run this in 99% of decks. Sure, it has a fail case of adding colorless, but that can do some significant damage to your mana base. You need this to be adding some sort of colored mana, or you’re going to be in trouble, even with the additional legendary upside
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.
Linebreaker Baloth
3.5 This looks pretty good! It brings reasonable stats to the table, especially because it can’t be blocked by smaller creatures, so adding Enlist to the mix is pretty sweet – it will be hard to block and able to swing really hard.
Knight of Dawn's Light
4.0 This is real good. Two mana 2/2 with a First Strike tends to be a B- – maybe a C+ at the very worst. That’s just a stat-line that is great all game long – and this has two additional abilities – augmenting your life gain isn’t a huge deal, but being able to pump itself is! This means it is a great two drop, and in the late game you can attack with it with a bunch of mana untapped, and your opponent really can’t block it very effectively.
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
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.
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.
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.
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.
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.
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
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
Broken Wings
1.5 As usual, this is passable if you have to main deck it, because it can target enough different things – but you’re kind of hoping you have enough other interaction in your deck that you don’t have to throw this in there.
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.
Pack 3 Pick 2: Hurler Cyclops
Yavimaya Iconoclast
3.5 This is going to be such a beating when your opponent can kick it on turn three! A 3-mana 4/3 Trampler with Haste is no joke, and the fail case here is still a creature that is above rate.
Hurler Cyclops
4.0 This is a great removal spell that you can turn into Wardleader’s Helix when you kick it, and that’s pretty awesome!
Cult Conscript
3.5 Notably, this thing can block. Not the turn it comes into play or comes back from the graveyard, but still – the ability to block on a 2-power recursive creature definitely matters! Bringing a 2/1 back over and over against is a decent thing to be doing in a game of Limited, especially because you can play this on turn one and it can do some work. This will be especially nice in any deck that can get extra value out of bringing it back over and over again – like decks utilizing Sacrifice effects, where it can be pretty interesting.
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
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.
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
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
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.
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.
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.
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
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!
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.
Pack 3 Pick 3: Haunting Figment
Balduvian Berserker
2.5 This is a little bit clunky, but I think pretty solid overall.. Without enlist, a 3-mana ⅓ that does 1 to something when it dies is…kind of alright. Probably a C- at the very best. But, this has Enlist upside that is pretty significant! Even attacking with it as a ⅔ is a pretty big pain for your opponent. Obviously, if you can make it really big it can be really sweet
Choking Miasma
2.0 This is an interesting take on this type of sweeper that Black gets in most formats. Normally, this sort of thing feels better suited to the sideboard, because there aren’t enough situations where this will be great. You either end up hurting your own board more than your opponent’s, or it just doesn’t do enough because creatures are too big. However, adding Kicker is a pretty big deal! It helps offset the chances that this hurts you more than your opponent, and really does increase how often casting this will be beneficial for you.
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.
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!
Phyrexian Warhorse
2.0 I’m not ultra impressed with either mode here. You’re either getting a Hill Giant, or paying 5 mana for a 3/3 and a 1/1. That’s not a great rate. And yeah, the Warhorse can sacrifice stuff to get bigger, and the threat to do that is pretty legitimate – but I don’t feel like this is efficient or powerful enough to be a card that always makes the cut.
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
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.
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.
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.
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.
Shadow Prophecy
2.5 Black usually gets a draw spell like this at Common, and this seems a bit better than most versions of it we see. Usually, we pay three, draw two, and lose two life. That's sort of the baseline here, as you can dig significantly deeper into your deck with this, and even load up your graveyard! The first copy looks pretty solid for most Black decks.
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.
Pack 3 Pick 4: Negate
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.
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.
Sprouting Goblin
3.5 This is pretty nice! You can play it on turn two if you need to, but kicking it makes sure you hit your 4th land drop and even fix your mana. It is also nice that it has some late game utility, since it lets you give up lands to draw cards. That’s nice, because drawing this late can be pretty underwhelming – you don’t really need the land! But it can fetch you one that you can sacrifice.
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.
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.
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.
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!
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.
Floriferous Vinewall
1.5 This is a Defender, and that does matter a bit in this format, but this card seems pretty mediocre. Basically it is a two drop that makes sure you hit a land drop – but a 0/2 is pretty awful for that investment, and it also doesn’t quite fix your mana for you, at least not all the time, since you only get to look at the top 6.
Shadow Prophecy
2.5 Black usually gets a draw spell like this at Common, and this seems a bit better than most versions of it we see. Usually, we pay three, draw two, and lose two life. That's sort of the baseline here, as you can dig significantly deeper into your deck with this, and even load up your graveyard! The first copy looks pretty solid for most Black decks.
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 5: Soaring Drake
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.
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.
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.
Griffin Protector
3.0 This is a reprint and it overperformed a bit when we last saw it. I think it will be pretty nice here too, as the Go-wide theme in White is fairly pronounced, as we’ve seen already in this video.
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.
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.
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.
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.”
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.
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 3 Pick 6: Blight Pile
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.
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.
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
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.
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.
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.
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.
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
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 3 Pick 7: Hurler Cyclops
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!
Hurler Cyclops
4.0 This is a great removal spell that you can turn into Wardleader’s Helix when you kick it, and that’s pretty awesome!
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.
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.
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.
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.
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.
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?
Pack 3 Pick 8: Flowstone Kavu
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.
Sprouting Goblin
3.5 This is pretty nice! You can play it on turn two if you need to, but kicking it makes sure you hit your 4th land drop and even fix your mana. It is also nice that it has some late game utility, since it lets you give up lands to draw cards. That’s nice, because drawing this late can be pretty underwhelming – you don’t really need the land! But it can fetch you one that you can sacrifice.
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
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.
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
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.
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.
Pack 3 Pick 9: Voda Sea Scavenger
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.
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.
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.
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.
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
Broken Wings
1.5 As usual, this is passable if you have to main deck it, because it can target enough different things – but you’re kind of hoping you have enough other interaction in your deck that you don’t have to throw this in there.
Pack 3 Pick 10: Benalish Sleeper
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.
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.
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.
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
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.
Pack 3 Pick 11: Balduvian Berserker
Balduvian Berserker
2.5 This is a little bit clunky, but I think pretty solid overall.. Without enlist, a 3-mana ⅓ that does 1 to something when it dies is…kind of alright. Probably a C- at the very best. But, this has Enlist upside that is pretty significant! Even attacking with it as a ⅔ is a pretty big pain for your opponent. Obviously, if you can make it really big it can be really sweet
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!
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.
Shadow Prophecy
2.5 Black usually gets a draw spell like this at Common, and this seems a bit better than most versions of it we see. Usually, we pay three, draw two, and lose two life. That's sort of the baseline here, as you can dig significantly deeper into your deck with this, and even load up your graveyard! The first copy looks pretty solid for most Black decks.
Pack 3 Pick 12: 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.
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!
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 13: 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.
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 3 Pick 14: Tidepool Turtle
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.