Light Up the Night
4.0 So, you’re basically never going to Flash this back in Limited, but that’s okay because it is a really efficient removal spell that can also go for your opponents dome. It might be a Sorcery, but the flexibility makes it premium removal for sure.
Burly Breaker
3.0 This thing is pretty burly for the cost whether it is night or day, and adding Ward to the mix makes it so even if your opponent has removal, you’re going to make it a little more challenging for them. Ward 3 on the nightbound side is especially nice. This seems like a great top-curve card for Green decks in the format.
Stromkirk Bloodthief
3.5 Gray Ogre stats are always ugly, but this does some pretty real stuff! If you play it in your second main phase and end your turn, you’ll get that counter a decent chunk of the time. Keep in mind too, it can put the counter on itself, so you don’t even have to be all in on Vampire tribal to make use of the ability. It is a 2/2 that can grow throughout the game, and when you have other vampires around, it gets even better. You won’t always be able to damage your opponent of course, but both Black and Red are pretty well equipped with nice ways to do it.
Lunar Frenzy
2.5 This seems like a solid trick for aggro decks. For one Red, it can give first Strike and Trample, and sometimes that’s all you need! But if you have extra mana lying around, it can turn a situation into a nightmare for your opponent, since it will allow pretty much any creature to win combat and do significant damage. The fact it is customizable is quite nice! Still, its a trick -- and those tend to only be worth it in really aggressive decks, and even then can be risky.
Otherworldly Gaze
0.5 Loading the graveyard is important in this format, its true, but a card that pretty much only does that, while giving you some card selection, isn’t something I’m interested in. You never get the card back. There are so many cards that load the graveyard while doing actual other things!
Larder Zombie
1.5 So, a one mana ⅓ isn’t amazing, especially with Defender! But at least it can block and kill X/1s. Its ability asks for several creatures in play, and I guess the idea is that you’ll be making Zombie tokens so doing that might not be too hard! The ability itself isn’t bad -- as it can give you card selection and/or help you load up the graveyard. Still, I don’t see this being especially good overall.
Howl of the Hunt
2.5 This kind of card pretty much always performs. Combat tricks and Auras both have some pretty serious problems. The chief one is that you can get totally blown out if you’re not careful. However, Auras with Flash tend to play reasonably well every time we see them, provided they are reasonably costed, and I think this one is. You have to be careful about when you play it of course, but if your opponent has no way to interact, this is basically a combat trick that takes something down, and then the Aura itself sticks around. The fact it works this way helps you mitigate the potential card disadvantage, since you’ll use the Aura to help you kill something up front. The werewolf upside here matters too. You usually want to be the aggressor with a trick, but giving your Wolf or Werewolf pseudo-vigilance is pretty nice, and having the option to ambush block is okay too.
Blood Pact
2.0 Its nice this is an Instant, it makes it a lot more palatable that it is. Instant speed Divination for three mana is pretty nice, and most Black decks will play the first copy of this. In a pinch, you can also use it to do 2 to your opponent, either to finish them off or trigger a bunch of your pseudo-bloodthirst effects, but mostly you’ll want to be drawing the cards.
Gavony Trapper
3.0 Master Decoys are always pretty nice in Limited. They can act as removal of sorts and stay relevant all game long. This has the additional upside of being a 0 power creature – which might not sound like upside, but in Coven decks having a creature with 0 power can really matter.
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Organ Hoarder
3.5 This is my kind of Blue common! 4-mana for a 3/2 that draws a card is virtually always something you play, and this is better than that in most ways, since it gives you card selection and loads up your graveyard a bit in a set that really cares about that. This is Blue’s best Common.
Ecstatic Awakener
2.5 One mana 1/1s are pretty bad, they just lose relevance quickly. The Awakener gets around that to some extent as a result of its ability to transform into Awoken Demon. Transforming it is a little bit steep at 3 mana and sacrificing something, but there is going to be some significant sacrifice fodder in both Black/White and Blue/Black, so it won’t hurt quite as much as it might look at first. Still, you aren’t really doing incredible when you transform this into a 4/4.
Falkenrath Perforator
2.5 In a set where this had no synergy at all, this would probably be a 1.5. The stats aren’t good, and the 1 damage just isn’t enough to make up for that. However, this set’s BR archetype has a lot of cards that give you extra effects if your opponent lost life, and this is one way you can make that happen. Plus, its a vampire, and while the tribal themes for vampires aren’t massive int his set, they are still there! I think all of that is enough to bump this up to a solid playable.
Pack 1 Pick 2: Ambitious Farmhand
Ambitious Farmhand
3.0 This seems pretty nice! A two mana 1/1 that draws you a card is always playable in Limited, and this one makes sure you hit your next land drop. And, because he can transform into a 3/3 with Lifelink, that means he can stay relevant all game long. Now, you do have to jump through a few hoops to get him to transform, and assembling a coven won’t always be a walk in the park, but it is also reasonably doable. Note, by the way, that he can transform at Instant speed.
Turn the Earth
0.5 This is mostly here to hate on graveyards. And, even in a format with lots of graveyard stuff going on, I don’t love it. It has one pretty narrow purpose that just isn’t worth using up a card for in a Limited deck. This is for the sideboard. It will be an F in your main deck, and maybe a C- against an opponent who has lots of graveyard shenanigans, but even then I’m not super interested in this.
Bladestitched Skaab
3.0 This is an efficient Zombie lord, and this set has lots of Zombies! This will be great in UB decks.
Unblinking Observer
2.5 This will help you cast enough stuff that it seems like a solid Common. It fits nicely in the UR spells deck and the UW deck, which will be the most disturb heavy deck in the format. I’m giving it a 2.5.
Vampire Interloper
2.5 This has nice aggressive stats, and looks like a decent enabler for all the Black-Red cards that care about your opponent losing life.
Tireless Hauler
3.0 Like with most of the werewolves, just the front side of the card is reasonable – a 4/5 with Vigilance can do some decent work! But it also has its werewolf side, where it has the potential to really dominate a board.
Might of the Old Ways
2.0 This looks like a decent enough trick. Two mana for +2/+2 isn’t incredible, but when you can make the Coven thing happen, it turns into a draw spell, which will often mean a 2-for-1. You’ll end up playing this in aggressive Green decks.
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
Gavony Silversmith
2.5 If you have at least one other creature in play, you’re getting a 4-mana ¾ and putting another counter on a creature who can attack that turn, and that’s a solid enough deal. Sometimes you’ll be able to add 2/2 to the board that can attack right away too. It can also help you get coven by diversifying your creatures’ power.
Voldaren Stinger
2.0 Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Gavony Trapper
3.0 Master Decoys are always pretty nice in Limited. They can act as removal of sorts and stay relevant all game long. This has the additional upside of being a 0 power creature – which might not sound like upside, but in Coven decks having a creature with 0 power can really matter.
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
Pack 1 Pick 3: Lunarch Veteran
Winterthorn Blessing
2.5 Pumping a creature and tapping down another one for a turn cycle is a pretty good deal for two mana. You do need to be careful about when you cast this of course, because if your opponent kills the creature you target with the first part it can be a bummer. But the good news is that the second part of the card still happens in that scenario. The fact it has Flashback is pretty sweet too, as casting it twice in the same turn is the sort of thing that will close out a game out of nowhere, between the better stats and tapped down blockers. This looks like a nice card for UG decks, but not exactly the kind of card that pulls you into the color pair on its own.
Hungry for More
2.5 For a total investment of 5 mana, you get 6/2 worth of stats with a whole bunch of keyword abilities. Those creatures of course die at the end of your end step, but the life swing they will allow for will often make it a pretty reasonable deal. You also won’t always (or even usually) trade one of these vampires for a card, so in a way you’re sort of Lava Axing your opponent here, though obviously it is significantly better than that! There are some other useful synergies too -- the vampire creature type for one thing, and the fact that you can use the tokens for fodder in your second main phase. Still, even with all of that in mind, I don’t feel like this is a signpost Uncommon that really pulls you into its color pair. In fact, I don’t think it gets particularly close to getting there.
Soul-Guide Gryff
2.5 This has decent Flying stats, and exiling a card with Flashback or Disturb is pretty relevant in the format.
Silver Bolt
1.5 If you need removal really badly, you’ll play this in your main deck where it can be kind of passable. Especially because when you end up against werewolves, it will actually be a pretty good deal.
Brimstone Vandal
2.5 A 3-mana ⅔ with Menace is already something you play a decent chunk of the time, so the addition Night and Day value here is pretty great! On its own, it is a 3-mana ⅔ with Menace, and will do a a bit of damage over the course of the game. This is a quality common.
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Plummet
0.5 This format has lots of flyers as a result of Disturb, so Plummet might be a bit better here in the main deck than it is in most formats, but I think you’d still prefer to bring it in out of your sideboard. It is hard to guarantee it will have enough targets against some of the color pairs.
Moonrager's Slash
4.0 3 mana to do 3 to any target is already a premium removal spell, and this will sometimes just be Lightning Bolt! This is easily premium, and easily Red’s best Common.
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
Lunarch Veteran
2.5 A two mana 1/1 with the life gain effect certainly isn’t impressive. The Disturb effect really matters though, as getting back a flyer that can also gain you some life. Neither half of this card is going to be letting you trade very often because they are so small, but this still seems like a solid Common.
Vampire Interloper
2.5 This has nice aggressive stats, and looks like a decent enabler for all the Black-Red cards that care about your opponent losing life.
Dawnhart Rejuvenator
3.0 We have basically seen this card before -- Centaur Nurturer in War of the Spark, and it was pretty nice. It gives you fixing, and while it might not be the most imposing creature, the life it gains you can help you get to your next turn, where you can make use of that mana.
Pack 1 Pick 4: Candlegrove Witch
Join the Dance
3.0 Don’t underestimate the Flashback here. Like a lot of Flashback cards, neither the original cost nor the flashback cost is efficient, but the fact remains that over the course of a normal game of Limited, this will give you 4 tokens for only one card, and that’s pretty nice. Just having the Flashback cost to do in the later part of the game is a nice mana sink too. Obviously, GW is all about going wide too, so it will be extra useful there.
Vengeful Strangler
3.0 This seems pretty nice. Because it can’t block, the only way you can transform it is if your opponent blocks it or decides to kill it, or you sacrifice it yourself. Luckily that last part is pretty doable in the format. Once it transforms it isn’t super incredible, but it does tax your opponent pretty heavily for having whatever their best permanent is, and theoretically it could get to the point where they just decide to sacrifice it. Sometimes your opponent will have to choose between letting the 2/1 through or having to deal with the obnoxious aura, and that’s a nice choice to force on them.
Flare of Faith
2.0 This seems like a decent trick if you’re a White aggro deck with lots of Humans in it. It gives a decent stats boost that will often allow your creature to win combat. Two mana for just +2/+2 is pretty mediocre for a trick, but the Human upside will make it worth running often enough
Galedrifter
3.0 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once. 55 – Galedrifter – 3.0 A 4-mana 3/2 Flyer is a 1.5, so getting a second body out of this, even if it isn’t the most efficient one when you Disturb it, is going to be some nice additional value.
Vampire Interloper
2.5 This has nice aggressive stats, and looks like a decent enabler for all the Black-Red cards that care about your opponent losing life.
Candlegrove Witch
2.5 This is a Bear that will often, though not always, have flying in the late game. Flying helps it stay relevant throughout the game, which is nice. Seems like a solid two drop.
Gavony Trapper
3.0 Master Decoys are always pretty nice in Limited. They can act as removal of sorts and stay relevant all game long. This has the additional upside of being a 0 power creature – which might not sound like upside, but in Coven decks having a creature with 0 power can really matter.
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
Electric Revelation
1.5 This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.
Pack 1 Pick 5: Rotten Reunion
Skaab Wrangler
2.5 This is a two mana 2/1 with some reasonable upside. In the later part of the game that ability can actually do some work, though you won’t always be in a position to activate it.
Galedrifter
3.0 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once. 55 – Galedrifter – 3.0 A 4-mana 3/2 Flyer is a 1.5, so getting a second body out of this, even if it isn’t the most efficient one when you Disturb it, is going to be some nice additional value.
Harvesttide Sentry
2.5 This has decent base stats and if you can get coven going, it becomes a lot harder to easily block this thing.
Falcon Abomination
3.0 This is a Wind Drake with some reasonable upside. Obviously this Zombie token doesn’t give you quite as much value as most Zombie tokens, but it still adds to the board in a way that will have at least some impact. The two bodies will be nice sacrifice fodder, and they’ll also just be good at pressuring your opponent.
Lambholt Harrier
2.0 This is a Bear that stays relevant all game long thanks to its ability. Now, that ability is pretty pricey, and you’ll normally only be able to make one thing unable to block, but it is an ability your opponent has to account for in the late game, as making one thing unable to block can really help someone find lethal out of nowhere.
Revenge of the Drowned
2.5 4 mana to Time Ebb a creature isn’t amazing. It does let you trade 1-for-1 with what you target, since your opponent has to redraw that card again, and that’s nice. The 2/2 Zombie of course can’t block, so you can’t really manufacture a huge blowout most of the time. It is a body that will be relevant when you untap though.
Evolving Wilds
3.0 This is always really nice fixing, and I tend to like it even more than the rare dual lands here, especially because it throws itself in the graveyard and that definitely matters in this set.
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
Might of the Old Ways
2.0 This looks like a decent enough trick. Two mana for +2/+2 isn’t incredible, but when you can make the Coven thing happen, it turns into a draw spell, which will often mean a 2-for-1. You’ll end up playing this in aggressive Green decks.
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Pack 1 Pick 6: Siege Zombie
Ominous Roost
0.0 // 3.5 Obviously, if you don’t have enough Flashback going on, you can’t really play this. It is going to be an F in many, many decks. 3 mana for a 1/1 flyer that can’t block is abysmal! However, if you can get 3 or more tokens with this, and some decks will be able to do it, it is going to be a pretty real win condition in grindy decks with lots of flashback.
Moonsilver Key
2.5 This gives you fixing, and one is often in the market for that in Limited, since splashing bombs is usually a good idea. You won’t have many artifacts to get with the Key, though there are a few of them.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Siege Zombie
2.0 This seems passable, as in the early game it has alright stats, and in the late game it can be a real source of reach. It can also help you activate cards that give you a bonus if an opponent has lost life. Still, it does ask for a lot to make the opponent lose that 1 life, and it just won’t always be doable.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Electric Revelation
1.5 This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.
Baithook Angler
3.0 This looks like a nice Common. A two mana 2/1 can trade with lots of stuff, and then the fact that you can get another reasonably costed body out of your graveyard is pretty amazing. I mean, that’s 4 mana for a 2/1 and a ½ Flyer. And sure, you don’t get the bodies at the same time, but that’s still a pretty nice card.
Dawnhart Rejuvenator
3.0 We have basically seen this card before -- Centaur Nurturer in War of the Spark, and it was pretty nice. It gives you fixing, and while it might not be the most imposing creature, the life it gains you can help you get to your next turn, where you can make use of that mana.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Pack 1 Pick 7: Sungold Barrage
Sungold Barrage
2.5 This is far from premium removal, as cards with 4 toughness aren’t incredibly common to see on the table. They will be a little more common in this set thanks to DFC creatures, who tend to be larger on one side. It can kill a lot of scary things for sure, but it is too situational to be anything more than solid.
Duress
0.5 As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
Stormrider Spirit
1.5 This is a reprint from our last trip to Innistrad, where it was mediocre. You can flash it in to ambush block a small thing, and then it is a decent threat in the air, but it isn’t especially efficient.
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Flare of Faith
2.0 This seems like a decent trick if you’re a White aggro deck with lots of Humans in it. It gives a decent stats boost that will often allow your creature to win combat. Two mana for just +2/+2 is pretty mediocre for a trick, but the Human upside will make it worth running often enough
Larder Zombie
1.5 So, a one mana ⅓ isn’t amazing, especially with Defender! But at least it can block and kill X/1s. Its ability asks for several creatures in play, and I guess the idea is that you’ll be making Zombie tokens so doing that might not be too hard! The ability itself isn’t bad -- as it can give you card selection and/or help you load up the graveyard. Still, I don’t see this being especially good overall.
Crossroads Candleguide
1.0 You’ll play it you’re desperate for a creature or fixing, but you really hope you don’t have to, because it doesn’t do either thing particularly well.
Baithook Angler
3.0 This looks like a nice Common. A two mana 2/1 can trade with lots of stuff, and then the fact that you can get another reasonably costed body out of your graveyard is pretty amazing. I mean, that’s 4 mana for a 2/1 and a ½ Flyer. And sure, you don’t get the bodies at the same time, but that’s still a pretty nice card.
Pack 1 Pick 8: Heirloom Mirror
Heirloom Mirror
4.0 So, this is not a flip card that does anything with “nightbound” or “daybound,” so it will always be Heirloom Mirror when you first play it. That part of the card isn’t amazing. It lets you rummage and stock your graveyard, and both of those things matter in this format, but if that’s all this was, I have my doubts that it would be worth a slot in your deck. However, what’s nice here, is that you can use the Mirror to help improve your draws and stock your graveyard for a while, and then it can just turn into a straight up win condition! A 4/4 Flyer that can get bigger by exiling things from graveyards is very, very real, and you actually pay a pretty reasonable rate overall -- between casting the MIrror and using the ability three times, and you get a pretty scary threat. I think its really nice that this has an early game mode that can be decently useful, and then turns into a demon.
Unruly Mob
2.0 This is a reprint from our other two visits to Innistrad, and it wasn’t very good either time -- a 1.5 at best! It does grow as the game goes on, but it starts really small and grows pretty slowly. Only growing when your creatures die is tricky too. However, this will probably be better in this format than we’ve seen in the past, mostly because BW is a sacrifice deck this time around, and that combos pretty well with the Mob. The GW deck has lots of tokens too, so yeah, I think maybe this ends up being a solid playable this time around.
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Devious Cover-Up
1.0 This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
Locked in the Cemetery
3.0 So, if this always tapped the thing you attached it to, it would probably be premium removal. Two mana for that effect is pretty great! However, in the early game, making it do that is going to be pretty challenging. By the mid-game it becomes much more doable. Overall, I think having to have a loaded up graveyard to make this work does keep it from being premium, but it still a pretty good Blue common.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Pack 1 Pick 9: Ecstatic Awakener
Otherworldly Gaze
0.5 Loading the graveyard is important in this format, its true, but a card that pretty much only does that, while giving you some card selection, isn’t something I’m interested in. You never get the card back. There are so many cards that load the graveyard while doing actual other things!
Larder Zombie
1.5 So, a one mana ⅓ isn’t amazing, especially with Defender! But at least it can block and kill X/1s. Its ability asks for several creatures in play, and I guess the idea is that you’ll be making Zombie tokens so doing that might not be too hard! The ability itself isn’t bad -- as it can give you card selection and/or help you load up the graveyard. Still, I don’t see this being especially good overall.
Blood Pact
2.0 Its nice this is an Instant, it makes it a lot more palatable that it is. Instant speed Divination for three mana is pretty nice, and most Black decks will play the first copy of this. In a pinch, you can also use it to do 2 to your opponent, either to finish them off or trigger a bunch of your pseudo-bloodthirst effects, but mostly you’ll want to be drawing the cards.
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Ecstatic Awakener
2.5 One mana 1/1s are pretty bad, they just lose relevance quickly. The Awakener gets around that to some extent as a result of its ability to transform into Awoken Demon. Transforming it is a little bit steep at 3 mana and sacrificing something, but there is going to be some significant sacrifice fodder in both Black/White and Blue/Black, so it won’t hurt quite as much as it might look at first. Still, you aren’t really doing incredible when you transform this into a 4/4.
Pack 1 Pick 10: Turn the Earth
Turn the Earth
0.5 This is mostly here to hate on graveyards. And, even in a format with lots of graveyard stuff going on, I don’t love it. It has one pretty narrow purpose that just isn’t worth using up a card for in a Limited deck. This is for the sideboard. It will be an F in your main deck, and maybe a C- against an opponent who has lots of graveyard shenanigans, but even then I’m not super interested in this.
Unblinking Observer
2.5 This will help you cast enough stuff that it seems like a solid Common. It fits nicely in the UR spells deck and the UW deck, which will be the most disturb heavy deck in the format. I’m giving it a 2.5.
Might of the Old Ways
2.0 This looks like a decent enough trick. Two mana for +2/+2 isn’t incredible, but when you can make the Coven thing happen, it turns into a draw spell, which will often mean a 2-for-1. You’ll end up playing this in aggressive Green decks.
Voldaren Stinger
2.0 Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
Pack 1 Pick 11: Hungry for More
Hungry for More
2.5 For a total investment of 5 mana, you get 6/2 worth of stats with a whole bunch of keyword abilities. Those creatures of course die at the end of your end step, but the life swing they will allow for will often make it a pretty reasonable deal. You also won’t always (or even usually) trade one of these vampires for a card, so in a way you’re sort of Lava Axing your opponent here, though obviously it is significantly better than that! There are some other useful synergies too -- the vampire creature type for one thing, and the fact that you can use the tokens for fodder in your second main phase. Still, even with all of that in mind, I don’t feel like this is a signpost Uncommon that really pulls you into its color pair. In fact, I don’t think it gets particularly close to getting there.
Brimstone Vandal
2.5 A 3-mana ⅔ with Menace is already something you play a decent chunk of the time, so the addition Night and Day value here is pretty great! On its own, it is a 3-mana ⅔ with Menace, and will do a a bit of damage over the course of the game. This is a quality common.
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Plummet
0.5 This format has lots of flyers as a result of Disturb, so Plummet might be a bit better here in the main deck than it is in most formats, but I think you’d still prefer to bring it in out of your sideboard. It is hard to guarantee it will have enough targets against some of the color pairs.
Pack 1 Pick 12: Ritual Guardian
Flare of Faith
2.0 This seems like a decent trick if you’re a White aggro deck with lots of Humans in it. It gives a decent stats boost that will often allow your creature to win combat. Two mana for just +2/+2 is pretty mediocre for a trick, but the Human upside will make it worth running often enough
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Electric Revelation
1.5 This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.
Pack 1 Pick 13: Ritual Guardian
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Evolving Wilds
3.0 This is always really nice fixing, and I tend to like it even more than the rare dual lands here, especially because it throws itself in the graveyard and that definitely matters in this set.
Pack 1 Pick 14: Electric Revelation
Electric Revelation
1.5 This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.
Pack 2 Pick 1: Croaking Counterpart
Croaking Counterpart
2.5 This is a fun card, and a nice callback to Cackling Counterpart. However, it doesn’t seem incredible in Limited. Three mana to make a 1/1 copy of a thing will sometimes not feel too badd -- like if a creature has a bunch of abilities and stuff, but there will be plenty of times where paying 3 for that 1/1 doesn’t accomplish much other than making a chump blocker. Even with Flashback, I don’t see this lining up well regularly enough to be very good. It certainly has a high ceiling, one dependent on what is in play, but the floor isn’t so good.
Winterthorn Blessing
2.5 Pumping a creature and tapping down another one for a turn cycle is a pretty good deal for two mana. You do need to be careful about when you cast this of course, because if your opponent kills the creature you target with the first part it can be a bummer. But the good news is that the second part of the card still happens in that scenario. The fact it has Flashback is pretty sweet too, as casting it twice in the same turn is the sort of thing that will close out a game out of nowhere, between the better stats and tapped down blockers. This looks like a nice card for UG decks, but not exactly the kind of card that pulls you into the color pair on its own.
Sunset Revelry
1.0 This card has a cool design, but seems pretty awkward. Basically, you have to be behind your opponent in one way or another for it to do something. And yeah, if you get all three modes here, you’re getting a great deal! But if you’re just drawing a card and gaining 4 life, that’s not a great card -- we see that card all the time and it isn’t good! You basically need to be getting the tokens and one of the other modes for this to feel like you’re doing a decent job. And...its just pretty hard to control those sorts of things. It will feel nice if you’re behind, but do stone nothing at parity or if you’re ahead, and that just doesn’t really appeal to me. This card seems too situational and finicky.
Hound Tamer
4.0 You would always play this card if it was always Hound Tamer. It has good stats and an ability that can be a nice place to sink mana in the late game, so obviously the fact it can also be a larger creature that grants Trample to a bunch of stuff is awesome.
Otherworldly Gaze
0.5 Loading the graveyard is important in this format, its true, but a card that pretty much only does that, while giving you some card selection, isn’t something I’m interested in. You never get the card back. There are so many cards that load the graveyard while doing actual other things!
Blood Pact
2.0 Its nice this is an Instant, it makes it a lot more palatable that it is. Instant speed Divination for three mana is pretty nice, and most Black decks will play the first copy of this. In a pinch, you can also use it to do 2 to your opponent, either to finish them off or trigger a bunch of your pseudo-bloodthirst effects, but mostly you’ll want to be drawing the cards.
Silver Bolt
1.5 If you need removal really badly, you’ll play this in your main deck where it can be kind of passable. Especially because when you end up against werewolves, it will actually be a pretty good deal.
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Festival Crasher
0.5 // 2.5 This has a very mediocre baseline. A two mana ⅓ these days is probably a D-. It does have some real upside though, and the threat of activation is pretty real! If your opponent just has a 2/2, and you attack with this and leave mana up, they just can’t afford to block it! Chaining multiple spells together is obviously the dream, but don’t count on doing that a ton in Limited. This will make the cut in decks with a decent number of spells, and probably be something you pass on in any other deck.
Stormrider Spirit
1.5 This is a reprint from our last trip to Innistrad, where it was mediocre. You can flash it in to ambush block a small thing, and then it is a decent threat in the air, but it isn’t especially efficient.
Gavony Silversmith
2.5 If you have at least one other creature in play, you’re getting a 4-mana ¾ and putting another counter on a creature who can attack that turn, and that’s a solid enough deal. Sometimes you’ll be able to add 2/2 to the board that can attack right away too. It can also help you get coven by diversifying your creatures’ power.
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
Pack 2 Pick 2: Light Up the Night
Light Up the Night
4.0 So, you’re basically never going to Flash this back in Limited, but that’s okay because it is a really efficient removal spell that can also go for your opponents dome. It might be a Sorcery, but the flexibility makes it premium removal for sure.
Fading Hope
2.5 One mana to bounce a creature is a pretty nice deal. You don’t trade card-for-card of course, but there is massive tempo to be gained when you bounce something larger. And, the nice thing is, this lets you get a little value back from Scry if you find yourself having to bump something smaller. It is also nice its a cheap spell for UR and for Day/Night purposes.
Outland Liberator
3.0 A two mana 2/2 that can sac to blow up an artifact or enchantment would make the cut in pretty much every Limited format. It is nice having a reasonably-statted creature that can deal with permanents that can be quite hard to deal with in Limited! And once night rolls around, this one gets even scarier, not only becoming larger, but also just decimating the artifacts and enchantments your opponent has, since it can blow them up with each attack. Artifacts and Enchantments aren’t massive themes in this set, and that does hold it back some, but it will still be nice card to have in Green decks
Bramble Armor
2.5 This is a pretty decent boost when it equips for free, and it will also help you get coven online if that’s what you need. Equipping it after that first time is a little rough for sure, but if it keeps giving you coven or making creature sin to threats, that is reasonable.
No Way Out
1.0 Tacking a Decay zombie on to Mind Rot isn’t that great, especially in a format where people will happily discard many of their cards.
Baithook Angler
3.0 This looks like a nice Common. A two mana 2/1 can trade with lots of stuff, and then the fact that you can get another reasonably costed body out of your graveyard is pretty amazing. I mean, that’s 4 mana for a 2/1 and a ½ Flyer. And sure, you don’t get the bodies at the same time, but that’s still a pretty nice card.
Falkenrath Perforator
2.5 In a set where this had no synergy at all, this would probably be a 1.5. The stats aren’t good, and the 1 damage just isn’t enough to make up for that. However, this set’s BR archetype has a lot of cards that give you extra effects if your opponent lost life, and this is one way you can make that happen. Plus, its a vampire, and while the tribal themes for vampires aren’t massive int his set, they are still there! I think all of that is enough to bump this up to a solid playable.
Search Party Captain
3.5 A 4-mana 2/2 that draws you a card is like a 2.0, and decreasing that cost even by 1 is a huge upgrade. So, the fact that sometimes you can play this for two or one mana and then cast what you draw seems really good. This is one of White’s better Commons.
Shadowbeast Sighting
3.0 This is decently efficient when you first cast it, and when you cast it the second time you’re going to be getting a 2-for-1.
Silver Bolt
1.5 If you need removal really badly, you’ll play this in your main deck where it can be kind of passable. Especially because when you end up against werewolves, it will actually be a pretty good deal.
Howl of the Hunt
2.5 This kind of card pretty much always performs. Combat tricks and Auras both have some pretty serious problems. The chief one is that you can get totally blown out if you’re not careful. However, Auras with Flash tend to play reasonably well every time we see them, provided they are reasonably costed, and I think this one is. You have to be careful about when you play it of course, but if your opponent has no way to interact, this is basically a combat trick that takes something down, and then the Aura itself sticks around. The fact it works this way helps you mitigate the potential card disadvantage, since you’ll use the Aura to help you kill something up front. The werewolf upside here matters too. You usually want to be the aggressor with a trick, but giving your Wolf or Werewolf pseudo-vigilance is pretty nice, and having the option to ambush block is okay too.
Clarion Cathars
2.5 We see this basic card a lot, and its always solid. Two bodies for four mana is nice, and the reasonable stats distributed across them is pretty good.
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
Pack 2 Pick 3: Candletrap
Seize the Storm
2.5 So, you kind of need to be getting a 5/5 with this before you’ll feel like you’re getting there, and that’s asking kind of a lot. I suppose a 4/4 is passable, but yeah. The fact it has Flashback is certainly nice, but you still just need so many instants and sorceries in your graveyard to make it work, and even in the UR spell deck, I’m not very confident you’ll be able to do that consistently enough.
Village Watch
2.5 A 5-mana 4/3 with Haste isn’t great, but the fact this can be a 5/4 sometimes is pretty nice. It would be most ideal for it to already be night when it comes down -- if that’s true, you’ll feel like you’re getting your mana’s worth. Though, to be honest, a 5-mana 5/4 with Haste while certainly a nice card isn’t great either, and you have to jump through some serious hoops to keep it that way. It does also give Haste to other werewolves, but still.
Clear Shot
4.0 This is a reprint from our last visit to Innistrad, where it was an excellent removal spell. The stats boost + punch effect is great, and you can even use it sometimes to create a 2-for-1 situation. As always with this type of card, you have to pick your spot with it wisely, because you get blown out sometimes if your opponent can interact, but its still premium, and potential Green’s best Uncommon.
Raze the Effigy
1.5 This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Burn the Accursed
2.5 This isn’t exactly premium, but is an instant that kills most stuff, damages your opponent, and even exiles creatures, which certainly matters here.
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Candletrap
3.0 This is pretty cheap removal. Before you get Coven online, it definitely isn’t great removal, because allowing the creature to still block is usually not what you want to be doing. It can’t do damage at least, but it still a presence on the board, and that means you aren’t trading a full 1-for-1. But its nice than in the later game, you can just get rid of that creature entirely. Still, it is probably a little too slow and clunky to be premium.
Crawl from the Cellar
2.0 This is an interesting take on the usual Sorcery that lets you return two creatures to your hand. The first time you cast this, the value is going to be pretty nice, provided you have a zombie, as it effectively replaces itself while making a creature bigger. The second time is less efficient, but in the you pay 5 mana for a 2-for-1 and two +1/+1 counters, which actually isn’t too bad. Now, you really would prefer to be putting these counters on zombies that don’t have decay to get full value out of them, but a significant chunk of the time that’s probably where the counter goes, and you may also just not have anywhere to put the counter in the first place.
Electric Revelation
1.5 This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.
Duress
0.5 As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
Bird Admirer
2.5 A 3 mana ¼ with Reach makes the cut reasonably often in most Limited formats, and this will sometimes be a much larger creature. Seems like a solid Common to me! I’m giving it a 2.5.
Pack 2 Pick 4: Bladebrand
Deathbonnet Sprout
2.5 This starts out as a card that helps you mill yourself a bit, which is something you’re interested in in this format. I don’t think it is something that you would play a ton if that’s all it was, though. But, once it mills enough stuff, it can transform into a pretty real threat that becomes increasingly large. Now, making it transform is a bit tough, since it has to be three CREATURE cards, and you are going to have to mill quite a few cards to get there. Obviously creatures end in your graveyard naturally too, so it is definitely going to transform if it sticks around, but it will take awhile.
Obsessive Astronomer
2.5 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Cathartic Pyre
4.0 Two mana for 3 damage is always premium, even on a Sorcery! And this is an Instant! And in a pinch you can also use it to rummage twice! You won’t be choosing that second option a ton, but sometimes that’s what you’ll be doing.
Bladebrand
1.5 This is a reprint, and it is one that is pretty mediocre. Giving death touch + a cantrip is pretty nice in combat, but it is a very narrow card overall because it is only useful in combat. Sure, I guess you can cast it just to cycle it, but that’s pretty rough! There are some silly things you can do with it sometimes, like give death touch to something that is being triple blocked, but a lot of the time you just use this and trade a creature on the table for one in your library. And, while that’s fine, it is certainly not a great card, and not one that makes the cut more than half the time.
Flip the Switch
1.5 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once.
Path to the Festival
2.0 This is pretty clunky since it doesn't add to the board at all. It can do it again from the graveyard though, which can potentially really turbo your mana. It is also reasonable fixing, and if you're splashing a third color, that Scry will be nice.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Abandon the Post
0.0 // 2.5 I’m not a huge fan of this type of card, mostly because it basically does nothing unless you win the game with it. That said, if you have six mana available to cast it both times in a single turn, it does stand a pretty good chance of stealing a win out of nowhere. A card like this is soo all-in on aggro though that I think we do need to give it a buildaround grade If you are an aggro deck, you’ll probably play one copy of this and feel alright about it. Otherwise you pretty much can’t play it.
Galedrifter
3.0 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once. 55 – Galedrifter – 3.0 A 4-mana 3/2 Flyer is a 1.5, so getting a second body out of this, even if it isn’t the most efficient one when you Disturb it, is going to be some nice additional value.
Geistwave
2.5 This is a neat design for a bounce spell.. Bouncing an opposing nonland permanent for two mana is usually a decent card. It doesn’t give you the value of a whole card unless you use it in response to a trick or something, but it gives you some reasonable tempo and has that blow out upside. Using this to bounce your own thing is actually pretty interesting, since you do net a card, and if what you’re bouncing gives you some value from bouncing it, that’s going to feel pretty good! Especially if you do it in response to removal or something like that. Its probably just a C, but the “bounce your own stuff” upside is very real.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Pack 2 Pick 5: Olivia's Midnight Ambush
Play with Fire
4.0 So, this is Shock with upside, and that’s something I can get behind. It will often be able to kill three and four drops for only a single mana, and that’s great, and in a pinch it can go for your opponent and give you a bit of card selection, which isn’t too bad. You’ll always have something to do with this, and it will often be premium removal.
Vengeful Strangler
3.0 This seems pretty nice. Because it can’t block, the only way you can transform it is if your opponent blocks it or decides to kill it, or you sacrifice it yourself. Luckily that last part is pretty doable in the format. Once it transforms it isn’t super incredible, but it does tax your opponent pretty heavily for having whatever their best permanent is, and theoretically it could get to the point where they just decide to sacrifice it. Sometimes your opponent will have to choose between letting the 2/1 through or having to deal with the obnoxious aura, and that’s a nice choice to force on them.
Soul-Guide Gryff
2.5 This has decent Flying stats, and exiling a card with Flashback or Disturb is pretty relevant in the format.
Candlelit Cavalry
2.5 On a base level, this is a 5-mana 5/5, something that makes the cut in some Green decks anyway, and it will gain trample sometimes. Seems decent enough.
Gavony Trapper
3.0 Master Decoys are always pretty nice in Limited. They can act as removal of sorts and stay relevant all game long. This has the additional upside of being a 0 power creature – which might not sound like upside, but in Coven decks having a creature with 0 power can really matter.
Shipwreck Sifters
1.5 A two mana ½ who loots is fine, and this one can get bigger. I don’t think you’ll want to discard a spirit or a card with Disturb to it all that often, since the power of those cards is often in the fact that you get the two bodies, but you’ll discard those things sometimes and it’ll get bigger.
Tireless Hauler
3.0 Like with most of the werewolves, just the front side of the card is reasonable – a 4/5 with Vigilance can do some decent work! But it also has its werewolf side, where it has the potential to really dominate a board.
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Unruly Mob
2.0 This is a reprint from our other two visits to Innistrad, and it wasn’t very good either time -- a 1.5 at best! It does grow as the game goes on, but it starts really small and grows pretty slowly. Only growing when your creatures die is tricky too. However, this will probably be better in this format than we’ve seen in the past, mostly because BW is a sacrifice deck this time around, and that combos pretty well with the Mob. The GW deck has lots of tokens too, so yeah, I think maybe this ends up being a solid playable this time around.
Olivia's Midnight Ambush
3.5 This is decent removal if it is day time or neither night nor day, and when it is night time, its just insane. If it was only the night time mode it would be an easy 4.5! As it is, I think it has a reasonable enough base line and a high enough ceiling that we can call it premium.
Pack 2 Pick 6: Diregraf Horde
Sunset Revelry
1.0 This card has a cool design, but seems pretty awkward. Basically, you have to be behind your opponent in one way or another for it to do something. And yeah, if you get all three modes here, you’re getting a great deal! But if you’re just drawing a card and gaining 4 life, that’s not a great card -- we see that card all the time and it isn’t good! You basically need to be getting the tokens and one of the other modes for this to feel like you’re doing a decent job. And...its just pretty hard to control those sorts of things. It will feel nice if you’re behind, but do stone nothing at parity or if you’re ahead, and that just doesn’t really appeal to me. This card seems too situational and finicky.
No Way Out
1.0 Tacking a Decay zombie on to Mind Rot isn’t that great, especially in a format where people will happily discard many of their cards.
Famished Foragers
3.0 A 4-mana 4/3 is sort of passable already, and this will often be able to come down and give you some mana, which -- if nothing else, you can use to rummage using its ability. Sometimes, it will enable a pretty impressive double spell turn too, which will feel amazing. You won’t always be making that happen, but the card has a very reasonable baseline and a pretty nice ceiling.
Diregraf Horde
3.0 This is an interesting use of these new Decayed Zombies. Obviously, if this was a 5-mana ¾ that made two 2/2 Zombies and exiled stuff from graveyards it would be like a B+. That’s just a whole lot of bodies for a good cost. To evaluate this card we have to figure out how much worse these Decayed zombies are from your normal tokens. And uh, yeah -- they are substantially worse for sure. They can’t block, so this card won’t stabilize you quite as effectively as other cards like it can, and they can only attack once. But still, imagine this was a 5-mana ¾ that gave you single 2/2 Zombie. That’s still a very nice card for Limited! And that’s probably about what this will feel like. The extra bodies will feel great as sacrifice fodder, or if you have Zombie synergy, too.
Mourning Patrol
2.5 A 3-mana 2/3 with Vigilance is fine, so the fact that this can come back as a 2/1 with Flying and Vigilance is pretty nice! Both halves in this case very capable of trading, too.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Blood Pact
2.0 Its nice this is an Instant, it makes it a lot more palatable that it is. Instant speed Divination for three mana is pretty nice, and most Black decks will play the first copy of this. In a pinch, you can also use it to do 2 to your opponent, either to finish them off or trigger a bunch of your pseudo-bloodthirst effects, but mostly you’ll want to be drawing the cards.
Geistwave
2.5 This is a neat design for a bounce spell.. Bouncing an opposing nonland permanent for two mana is usually a decent card. It doesn’t give you the value of a whole card unless you use it in response to a trick or something, but it gives you some reasonable tempo and has that blow out upside. Using this to bounce your own thing is actually pretty interesting, since you do net a card, and if what you’re bouncing gives you some value from bouncing it, that’s going to feel pretty good! Especially if you do it in response to removal or something like that. Its probably just a C, but the “bounce your own stuff” upside is very real.
Pack 2 Pick 7: Crawl from the Cellar
Storm Skreelix
3.0 This is a pretty nice signpost for Blue Red, as it is simultaneously a cost reduction effect for spells and a win condition for those spell decks. It will often be a 4/4, especially in a set with flashback! It seems strong enough to me that it can pull you into its colors and is worth a first pick sometimes.
Dawnhart Rejuvenator
3.0 We have basically seen this card before -- Centaur Nurturer in War of the Spark, and it was pretty nice. It gives you fixing, and while it might not be the most imposing creature, the life it gains you can help you get to your next turn, where you can make use of that mana.
Candlelit Cavalry
2.5 On a base level, this is a 5-mana 5/5, something that makes the cut in some Green decks anyway, and it will gain trample sometimes. Seems decent enough.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Path to the Festival
2.0 This is pretty clunky since it doesn't add to the board at all. It can do it again from the graveyard though, which can potentially really turbo your mana. It is also reasonable fixing, and if you're splashing a third color, that Scry will be nice.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Crawl from the Cellar
2.0 This is an interesting take on the usual Sorcery that lets you return two creatures to your hand. The first time you cast this, the value is going to be pretty nice, provided you have a zombie, as it effectively replaces itself while making a creature bigger. The second time is less efficient, but in the you pay 5 mana for a 2-for-1 and two +1/+1 counters, which actually isn’t too bad. Now, you really would prefer to be putting these counters on zombies that don’t have decay to get full value out of them, but a significant chunk of the time that’s probably where the counter goes, and you may also just not have anywhere to put the counter in the first place.
Stuffed Bear
1.0 This set doesn’t have much of an Artifact theme. If it did, the BEar would be a little more interesting. As it is, it is a creature that you have to pay mana for every turn to actually make into a creature. And, while that activation isn’t so bad the first time around, you eventually end up having to pay a ton of mana for this to actually be a card on the board that matters, and I don’t really think you want to be doing that.
Pack 2 Pick 8: Rotten Reunion
Covetous Castaway
3.5 This starts by giving you a decent body that loads up your graveyard, and then in the later game it can give you another somewhat reasonable body that loads the graveyard more! Lots of decks in this format are interested in throwing stuff in the graveyard, including both UB and UW. This will be a nice inclusion in either of them.
Voldaren Stinger
2.0 Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
Famished Foragers
3.0 A 4-mana 4/3 is sort of passable already, and this will often be able to come down and give you some mana, which -- if nothing else, you can use to rummage using its ability. Sometimes, it will enable a pretty impressive double spell turn too, which will feel amazing. You won’t always be making that happen, but the card has a very reasonable baseline and a pretty nice ceiling.
Lambholt Harrier
2.0 This is a Bear that stays relevant all game long thanks to its ability. Now, that ability is pretty pricey, and you’ll normally only be able to make one thing unable to block, but it is an ability your opponent has to account for in the late game, as making one thing unable to block can really help someone find lethal out of nowhere.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Stuffed Bear
1.0 This set doesn’t have much of an Artifact theme. If it did, the BEar would be a little more interesting. As it is, it is a creature that you have to pay mana for every turn to actually make into a creature. And, while that activation isn’t so bad the first time around, you eventually end up having to pay a ton of mana for this to actually be a card on the board that matters, and I don’t really think you want to be doing that.
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
Pack 2 Pick 9: Celestus Sanctifier
Otherworldly Gaze
0.5 Loading the graveyard is important in this format, its true, but a card that pretty much only does that, while giving you some card selection, isn’t something I’m interested in. You never get the card back. There are so many cards that load the graveyard while doing actual other things!
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Stormrider Spirit
1.5 This is a reprint from our last trip to Innistrad, where it was mediocre. You can flash it in to ambush block a small thing, and then it is a decent threat in the air, but it isn’t especially efficient.
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
Pack 2 Pick 10: Silver Bolt
Bramble Armor
2.5 This is a pretty decent boost when it equips for free, and it will also help you get coven online if that’s what you need. Equipping it after that first time is a little rough for sure, but if it keeps giving you coven or making creature sin to threats, that is reasonable.
No Way Out
1.0 Tacking a Decay zombie on to Mind Rot isn’t that great, especially in a format where people will happily discard many of their cards.
Silver Bolt
1.5 If you need removal really badly, you’ll play this in your main deck where it can be kind of passable. Especially because when you end up against werewolves, it will actually be a pretty good deal.
Howl of the Hunt
2.5 This kind of card pretty much always performs. Combat tricks and Auras both have some pretty serious problems. The chief one is that you can get totally blown out if you’re not careful. However, Auras with Flash tend to play reasonably well every time we see them, provided they are reasonably costed, and I think this one is. You have to be careful about when you play it of course, but if your opponent has no way to interact, this is basically a combat trick that takes something down, and then the Aura itself sticks around. The fact it works this way helps you mitigate the potential card disadvantage, since you’ll use the Aura to help you kill something up front. The werewolf upside here matters too. You usually want to be the aggressor with a trick, but giving your Wolf or Werewolf pseudo-vigilance is pretty nice, and having the option to ambush block is okay too.
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
Pack 2 Pick 11: Duress
Raze the Effigy
1.5 This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Electric Revelation
1.5 This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.
Duress
0.5 As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
Pack 2 Pick 12: Flip the Switch
Flip the Switch
1.5 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once.
Path to the Festival
2.0 This is pretty clunky since it doesn't add to the board at all. It can do it again from the graveyard though, which can potentially really turbo your mana. It is also reasonable fixing, and if you're splashing a third color, that Scry will be nice.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Pack 2 Pick 13: Unruly Mob
Candlelit Cavalry
2.5 On a base level, this is a 5-mana 5/5, something that makes the cut in some Green decks anyway, and it will gain trample sometimes. Seems decent enough.
Unruly Mob
2.0 This is a reprint from our other two visits to Innistrad, and it wasn’t very good either time -- a 1.5 at best! It does grow as the game goes on, but it starts really small and grows pretty slowly. Only growing when your creatures die is tricky too. However, this will probably be better in this format than we’ve seen in the past, mostly because BW is a sacrifice deck this time around, and that combos pretty well with the Mob. The GW deck has lots of tokens too, so yeah, I think maybe this ends up being a solid playable this time around.
Pack 2 Pick 14: Return to Nature
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Pack 3 Pick 1: Suspicious Stowaway
Suspicious Stowaway
4.0 So, I would pretty much always play this card even if it was only ever Suspicious Stowaway. An unblockable creature that loots for you every turn is a pretty nice thing to have around, and would be at least a 3.0. Then you add the Nighttime version of the Stowaway to the mix and it gets even crazier, since it hits harder and now just straight up draws you cards. He is small and fragile on both sides, dying to almost every removal spell in the format but he will run away with the game in a hurry if your opponent doesn’t have it.
Stromkirk Bloodthief
3.5 Gray Ogre stats are always ugly, but this does some pretty real stuff! If you play it in your second main phase and end your turn, you’ll get that counter a decent chunk of the time. Keep in mind too, it can put the counter on itself, so you don’t even have to be all in on Vampire tribal to make use of the ability. It is a 2/2 that can grow throughout the game, and when you have other vampires around, it gets even better. You won’t always be able to damage your opponent of course, but both Black and Red are pretty well equipped with nice ways to do it.
Rise of the Ants
3.0 This is a nice little card. Don’t get me wrong, 6 mana for two 3/3s and 2 life isn’t incredible, but it is pasasble, and can enable a 2-for-1 on the right board. Casting this the first time will often do enough to help you stabilize between the two bodies and that life too. Flashing it Back will feel really good too, and if you manage to get to that point, this will have given you 4 bodies, all of which can conceivably trade for something. And yeah, it isn’t exactly efficient, but it is effectively card advantage! Still, it is expensive and clunky, so I can’t imagine taking it super early, but having one of these in most of your grindy Green decks seems pretty nice.
Obsessive Astronomer
2.5 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Soul-Guide Gryff
2.5 This has decent Flying stats, and exiling a card with Flashback or Disturb is pretty relevant in the format.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Stuffed Bear
1.0 This set doesn’t have much of an Artifact theme. If it did, the BEar would be a little more interesting. As it is, it is a creature that you have to pay mana for every turn to actually make into a creature. And, while that activation isn’t so bad the first time around, you eventually end up having to pay a ton of mana for this to actually be a card on the board that matters, and I don’t really think you want to be doing that.
Galedrifter
3.0 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once. 55 – Galedrifter – 3.0 A 4-mana 3/2 Flyer is a 1.5, so getting a second body out of this, even if it isn’t the most efficient one when you Disturb it, is going to be some nice additional value.
Bramble Armor
2.5 This is a pretty decent boost when it equips for free, and it will also help you get coven online if that’s what you need. Equipping it after that first time is a little rough for sure, but if it keeps giving you coven or making creature sin to threats, that is reasonable.
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Diregraf Horde
3.0 This is an interesting use of these new Decayed Zombies. Obviously, if this was a 5-mana ¾ that made two 2/2 Zombies and exiled stuff from graveyards it would be like a B+. That’s just a whole lot of bodies for a good cost. To evaluate this card we have to figure out how much worse these Decayed zombies are from your normal tokens. And uh, yeah -- they are substantially worse for sure. They can’t block, so this card won’t stabilize you quite as effectively as other cards like it can, and they can only attack once. But still, imagine this was a 5-mana ¾ that gave you single 2/2 Zombie. That’s still a very nice card for Limited! And that’s probably about what this will feel like. The extra bodies will feel great as sacrifice fodder, or if you have Zombie synergy, too.
Sungold Barrage
2.5 This is far from premium removal, as cards with 4 toughness aren’t incredibly common to see on the table. They will be a little more common in this set thanks to DFC creatures, who tend to be larger on one side. It can kill a lot of scary things for sure, but it is too situational to be anything more than solid.
Vampire Interloper
2.5 This has nice aggressive stats, and looks like a decent enabler for all the Black-Red cards that care about your opponent losing life.
Pack 3 Pick 2: Jerren, Corrupted Bishop
Jerren, Corrupted Bishop
4.0 Transforming this guy isn’t super easy, but that’s okay, because the Jerren side is pretty powerful! A 3-mana ⅔ that makes a 1/1 when it enters the battlefield is already a high quality card, and then he comes with all kinds of additional human upside, in the ability to crank out more tokens and give humans life link. Those two things together can help you control your life total to some degree, but needing the 13 life and the 6 mana is pretty rough. The transformation will go down sometimes, don’t get me wrong, but it will be something like 10% of the time if I had to guess. He falls a little short of being a bomb.
Defend the Celestus
2.0 4 mana combat tricks are normally something I steer away from. That’s a ton of mana for an effect that might help you win combat but is also quite risky. But this card does a few things that make this a solid combat trick. First, the boost is permanent because of the counters, and second, because you can distribute the counters, this will sometimes get you a 2-for-1, and even more rarely get you a 3-for-1, and that is definitely worth the mana! It also helps you get Coven. Don’t get me wrong -- it is still a trick -- and a clunky one, but I think the first copy of this seems reasonable in aggressive Green decks.
Stromkirk Bloodthief
3.5 Gray Ogre stats are always ugly, but this does some pretty real stuff! If you play it in your second main phase and end your turn, you’ll get that counter a decent chunk of the time. Keep in mind too, it can put the counter on itself, so you don’t even have to be all in on Vampire tribal to make use of the ability. It is a 2/2 that can grow throughout the game, and when you have other vampires around, it gets even better. You won’t always be able to damage your opponent of course, but both Black and Red are pretty well equipped with nice ways to do it.
Gavony Silversmith
2.5 If you have at least one other creature in play, you’re getting a 4-mana ¾ and putting another counter on a creature who can attack that turn, and that’s a solid enough deal. Sometimes you’ll be able to add 2/2 to the board that can attack right away too. It can also help you get coven by diversifying your creatures’ power.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Siege Zombie
2.0 This seems passable, as in the early game it has alright stats, and in the late game it can be a real source of reach. It can also help you activate cards that give you a bonus if an opponent has lost life. Still, it does ask for a lot to make the opponent lose that 1 life, and it just won’t always be doable.
Timberland Guide
3.0 This is a reprint, and even if it wasn’t, we see cards like this a lot, and I also like them a decent amount. They are nice as two drops, as they can be two mana 2/2s, and then in the later game you can put the counter somewhere more relevant. There isn’t a +1/+1 counter deck in this format, but the counter this guy brings with him can really help you set up Coven, since you add him to the board and put the counter somewhere else, and you’re already 2/3 of the way there!
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
Stormrider Spirit
1.5 This is a reprint from our last trip to Innistrad, where it was mediocre. You can flash it in to ambush block a small thing, and then it is a decent threat in the air, but it isn’t especially efficient.
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
Olivia's Midnight Ambush
3.5 This is decent removal if it is day time or neither night nor day, and when it is night time, its just insane. If it was only the night time mode it would be an easy 4.5! As it is, I think it has a reasonable enough base line and a high enough ceiling that we can call it premium.
Devious Cover-Up
1.0 This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Ecstatic Awakener
2.5 One mana 1/1s are pretty bad, they just lose relevance quickly. The Awakener gets around that to some extent as a result of its ability to transform into Awoken Demon. Transforming it is a little bit steep at 3 mana and sacrificing something, but there is going to be some significant sacrifice fodder in both Black/White and Blue/Black, so it won’t hurt quite as much as it might look at first. Still, you aren’t really doing incredible when you transform this into a 4/4.
Pack 3 Pick 3: Hobbling Zombie
Sunset Revelry
1.0 This card has a cool design, but seems pretty awkward. Basically, you have to be behind your opponent in one way or another for it to do something. And yeah, if you get all three modes here, you’re getting a great deal! But if you’re just drawing a card and gaining 4 life, that’s not a great card -- we see that card all the time and it isn’t good! You basically need to be getting the tokens and one of the other modes for this to feel like you’re doing a decent job. And...its just pretty hard to control those sorts of things. It will feel nice if you’re behind, but do stone nothing at parity or if you’re ahead, and that just doesn’t really appeal to me. This card seems too situational and finicky.
Sacred Fire
3.5 This is pretty good. It kills small things and gains you life, which is a good way to respond to your opponents two or three drops. Then, in the late game, you can use it out of your graveyard. And yes, it isn’t efficient when you flash it back, but as I keep saying, that doesn’t really matter! This gives you something to do with your mana late if you run out of gas, and it is a pretty real effect. I think the whole package here is good enough to be premium removal.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Thraben Exorcism
0.5 Against some opponents this will feel really good -- namely, against UW -- but against other decks it just won’t have targets often enough to be worth it.
Hobbling Zombie
3.0 We often see 3-mana 2/2s with Deathtouch, and they are usually like a C. The ability to trade for anything is nice, after all! But this can do that and make a Zombie token. Obviously, it is a big down grade from a regular 2/2 zombie, but it is still enough additional upside for this to move up to 3.0.
Flip the Switch
1.5 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once.
Festival Crasher
0.5 // 2.5 This has a very mediocre baseline. A two mana ⅓ these days is probably a D-. It does have some real upside though, and the threat of activation is pretty real! If your opponent just has a 2/2, and you attack with this and leave mana up, they just can’t afford to block it! Chaining multiple spells together is obviously the dream, but don’t count on doing that a ton in Limited. This will make the cut in decks with a decent number of spells, and probably be something you pass on in any other deck.
Devious Cover-Up
1.0 This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Tireless Hauler
3.0 Like with most of the werewolves, just the front side of the card is reasonable – a 4/5 with Vigilance can do some decent work! But it also has its werewolf side, where it has the potential to really dominate a board.
Duress
0.5 As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
Pestilent Wolf
2.5 That’s a lot of mana to give a bear Deathtouch! Still, it starts out as a two mana 2/2, and has the ability to trade with anything later in the game. Wolf is also a somewhat useful creature type. I think the whole package is probably a 2.5
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Pack 3 Pick 4: Borrowed Time
Fleshtaker
4.0 This looks like a pretty strong signpost Uncommon. It starts with solid base stats, and every time it attacks your opponent really has to take stock of just how big it might become! On top of that, it is a more general sacrifice payoff, which works with itself as well as other cards, and gaining life and scrying is pretty nice additional value to add to sacrifices.
Borrowed Time
4.0 This is premium removal. It hits any nonland permanent, no questions asked. Like other Oblivion Ringish cards, your opponent can get the thing back if they destroy Respite, but that’s worth the risk -- you’re still trading 1-for-1 in that scenario anyway!
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Crossroads Candleguide
1.0 You’ll play it you’re desperate for a creature or fixing, but you really hope you don’t have to, because it doesn’t do either thing particularly well.
Mourning Patrol
2.5 A 3-mana 2/3 with Vigilance is fine, so the fact that this can come back as a 2/1 with Flying and Vigilance is pretty nice! Both halves in this case very capable of trading, too.
Raze the Effigy
1.5 This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
Pestilent Wolf
2.5 That’s a lot of mana to give a bear Deathtouch! Still, it starts out as a two mana 2/2, and has the ability to trade with anything later in the game. Wolf is also a somewhat useful creature type. I think the whole package is probably a 2.5
Novice Occultist
2.5 It won’t always be easy to trade with this and get a 2-for-1 since it’s a ½, so ideally you will sacrifice this to something for value, in which case you don’t really go down a card at all! I could see this ending up as a key common for both BW and UB.
Secrets of the Key
3.0 Paying one Blue to investigate isn’t great, even to me, and I love Clue tokens! However, the additional flashback on it is very real, and means that in the end, this card end sup being a 3-for-1, even if it does it kind of slowly. You end up paying 5 mana for three Clues, and that’s not too shabby. Between Flashback, Investigate, and Disturb, this format looks to be kind of slow and grindy, and if that’s true, Secrets of the Key will be something you want one of in virtually all of your Blue decks, as the card advantage is very real. I thinkt he first copy will be a 3.0, though they do have diminishing returns after that because it doesn’t really impact the board.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Dawnhart Rejuvenator
3.0 We have basically seen this card before -- Centaur Nurturer in War of the Spark, and it was pretty nice. It gives you fixing, and while it might not be the most imposing creature, the life it gains you can help you get to your next turn, where you can make use of that mana.
Pack 3 Pick 5: Bat Whisperer
Seize the Storm
2.5 So, you kind of need to be getting a 5/5 with this before you’ll feel like you’re getting there, and that’s asking kind of a lot. I suppose a 4/4 is passable, but yeah. The fact it has Flashback is certainly nice, but you still just need so many instants and sorceries in your graveyard to make it work, and even in the UR spell deck, I’m not very confident you’ll be able to do that consistently enough.
Hungry for More
2.5 For a total investment of 5 mana, you get 6/2 worth of stats with a whole bunch of keyword abilities. Those creatures of course die at the end of your end step, but the life swing they will allow for will often make it a pretty reasonable deal. You also won’t always (or even usually) trade one of these vampires for a card, so in a way you’re sort of Lava Axing your opponent here, though obviously it is significantly better than that! There are some other useful synergies too -- the vampire creature type for one thing, and the fact that you can use the tokens for fodder in your second main phase. Still, even with all of that in mind, I don’t feel like this is a signpost Uncommon that really pulls you into its color pair. In fact, I don’t think it gets particularly close to getting there.
Otherworldly Gaze
0.5 Loading the graveyard is important in this format, its true, but a card that pretty much only does that, while giving you some card selection, isn’t something I’m interested in. You never get the card back. There are so many cards that load the graveyard while doing actual other things!
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Falcon Abomination
3.0 This is a Wind Drake with some reasonable upside. Obviously this Zombie token doesn’t give you quite as much value as most Zombie tokens, but it still adds to the board in a way that will have at least some impact. The two bodies will be nice sacrifice fodder, and they’ll also just be good at pressuring your opponent.
Silver Bolt
1.5 If you need removal really badly, you’ll play this in your main deck where it can be kind of passable. Especially because when you end up against werewolves, it will actually be a pretty good deal.
Crossroads Candleguide
1.0 You’ll play it you’re desperate for a creature or fixing, but you really hope you don’t have to, because it doesn’t do either thing particularly well.
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Pack 3 Pick 6: Clarion Cathars
Eccentric Farmer
1.5 Lands will end up in your graveyard more often than normal in this format because of self-mill, and the Farmer brings some of that mill with him! You’ll get a land out of this reasonably often, and making sure you hit your next land drop and loading your graveyard has decent value.
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Brimstone Vandal
2.5 A 3-mana ⅔ with Menace is already something you play a decent chunk of the time, so the addition Night and Day value here is pretty great! On its own, it is a 3-mana ⅔ with Menace, and will do a a bit of damage over the course of the game. This is a quality common.
Clarion Cathars
2.5 We see this basic card a lot, and its always solid. Two bodies for four mana is nice, and the reasonable stats distributed across them is pretty good.
Abandon the Post
0.0 // 2.5 I’m not a huge fan of this type of card, mostly because it basically does nothing unless you win the game with it. That said, if you have six mana available to cast it both times in a single turn, it does stand a pretty good chance of stealing a win out of nowhere. A card like this is soo all-in on aggro though that I think we do need to give it a buildaround grade If you are an aggro deck, you’ll probably play one copy of this and feel alright about it. Otherwise you pretty much can’t play it.
Tapping at the Window
2.5 This gives some decent card selection while also loading your graveyard, and you end up with a 2-for-1 after you cast it the second time – and you’ve also seen a ton of cards!
Electric Revelation
1.5 This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.
Locked in the Cemetery
3.0 So, if this always tapped the thing you attached it to, it would probably be premium removal. Two mana for that effect is pretty great! However, in the early game, making it do that is going to be pretty challenging. By the mid-game it becomes much more doable. Overall, I think having to have a loaded up graveyard to make this work does keep it from being premium, but it still a pretty good Blue common.
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Pack 3 Pick 7: Celestus Sanctifier
Turn the Earth
0.5 This is mostly here to hate on graveyards. And, even in a format with lots of graveyard stuff going on, I don’t love it. It has one pretty narrow purpose that just isn’t worth using up a card for in a Limited deck. This is for the sideboard. It will be an F in your main deck, and maybe a C- against an opponent who has lots of graveyard shenanigans, but even then I’m not super interested in this.
Mysterious Tome
3.0 This has a really neat design, since it will constantly go back and forth. Both sides of the card have a relatively efficient ability. 2 to draw a card, or 1 to tap down a nonland permanent, is pretty nice! Now, you do pay 3 mana up front for something that often won’t impact the board right away -- and keep in mind even when it transforms it stays tapped, so you can never use both abilities in one turn. You’ll use one or the other, and there will definitely be times where you wish you could just stick on one side of the card. But still, this looks like it will grind out value over the course of a long game, both drawing you cards and either slowing down your opponent or allowing you to pressure them thanks to the tap ability. If this format is really fast, this might nto be great -- but with Flashback and Disturbed, it seems kind of unlikely this format will be super fast.
Candlelit Cavalry
2.5 On a base level, this is a 5-mana 5/5, something that makes the cut in some Green decks anyway, and it will gain trample sometimes. Seems decent enough.
Harvesttide Infiltrator
2.5 This has a decent fail case as a 3-mana 3/2 with Trample, and sometimes it will be bigger.
Duress
0.5 As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
Bladebrand
1.5 This is a reprint, and it is one that is pretty mediocre. Giving death touch + a cantrip is pretty nice in combat, but it is a very narrow card overall because it is only useful in combat. Sure, I guess you can cast it just to cycle it, but that’s pretty rough! There are some silly things you can do with it sometimes, like give death touch to something that is being triple blocked, but a lot of the time you just use this and trade a creature on the table for one in your library. And, while that’s fine, it is certainly not a great card, and not one that makes the cut more than half the time.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Geistwave
2.5 This is a neat design for a bounce spell.. Bouncing an opposing nonland permanent for two mana is usually a decent card. It doesn’t give you the value of a whole card unless you use it in response to a trick or something, but it gives you some reasonable tempo and has that blow out upside. Using this to bounce your own thing is actually pretty interesting, since you do net a card, and if what you’re bouncing gives you some value from bouncing it, that’s going to feel pretty good! Especially if you do it in response to removal or something like that. Its probably just a C, but the “bounce your own stuff” upside is very real.
Pack 3 Pick 8: Cathar Commando
Cathar Commando
2.5 You can flash this in to ambush block an X/3, and most X/3s will cost more than the Commando, so that’s nice! The additional utility of blowing up artifacts and enchantments doesn’t hurt either. This is a solid Common.
Mounted Dreadknight
2.0 This has a decent baseline, and sometimes it will be especially big. Not a bad thing to have at the top of your curve.
Lambholt Harrier
2.0 This is a Bear that stays relevant all game long thanks to its ability. Now, that ability is pretty pricey, and you’ll normally only be able to make one thing unable to block, but it is an ability your opponent has to account for in the late game, as making one thing unable to block can really help someone find lethal out of nowhere.
Blood Pact
2.0 Its nice this is an Instant, it makes it a lot more palatable that it is. Instant speed Divination for three mana is pretty nice, and most Black decks will play the first copy of this. In a pinch, you can also use it to do 2 to your opponent, either to finish them off or trigger a bunch of your pseudo-bloodthirst effects, but mostly you’ll want to be drawing the cards.
Thraben Exorcism
0.5 Against some opponents this will feel really good -- namely, against UW -- but against other decks it just won’t have targets often enough to be worth it.
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
Flare of Faith
2.0 This seems like a decent trick if you’re a White aggro deck with lots of Humans in it. It gives a decent stats boost that will often allow your creature to win combat. Two mana for just +2/+2 is pretty mediocre for a trick, but the Human upside will make it worth running often enough
Pack 3 Pick 9: Sungold Barrage
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Soul-Guide Gryff
2.5 This has decent Flying stats, and exiling a card with Flashback or Disturb is pretty relevant in the format.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Stuffed Bear
1.0 This set doesn’t have much of an Artifact theme. If it did, the BEar would be a little more interesting. As it is, it is a creature that you have to pay mana for every turn to actually make into a creature. And, while that activation isn’t so bad the first time around, you eventually end up having to pay a ton of mana for this to actually be a card on the board that matters, and I don’t really think you want to be doing that.
Bramble Armor
2.5 This is a pretty decent boost when it equips for free, and it will also help you get coven online if that’s what you need. Equipping it after that first time is a little rough for sure, but if it keeps giving you coven or making creature sin to threats, that is reasonable.
Sungold Barrage
2.5 This is far from premium removal, as cards with 4 toughness aren’t incredibly common to see on the table. They will be a little more common in this set thanks to DFC creatures, who tend to be larger on one side. It can kill a lot of scary things for sure, but it is too situational to be anything more than solid.
Pack 3 Pick 10: Bat Whisperer
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Siege Zombie
2.0 This seems passable, as in the early game it has alright stats, and in the late game it can be a real source of reach. It can also help you activate cards that give you a bonus if an opponent has lost life. Still, it does ask for a lot to make the opponent lose that 1 life, and it just won’t always be doable.
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
Stormrider Spirit
1.5 This is a reprint from our last trip to Innistrad, where it was mediocre. You can flash it in to ambush block a small thing, and then it is a decent threat in the air, but it isn’t especially efficient.
Devious Cover-Up
1.0 This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Pack 3 Pick 11: Thraben Exorcism
Thraben Exorcism
0.5 Against some opponents this will feel really good -- namely, against UW -- but against other decks it just won’t have targets often enough to be worth it.
Devious Cover-Up
1.0 This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Pestilent Wolf
2.5 That’s a lot of mana to give a bear Deathtouch! Still, it starts out as a two mana 2/2, and has the ability to trade with anything later in the game. Wolf is also a somewhat useful creature type. I think the whole package is probably a 2.5
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Pack 3 Pick 12: Celestus Sanctifier
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Raze the Effigy
1.5 This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Pack 3 Pick 13: Hungry for More
Hungry for More
2.5 For a total investment of 5 mana, you get 6/2 worth of stats with a whole bunch of keyword abilities. Those creatures of course die at the end of your end step, but the life swing they will allow for will often make it a pretty reasonable deal. You also won’t always (or even usually) trade one of these vampires for a card, so in a way you’re sort of Lava Axing your opponent here, though obviously it is significantly better than that! There are some other useful synergies too -- the vampire creature type for one thing, and the fact that you can use the tokens for fodder in your second main phase. Still, even with all of that in mind, I don’t feel like this is a signpost Uncommon that really pulls you into its color pair. In fact, I don’t think it gets particularly close to getting there.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Pack 3 Pick 14: Electric Revelation
Electric Revelation
1.5 This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.