Defiler of Instinct
4.5 A 4-mana 4/4 with First Strike is a B, and this has some nice upside. Like the others in the cycle, it allows you to sort of pay Phyrexian Mana for one mana of your Red permanents, and it also pays you off for playing Red permanents – in this case, you get to do 1 damage to something. That ability always does something, whether you are picking off something small or hitting your opponent.
Nael, Avizoa Aeronaut
3.0 This might be the signpost Uncommon I’m the most disappointed in – don’t get me wrong, it is still pretty nice. After all, its a 4-mana 2/4 with Flying that has some real upside! But I do think the upside is underpowered compared to the rest of these signposts. If you don’t have a full five land types, it just gives you a bit of card selection. And that’s nice, for sure, but certainly not that strong, especially because he has to get in for damage. If you do have a full five land types he gets to be pretty crazy, though.
Braids's Frightful Return
3.0 So, with Read Ahead on this one, I think you’ll pretty frequently start on chapter II. Unless you have a bunch of expendable stuff, or you’re really worried about what your opponent has in their hand, giving up a creature for a card in your opponent’s hand just isn’t worth it, even if you get the creature back with chapter II. Getting a creature back with Chapter II is pretty nice in general, and the Edict or let you draw effect on Chapter III is also good – and sometimes you’ll want to start there, especially if your opponent has like one permanent it can hit, because that situation won’t last very long! In the late game, Chapter III does get significantly weaker, though. If you do manage to get a full card out of Chapter II and III, this ends up being a three mana 2-for-1!
Love Song of Night and Day
3.0 I think you’ll frequently want to skip Chapter I here, since it does benefit your opponent as well as you, and really they come out ahead in most ways, since you spent mana and a card and they just got to draw 2 cards for 0 mana! Sometimes you’ll do chapter I, like if you’re desperate for a specific card or really need some gas – but the good news is, just getting chapter II and chapter III is plenty fo value for the investment.
Griffin Protector
3.0 This is a reprint and it overperformed a bit when we last saw it. I think it will be pretty nice here too, as the Go-wide theme in White is fairly pronounced, as we’ve seen already in this video.
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Snarespinner
1.5 This can block early game Flyers incredibly well, and it has passable base stats.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Idyllic Beachfront
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Vineshaper Prodigy
3.5 This seems like a strong common! If you need a bear on turn two, it has you covered – and kicking it means that you get a 2-for-1 with some pretty impressive card selection.
Broken Wings
1.5 As usual, this is passable if you have to main deck it, because it can target enough different things – but you’re kind of hoping you have enough other interaction in your deck that you don’t have to throw this in there.
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
Essence Scatter
2.5 This reprint is actually a counterspell I will play! It can only counter creature spells, but it does it at two mana, and you only need one Blue! Most decks will have 15+ creatures, and that’s plenty of targets for the first of these to be a solid inclusion in your Blue decks. One thing to keep in mind, don’t fall into the trap of thinking of counter magic as straight up removal. It is substantially worse in most ways, especially in Limited! The problem is – it is like removal that only works if you have the mana up at the right time, and that’s what keeps this from receiving a grade that is remotely close to a “premium removal” grade.
Pack 1 Pick 2: Extinguish the Light
Garna, Bloodfist of Keld
4.0 Unsurprisingly, this signpost Uncommon is great! It has passable stats and a very powerful ability. It makes your opponent’s life super difficult if you’re attacking them, because trades are suddenly awful for them, all turning into 2-for-1s. Even if you aren’t the aggressor, pinging the opponent every time something dies is good too. In a set filled with powerful signpost Uncommons, Garna seems like one of the best.
Territorial Maro
1.5 This references an old card that itself referenced Mark Rosewater, so that’s funny! The card doesn’t seem great to me though. It will be a 5-mana 4/4 reasonably often, and even when you do manage to set up Domain pretty well, it is still a huge vanilla creature at best, and that often isn’t enough to get the job done. There are better domain payoffs out there than this.
Cleaving Skyrider
4.0 This is a very good Uncommon. I’m already in on a 3-mana 2/2 Flyer with Flash, so adding the big upside of the Kicker is really nice. You can Flash it in when you’re the one attacking to killa blocker or something – or help you do lethal to your opponent – but it is pretty sweet that you can also use it when your opponent is attacking you, in which cases it will usually account for two bodies, between killing one and blocking out. Paying 6 for this is just going to do a ton of work in many situations. Now, there will be times where you just have to run this out as a Wind Drake, but that’s a pretty decent fail case.
Benalish Faithbonder
2.0 A two mana 1/3 with Vigilance is probably a 1.5 -- adding Enlist is pretty nice on a Vigilance creature too, because Enlist naturally has you tap something extra down when you attack, but at least your enlist creature doesn’t get tapped!
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
Haunting Figment
2.0 It is a little weird to see a mono-Blue card with Vigilance…but anyway, this seems like a fine two drop. Blue really likes spells, so it will be unblockable a substantial chunk of the time, and even when it isn’t, it is decent on the Vanilla test.
Tolarian Terror
3.0 Seems like a solid enough spell payoff. If you can pay 5 for this, you’ll be happy, and that seems like a pretty reasonable occurrence in a Blue-Red deck. Ward 2 means that it won’t be easy for your opponent to kill this without significantly overpaying, and that definitely matters.
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Floriferous Vinewall
1.5 This is a Defender, and that does matter a bit in this format, but this card seems pretty mediocre. Basically it is a two drop that makes sure you hit a land drop – but a 0/2 is pretty awful for that investment, and it also doesn’t quite fix your mana for you, at least not all the time, since you only get to look at the top 6.
In Thrall to the Pit
1.5 // 3.0 There is definitely enough sacrifice stuff around in this format that this can work out, but I do think you need a buildaround grade. As usual, this sort of Effect isn’t usually going to be worth it unless you have ways to sacrifice the creature. And yes, you can Kick this to make it do that all on your own, but 7 mana is ton of mana, and while that makes this have a better late-game effect, I don’t think it has a drastic effect on how good the card is. In a regular Red deck, this is probably a 1.5 – if you’re really aggressive, this can work out sometimes, but the temporary nature of this card makes its impact Limited. But, it is probably a 3.0 in a deck that has good sacrifice outlets.
Extinguish the Light
3.5 I think a 4 mana instant that can destroy any creature is already in the lower range of “premium” removal, so adding the upside of life gain is pretty real! It always stinks to spend 4 mana to kill something that your opponent paid less mana for, so the consolation prize is nice! They made sure to make it cost double black so you can’t splash it really, but I still think this is a 3.5
Scout the Wilderness
3.0 This looks pretty good. A three mana Rampant Growth isn’t amazing, but it does fix your mana and ramp you, and I think the Kicked version of the card really makes up for that. Five mana for two 1/1s and a land isn’t a bad deal! And I think this sort of card will be extra good here, between Domain and all of the off-color kicker costs.
Pack 1 Pick 3: Extinguish the Light
Queen Allenal of Ruadach
3.5 Looks like another very nice signpost Uncommon. It will often be big enough to be reasonably efficient, and the extra tokens it can generate will be nice. There’s lots of support for tokens in the format!
Battlewing Mystic
4.0 This is really nice. A two mana 2/1 Flyer is actually a pretty good rate, and I love that in the later game you can kick this for some serious card advantage too. Basically, this is great on turn two, and great as a late game top deck – and fine in the mid-game – so I really like it.
Scout the Wilderness
3.0 This looks pretty good. A three mana Rampant Growth isn’t amazing, but it does fix your mana and ramp you, and I think the Kicked version of the card really makes up for that. Five mana for two 1/1s and a land isn’t a bad deal! And I think this sort of card will be extra good here, between Domain and all of the off-color kicker costs.
Gaea's Might
2.0 This is a reprint from the last time the Phyrexian invaded, and it makes for a pretty reasonable combat trick. Getting +2/+2 out of it is easy, and it will often be Giant Growth – and sometimes even better! The set up is real, though.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Charismatic Vanguard
2.0 This has mediocre stats, but an ability that can do some work in the late game with an ability that is a bit overcosted.
Extinguish the Light
3.5 I think a 4 mana instant that can destroy any creature is already in the lower range of “premium” removal, so adding the upside of life gain is pretty real! It always stinks to spend 4 mana to kill something that your opponent paid less mana for, so the consolation prize is nice! They made sure to make it cost double black so you can’t splash it really, but I still think this is a 3.5
Colossal Growth
2.5 This looks like a very good trick to me. Two for +3/+3 is a great boost that wins most combats, and the kicker makes this absolutely devastating in many situations. It IS still a trick, with all the problems they have, but one that is of this high of quality is going to be something you basically never cut the first copy of in aggressive decks.
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Geothermal Bog
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Mesa Cavalier
1.5 This has mediocre stats, and it does a small thing when it enters the battlefield. Not a card you really hope to play, but fine when you do.
Pack 1 Pick 4: Shadow-Rite Priest
Shadow-Rite Priest
3.0 This format doesn’t have a ton of Clerics, but there are three at Common and two at Uncommon, and that’s certainly enough to imagine this having a few friends – especially in most Black-White decks. It is really nice that at worst it is a two mana 2/2 too, so playing it in a deck that even only has two or so clerics is a reasonable thing to do! Obviously, if your deck has a big beefy guy in it, being able to cheat it into play could be fun too!
Join Forces
2.0 I’m not usually a huge fan of three mana tricks, but once you add in the 2-for-1 potential, it starts to get a little more interesting. It also adds pseudo-vigilance if you use it on the attack because of the untap, which of course also means that you can ambush block the opponent – but it is almost always better to use this offensively, since your opponent is less likely to have mana on your turn. It DOES still cost three, which is a very real amount of mana for a temporary boost, but this will generate a 2-for-1 often enough that I think the first copy is pretty appealing in aggressive White deck
Destroy Evil
2.5 This has two modes that are somewhat narrow, but putting them both together does mean most opponents will have enough combined targets for this to do a decent job.
Charismatic Vanguard
2.0 This has mediocre stats, but an ability that can do some work in the late game with an ability that is a bit overcosted.
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Vanquisher's Axe
1.5 This isn’t the most efficient Equipment ever, but it isn’t a complete disaster either. It may be particularly good in RW, where you want higher attack than toughness – and it also helps the Equipment and Artifact sub-themes in the set. Still, it probably gets cut from many decks.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
Meteorite
1.0 This reprint is a super clunky way to fix your mana, and adding a Shock to the mix doesn’t make a huge difference for me. This set does have an artifact subtheme, so maybe sometimes it makes the cut?
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Pack 1 Pick 5: Rona, Sheoldred's Faithful
Rona, Sheoldred's Faithful
3.5 Making your opponent’s life total go down just by casting spells is pretty nice – as is the fact that you can bring Rona back from the graveyard. It is a bit costly of course, and isn’t the kind of thing you should just always do when she dies, but in the late game if you’re flooding out, it does give you something fine to do with your mana.
Protect the Negotiators
2.0 So, if you kick this, it is a 3-mana Force Spike that gives you a 1/1 at worse. That’s…not great. The upside is that it can be a lot harder to pay the cost sometimes, but the idea that this is essentially a blank card if your board is empty and you don’t kick it is pretty rough, and there will be lots of situations where you just can’t make your opponent pay enough mana. The other issue is that counter spells aren’t often that useful in creature-heavy decks, since you would rather be adding to the board. The UW theme in this format DOES seem to be about both spells and going wide, which is pretty interesting – and could mean this overperforms.
Talas Lookout
3.0 This has passable stats for a Flyer, and a pretty nice death trigger that means you’ll usually get a 2-for-1 out of it.
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Battlefly Swarm
2.5 I would rather have a one mana 1/1 that always has death touch and doesn’t have Flying, but hey – this is still a pretty nice one mana death toucher. Flying does undoubtedly give it some decent upside that allows it to be a reasonable attacker in the very early game, and after it is no longer useful on that front, it can hang back and threaten to trade for anything. And yeah, one bummer about most of the one mana death touchers we see is that they can only look on helplessly at flyers, and this can actually block them! Seems like a solid card.
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Meteorite
1.0 This reprint is a super clunky way to fix your mana, and adding a Shock to the mix doesn’t make a huge difference for me. This set does have an artifact subtheme, so maybe sometimes it makes the cut?
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
Pack 1 Pick 6: Tribute to Urborg
Coral Colony
1.5 // 3.0 This is a decent two drop for slower decks, and not a bad Defender payoff in the format’s Defender deck. I definitely prefer the Black Blight Pile or the White Wingmantle Champion as the primary win condition for those decks, since those cards can win the game more quickly. Problem with milling is that it can really backfire, and it is typically going to be slower than making your opponent lose life. But yeah, if you have enough Defenders, this can also end the game in a hurry. It is kind of alright in any Blue deck too, as a two mana ¼ is actually a pretty decent blocker, but it gets way better in a Defender deck.
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Tolarian Geyser
3.0 This seems pretty nice. Even when you don’t kick t it, a 3-mana bounce spell that draws you a card is usually about a C. You replace the card and get some tempo. The 3 life is some nice upside to tack on, but you would probably even place this in a deck that can’t produce White mana at all.
Eerie Soultender
2.0 There is a lot of graveyard stuff in this set, and this is both a self-mill payoff and an enabler, which is pretty nice. That graveyard effect can be particularly good, because sometimes if you’re doing the self-mill thing, you mill something you didn’t really want to lose – and this can provide some insurance on that front. It does have some pretty bad stats, but I think the graveyard decks in the format will feel fine about running one of these.
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Keldon Strike Team
3.5 This looks really good to me. If you don’t kick it, it is a 3-mana 3/1 with Haste that gives Haste to your whole board the turn it comes down. Then, when you kick it, you pay 5 mana for 5/3 worth of stats spread across three bodies. This gets an extra bonus from the fact that RW especially really wants to go wide. Also keep in mind, because it has Haste it can actually be Enlisted the turn it comes down, unlike most creatures. So yeah, seems like a really good Common to me.
Wooded Ridgeline
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Tribute to Urborg
3.5 The base of two mana for -2/-2 is usually about a 2.5, and while the Kicker upside does let it kill more things, it also makes it cost twice as much and is dependent on having things in your graveyard. That said, UB is very into spells, and all Black decks are into the graveyard, so I think kicking this will usually make it much more potent
Barkweave Crusher
2.0 Giving an Enlist creature high toughness is interesting, because a lot of them can buff their power but still die pretty easily in combat, so you’re often hoping you can just attack with those creatures in situations where your opponent doesn’t have an option other than a mediocre trade. So, this is more likely to survive after getting buffed by Enlist, but it also takes some more work to make it hit hard.
Pack 1 Pick 7: Choking Miasma
Choking Miasma
2.0 This is an interesting take on this type of sweeper that Black gets in most formats. Normally, this sort of thing feels better suited to the sideboard, because there aren’t enough situations where this will be great. You either end up hurting your own board more than your opponent’s, or it just doesn’t do enough because creatures are too big. However, adding Kicker is a pretty big deal! It helps offset the chances that this hurts you more than your opponent, and really does increase how often casting this will be beneficial for you.
Coral Colony
1.5 // 3.0 This is a decent two drop for slower decks, and not a bad Defender payoff in the format’s Defender deck. I definitely prefer the Black Blight Pile or the White Wingmantle Champion as the primary win condition for those decks, since those cards can win the game more quickly. Problem with milling is that it can really backfire, and it is typically going to be slower than making your opponent lose life. But yeah, if you have enough Defenders, this can also end the game in a hurry. It is kind of alright in any Blue deck too, as a two mana ¼ is actually a pretty decent blocker, but it gets way better in a Defender deck.
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.
Juniper Order Rootweaver
3.0 This is a very nice Common. It can just be a bear, or it can be a 3-mana 2/2 that puts a counter somewhere. The counter effect is the sort of thing that tends to be useful all game long, since in the later stages you can find somewhere to put it that makes a difference. In the early game, you may just want to make this a three mana 3/3, which is solid.
Bog Badger
2.5 Three mana for a 3/3 is still a pretty good rate these days, so the fact you can kick this to give your board menace is certainly nice. It isn’t the kind of thing that always matters, but it matters often enough to be legitimate upside.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Yavimaya Steelcrusher
2.5 This is a bear with some pretty significant upside! Enlist means it will be able to attack reasonably hard all game long, and the fact it can destroy artifacts means it has utility all game long too.
Barkweave Crusher
2.0 Giving an Enlist creature high toughness is interesting, because a lot of them can buff their power but still die pretty easily in combat, so you’re often hoping you can just attack with those creatures in situations where your opponent doesn’t have an option other than a mediocre trade. So, this is more likely to survive after getting buffed by Enlist, but it also takes some more work to make it hit hard.
Pack 1 Pick 8: Flowstone Infusion
Inscribed Tablet
1.0 I don’t love this. Yeah, it is an Artifact that just replaces itself, and there are some artifact payoffs in the set, but the effect just seems underwhelming. You can’t really count it as a source of fixing, since even in Limited looking at the top 5 is no guarantee to find the color you need. It is definitely good at making sure you hit your third land drop or whatever, and that matters sometimes – and I like that you get a card even if you whiff, but I’m still not very impressed here. It doesn’t do enough.
Flowstone Infusion
3.0 This is a pretty nice card, because it can function as a solid removal spell, and you can also use it as a trick! As we usually see with this type of card, you’ll use it as removal about 90% of the time. It is also nice that it is a cheap Instant for spell decks.
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Eerie Soultender
2.0 There is a lot of graveyard stuff in this set, and this is both a self-mill payoff and an enabler, which is pretty nice. That graveyard effect can be particularly good, because sometimes if you’re doing the self-mill thing, you mill something you didn’t really want to lose – and this can provide some insurance on that front. It does have some pretty bad stats, but I think the graveyard decks in the format will feel fine about running one of these.
Phyrexian Warhorse
2.0 I’m not ultra impressed with either mode here. You’re either getting a Hill Giant, or paying 5 mana for a 3/3 and a 1/1. That’s not a great rate. And yeah, the Warhorse can sacrifice stuff to get bigger, and the threat to do that is pretty legitimate – but I don’t feel like this is efficient or powerful enough to be a card that always makes the cut.
Haunting Figment
2.0 It is a little weird to see a mono-Blue card with Vigilance…but anyway, this seems like a fine two drop. Blue really likes spells, so it will be unblockable a substantial chunk of the time, and even when it isn’t, it is decent on the Vanilla test.
Clockwork Drawbridge
1.0 This doesn’t seem very good to me, even in the Defender deck in the format. It has mediocre stats and it costs a little too much to tap stuff down. That effect is nice, but three mana is just asking a lot. I think you’ll end up playing this if you really need more defenders to get to your critical mass in that type of deck – but yeah, even in that deck you probably hope you don’t play this.
Pack 1 Pick 9: Braids's Frightful Return
Braids's Frightful Return
3.0 So, with Read Ahead on this one, I think you’ll pretty frequently start on chapter II. Unless you have a bunch of expendable stuff, or you’re really worried about what your opponent has in their hand, giving up a creature for a card in your opponent’s hand just isn’t worth it, even if you get the creature back with chapter II. Getting a creature back with Chapter II is pretty nice in general, and the Edict or let you draw effect on Chapter III is also good – and sometimes you’ll want to start there, especially if your opponent has like one permanent it can hit, because that situation won’t last very long! In the late game, Chapter III does get significantly weaker, though. If you do manage to get a full card out of Chapter II and III, this ends up being a three mana 2-for-1!
Griffin Protector
3.0 This is a reprint and it overperformed a bit when we last saw it. I think it will be pretty nice here too, as the Go-wide theme in White is fairly pronounced, as we’ve seen already in this video.
Jaya's Firenado
2.0 This is a very clunky removal spell. 5 damage for 5 mana at Sorcery speed is never very impressive, and the upside here is pretty limited, with Scry 1 all you get. Even when we see this card at Instant speed these days it isn’t great, so a Sorcery is kind of rough. This is very far from premium removal, and is the kind of thing you’ll run one of in your red decks, but most of the time you’re hoping you find some better removal.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Broken Wings
1.5 As usual, this is passable if you have to main deck it, because it can target enough different things – but you’re kind of hoping you have enough other interaction in your deck that you don’t have to throw this in there.
Pack 1 Pick 10: Garna, Bloodfist of Keld
Garna, Bloodfist of Keld
4.0 Unsurprisingly, this signpost Uncommon is great! It has passable stats and a very powerful ability. It makes your opponent’s life super difficult if you’re attacking them, because trades are suddenly awful for them, all turning into 2-for-1s. Even if you aren’t the aggressor, pinging the opponent every time something dies is good too. In a set filled with powerful signpost Uncommons, Garna seems like one of the best.
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
Haunting Figment
2.0 It is a little weird to see a mono-Blue card with Vigilance…but anyway, this seems like a fine two drop. Blue really likes spells, so it will be unblockable a substantial chunk of the time, and even when it isn’t, it is decent on the Vanilla test.
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Pack 1 Pick 11: Splatter Goblin
Scout the Wilderness
3.0 This looks pretty good. A three mana Rampant Growth isn’t amazing, but it does fix your mana and ramp you, and I think the Kicked version of the card really makes up for that. Five mana for two 1/1s and a land isn’t a bad deal! And I think this sort of card will be extra good here, between Domain and all of the off-color kicker costs.
Gaea's Might
2.0 This is a reprint from the last time the Phyrexian invaded, and it makes for a pretty reasonable combat trick. Getting +2/+2 out of it is easy, and it will often be Giant Growth – and sometimes even better! The set up is real, though.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Pack 1 Pick 12: Volshe Tideturner
Charismatic Vanguard
2.0 This has mediocre stats, but an ability that can do some work in the late game with an ability that is a bit overcosted.
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Pack 1 Pick 13: Tidepool Turtle
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Pack 1 Pick 14: Eerie Soultender
Eerie Soultender
2.0 There is a lot of graveyard stuff in this set, and this is both a self-mill payoff and an enabler, which is pretty nice. That graveyard effect can be particularly good, because sometimes if you’re doing the self-mill thing, you mill something you didn’t really want to lose – and this can provide some insurance on that front. It does have some pretty bad stats, but I think the graveyard decks in the format will feel fine about running one of these.
Pack 2 Pick 1: Vohar, Vodalian Desecrator
Threats Undetected
2.0 This is kind of a fun Green take on Fact or Fiction! For three mana, you get to draw two creature cards – so it is sort of a roundabout Divination. While you’re obviously only going to get the two worst creatures of the four, making sure you’re drawing things that can add to the board when you cast this can be pretty nice in the mid-to-late game. You do need to make sure you have enough variety in powers to search up 4 consistently.
Vohar, Vodalian Desecrator
3.5 A two mana ½ that loots is a card you usually play, so the upside of draining the opponent sometimes and letting you cast spells out of your graveyard is really nice. It is pretty neat that they made UB a spell deck this time around too – it is sort of a spells/graveyard deck.
Micromancer
1.0 // 3.0 If your deck has three spells this can search it up, it is going to be pretty powerful! If your deck has 0 spells this can search up, you shouldn’t be playing it. Sounds like a pretty classic build around! It is unplayable with 0 spells, and gets slightly better with one, and then significantly better with two and three.
Phyrexian Missionary
4.0 This looks really good to me. A two mana ⅔ with Lifelink is probably a 3.0, and the kicker upside here is massive, as it sets up a 2-for-1, while getting you back something useful from the graveyard.
Heroic Charge
1.0 // 3.0 So, they added some pretty real Kicker upside to Inspired Charge – and the Charge is already a card that you end up playing one of in decks that are good at going wide. I love the ability to add trample here later in the game, as it will make it even easier for you to get lethal to go through. I do sort of feel like this sort of card needs a build around grade, because you really need to be very adept at going wide for it to be worth it – if your deck is just decent at it, you can’t really play it.
Molten Tributary
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Urborg Repossession
3.0 We see a Common Black card in virtually every set lets you return two creatures from your hand to your graveyard – and this is one of the best versions of that we have seen. The fact it gains you life helps make up for how slow this effect can be, and when you KICK this, it is actually a pretty powerful spell. You get back a creature, one other permanent, and gain that 2 life for three mana. If this was ALWAYS just a Black-Green card, it would be pretty good, but the fact you can cast it as a different spell without the Kicker is pretty nice
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Meria's Outrider
2.0 A 5-mana 4/4 with Reach isn’t something I’m in for. The fact this does some damage when it enters the battlefield is a definite upgrade, and it will at least shock your opponent with regularity, and bolt them pretty often too. Still, it seems super clunky to me.
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Radiant Grove
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Barkweave Crusher
2.0 Giving an Enlist creature high toughness is interesting, because a lot of them can buff their power but still die pretty easily in combat, so you’re often hoping you can just attack with those creatures in situations where your opponent doesn’t have an option other than a mediocre trade. So, this is more likely to survive after getting buffed by Enlist, but it also takes some more work to make it hit hard.
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.
Pack 2 Pick 2: Molten Tributary
King Darien XLVIII
4.5 I’m already sold on a three mana ⅔ that buffs the whole board – that’s like a B, and he comes with all kinds of other stuff! Including an ability that generates tokens while making him larger, and the ability to make tokens hexproof and indestructible, though he does have to give himself up for that one. GW is very into tokens in this format, so he slots in perfectly – and he would be strong in any deck anyway.
Combat Research
2.0 Putting this on a legendary creature will feel pretty darn good, as it the stats boost is likely to allow you to more easily draw a card, and Ward 1 means it is harder for you to get blown out. This isn’t quite Curious Obsession – but it does a pretty good impression, which means it will be great to put on evasive creatures, who can suddenly start drawing you extra cards. There are also lots of situations where it isn’t very good, though. There just isn’t always a board state where you can force a creature through.
Wingmantle Chaplain
1.0 // 4.0 This is a powerful build around for Defender decks! At worst, it is a 4-mana 0/3 that makes a 1/1 Flyer – which is pretty bad – but it is the baseline for the card, as it will often do much more than that! It is great that it has an ETB ability for itself, and then adds them to your other defenders too, so if you draw it after you’ve played your other defenders, it isn’t a complete disaster.
Wooded Ridgeline
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Vineshaper Prodigy
3.5 This seems like a strong common! If you need a bear on turn two, it has you covered – and kicking it means that you get a 2-for-1 with some pretty impressive card selection.
Mesa Cavalier
1.5 This has mediocre stats, and it does a small thing when it enters the battlefield. Not a card you really hope to play, but fine when you do.
Molten Tributary
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Phyrexian Rager
3.0 This is a nice reprint from the original Invasion Block! The Rager is often a 2-for-1, since it is big enough to trade and draws you cards.
Furious Bellow
1.5 Sure Strike is always a decent trick, and this is strictly better because it tacks on Scry 1. +3/+0 and First Strike will allow most creatures to win combat, which is definitely quite nice. It has the usual problems tricks have of course – because they are both risky and situational. You’ll run one of these in some of your aggressive Red decks.
Smash to Dust
1.5 Paying 4 mana for a 3/3 with Flying and Haste is definitely a nice card, and its great that it also scales all game long. You can also pick the exact right spot with it to get in for lethal – it will feel like Fireball in a lot of situations!
Stall for Time
2.5 This is sort of passable when you don’t kick it, since it replaces itself and its an Instant, so you can shut down an entire round of attacking and blocking by those two creatures. Kicking it is the real dream though, since those stun counters will really give you some amazing tempo.
Benalish Sleeper
2.0 Two mana for a 3/1 is usually passable in Limited, so the Edict upside is nice! There are plenty of times where kicking this is better for you than your opponent, and when that’s true, this will feel like a great Common. Now, there will also be times where kicking it doesn’t really do much, or hurts you more than your opponent, so temper your expectations.
Pack 2 Pick 3: Choking Miasma
Slimefoot's Survey
2.0 This is a pretty sweet ramp spell. Most of the time, casting this is likely to give you Domain of 3 – so you end up paying 5 to ramp significantly and fix, and then get some pretty good card selection. With Domain being a thing, this is both an enabler and a payoff too! Now, the downside here is real – and that is that this is really clunky. Paying 5 on your turn and not adding to the board has been a really bad plan in most Limited formats of late. I love this card, but I’m a bit skeptical it will work out. If the format ends up being as slow as 2018’s Dominaria, it is going to be great – but if it is the speed of your average format? It might be a disaster.
Choking Miasma
2.0 This is an interesting take on this type of sweeper that Black gets in most formats. Normally, this sort of thing feels better suited to the sideboard, because there aren’t enough situations where this will be great. You either end up hurting your own board more than your opponent’s, or it just doesn’t do enough because creatures are too big. However, adding Kicker is a pretty big deal! It helps offset the chances that this hurts you more than your opponent, and really does increase how often casting this will be beneficial for you.
Founding the Third Path
3.0 This looks pretty good to me. Chapter I and II definitely aren’t exciting, and the real value will ome from chapter three – but the first two chapters can set it up! And, if you already have something you can cast from the graveyard and copy, you can just start at chapter three to begin with! The first two chapters aren’t great because you just won’t have things to cast with Chapter I that often. It also doesn’t net you any cards, it just gives you a discount, and those sorts of effects are all way worse than they look in Limited. Chapter II is basically there to enable Chapter III, so yeah. I could see playing this on Chapter II happening a decent chunk of the time, because that way you can get more options for Chapter III, and you have all your mana available for Chapter III on your next turn. OBviously you need a lot of Instants and Sorceries, but both UW and UR seem very into those card types, so I don’t think it will be hard to find a home for this.
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Gaea's Might
2.0 This is a reprint from the last time the Phyrexian invaded, and it makes for a pretty reasonable combat trick. Getting +2/+2 out of it is easy, and it will often be Giant Growth – and sometimes even better! The set up is real, though.
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
Meteorite
1.0 This reprint is a super clunky way to fix your mana, and adding a Shock to the mix doesn’t make a huge difference for me. This set does have an artifact subtheme, so maybe sometimes it makes the cut?
Molten Monstrosity
2.5 This is going to feel pretty miserable if you have an empty board, and you kind of need at least a three power creature for this to feel like you’re doing okay. But it is hard to imagine curve outs where this comes down super early, unless you manage to have a 4 power creature as a two or three drop. You probably mostly play this on turn 5 when you’re curving out, and while that’s good, it isn’t amazing.
Clockwork Drawbridge
1.0 This doesn’t seem very good to me, even in the Defender deck in the format. It has mediocre stats and it costs a little too much to tap stuff down. That effect is nice, but three mana is just asking a lot. I think you’ll end up playing this if you really need more defenders to get to your critical mass in that type of deck – but yeah, even in that deck you probably hope you don’t play this.
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Haunted Mire
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Pack 2 Pick 4: Cut Down
Jhoira, Ageless Innovator
1.0 // 3.0 This seems like a buildaround. There are artifacts in the set, but not enough to make an Artifact payoffs super easy to use. She does have a decent baseline as a two mana ⅔, but if her ability is irrelevant in your deck, you probably don’t really want to player, as actuallyc asting her on turn two can be a bit rough with her mana requirements. Obviously paying 0 mana for a two mana artifact is great, but it just won’t line up enough.
Joint Exploration
3.0 The base card is pretty solid. Two mana to get a look at up to three cards is a reasonable deal, and if you can kick it the ramp is pretty real! I like that you get to Scry two before your draw, because that means you can increase your chances of hitting a land you need to get the ramp effect to matter. It doesn’t always add to the board, even when you kick it, but it is cheap enough and Instant speed, so that makes that less of a problem.
Cut Down
4.0 This seems like premium removal. It can kill a whole lot of things that cost more than one mana, and sometimes it will really trade up. It can kill most one, two, and three drops – and a fair bit of cards higher up on the curve too! It can get blanked by a pump spell or something, but that’s true of a lot of really cheap removal – look at Lightning Bolt. The fact this is an Instant is pretty sweet too.
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Phyrexian Warhorse
2.0 I’m not ultra impressed with either mode here. You’re either getting a Hill Giant, or paying 5 mana for a 3/3 and a 1/1. That’s not a great rate. And yeah, the Warhorse can sacrifice stuff to get bigger, and the threat to do that is pretty legitimate – but I don’t feel like this is efficient or powerful enough to be a card that always makes the cut.
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Griffin Protector
3.0 This is a reprint and it overperformed a bit when we last saw it. I think it will be pretty nice here too, as the Go-wide theme in White is fairly pronounced, as we’ve seen already in this video.
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
Toxic Abomination
1.5 I feel like this mostly isn’t worth it. Sure, the base stats are good, but these days a vanilla two mana 3/2 isn’t that amazing in Limited. Even without the loss of two life, this would probably just end up as a 2.0. It can trade up for sure, but yeah. It is a fine two drop if you’re in a really aggressive Black deck, but apart from that I’m not that impressed
Gibbering Barricade
2.5 This slots in nicely in the Defender deck, as well as in the Sacrifice and graveyard decks – and on top of that, it is just a decent card in any Black deck. A 3-mana 2/4 Defender can really lock down the ground for awhile, and the ability to cash stuff in is pretty sweet.
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Pack 2 Pick 5: Tribute to Urborg
Caves of Koilos
2.5 These offer good fixing and always come into play untapped. It is nice that you can produce colorless all the time, so having to damage yourself for the colored mana isn’t a huge deal.
Zar Ojanen, Scion of Efrava
3.5 This is another very sweet signpost Uncommon. Its ability will trigger when you attack – or if you Enlist – and that’s great. Now, actually buffing Zar himself isn’t going ot be easy, since you would need a full 5 basic land types, but the ability will be able to buff a huge chunk of your board in a lot of situations. Obviously you can’t do it over and over b because the creatures will get too big, but buffing all of yoru 2/2s and smaller seems like it will go down a decent chunk of the time, and that’s going to be plenty strong.
Tangled Islet
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Tribute to Urborg
3.5 The base of two mana for -2/-2 is usually about a 2.5, and while the Kicker upside does let it kill more things, it also makes it cost twice as much and is dependent on having things in your graveyard. That said, UB is very into spells, and all Black decks are into the graveyard, so I think kicking this will usually make it much more potent
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Urborg Repossession
3.0 We see a Common Black card in virtually every set lets you return two creatures from your hand to your graveyard – and this is one of the best versions of that we have seen. The fact it gains you life helps make up for how slow this effect can be, and when you KICK this, it is actually a pretty powerful spell. You get back a creature, one other permanent, and gain that 2 life for three mana. If this was ALWAYS just a Black-Green card, it would be pretty good, but the fact you can cast it as a different spell without the Kicker is pretty nice
Impede Momentum
1.5 So, this is temporary removal that doesn’t even fully get rid of the thing it only temporarily removes. I don’t love that. The creature can still use abilities and its static effects still stick around even if they are stunned. Basically, this is a longer-term version of the “tap target creature, it doesn’t untap during your opponent’s next turn” effect, but even those effects are only good when they come with something else meaningful – like as a creature’s Enter the Battlefield ability, or with a cantrip attached. Scry 1 doesn’t quite do it.
Scout the Wilderness
3.0 This looks pretty good. A three mana Rampant Growth isn’t amazing, but it does fix your mana and ramp you, and I think the Kicked version of the card really makes up for that. Five mana for two 1/1s and a land isn’t a bad deal! And I think this sort of card will be extra good here, between Domain and all of the off-color kicker costs.
Soaring Drake
2.5 This shows you how much power creep there is with creatures! Wind Drake, a 3 mana 2/2 Flyer, used to be a quality card in Limited – but now we get a three mana ⅔ Flyer in Limited and that’s pretty much the bar for “solid Common.”
Automatic Librarian
1.5 This is functional reprint of Chrome Cat, a card that usually didn’t make the cut in Streets of New Capenna. That’s probably true here too. This format does have some Artifact stuff going on, so it will probably be a little better than the cat – but unless you’re a deck desperate for Artifacts or a three drop, you probably won’t run this. It just doesn’t do enough.
Pack 2 Pick 6: Splatter Goblin
Warhost's Frenzy
2.5 This is nice for a Trumpet Blast-type effect. The kicker upside is pretty real, because sometimes buffing your whole board isn’t worth it if too much of your stuff dies. This makes sure they all get replaced! At the same time, it is sort of awwkard, because you often don’t use a card like this unless you can do lethal on the spot. But I guess you’ll be willing to cast this more often when you don’t have lethal thanks to that upside. It does give it some upside as sort of a weird defensive spell too, since you can use it in response to removal or something if you’re desperate. I think this has the potential for a pretty insane ceiling, but it still has a pretty mediocre floor.
Ertai's Scorn
1.5 So, this is Cancel that will cost one less if your opponent is playing more spells. Cancel is usually a 1.5 in Limited these days – three mana is a ton to leave up to counter something when you could just be adding to the board with that mana – and while the upside to make this cheaper is there, I don’t think it is that much better than Cancel.
Magnigoth Sentry
2.5 Nothing fancy here, but this has solid stats and it can block Flyers! Definitely an upgrade over Giant Spider!
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Benalish Sleeper
2.0 Two mana for a 3/1 is usually passable in Limited, so the Edict upside is nice! There are plenty of times where kicking this is better for you than your opponent, and when that’s true, this will feel like a great Common. Now, there will also be times where kicking it doesn’t really do much, or hurts you more than your opponent, so temper your expectations.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
Timely Interference
2.5 These sorts of effect aren’t always useful, but the fact that this replaces itself is pretty important. It seems to me that you’ll find enough situations where the -1/-0 and/or the “must block” part of the card that this is going to be pretty solid. When you can trade it for a full card, you get a 2-for-1! Cycling it will probably be more common, but the upside is pretty real.
Sunlit Marsh
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Floriferous Vinewall
1.5 This is a Defender, and that does matter a bit in this format, but this card seems pretty mediocre. Basically it is a two drop that makes sure you hit a land drop – but a 0/2 is pretty awful for that investment, and it also doesn’t quite fix your mana for you, at least not all the time, since you only get to look at the top 6.
Pack 2 Pick 7: Phyrexian Rager
Tear Asunder
4.0 This seems pretty strong. The base form of the card lets you take out some permanent types that are definitely around in this format, and once you kick it it will generally feel like premium removal, since it is 4 mana to exile any nonland permanent. It feels weird to me this is Green, but I guess the Black kicker sort of makes it a Black-Green card.
Radiant Grove
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Tattered Apparition
1.5 This has pretty bad base stats, but the fact you can pump mana into it to pumps those stats definitely matters, as this can be a real problem in the later stages of the game. It is pretty mediocre early though, and the mana it asks for can be a ton, even in the late game
Shadow Prophecy
2.5 Black usually gets a draw spell like this at Common, and this seems a bit better than most versions of it we see. Usually, we pay three, draw two, and lose two life. That's sort of the baseline here, as you can dig significantly deeper into your deck with this, and even load up your graveyard! The first copy looks pretty solid for most Black decks.
Wooded Ridgeline
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Bog Badger
2.5 Three mana for a 3/3 is still a pretty good rate these days, so the fact you can kick this to give your board menace is certainly nice. It isn’t the kind of thing that always matters, but it matters often enough to be legitimate upside.
Destroy Evil
2.5 This has two modes that are somewhat narrow, but putting them both together does mean most opponents will have enough combined targets for this to do a decent job.
Phyrexian Rager
3.0 This is a nice reprint from the original Invasion Block! The Rager is often a 2-for-1, since it is big enough to trade and draws you cards.
Pack 2 Pick 8: Splatter Goblin
Hurler Cyclops
4.0 This is a great removal spell that you can turn into Wardleader’s Helix when you kick it, and that’s pretty awesome!
Artillery Blast
1.5 I don’t think this looks very good. Sure, Domain is something you can get going in this format without a ton of trouble, but the fact this already limits itself to destroying tapped creatures and requires some significant help to do more than two damage means that I will only run this card in a deck that is really good at getting Domain and even only then if I am desperate for removal. There are just tons of better options.
Splatter Goblin
2.5 This is a quality two drop. It can attack and block quite effectively on many boards, since it can frequently generate a 2-for-1
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Vineshaper Prodigy
3.5 This seems like a strong common! If you need a bear on turn two, it has you covered – and kicking it means that you get a 2-for-1 with some pretty impressive card selection.
Juniper Order Rootweaver
3.0 This is a very nice Common. It can just be a bear, or it can be a 3-mana 2/2 that puts a counter somewhere. The counter effect is the sort of thing that tends to be useful all game long, since in the later stages you can find somewhere to put it that makes a difference. In the early game, you may just want to make this a three mana 3/3, which is solid.
Barkweave Crusher
2.0 Giving an Enlist creature high toughness is interesting, because a lot of them can buff their power but still die pretty easily in combat, so you’re often hoping you can just attack with those creatures in situations where your opponent doesn’t have an option other than a mediocre trade. So, this is more likely to survive after getting buffed by Enlist, but it also takes some more work to make it hit hard.
Pack 2 Pick 9: Flowstone Kavu
Volshe Tideturner
2.0 We see two mana 1/3s who can tap for mana to be spent on instants and sorceries all the time, and they pretty much always disappoint. They aren’t terrible, but they also aren’t anywhere near as good as a legitimate mana dork, even with the addition of paying for kicker spells in this case. You just don’t end up being able to use the mana enough, and the stat line isn’t very good.
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Radiant Grove
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Barkweave Crusher
2.0 Giving an Enlist creature high toughness is interesting, because a lot of them can buff their power but still die pretty easily in combat, so you’re often hoping you can just attack with those creatures in situations where your opponent doesn’t have an option other than a mediocre trade. So, this is more likely to survive after getting buffed by Enlist, but it also takes some more work to make it hit hard.
Flowstone Kavu
3.0 A three mana 2/3 with Menace is already a solid card, so the fact that this can buff its power is quite nice. This will be able to attack effectively on a whole lot of boards, since it can always threaten to be a 4/1, and it has to be blocked by two creatures – and that makes it pretty hard for your opponent to block it without losing at least one creature. I think this is going to be sneaky good.
Pack 2 Pick 10: Vineshaper Prodigy
Combat Research
2.0 Putting this on a legendary creature will feel pretty darn good, as it the stats boost is likely to allow you to more easily draw a card, and Ward 1 means it is harder for you to get blown out. This isn’t quite Curious Obsession – but it does a pretty good impression, which means it will be great to put on evasive creatures, who can suddenly start drawing you extra cards. There are also lots of situations where it isn’t very good, though. There just isn’t always a board state where you can force a creature through.
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Vineshaper Prodigy
3.5 This seems like a strong common! If you need a bear on turn two, it has you covered – and kicking it means that you get a 2-for-1 with some pretty impressive card selection.
Mesa Cavalier
1.5 This has mediocre stats, and it does a small thing when it enters the battlefield. Not a card you really hope to play, but fine when you do.
Stall for Time
2.5 This is sort of passable when you don’t kick it, since it replaces itself and its an Instant, so you can shut down an entire round of attacking and blocking by those two creatures. Kicking it is the real dream though, since those stun counters will really give you some amazing tempo.
Pack 2 Pick 11: Meteorite
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Meteorite
1.0 This reprint is a super clunky way to fix your mana, and adding a Shock to the mix doesn’t make a huge difference for me. This set does have an artifact subtheme, so maybe sometimes it makes the cut?
Phyrexian Vivisector
2.5 While not the most exciting death payoff ever, this does have solid stats, and Scrying can really add up!
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Pack 2 Pick 12: Salvaged Manaworker
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Toxic Abomination
1.5 I feel like this mostly isn’t worth it. Sure, the base stats are good, but these days a vanilla two mana 3/2 isn’t that amazing in Limited. Even without the loss of two life, this would probably just end up as a 2.0. It can trade up for sure, but yeah. It is a fine two drop if you’re in a really aggressive Black deck, but apart from that I’m not that impressed
Pack 2 Pick 13: Soaring Drake
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Soaring Drake
2.5 This shows you how much power creep there is with creatures! Wind Drake, a 3 mana 2/2 Flyer, used to be a quality card in Limited – but now we get a three mana ⅔ Flyer in Limited and that’s pretty much the bar for “solid Common.”
Pack 2 Pick 14: Ertai's Scorn
Ertai's Scorn
1.5 So, this is Cancel that will cost one less if your opponent is playing more spells. Cancel is usually a 1.5 in Limited these days – three mana is a ton to leave up to counter something when you could just be adding to the board with that mana – and while the upside to make this cheaper is there, I don’t think it is that much better than Cancel.
Pack 3 Pick 1: The Cruelty of Gix
The Cruelty of Gix
4.0 This looks pretty sweet. Chapter I gives you some nice disruption – but it is great that you can skip it if when you play this making your opponent discard doesn’t accomplish much. Chapter II’s tutor effect is very real too – though one thing to keep in mind is that Chapter II isn’t a may effect, so if you’re at 3 – you lose! But that downside is certainly worth it. Then finally Chapter III lets you straight up reanimate something! If you made your opponent discard a great card with Chapter I, this can be particularly awesome. I think you will pretty frequently start this at Chapter II, so you can more quickly get to the two more powerful chapters, and there will also be times where you just start it on Chapter III – like in situations where you really need another body on the board right away, otherwise you’re dead. So yeah, this can actually give you a three-for-one if you manage to get full value out of all three chapters, and that’s pretty powerful – and I love the option to start it on chapter II and Chapter III when necessary.
Tatyova, Steward of Tides
3.5 While I think I prefer the Tatyova we saw on the last visit to Dominaria, they did give her another strong signpost Uncommon here! Animating your lands when they enter the battlefield is quite strong, especially because they’ll fly! Obviously enough, UG is about ramping and lands, and she fits in quite nicely there. It looks like the color pair has a good amount of support overall. The downside is, she is basically just going to be a vanilla 3-mana 3/3 until you get that 7th land, and that definitely limits her.
Relic of Legends
2.0 Most three mana mana rocks, even those that tap for any color, aren’t great in Limited. This could end up being better if the format is slow enough, but playing something like this on turn three can put you in really bad shape. This does come with the additional upside of producing a ton of extra mana, though – provided you have legendary creatures to tap. It feels like there is probably a legendary heavy ramp deck out there that can really use this to ramp, but I think you cut it a lot.
Warhost's Frenzy
2.5 This is nice for a Trumpet Blast-type effect. The kicker upside is pretty real, because sometimes buffing your whole board isn’t worth it if too much of your stuff dies. This makes sure they all get replaced! At the same time, it is sort of awwkard, because you often don’t use a card like this unless you can do lethal on the spot. But I guess you’ll be willing to cast this more often when you don’t have lethal thanks to that upside. It does give it some upside as sort of a weird defensive spell too, since you can use it in response to removal or something if you’re desperate. I think this has the potential for a pretty insane ceiling, but it still has a pretty mediocre floor.
Heroic Charge
1.0 // 3.0 So, they added some pretty real Kicker upside to Inspired Charge – and the Charge is already a card that you end up playing one of in decks that are good at going wide. I love the ability to add trample here later in the game, as it will make it even easier for you to get lethal to go through. I do sort of feel like this sort of card needs a build around grade, because you really need to be very adept at going wide for it to be worth it – if your deck is just decent at it, you can’t really play it.
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Tolarian Terror
3.0 Seems like a solid enough spell payoff. If you can pay 5 for this, you’ll be happy, and that seems like a pretty reasonable occurrence in a Blue-Red deck. Ward 2 means that it won’t be easy for your opponent to kill this without significantly overpaying, and that definitely matters.
Gaea's Might
2.0 This is a reprint from the last time the Phyrexian invaded, and it makes for a pretty reasonable combat trick. Getting +2/+2 out of it is easy, and it will often be Giant Growth – and sometimes even better! The set up is real, though.
Benalish Sleeper
2.0 Two mana for a 3/1 is usually passable in Limited, so the Edict upside is nice! There are plenty of times where kicking this is better for you than your opponent, and when that’s true, this will feel like a great Common. Now, there will also be times where kicking it doesn’t really do much, or hurts you more than your opponent, so temper your expectations.
Smash to Dust
1.5 Paying 4 mana for a 3/3 with Flying and Haste is definitely a nice card, and its great that it also scales all game long. You can also pick the exact right spot with it to get in for lethal – it will feel like Fireball in a lot of situations!
Mesa Cavalier
1.5 This has mediocre stats, and it does a small thing when it enters the battlefield. Not a card you really hope to play, but fine when you do.
Phyrexian Rager
3.0 This is a nice reprint from the original Invasion Block! The Rager is often a 2-for-1, since it is big enough to trade and draws you cards.
Radiant Grove
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Toxic Abomination
1.5 I feel like this mostly isn’t worth it. Sure, the base stats are good, but these days a vanilla two mana 3/2 isn’t that amazing in Limited. Even without the loss of two life, this would probably just end up as a 2.0. It can trade up for sure, but yeah. It is a fine two drop if you’re in a really aggressive Black deck, but apart from that I’m not that impressed
Pack 3 Pick 2: Rivaz of the Claw
Rivaz of the Claw
3.0 It doesn’t look like there’s enough Dragons in this set for most of the text on this to matter, but it has a baseline as a 3-mana 3/3 with Menace, which is something you always play. So, even if you only have 1 other Dragon in your deck, you’re dealing with a really efficient creature that will sometimes do super powerful stuff, like let you cast a Dragon from the graveyard, or ramp into a big scary dragon.
The Weatherseed Treaty
3.0 This looks pretty nice! If you choose to get all three of the chapters, you’re going to end up with a land, a 1/1 Saproling, and a strong boost + trample, and that’s a pretty good deal for the investment! Obviously, you have to take your time to get the full value, but I love that in the late game, when the ramp doesn’t matter – you can just skip chapter I so you can really get things going. But yeah, this provides really good ramp and fixing, a body that actually effects the board, and chapter III will almost always give you at least one good attack.
Phoenix Chick
3.5 A one mana 1/1 with Flying and Haste that can’t block is probably a 2.0 at worst. Overall it is a decent rate, and a great place to put equipment/auras/counters, and so on. But what really makes the card good is its ability to return from the dead as a 2/2.
Jodah's Codex
1.0 This is kind of a fun reference to old Magic Tomes – like Jayemdae Tome – that cost a ton of mana to draw you cards! Now, luckily you can lower the cost here and I guess once you get it down to about two you won’t feel too bad about it. But, you do still pay a whopping 5 mana up front to not add a real thing to the board, and the advantage this can build for you is pretty slow. I don’t love any of that. This seems too clunky, even in a deck that can get its domain to 5 consistently!
Pixie Illusionist
3.0 A one mana 1/1 Flyer is passable, so the upside this has of becoming a 5 mana 3/3 Flyer in the late game and fixing your mana and helping with domain makes this a pretty nice Common!
Geothermal Bog
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Essence Scatter
2.5 This reprint is actually a counterspell I will play! It can only counter creature spells, but it does it at two mana, and you only need one Blue! Most decks will have 15+ creatures, and that’s plenty of targets for the first of these to be a solid inclusion in your Blue decks. One thing to keep in mind, don’t fall into the trap of thinking of counter magic as straight up removal. It is substantially worse in most ways, especially in Limited! The problem is – it is like removal that only works if you have the mana up at the right time, and that’s what keeps this from receiving a grade that is remotely close to a “premium removal” grade.
Yavimaya Sojourner
1.5 This can be a pretty efficient vanilla creature – but even in this format, playing it super early as an efficient creature won’t exactly be easy, so I’m not sure the fact it can be discounted is that big of a deal, because by the time you can cast it for like four mana, the game will be pretty well-developed anyway, and a vanilla 4/6 isn’t going to change the game or anything. This asks for significant set up and the payoff doesn’t really seem worth it to me.
Shadow Prophecy
2.5 Black usually gets a draw spell like this at Common, and this seems a bit better than most versions of it we see. Usually, we pay three, draw two, and lose two life. That's sort of the baseline here, as you can dig significantly deeper into your deck with this, and even load up your graveyard! The first copy looks pretty solid for most Black decks.
Take Up the Shield
1.5 This sort of trick is always passable. It has the flexibility of protecting the creature from removal and being useful in combat, but the usual downsides most tricks have – they are situational, and they open you up to a 2-for-1 when you’re not careful.
Hexbane Tortoise
2.0 Thanks to Ward, this is a bit harder to kill with removal, but still pretty easy to trade with. Adding Enlist to the mix is nice, but this is definitely an Enlist creature that can easily be traded with by virtually any two drop, and that certainly lessens its impact.
Vineshaper Prodigy
3.5 This seems like a strong common! If you need a bear on turn two, it has you covered – and kicking it means that you get a 2-for-1 with some pretty impressive card selection.
Urborg Repossession
3.0 We see a Common Black card in virtually every set lets you return two creatures from your hand to your graveyard – and this is one of the best versions of that we have seen. The fact it gains you life helps make up for how slow this effect can be, and when you KICK this, it is actually a pretty powerful spell. You get back a creature, one other permanent, and gain that 2 life for three mana. If this was ALWAYS just a Black-Green card, it would be pretty good, but the fact you can cast it as a different spell without the Kicker is pretty nice
Pack 3 Pick 3: Contaminated Aquifer
Ivy, Gleeful Spellthief
3.0 This has nice starting stats, and an interesting ability that lets you double your combo tricks and Auras, while also getting yourself an extra copy of any Aura or combat trick your opponent plays.
Nishoba Brawler
3.0 So, this is going to be a two mana ⅔ with Trample a decent chunk of the time, and that’s a nice creature to have around. It will occasionally only be a ⅓, and in the mid-to-late game it might be a 3/3 or 4/3, and that growth does matter, as it makes it stay relevant all game long.
Runic Shot
3.5 This is a very low cost for this effect. I normally don’t love this type of removal spell, since it isn’t especially good if you’re the aggressor – because it doesn’t get blockers out of the way, but we usually see this sort of spell cost two or three mana, so dropping it to one is a big deal, and the Scry upside really matters too! You do generally have to get attacked by something once before you can use this too of course, which is also kind of a bummer, but I actually think the efficiency here is enough for me to start this in the lower range of “premium” removal.
Mesa Cavalier
1.5 This has mediocre stats, and it does a small thing when it enters the battlefield. Not a card you really hope to play, but fine when you do.
Meria's Outrider
2.0 A 5-mana 4/4 with Reach isn’t something I’m in for. The fact this does some damage when it enters the battlefield is a definite upgrade, and it will at least shock your opponent with regularity, and bolt them pretty often too. Still, it seems super clunky to me.
Negate
0.5 We see this card all the time, and generally it is more of a sideboard card. Most decks only have 4 or so things this can actually target, and that just isn’t enough for it to be a main deck card. When you know your opponent has plenty of targets for it, though, it becomes a pretty nice sideboard card.
Deathbloom Gardener
1.5 This card seems super awkward to me. A three mana 1/1 is a horrendous stat-line – dying to any 1 damage or -1/-1 effect is brutal when you’re paying three mana! And uh..yeah, it does have death touch and can tap for mana of any color, but those two abilities together is super weird. Because if you’re tapping it for mana it isn’t going to be available to block and trade for stuff with its Deathtouch. This just seems overcosted on all fronts – but it does provide fixing in a format where you’re often going to be playing a 3rd color so you can pay for off-color kicker. Still, I think you’re hoping for some of the more impactful fixing out there than this thing.
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Contaminated Aquifer
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Sacred Peaks
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Viashino Branchrider
2.0 Like many cards with Kicker, neither mode of this card is super impressive. You either get a Raging Goblin or a 4-mana Hill Giant with Haste. It does have the upside of bumping up its power, but it is very expensive – and any time we see it cost three, I get pretty skeptical. When this is a 1/1, it dies to anything blocking it. And sure, you can pump a bunch of mana into it to make whatever is blocking it die, but you end up spending some insane mana to kill like…a two drop, and that tempo matters! Once you kick it, it does become more formidable, as you no longer need to buff it for it to actually have a relevant body in combat.
Pack 3 Pick 4: Rona's Vortex
Strength of the Coalition
2.5 This is a nice trick, the base level of the card is a trick that Green aggro decks play one of most of the time. +2/+2 for one mana is great, because it gives enough of a boost to win most combat, while also being cheap enough that using it doesn’t hamper your board development.
Rona's Vortex
3.0 This looks pretty good. We don’t often get one mana instant speed bounce spells, and the upside here turns into a time ebb effect – which is one-for-one removal! Seems like it will be easy to blow out a variety of situations with it too, as leaving up one Blue is pretty easy. Like with most of these, it is playable even if you don’t have any Black at all, but ideally you can splash Black at least.
Deathbloom Gardener
1.5 This card seems super awkward to me. A three mana 1/1 is a horrendous stat-line – dying to any 1 damage or -1/-1 effect is brutal when you’re paying three mana! And uh..yeah, it does have death touch and can tap for mana of any color, but those two abilities together is super weird. Because if you’re tapping it for mana it isn’t going to be available to block and trade for stuff with its Deathtouch. This just seems overcosted on all fronts – but it does provide fixing in a format where you’re often going to be playing a 3rd color so you can pay for off-color kicker. Still, I think you’re hoping for some of the more impactful fixing out there than this thing.
Stall for Time
2.5 This is sort of passable when you don’t kick it, since it replaces itself and its an Instant, so you can shut down an entire round of attacking and blocking by those two creatures. Kicking it is the real dream though, since those stun counters will really give you some amazing tempo.
Essence Scatter
2.5 This reprint is actually a counterspell I will play! It can only counter creature spells, but it does it at two mana, and you only need one Blue! Most decks will have 15+ creatures, and that’s plenty of targets for the first of these to be a solid inclusion in your Blue decks. One thing to keep in mind, don’t fall into the trap of thinking of counter magic as straight up removal. It is substantially worse in most ways, especially in Limited! The problem is – it is like removal that only works if you have the mana up at the right time, and that’s what keeps this from receiving a grade that is remotely close to a “premium removal” grade.
Impulse
2.0 This old school reprint is basically a better Anticipate, and any sort of Instant-speed card selection card tends to be pretty solid in formats that have a Spell deck – and this format has multiple! It still doesn’t add to the board, and there are only so many slots in a deck for that type of card – but I think the first copy of this is fine.
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Coalition Warbrute
2.5 An Enlist creature with Trample is pretty sweet! Even making this into a 5/4 or 6/4 – both of which are fairly realistic things – is pretty nice! Of course, Enlist does make you tap a thing, and that’s a real cost – but this definitely looks like it can become a very real problem. It seems solid enough.
Argivian Cavalier
3.5 This looks like a very nice Common. We see three mana 2/2s that spit out a 1/1 a lot, and they are always solid at worst. This one comes with Enlist upside, and it can even use its token! This is probably one of White’s best Commons.
Heroic Charge
1.0 // 3.0 So, they added some pretty real Kicker upside to Inspired Charge – and the Charge is already a card that you end up playing one of in decks that are good at going wide. I love the ability to add trample here later in the game, as it will make it even easier for you to get lethal to go through. I do sort of feel like this sort of card needs a build around grade, because you really need to be very adept at going wide for it to be worth it – if your deck is just decent at it, you can’t really play it.
Vineshaper Prodigy
3.5 This seems like a strong common! If you need a bear on turn two, it has you covered – and kicking it means that you get a 2-for-1 with some pretty impressive card selection.
Pack 3 Pick 5: Fires of Victory
Protect the Negotiators
2.0 So, if you kick this, it is a 3-mana Force Spike that gives you a 1/1 at worse. That’s…not great. The upside is that it can be a lot harder to pay the cost sometimes, but the idea that this is essentially a blank card if your board is empty and you don’t kick it is pretty rough, and there will be lots of situations where you just can’t make your opponent pay enough mana. The other issue is that counter spells aren’t often that useful in creature-heavy decks, since you would rather be adding to the board. The UW theme in this format DOES seem to be about both spells and going wide, which is pretty interesting – and could mean this overperforms.
Fires of Victory
2.5 This is interesting. Obviously it can be a really efficient removal spell, but there will also be times where you draw this and you just don’t have the cards for it to matter. Even if you do Kick it, there’s a chance you’re paying 5 to draw one and do 1 damage, and that just isn’t going to be very good. In the early game it can kill lots of stuff, and if you’re a control deck that often has a full grip of cards, it can be potent – but that just doesn’t work out that often in Limited. This will have a pretty wild range overall. The ceiling is nice, the floor is awful. There may be a UR deck in this format that can really take full advantage of this, but I’ll believe it when I see it.
Viashino Branchrider
2.0 Like many cards with Kicker, neither mode of this card is super impressive. You either get a Raging Goblin or a 4-mana Hill Giant with Haste. It does have the upside of bumping up its power, but it is very expensive – and any time we see it cost three, I get pretty skeptical. When this is a 1/1, it dies to anything blocking it. And sure, you can pump a bunch of mana into it to make whatever is blocking it die, but you end up spending some insane mana to kill like…a two drop, and that tempo matters! Once you kick it, it does become more formidable, as you no longer need to buff it for it to actually have a relevant body in combat.
Talas Lookout
3.0 This has passable stats for a Flyer, and a pretty nice death trigger that means you’ll usually get a 2-for-1 out of it.
Academy Wall
2.0 This isn’t the most exciting spell payoff ever, especially because it is stapled to such a mediocre creature, but hey – it can block and stuff, and then give you some nice Looting. It has Defender too, and that matters some. It seems like it definitely has a role to play in both UR and UB spell decks – and less of one in UW, since that deck would prefer creatures that can attack.
Destroy Evil
2.5 This has two modes that are somewhat narrow, but putting them both together does mean most opponents will have enough combined targets for this to do a decent job.
Stall for Time
2.5 This is sort of passable when you don’t kick it, since it replaces itself and its an Instant, so you can shut down an entire round of attacking and blocking by those two creatures. Kicking it is the real dream though, since those stun counters will really give you some amazing tempo.
Bite Down
3.5 Man, there was a day where the sorcery speed version of this was super good removal – and now we are getting it at Instant speed! And its premium removal for sure. This type of effect is always far better than a fight effect, because your creature only needs to be as big as the creature it damages, instead of bigger. There’s always risk with these Green removal spells of course, largely because your opponent removing your creature is a huge blow out, so you do have to pick your spots. Because its an Instant, you can find more windows where it is safe to use. This is one of the best Green commons.
Crystal Grotto
1.0 Even in a set with a multicolor theme, I’m not super into this. Filter lands are almost always not worth the trouble – and I think that will be especially true in this set, which has a ton of fixing! Filtering mana does fix for you, but at the cost of making everything of that color cost one extra, and that’s a big deal. Adding Scry 1 to the mix doesn’t make enough of a difference. I think you’ll play this if you’re really desperate for fixing – but that’s about it
Impulse
2.0 This old school reprint is basically a better Anticipate, and any sort of Instant-speed card selection card tends to be pretty solid in formats that have a Spell deck – and this format has multiple! It still doesn’t add to the board, and there are only so many slots in a deck for that type of card – but I think the first copy of this is fine.
Pack 3 Pick 6: Goblin Picker
Combat Research
2.0 Putting this on a legendary creature will feel pretty darn good, as it the stats boost is likely to allow you to more easily draw a card, and Ward 1 means it is harder for you to get blown out. This isn’t quite Curious Obsession – but it does a pretty good impression, which means it will be great to put on evasive creatures, who can suddenly start drawing you extra cards. There are also lots of situations where it isn’t very good, though. There just isn’t always a board state where you can force a creature through.
Hero's Heirloom
2.5 This is a decentish piece of Equipment even without the Legendary upside. 2 to play and 2 to equip for this boost is probably a C- at worst So, the legendary upside is pretty nice! You won’t end up with a ton of legendaries, it should be noted, but there are a decent number of Uncommon, so you’ll end up with more than you would in most formats. Your typical deck will probably have like 2 legendaries, but when you do play them and equip this, they are going to be scary!
Battle-Rage Blessing
2.0 This format feels like it has some of the best tricks we’ve seen in a while – at least on average – as this is yet another solid trick. Two mana isn’t the amount I love to pay for tricks – I would much rather pay 1 – but deathtouch + indestructible does allow virtually any creature to win combat, and this comes with the upside of also blanking most removal. As usual, tricks are situational and risky, so even most good tricks aren’t amazing. But this is one I will play the first copy of in most creature-heavy Black decks.
Yavimaya Sojourner
1.5 This can be a pretty efficient vanilla creature – but even in this format, playing it super early as an efficient creature won’t exactly be easy, so I’m not sure the fact it can be discounted is that big of a deal, because by the time you can cast it for like four mana, the game will be pretty well-developed anyway, and a vanilla 4/6 isn’t going to change the game or anything. This asks for significant set up and the payoff doesn’t really seem worth it to me.
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Hexbane Tortoise
2.0 Thanks to Ward, this is a bit harder to kill with removal, but still pretty easy to trade with. Adding Enlist to the mix is nice, but this is definitely an Enlist creature that can easily be traded with by virtually any two drop, and that certainly lessens its impact.
Goblin Picker
2.0 This has solid base stats and rummaging can certainly improve the quality of your draws, though Rummaging is markedly worse than looting. Red also doesn’t have a ton of graveyard stuff going on in this format, and that certainly hurts this card’s stock a bit.
Stall for Time
2.5 This is sort of passable when you don’t kick it, since it replaces itself and its an Instant, so you can shut down an entire round of attacking and blocking by those two creatures. Kicking it is the real dream though, since those stun counters will really give you some amazing tempo.
Bog Badger
2.5 Three mana for a 3/3 is still a pretty good rate these days, so the fact you can kick this to give your board menace is certainly nice. It isn’t the kind of thing that always matters, but it matters often enough to be legitimate upside.
Pack 3 Pick 7: Warhost's Frenzy
Warhost's Frenzy
2.5 This is nice for a Trumpet Blast-type effect. The kicker upside is pretty real, because sometimes buffing your whole board isn’t worth it if too much of your stuff dies. This makes sure they all get replaced! At the same time, it is sort of awwkard, because you often don’t use a card like this unless you can do lethal on the spot. But I guess you’ll be willing to cast this more often when you don’t have lethal thanks to that upside. It does give it some upside as sort of a weird defensive spell too, since you can use it in response to removal or something if you’re desperate. I think this has the potential for a pretty insane ceiling, but it still has a pretty mediocre floor.
Choking Miasma
2.0 This is an interesting take on this type of sweeper that Black gets in most formats. Normally, this sort of thing feels better suited to the sideboard, because there aren’t enough situations where this will be great. You either end up hurting your own board more than your opponent’s, or it just doesn’t do enough because creatures are too big. However, adding Kicker is a pretty big deal! It helps offset the chances that this hurts you more than your opponent, and really does increase how often casting this will be beneficial for you.
Yotia Declares War
2.0 This doesn’t seem amazing, mostly because this format has a serious shortage of Artifacts. This really takes away the modality of this particular Read Ahead Saga, because you basically always need to start with Chapter I, because you’re not ultra likely to have an artifact in play to trigger the other stuff. I think you can really only count on this making a 0/2 Thopter, pinging something, and letting that Thopter attack as a 4/4. That’s pretty good for two mana, even if you have to wait – and obviously if you do manage to get some decent Artifacts to support this it gets a lot better. Your opponent can of course kill the Thopter before chapter II or III, but at least you’re trading 1-for-1…so it isn’t a disaster
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Talas Lookout
3.0 This has passable stats for a Flyer, and a pretty nice death trigger that means you’ll usually get a 2-for-1 out of it.
Toxic Abomination
1.5 I feel like this mostly isn’t worth it. Sure, the base stats are good, but these days a vanilla two mana 3/2 isn’t that amazing in Limited. Even without the loss of two life, this would probably just end up as a 2.0. It can trade up for sure, but yeah. It is a fine two drop if you’re in a really aggressive Black deck, but apart from that I’m not that impressed
Destroy Evil
2.5 This has two modes that are somewhat narrow, but putting them both together does mean most opponents will have enough combined targets for this to do a decent job.
Llanowar Stalker
1.0 My first instinct with a card like this is that it is just awful. I mean, it is a one mana 1/1 that will be a 2/1 on some turns, and if you really get things going – a 3/1 or 4/1 – but it can still just be traded with by a 1/1 Soldier token, so it really isn’t that impressive. Enlist makes this card a little more interesting, because if this can tap and buff your other creatures by 2 on most turns, that’s pretty good value. Still…the fail case of the card is pretty dang bad, and I’m not sure the Enlist upside does enough to change my mind.
Pack 3 Pick 8: Geothermal Bog
Walking Bulwark
1.5 // 3.5 This is pretty interesting! On its own, it is sort of like a one mana 0/3 that loses defender and gets +3/+0 and Haste if you pay 2 mana. That’s not completely terrible, and obviously it gets better the more Defenders you have, and there is a Defender deck in this format. Seems like a decent enough one drop for a variety of decks that will also have a more synergistic home in the format.
Voda Sea Scavenger
1.5 This doesn’t seem very good to me. It has what are definitely mediocre stats these days, and the ability just gives you pseudo-scry, but how good it is is highly dependent on your lands – and it also isn’t nearly as good as Scry, because you have far less control over the cards.
Captain's Call
2.5 This is definitely not the most efficient token generator we’ve ever seen, but White does have a pretty big go-wide theme going on, and as a result I think this will play a little better than it looks.
Yavimaya Sojourner
1.5 This can be a pretty efficient vanilla creature – but even in this format, playing it super early as an efficient creature won’t exactly be easy, so I’m not sure the fact it can be discounted is that big of a deal, because by the time you can cast it for like four mana, the game will be pretty well-developed anyway, and a vanilla 4/6 isn’t going to change the game or anything. This asks for significant set up and the payoff doesn’t really seem worth it to me.
Geothermal Bog
3.0 The fact that these have land types is a big deal, because it will really make Domain decks in the format far more functional. I also think that means that, even though these come into play tapped, they are going to be a little bit higher on your pick order than the pain lands are – at least once it is clear you’re going with one of the domain decks, because just jamming these lands into your deck is going to be a big deal. I think these will be valued similarly to how we valued snow lands in Kaldheim – which means they are pretty darn important! They are also useful of course in decks without a Domain theme because of the fixing they provide, and lots of decks in this format will be looking to splash at least a third color, because there are lots of cards in the set that have off-color Kicker costs
Gibbering Barricade
2.5 This slots in nicely in the Defender deck, as well as in the Sacrifice and graveyard decks – and on top of that, it is just a decent card in any Black deck. A 3-mana 2/4 Defender can really lock down the ground for awhile, and the ability to cash stuff in is pretty sweet.
Bone Splinters
2.0 We have seen this card many a time, and its always fine. Obviously one mana to kill something is really nice, but the requirement to sacrifice a creature is enough to keep it from being anywhere close to premium. Obviously, there are black decks in the format that are going to be able to make really good use of this – especially BW and BR, both of which like it when things die. It is pretty dangerous to run more than one copy of this too, since it is as situational as it is.
Pack 3 Pick 9: Salvaged Manaworker
Salvaged Manaworker
2.5 We see artifact creatures who can filter mana all the time, and if that’s all they really do – along with mediocre stats – they see very little play. However, the filtering usually costs more than one. This actually looks like some nice fixing.
Gaea's Might
2.0 This is a reprint from the last time the Phyrexian invaded, and it makes for a pretty reasonable combat trick. Getting +2/+2 out of it is easy, and it will often be Giant Growth – and sometimes even better! The set up is real, though.
Benalish Sleeper
2.0 Two mana for a 3/1 is usually passable in Limited, so the Edict upside is nice! There are plenty of times where kicking this is better for you than your opponent, and when that’s true, this will feel like a great Common. Now, there will also be times where kicking it doesn’t really do much, or hurts you more than your opponent, so temper your expectations.
Smash to Dust
1.5 Paying 4 mana for a 3/3 with Flying and Haste is definitely a nice card, and its great that it also scales all game long. You can also pick the exact right spot with it to get in for lethal – it will feel like Fireball in a lot of situations!
Mesa Cavalier
1.5 This has mediocre stats, and it does a small thing when it enters the battlefield. Not a card you really hope to play, but fine when you do.
Toxic Abomination
1.5 I feel like this mostly isn’t worth it. Sure, the base stats are good, but these days a vanilla two mana 3/2 isn’t that amazing in Limited. Even without the loss of two life, this would probably just end up as a 2.0. It can trade up for sure, but yeah. It is a fine two drop if you’re in a really aggressive Black deck, but apart from that I’m not that impressed
Pack 3 Pick 10: Urborg Repossession
Pixie Illusionist
3.0 A one mana 1/1 Flyer is passable, so the upside this has of becoming a 5 mana 3/3 Flyer in the late game and fixing your mana and helping with domain makes this a pretty nice Common!
Yavimaya Sojourner
1.5 This can be a pretty efficient vanilla creature – but even in this format, playing it super early as an efficient creature won’t exactly be easy, so I’m not sure the fact it can be discounted is that big of a deal, because by the time you can cast it for like four mana, the game will be pretty well-developed anyway, and a vanilla 4/6 isn’t going to change the game or anything. This asks for significant set up and the payoff doesn’t really seem worth it to me.
Hexbane Tortoise
2.0 Thanks to Ward, this is a bit harder to kill with removal, but still pretty easy to trade with. Adding Enlist to the mix is nice, but this is definitely an Enlist creature that can easily be traded with by virtually any two drop, and that certainly lessens its impact.
Vineshaper Prodigy
3.5 This seems like a strong common! If you need a bear on turn two, it has you covered – and kicking it means that you get a 2-for-1 with some pretty impressive card selection.
Urborg Repossession
3.0 We see a Common Black card in virtually every set lets you return two creatures from your hand to your graveyard – and this is one of the best versions of that we have seen. The fact it gains you life helps make up for how slow this effect can be, and when you KICK this, it is actually a pretty powerful spell. You get back a creature, one other permanent, and gain that 2 life for three mana. If this was ALWAYS just a Black-Green card, it would be pretty good, but the fact you can cast it as a different spell without the Kicker is pretty nice
Pack 3 Pick 11: Aggressive Sabotage
Mesa Cavalier
1.5 This has mediocre stats, and it does a small thing when it enters the battlefield. Not a card you really hope to play, but fine when you do.
Tidepool Turtle
1.5 It is kind of sad this doesn’t have Defender, because then at least it would slot in nicely to the defender deck! Obviously not having Defender does mean it can attack, but how often do you rumble with your ⅖ anyway? So, yeah..this has alright stats for a defensive creature, and a useful – albeit very expansive – mana sink ability. Seems like the kind of creature you end up cutting more than you play.
Aggressive Sabotage
2.0 This is sort of a build your own Blightning. I’m not usually a very big fan of Mind Rot effects, and that’s because they occupy a really awkward place. They are sort of at their best in the early to mid-game, because you’re more likely to hit 2 cards – but you also would probably rather just add to the board than play Mind Rot on turn 3. Then, in the late game, they are really bad top decks when both players have basically nothing in their hand. A card like Aggressive Sabotage does help shore up some of that, since in the late game you can still use it to Bolt your opponent. And, adding any effect – even one that small – makes a difference.
Viashino Branchrider
2.0 Like many cards with Kicker, neither mode of this card is super impressive. You either get a Raging Goblin or a 4-mana Hill Giant with Haste. It does have the upside of bumping up its power, but it is very expensive – and any time we see it cost three, I get pretty skeptical. When this is a 1/1, it dies to anything blocking it. And sure, you can pump a bunch of mana into it to make whatever is blocking it die, but you end up spending some insane mana to kill like…a two drop, and that tempo matters! Once you kick it, it does become more formidable, as you no longer need to buff it for it to actually have a relevant body in combat.
Pack 3 Pick 12: Hammerhand
Stall for Time
2.5 This is sort of passable when you don’t kick it, since it replaces itself and its an Instant, so you can shut down an entire round of attacking and blocking by those two creatures. Kicking it is the real dream though, since those stun counters will really give you some amazing tempo.
Hammerhand
2.0 This is a reprint, and it’s a pretty nice Aura in aggressive decks. One mana to make something unable to block, while also granting Haste and +1/+1 is a pretty great rate, and will often make whatever attack you make on your turn far more powerful than your opponent expects! And even after that initial turn where it really does some work, the +1/+1 sticks around, which is pretty nice
Heroic Charge
1.0 // 3.0 So, they added some pretty real Kicker upside to Inspired Charge – and the Charge is already a card that you end up playing one of in decks that are good at going wide. I love the ability to add trample here later in the game, as it will make it even easier for you to get lethal to go through. I do sort of feel like this sort of card needs a build around grade, because you really need to be very adept at going wide for it to be worth it – if your deck is just decent at it, you can’t really play it.
Pack 3 Pick 13: Protect the Negotiators
Protect the Negotiators
2.0 So, if you kick this, it is a 3-mana Force Spike that gives you a 1/1 at worse. That’s…not great. The upside is that it can be a lot harder to pay the cost sometimes, but the idea that this is essentially a blank card if your board is empty and you don’t kick it is pretty rough, and there will be lots of situations where you just can’t make your opponent pay enough mana. The other issue is that counter spells aren’t often that useful in creature-heavy decks, since you would rather be adding to the board. The UW theme in this format DOES seem to be about both spells and going wide, which is pretty interesting – and could mean this overperforms.
Stall for Time
2.5 This is sort of passable when you don’t kick it, since it replaces itself and its an Instant, so you can shut down an entire round of attacking and blocking by those two creatures. Kicking it is the real dream though, since those stun counters will really give you some amazing tempo.
Pack 3 Pick 14: Bog Badger
Bog Badger
2.5 Three mana for a 3/3 is still a pretty good rate these days, so the fact you can kick this to give your board menace is certainly nice. It isn’t the kind of thing that always matters, but it matters often enough to be legitimate upside.