Pristine Talisman
1.5 Three mana for a mana rock that only produces colorless is far from ideal, but the fact this format has a big ramp and artifact theme makes a difference. The incidental life gain doesn’t hurt either
Razorlash Transmogrant
2.5 This is a creature that can attack pretty effectively on a lot of boards, and you can get it back from the graveyard as a 4/2, which is pretty nice – especially because powerstones will help you out some there. Like I said, not being able to block can be a problem, but if this is a 4/2, you can just throw it at your opponent on many turns and they usually can’t just ignore it.
Argivian Avenger
2.0 This is a fun reference to lots of older cards with similar abilities, but I think this seems fairly underwhelming overall, even in a format where powerstones will make casting it and using its abilities easier. It just has such underwhelming base stats, and while gaining key words is nice and all, the fact its stats get worse when you do it doesn’t have me that interested
Urza, Powerstone Prodigy
3.0 A three mana 1/3 with Vigilance that can loot is a card you’ll always play, so I love the upside you get when you discard artifacts. You won’t always want to do that of course, so I mostly see the ability as sort of softening the blow of having to discard a real card instead of a land – though you will go for the powerstone when you have something amazing to ramp into.
Involuntary Cooldown
2.0 This makes the creatures you target with it tapped for three different attacks on your part, and that’s certainly pretty potent. The downside is that this doesn’t fully remove the cards, only temporarily getting them out of the way, and sometimes you’ll still have static and activated abilities to worry about. Still, with a Prowess deck in this format, this seems like a nice play in that type of deck.
Koilos Roc
3.0 A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
Veteran's Powerblade
1.5 One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Dredging Claw
1.5 +1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Overwhelming Remorse
3.5 A card that was always 5 for this effect is probably a 3.0, and this will often cost significantly less, especially in graveyard decks. Just getting it down to 4 is pretty much getting you to the premium level, and it will often be even cheaper
Coastal Bulwark
2.0 Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
Giant Growth
2.0 Giant Growth is back! As always, it is a very nice trick. One mana for this stats boost lets your creature win a whole lot of combats, and you can do it for a very, very low investment, giving you a nice advantage
Tomakul Scrapsmith
2.5 You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Curate
2.5 This lets you see up to three cards and can let you put advantageous cards in the graveyard, and that’s pretty nice – especially in a format with a spell deck and a card draw deck!
Pack 1 Pick 2: Go for the Throat
Platinum Angel
4.5 Making it so you can’t lose and your opponent can’t win is pretty oppressive, and the Angel can even help you win the game with its 4/4 flying body. The downside of the card is always the massive mana investment coupled with the fact that it dies to a whole lot of stuff, and while the latter is still going to be true, the mana will be easier to come by in this format than normal. If she sticks around, your opponent just can’t win – obviously – and that’s enough for her to get into the lower bomb range. She doe still die to a lot, and gives you absolutely 0 value in situations where your opponent untaps and kills her, and that keeps her from being completely absurd. But she’s still great
Go for the Throat
4.0 As usual, this is a premium removal spell. Yes, the set has lots of Artifact creatures – but that was true last time we saw this card too. It still kills 80+% of the creatures in the set at a very efficient rate
Spectrum Sentinel
1.0 This looks pretty bad for Limited. Multicolored isn’t a huge theme in the format, and neither are nonbasic lands. Mostly, you’re going to be getting a one mana ½. It is both an artifact and a soldier, so in decks that care about those things it isn’t the biggest disaster ever, but it still isn’t very good
Hero of the Dunes
4.0 This looks like a pretty impressive signpost Uncommon! The stat-line is bad, but everything beyond that is quite impressive. It directly reanimates a small creature to the battlefield, that on its own already has me pretty interested, so the fact it also buffs all of your low CMC creatures – including the one it brings back – really has me excited. This feels like a signpost uncommon that pulls you into its color pair
Scrapwork Mutt
2.5 A three mana 2/1 that rummages when it ETBS is probably a 1.5, and I think adding Unearth to the mix is some real upside, since you get the ETB all over again. This looks like it can nicely set up graveyard and artifact payoffs.
Goring Warplow
2.5 Two mana for a 1/1 death touch is okay – that card is probably a 1.5. Having the option between the two makes this a 2.5
Thraxodemon
2.0 This is a bear with some decent upside – giving up a creature or artifact to draw a card is nice, though I don’t love paying three mana for the effect – but powerstones will soften the blow some
Retrieval Agent
1.5 This has somewhat passable defensive stats and a nice creature type, but the ability is expensive and underwhelming – even with powerstones around.
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Warlord's Elite
1.5 A three mana 4/4 is nice and all, but not incredible, and this makes you jump through some significant hoops to actually get it into play. Tapping lands or creatures to play this feels like it will be a pretty big pain most of the time, and overall it feels like this will effectively be a 5-mana 4/4 pretty often
Gixian Infiltrator
2.0 This is a solid, if unexciting sacrifice payoff that will work especially well in the Black/Red deck. It starts with decent stats and a few counters are enough to make it a threat
Blanchwood Prowler
3.0 This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Mightstone's Animation
3.0 In most formats this kind of effect is overwhelming, but THIS format has a ton of Powerstones running around, and paying 4 to make one into a 4/4 is definitely something you can do, especially because this can replace itself. In a pinch, you can even put it on something that is already a creature, but generally for full value you’ll want to stick this on a powerstone or other noncreature artifact, as that is far more of an upgrade. The card draw effect will also trigger the draw 2 payoffs for the Blue-Black deck.
Pack 1 Pick 3: Emergency Weld
Steel Exemplar
2.5 This is going to be easier to play as a 6/6 Trampler than you might think – once again, because of powerstones! Obviously most Limited decks are two colors, so your mana base probably can’t support doing this all on its own, but if you have a few powerstones in play, it becomes much easier to cast this at full size. The fail case isn’t the worst thing ever either
Splitting the Powerstone
1.0 I don’t love this. It is super clunky as a Sorcery, especially because the Powerstones you get back enter tapped. And sure, sometimes you get to draw a card – but that won’t happen often enough. They mostly went for a cool flavor win here with the “legendary” clause on the card, and this is certainly flavorful – but pretty bad for Limited. Giving up an Artifact for two Powerstones just doesn’t seem like what I want to be doing most of the time. You can combine it with Unearth, or even sacrifice a powerstone to it, but I’m still not seeing this be very effective.
Reconstructed Thopter
2.5 A three mana 2/1 Flyer isn’t great these days, but this comes with the upside of an important card type and Unearth, which certainly allows it to generate some more value
Koilos Roc
3.0 A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
Ravenous Gigamole
2.5 This loads your graveyard, and will frequently also get you something back – when it doesn’t, it is a 4-mana ¾ -- which isn’t great, but because you’re interested in graveyard stuff, putting those cards in the graveyard definitely matters.
Ambush Paratrooper
2.5 This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
Fallaji Chaindancer
2.0 This is going to be tough to block on a lot of boards, as a 2/4 double strike can deal with a whole lot of creatures without going down itself. The threat of activation will let this get in for 2 a decent chunk of the time, and if you have other ways to augment it – it can get even sillier! Powerstones will make this ability easier to activate than you might think, too
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Tocasia's Onulet
2.0 A 5-mana 4/4 that gains you 2 life when it dies is probably a 1.5. This has a pretty reasonable Unearth cost too, though, and you get to gain 2 more life!
Emergency Weld
3.0 Gravedigger is always a nice card in Limited, this costs half as much for a creature half the size, and still returns something from your graveyard to your hand. Getting a 2-for-1 is harder with a 1/1, but a two mana 1/1 with this effect seems pretty nice
Gaea's Gift
2.0 This is a nice trick. In addition to doing a good job of helping a creature win combat, the slew of keywords it gets makes it so you can blank most removal when you cast it. We’ve seen a lot o tricks like this of late, and they’ve all ended up being a card you always want one or two of in aggressive decks, and I think that’s what we have here
Scrapwork Mutt
2.5 A three mana 2/1 that rummages when it ETBS is probably a 1.5, and I think adding Unearth to the mix is some real upside, since you get the ETB all over again. This looks like it can nicely set up graveyard and artifact payoffs.
Pack 1 Pick 4: Overwhelming Remorse
Springleaf Drum
1.0 It is surprisingly hard to set up this kind of mana ramp in Limited. This can get your mana going incredibly fast provided you have some early creatures, but that’s far from guaranteed, and then by the mid-to-late game it has waning usefulness
Hero of the Dunes
4.0 This looks like a pretty impressive signpost Uncommon! The stat-line is bad, but everything beyond that is quite impressive. It directly reanimates a small creature to the battlefield, that on its own already has me pretty interested, so the fact it also buffs all of your low CMC creatures – including the one it brings back – really has me excited. This feels like a signpost uncommon that pulls you into its color pair
Spotter Thopter
3.0 A 4-mana ⅔ that scries 2 is a 2.5 at very worst. Scrying 2 isn’t that far off from drawing a card! So, the fact it has late-game upside as an 8-mana ⅘ that Scries 4 is pretty nice.
Dredging Claw
1.5 +1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Mishra's Onslaught
1.5 You are overpaying for both modes on this card – usually each of these effects costs three. You do get some modality here, but the token effect is generally underpowered while the mass pump effect is narrow, so I think this will get cut a fair bit
Giant Growth
2.0 Giant Growth is back! As always, it is a very nice trick. One mana for this stats boost lets your creature win a whole lot of combats, and you can do it for a very, very low investment, giving you a nice advantage
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Phalanx Vanguard
2.5 A two mana 2/2 with Vigilance is right around a 2.0, so the fact that the power on this thing will go up pretty often makes it a solid two drop.
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Overwhelming Remorse
3.5 A card that was always 5 for this effect is probably a 3.0, and this will often cost significantly less, especially in graveyard decks. Just getting it down to 4 is pretty much getting you to the premium level, and it will often be even cheaper
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Pack 1 Pick 5: Corrupt
Levitating Statue
2.5 We’ve seen some spell payoffs like this in the past, and they have always been kind of underwhelming. This is because for much of the game, casting this seems like it didn’t accomplish much. After all, it is just a hunk of metal on the battlefield until you pay mana to animate it, and that’s a pretty big bummer, even in a world of powerstones. Then you jump through hoops to make it grow too. It is nice that it can sort of sit around and accumulate counters before starting to threaten your opponent, and there are certainly games where things will work out that way, but I think there will enough situations where it really lets you down
Corrupt
1.0 // 3.5 This is a pretty sweet reprint, and it gives you a very good reason to go really hard into Black, especially if you get multiples! This can be a very real win condition or an excellent removal spell. While it is costly and a Sorcery, all the life it can gain you is enough to outweigh that. You probably need to be doing 4 with this for it to feel decent, and 5+ to feel like you’re really getting there. Now, if you aren’t a deck running 13+ Swamps it is going to get significantly worse, so keep that in mind
Powerstone Engineer
2.0 Trading this off and getting a powerstone in the process seems fine.
Citanul Stalwart
2.0 Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
Hoarding Recluse
2.0 This can trade for anything, and while that’s not the most exciting at 4 mana, a 2/3 Reach can also block lots of small stuff in addition to making your opponent hesitant to attack with big stuff. The death ability here actually matters a bit too, as Green-Black decks will be milling themselves a significant chunk of the time, and sometimes you end up milling things you didn’t really want to mill, and this can help you get that card back
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Coastal Bulwark
2.0 Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
Disenchant
2.5 This is a solid main deck card in this format. There are lots of artifacts and a decent number of Enchantments. It is efficient and Instant speed too, which is always nice.
Gixian Infiltrator
2.0 This is a solid, if unexciting sacrifice payoff that will work especially well in the Black/Red deck. It starts with decent stats and a few counters are enough to make it a threat
Goring Warplow
2.5 Two mana for a 1/1 death touch is okay – that card is probably a 1.5. Having the option between the two makes this a 2.5
Gaea's Gift
2.0 This is a nice trick. In addition to doing a good job of helping a creature win combat, the slew of keywords it gets makes it so you can blank most removal when you cast it. We’ve seen a lot o tricks like this of late, and they’ve all ended up being a card you always want one or two of in aggressive decks, and I think that’s what we have here
Pack 1 Pick 6: Scrapwork Cohort
Jalum Tome
0.5 // 2.0 This is a pretty clunky way to loot, but the Blue-Black deck in the format is probably interested in this, as it gives you a way to consistently trigger all of your payoffs for drawing a second card in a turn.
Yotian Frontliner
2.0 This will be pretty sweet to play on turn one, because it is likely to get in and buff other creatures in the process. However, even with Unearth, it has diminishing turns as the game goes on, because it just won’t survive attacking on very many boards. Basically, you end up paying a couple of mana to buff a creature twice, and I’m not super impressed by that. It is both an artifact and a soldier, which this format cares about, and that helps some.
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Blanchwood Prowler
3.0 This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
Scrapwork Cohort
2.5 A 4-mana 3/1 that makes a 1/1 token is a playable card, especially in a format where one card making multiple artifacts matters. So, the fact it can Unearth and leave behind some permanent value in the form of that 1/1 is some nice late game upside to have.
Stone Retrieval Unit
2.5 The rate here isn’t amazing, but it is one card that adds two artifacts to the board, and ramps you. Seems solid to me
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Machine Over Matter
2.0 This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
Military Discipline
1.5 The turn you cast this, it will definitely help your creature win combat, and then you get a permanent +1/+0 effect to stick around. This will definitely generate some serious tempo sometimes, allowing your creature to survive against something that costs a lot more mana! It does have the inherent risks auras have, and you have to be careful about playing this, but I think this seems solid.
Pack 1 Pick 7: Thraxodemon
Sigil of Valor
1.5 This seems like it will be kind of alright. It is definitely rough that sometimes it offers no bonus at all, but there are enough boards in the mid-to-late game where equipping this does some work,. Only attacking with one thing is definitely a big restriction, but this can also make just about any creature into a threat on a lot of board states. The set up and restriction are pretty real, though – and it definitely underperformed last time we saw it
Dreams of Steel and Oil
2.5 This is a very efficient way to disrupt the opponent, and it can hit a whole lot of cards in the format. I’m usually not super high on discard, but when it gets down to a single mana and allows you to hit the majority of cards in the format, I’m on board. It is nice that you even get to exile something, which will often at least take away something with Unearth or something like that. That isn’t quite a 2-for-1, but if you hit a card in hand and a card they could use in their graveyard, you’re getting a good deal. Don’t get me wrong – it still isn’t great. The fail case on the card – where you don’t hit anything - is still pretty ugly and will feel like you’re mulliganing
Spectrum Sentinel
1.0 This looks pretty bad for Limited. Multicolored isn’t a huge theme in the format, and neither are nonbasic lands. Mostly, you’re going to be getting a one mana ½. It is both an artifact and a soldier, so in decks that care about those things it isn’t the biggest disaster ever, but it still isn’t very good
Tocasia's Onulet
2.0 A 5-mana 4/4 that gains you 2 life when it dies is probably a 1.5. This has a pretty reasonable Unearth cost too, though, and you get to gain 2 more life!
Burrowing Razormaw
2.0 This has some reasonable stats and does a good job of loading your graveyard
Tocasia's Dig Site
1.5 This isn’t great for your mana, but having a repeatable source of Surveil is going to be worth it in some decks, because it can both laid your graveyard and improve your card quality. Three mana is a lot for sure, and that’s an ability you’ll only be using when you have nothing better to do – but hey, it will find you something to do eventually!
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
Thraxodemon
2.0 This is a bear with some decent upside – giving up a creature or artifact to draw a card is nice, though I don’t love paying three mana for the effect – but powerstones will soften the blow some
Boulderbranch Golem
3.5 A 4-mana 3/3 that gains you 3 life when it enters is a 2.5, and the upside here is going to be the kind of card that really allows you to stabilize, as a 6/5 that gains you 6 is going to make any opponent having a fast start very sad. This is one of Green’s best Commons
Pack 1 Pick 8: Argivian Avenger
Dreams of Steel and Oil
2.5 This is a very efficient way to disrupt the opponent, and it can hit a whole lot of cards in the format. I’m usually not super high on discard, but when it gets down to a single mana and allows you to hit the majority of cards in the format, I’m on board. It is nice that you even get to exile something, which will often at least take away something with Unearth or something like that. That isn’t quite a 2-for-1, but if you hit a card in hand and a card they could use in their graveyard, you’re getting a good deal. Don’t get me wrong – it still isn’t great. The fail case on the card – where you don’t hit anything - is still pretty ugly and will feel like you’re mulliganing
Argivian Avenger
2.0 This is a fun reference to lots of older cards with similar abilities, but I think this seems fairly underwhelming overall, even in a format where powerstones will make casting it and using its abilities easier. It just has such underwhelming base stats, and while gaining key words is nice and all, the fact its stats get worse when you do it doesn’t have me that interested
Shoot Down
2.5 This has a whole lot of targets in this format. It is a bit clunky as a 4 mana Sorcery, but it just feels like this will be able to deal with enough permanents in this format that I like the first copy in most Green decks
Power Plant Worker
2.0 This is a fun cycle, since they all reference the original Urza lands. I think the card seems pretty decent too. The stats aren’t great, but +2/+2 for three mana isn’t the worst rate in a set with power stones everywhere. I wouldn’t count on getting all three of these in play, but you might achieve it on occasion.
Boulderbranch Golem
3.5 A 4-mana 3/3 that gains you 3 life when it enters is a 2.5, and the upside here is going to be the kind of card that really allows you to stabilize, as a 6/5 that gains you 6 is going to make any opponent having a fast start very sad. This is one of Green’s best Commons
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Pack 1 Pick 9: Argivian Avenger
Argivian Avenger
2.0 This is a fun reference to lots of older cards with similar abilities, but I think this seems fairly underwhelming overall, even in a format where powerstones will make casting it and using its abilities easier. It just has such underwhelming base stats, and while gaining key words is nice and all, the fact its stats get worse when you do it doesn’t have me that interested
Koilos Roc
3.0 A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
Veteran's Powerblade
1.5 One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Dredging Claw
1.5 +1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Coastal Bulwark
2.0 Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
Curate
2.5 This lets you see up to three cards and can let you put advantageous cards in the graveyard, and that’s pretty nice – especially in a format with a spell deck and a card draw deck!
Pack 1 Pick 10: Thraxodemon
Spectrum Sentinel
1.0 This looks pretty bad for Limited. Multicolored isn’t a huge theme in the format, and neither are nonbasic lands. Mostly, you’re going to be getting a one mana ½. It is both an artifact and a soldier, so in decks that care about those things it isn’t the biggest disaster ever, but it still isn’t very good
Goring Warplow
2.5 Two mana for a 1/1 death touch is okay – that card is probably a 1.5. Having the option between the two makes this a 2.5
Thraxodemon
2.0 This is a bear with some decent upside – giving up a creature or artifact to draw a card is nice, though I don’t love paying three mana for the effect – but powerstones will soften the blow some
Retrieval Agent
1.5 This has somewhat passable defensive stats and a nice creature type, but the ability is expensive and underwhelming – even with powerstones around.
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Mightstone's Animation
3.0 In most formats this kind of effect is overwhelming, but THIS format has a ton of Powerstones running around, and paying 4 to make one into a 4/4 is definitely something you can do, especially because this can replace itself. In a pinch, you can even put it on something that is already a creature, but generally for full value you’ll want to stick this on a powerstone or other noncreature artifact, as that is far more of an upgrade. The card draw effect will also trigger the draw 2 payoffs for the Blue-Black deck.
Pack 1 Pick 11: Swiftgear Drake
Splitting the Powerstone
1.0 I don’t love this. It is super clunky as a Sorcery, especially because the Powerstones you get back enter tapped. And sure, sometimes you get to draw a card – but that won’t happen often enough. They mostly went for a cool flavor win here with the “legendary” clause on the card, and this is certainly flavorful – but pretty bad for Limited. Giving up an Artifact for two Powerstones just doesn’t seem like what I want to be doing most of the time. You can combine it with Unearth, or even sacrifice a powerstone to it, but I’m still not seeing this be very effective.
Koilos Roc
3.0 A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Gaea's Gift
2.0 This is a nice trick. In addition to doing a good job of helping a creature win combat, the slew of keywords it gets makes it so you can blank most removal when you cast it. We’ve seen a lot o tricks like this of late, and they’ve all ended up being a card you always want one or two of in aggressive decks, and I think that’s what we have here
Pack 1 Pick 12: Energy Refractor
Dredging Claw
1.5 +1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Pack 1 Pick 13: Gaea's Gift
Levitating Statue
2.5 We’ve seen some spell payoffs like this in the past, and they have always been kind of underwhelming. This is because for much of the game, casting this seems like it didn’t accomplish much. After all, it is just a hunk of metal on the battlefield until you pay mana to animate it, and that’s a pretty big bummer, even in a world of powerstones. Then you jump through hoops to make it grow too. It is nice that it can sort of sit around and accumulate counters before starting to threaten your opponent, and there are certainly games where things will work out that way, but I think there will enough situations where it really lets you down
Citanul Stalwart
2.0 Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
Gaea's Gift
2.0 This is a nice trick. In addition to doing a good job of helping a creature win combat, the slew of keywords it gets makes it so you can blank most removal when you cast it. We’ve seen a lot o tricks like this of late, and they’ve all ended up being a card you always want one or two of in aggressive decks, and I think that’s what we have here
Pack 1 Pick 14: Stone Retrieval Unit
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Stone Retrieval Unit
2.5 The rate here isn’t amazing, but it is one card that adds two artifacts to the board, and ramps you. Seems solid to me
Pack 1 Pick 15: Dreams of Steel and Oil
Dreams of Steel and Oil
2.5 This is a very efficient way to disrupt the opponent, and it can hit a whole lot of cards in the format. I’m usually not super high on discard, but when it gets down to a single mana and allows you to hit the majority of cards in the format, I’m on board. It is nice that you even get to exile something, which will often at least take away something with Unearth or something like that. That isn’t quite a 2-for-1, but if you hit a card in hand and a card they could use in their graveyard, you’re getting a good deal. Don’t get me wrong – it still isn’t great. The fail case on the card – where you don’t hit anything - is still pretty ugly and will feel like you’re mulliganing
Pack 2 Pick 1: Disfigure
Elsewhere Flask
1.5 This replaces itself, and that is enough in this format for it to be decent enough, since the UR deck likes casting nocnreature spells and several decks like artifacts. It can also fix your mana a bit, but that’s a small part of what this card does.
Hall of Tagsin
2.5 Filter lands aren’t good in most formats, as the cost of producing that mana is just too high. However, I think adding the ability to make powerstones certainly matters, as powerstone ramp decks look pretty leg
Arbalest Engineers
3.5 You’ll probably choose to make this a three mana 3/3 with Trample and Haste most of the time, but having the option of picking off a small creature or ramping your mana is great. Any of those cards individually would be pretty good, so having the option between all three is great.
Heavyweight Demolisher
2.0 A 7-mana 8/6 with Menace is no joke..but it isn’t so good that I like the fact that it punishes you by making you pay three mana just to untap it. The Unearth upside is sweet of course, as your opponent has to account for it or end up dying in the late game, but the untap tax is enough for me to really feel like I won’t always be happy about playing this
Skyfisher Spider
3.5 This is another very good signpost Uncommon. Having Bone Splinters stapled to a 3/3 with Reach is quite the deal, especially in a color pair with expendable bodies and a reason to put creatures in the graveyard. The life gain it gives you can really make a difference too! You shouldn’t always exile it of course, as getting this back for value is also quite good, but the life gain will be the way to go a decent percentage of the time
Power Plant Worker
2.0 This is a fun cycle, since they all reference the original Urza lands. I think the card seems pretty decent too. The stats aren’t great, but +2/+2 for three mana isn’t the worst rate in a set with power stones everywhere. I wouldn’t count on getting all three of these in play, but you might achieve it on occasion.
Wing Commando
3.5 We have seen a three mana 2/2 Flyer with Prowess before, and it was really good, and I think this will be too. This will be a 3/3 a significant chunk of the time, and any time you attack your opponent with it they have to consider the threat of activation, often making it very hard to block this.
Deadly Riposte
2.5 This is a solid removal spell for non-aggressive decks, as removing something and gaining life goes a long way towards helping you stabilize. Meanwhile, it is pretty bad in a deck that wants to be aggressive, as you’d rather have removal that can deal with blockers, and this just doesn’t! It demands a tapped creature and the creature has to be small for this to do its job, so it certainly isn’t premium.
Dredging Claw
1.5 +1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Disfigure
3.5 As usual, this is premium removal. It can kill a pretty wide spectrum of things for only one mana, giving you a great deal
Argothian Sprite
2.5 This is better than it looks. There are lots of Artifact creatures in the set, including most of the format’s creature tokens, so this will be a nice attacker on many boards. Then, in the mid-to-late game you can buff it to make sure it stays relevant. As I’ve been saying, power stones make an ability like this easier to use than it looks! This looks like a quality two-drop for Green decks int he format
Weakstone's Subjugation
3.0 I really like this design, and think it actually makes for a really good Blue removal spell. Only paying one mana when the creature is tapped is perfectly reasonable, and sort of “kicking it” to tap the creature down for 4 mana is fine too. The creature can still do all kinds of stuff, unfortunately – like use abilities, be sacrificed, and so on – so it isn’t really premium.
Fallaji Chaindancer
2.0 This is going to be tough to block on a lot of boards, as a 2/4 double strike can deal with a whole lot of creatures without going down itself. The threat of activation will let this get in for 2 a decent chunk of the time, and if you have other ways to augment it – it can get even sillier! Powerstones will make this ability easier to activate than you might think, too
Ravenous Gigamole
2.5 This loads your graveyard, and will frequently also get you something back – when it doesn’t, it is a 4-mana ¾ -- which isn’t great, but because you’re interested in graveyard stuff, putting those cards in the graveyard definitely matters.
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Pack 2 Pick 2: Go for the Throat
Millstone
1.0 Now we’ve got the original mill card, which is where the mechanic gets its name! And…it also isn’t great in Limited, though the fact that you actually can control who this hurts more makes it better than something like the Orb. This can actually win you some games if you’re a control deck, but most of the time you’d rather just have something that actually adds to the board.
Thran Vigil
1.0 // 3.0 This will mostly trigger off of Unearth in this format, but there are other ways to get it going in Black, as we’ve seen in this video. Obviously, this is a build around, because not all decks – even Black decks – will reach the critical mass of synergy needed to make this thing do its job.
Spectrum Sentinel
1.0 This looks pretty bad for Limited. Multicolored isn’t a huge theme in the format, and neither are nonbasic lands. Mostly, you’re going to be getting a one mana ½. It is both an artifact and a soldier, so in decks that care about those things it isn’t the biggest disaster ever, but it still isn’t very good
Go for the Throat
4.0 As usual, this is a premium removal spell. Yes, the set has lots of Artifact creatures – but that was true last time we saw this card too. It still kills 80+% of the creatures in the set at a very efficient rate
Trench Stalker
2.0 If this always had death touch and life link, it would be a 3.5. That’s just a very real creature that can’t be ignored! Unfortunately, it doesn’t always have those keywords – though getting them online will be easy enough in the Blue-Black deck.
Coastal Bulwark
2.0 Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Scrapwork Rager
3.0 This is a fun reference to Phyrexian Rager. When you cast it, it is a little bit worse, since you pay one more mana for the same effect – but the Unearth side of things means this bad boy gives you a 2-for-1, and that’s pretty nice.
Scrapwork Cohort
2.5 A 4-mana 3/1 that makes a 1/1 token is a playable card, especially in a format where one card making multiple artifacts matters. So, the fact it can Unearth and leave behind some permanent value in the form of that 1/1 is some nice late game upside to have.
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Ambush Paratrooper
2.5 This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
Citanul Stalwart
2.0 Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
Pack 2 Pick 3: Swiftfoot Boots
Swiftfoot Boots
3.0 The Boots are pretty nice on the right creature, though the downside they always have is that the creature you put it on already has to be pretty impressive, otherwise it makes very little difference! That said, once you have a creature worth protecting, the Boots are a nightmare for your opponent! It doesn’t hurt that they can also give haste, something that can really change your attacks.
Flow of Knowledge
1.0 // 3.0 I don’t love this if you aren’t basically mono-blue. If you cast this with three Islands in play – a pretty common occurrence in your typical two-color Limited deck – you aren’t going to be very happy. By the later game it is likely to do a little better, but because you have to discard two you need to be drawing at least 4 with this consistently, and even that doesn’t feel great.
Calamity's Wake
0.0 This isn’t here for Limited. You don’t really want to use up a card to hate on the graveyard and stop noncreature spells for the turn most of the time. It is kind of reasonable as a sideboard card in situations where your opponent has lots of graveyard action I guess, but even then I’m not ultra impressed with such a narrow hate effect that doesn’t really give you a card back.
Mishra's Juggernaut
2.0 Boy, this is pretty disappointing for referencing an old card that was a powerhouse during Magic’s early days! 5 mana for a 5/3 with Trample that always has to attack is just a 1.5. Adding Unearth to the mix is nice for a Trampler, though
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
Dwarven Forge-Chanter
3.0 Back in Khans of Tarkir there was a White two mana 1/3 with Prowess and it was a really nice common – so, adding Ward – Pay 2 life to that also makes for a pretty sweet common! A creature with Prowess is always really obnoxious to block or attack into, since you never know what your opponent might be able to do. The threat of activation is very real! This is a great two drop for Blue-Red decks, and lots of other Red decks will have enough non-creature spells to have a pretty good time with this
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Phalanx Vanguard
2.5 A two mana 2/2 with Vigilance is right around a 2.0, so the fact that the power on this thing will go up pretty often makes it a solid two drop.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Moment of Defiance
2.0 This is a bit expensive for a trick that only boosts toughness by 1, which means that oftentimes your creature will also die, but it definitely makes up for that by drawing you a card. In situations where you creature does survive, you get a 2-for-1, and in situations where it doesn’t, you break even while gaining some life. It also draws you a card, checking the box for the Blue-Black deck. That seems fine to me
Excavation Explosion
4.0 This looks pretty great, even as a Sorcery! Three mana to do three to anything is always nice – you can usually break even or better on the mana you spend, and this actually gives you some mana back in the form of a powerstone
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Pack 2 Pick 4: Ashnod's Harvester
Ornithopter
1.0 This is another 0 mana artifact that doesn’t really give you a full card of value. You just don’t get enough out of playing a 0/2 Flyer to make it worth the card, and that matters a ton in Limited. This can basically come down and chump block something – and sometimes you can equip it or give it some counters, which makes things more interesting – but that’s a lot of work to make a terrible card passable
Heavyweight Demolisher
2.0 A 7-mana 8/6 with Menace is no joke..but it isn’t so good that I like the fact that it punishes you by making you pay three mana just to untap it. The Unearth upside is sweet of course, as your opponent has to account for it or end up dying in the late game, but the untap tax is enough for me to really feel like I won’t always be happy about playing this
Ashnod's Harvester
3.0 A two mana 3/1 that hates on the graveyard will pretty much always make the cut, especially one that’s an artifact! Unearth and other graveyard action is a very real presence in the format, and being able to take one of those away from your opponent will feel pretty nice! It can even Unearth on its own to take a card out of it has to, and a 3/1 is an effective attacker on many boards
Junkyard Genius
3.5 As usual, Black-Red has a sacrifice theme – one that feels a lot like what we saw in Forgotten Realms, a few sets back. It can sacrifice creatures, but can also sacrifice a plentiful artifact token resource in the set – in this case, Powerstones. This comes with one of those stones, so you can use this ability without any extra help, and it is a pretty strong one! +1/+0 and Menace makes a board a heck of a lot more imposing, and there is plenty of other sacrifice support in the set. The one thing this doesn’t have going for it is the awful stat-line, but it largely overcomes that to be a pretty powerful signpost Uncommon
Conscripted Infantry
2.5 A three mana 3/1 is far from ideal, but this does leave behind a 1/1 when it dies, meaning it is good sacrifice fodder
Ravenous Gigamole
2.5 This loads your graveyard, and will frequently also get you something back – when it doesn’t, it is a 4-mana ¾ -- which isn’t great, but because you’re interested in graveyard stuff, putting those cards in the graveyard definitely matters.
Aeronaut's Wings
2.0 +1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Scatter Ray
2.5 This looks like a very nice counterspell for the format, as creatures and artifacts are going to make up the bulk of spells in most decks. It isn’t a hard counter, but 4 mana is enough that it will be relevant all game long. One downside in this format: powerstones can be used to help pay for costs like this.
Gnarlroot Pallbearer
2.0 This doesn’t have a great stat-line – but a 5/5 trampler is passable -- and the ETB trigger will be pretty effective in most Green decks, allowing you to attack with something that just couldn’t before. Still, it is rather expensive and dependent on your graveyard
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Excavation Explosion
4.0 This looks pretty great, even as a Sorcery! Three mana to do three to anything is always nice – you can usually break even or better on the mana you spend, and this actually gives you some mana back in the form of a powerstone
Pack 2 Pick 5: Carrion Locust
Forging the Anchor
1.5 It seems like most of the time this is just going to be a Divination – and one that you had to do some work with in order to actually draw two cards. Hitting three things with this will start to feel significantly better, and it is certainly a possibility in an artifact-heavy set, but the flip side of that is hitting 0-1 things. On average, this probably ends up worse than Divination, but it also has a higher ceiling.
Audacity
3.0 I like this Aura. It is basically a fixed Rancor, which is pretty fun. +2/+0 and Trample is enough to make a whole lot of creatures problematic, and the fact you get to draw a card when Audacity goes to the graveyard means you don’t have to worry about getting 2-for-1’d
Penregon Strongbull
3.0 This looks pretty sweet. There are plenty of artifacts to sacrifice, including the powerstones that can help pay for the ability, which effectively makes this say “Sacrifice a powerstone: It gets +1/+1 and deals 1 damage to an opponent.” The ability is just very affordable, and this creature attacking with a few artifacts in play is going to be a pretty sizable problem. Love that it also damages the opponent, giving it the capability of doing some very significant damage if it goes unblocked
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Boulderbranch Golem
3.5 A 4-mana 3/3 that gains you 3 life when it enters is a 2.5, and the upside here is going to be the kind of card that really allows you to stabilize, as a 6/5 that gains you 6 is going to make any opponent having a fast start very sad. This is one of Green’s best Commons
Trench Stalker
2.0 If this always had death touch and life link, it would be a 3.5. That’s just a very real creature that can’t be ignored! Unfortunately, it doesn’t always have those keywords – though getting them online will be easy enough in the Blue-Black deck.
Machine Over Matter
2.0 This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
Epic Confrontation
3.5 This is a reprint, and it was a premium removal spell last time. The stats boost is surprisingly effective at helping your creature win the fight. You do have to be careful with this kind of removal spell, because if your opponent can respond by removing your creature you get blown out, and that does matter – but you can often find a good window to cast this
Pack 2 Pick 6: No One Left Behind
Bone Saw
0.0 0 mana artifacts are exciting for constructed, but they aren’t nearly as good in Limited because what you get is usually a card that isn’t worth an entire card – and that’s definitely what Bone Saw is. Especially in a set without any real equipment theme. Playing this will feel like you took a mulligan
No One Left Behind
3.5 This is a really cool design for a reanimation spell. We see 5 mana reanimation spells all the time, and most of them are duds because the set up of having something worth reanimating in your graveyard is surprisingly challenging in formats without a dedicated reanimator-type deck. This makes up for that in a big way, since you can reanimate 3 mana things for only two mana. In other words, setting this up so it is actually worth using is way, way easier than most versions of this effect we have seen before, and it still has the same super powerful top end of being able to reanimate a massive bomb or something. Black decks look well-positioned to take advantage of this. I’m pretty high on this
Mishra's Onslaught
1.5 You are overpaying for both modes on this card – usually each of these effects costs three. You do get some modality here, but the token effect is generally underpowered while the mass pump effect is narrow, so I think this will get cut a fair bit
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Excavation Explosion
4.0 This looks pretty great, even as a Sorcery! Three mana to do three to anything is always nice – you can usually break even or better on the mana you spend, and this actually gives you some mana back in the form of a powerstone
Military Discipline
1.5 The turn you cast this, it will definitely help your creature win combat, and then you get a permanent +1/+0 effect to stick around. This will definitely generate some serious tempo sometimes, allowing your creature to survive against something that costs a lot more mana! It does have the inherent risks auras have, and you have to be careful about playing this, but I think this seems solid.
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Pack 2 Pick 7: Battlefield Butcher
Ornithopter
1.0 This is another 0 mana artifact that doesn’t really give you a full card of value. You just don’t get enough out of playing a 0/2 Flyer to make it worth the card, and that matters a ton in Limited. This can basically come down and chump block something – and sometimes you can equip it or give it some counters, which makes things more interesting – but that’s a lot of work to make a terrible card passable
Battlefield Butcher
3.0 In addition to having a cost reduction built in, this activated ability will feel cheaper in this format than it would normally thanks to power stones. This seems like a nice win condition for the graveyard decks in the format.
Yotian Frontliner
2.0 This will be pretty sweet to play on turn one, because it is likely to get in and buff other creatures in the process. However, even with Unearth, it has diminishing turns as the game goes on, because it just won’t survive attacking on very many boards. Basically, you end up paying a couple of mana to buff a creature twice, and I’m not super impressed by that. It is both an artifact and a soldier, which this format cares about, and that helps some.
Mishra's Onslaught
1.5 You are overpaying for both modes on this card – usually each of these effects costs three. You do get some modality here, but the token effect is generally underpowered while the mass pump effect is narrow, so I think this will get cut a fair bit
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Fallaji Chaindancer
2.0 This is going to be tough to block on a lot of boards, as a 2/4 double strike can deal with a whole lot of creatures without going down itself. The threat of activation will let this get in for 2 a decent chunk of the time, and if you have other ways to augment it – it can get even sillier! Powerstones will make this ability easier to activate than you might think, too
Penregon Strongbull
3.0 This looks pretty sweet. There are plenty of artifacts to sacrifice, including the powerstones that can help pay for the ability, which effectively makes this say “Sacrifice a powerstone: It gets +1/+1 and deals 1 damage to an opponent.” The ability is just very affordable, and this creature attacking with a few artifacts in play is going to be a pretty sizable problem. Love that it also damages the opponent, giving it the capability of doing some very significant damage if it goes unblocked
Air Marshal
2.5 Three mana is kind of a lot for giving Flying only to creatures with a particular type, but the good news is that it is easier than normal to produce mana to pay for abilities in this set thanks to powerstones and there are lots of soldiers. It can also target itself.
Pack 2 Pick 8: Thraxodemon
Keeper of the Cadence
1.0 This is a neat ability, and if you can find a way to mill yourself out, this can effectively let you choose what you draw every turn! Before you get to that point, though, you just have an overcosted creature whose ability won’t be impacting the game for quite some time. Basically, in the most controlling deck ever this is a pretty real win condition, but that kind of deck often doesn’t exist in Limited.
Spectrum Sentinel
1.0 This looks pretty bad for Limited. Multicolored isn’t a huge theme in the format, and neither are nonbasic lands. Mostly, you’re going to be getting a one mana ½. It is both an artifact and a soldier, so in decks that care about those things it isn’t the biggest disaster ever, but it still isn’t very good
Gixian Skullflayer
2.0 This is a nice little payoff for getting creatures in your graveyard, a strategy that looks to be well supported in the format. I do wish this enabled itself a little bit, like by milling a single card or something – but it will be able to grow with relative ease in Black/Green decks especially
Survivor of Korlis
2.5 Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
Thraxodemon
2.0 This is a bear with some decent upside – giving up a creature or artifact to draw a card is nice, though I don’t love paying three mana for the effect – but powerstones will soften the blow some
Coastal Bulwark
2.0 Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
Stone Retrieval Unit
2.5 The rate here isn’t amazing, but it is one card that adds two artifacts to the board, and ramps you. Seems solid to me
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Pack 2 Pick 9: Elsewhere Flask
Elsewhere Flask
1.5 This replaces itself, and that is enough in this format for it to be decent enough, since the UR deck likes casting nocnreature spells and several decks like artifacts. It can also fix your mana a bit, but that’s a small part of what this card does.
Arbalest Engineers
3.5 You’ll probably choose to make this a three mana 3/3 with Trample and Haste most of the time, but having the option of picking off a small creature or ramping your mana is great. Any of those cards individually would be pretty good, so having the option between all three is great.
Heavyweight Demolisher
2.0 A 7-mana 8/6 with Menace is no joke..but it isn’t so good that I like the fact that it punishes you by making you pay three mana just to untap it. The Unearth upside is sweet of course, as your opponent has to account for it or end up dying in the late game, but the untap tax is enough for me to really feel like I won’t always be happy about playing this
Deadly Riposte
2.5 This is a solid removal spell for non-aggressive decks, as removing something and gaining life goes a long way towards helping you stabilize. Meanwhile, it is pretty bad in a deck that wants to be aggressive, as you’d rather have removal that can deal with blockers, and this just doesn’t! It demands a tapped creature and the creature has to be small for this to do its job, so it certainly isn’t premium.
Dredging Claw
1.5 +1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Argothian Sprite
2.5 This is better than it looks. There are lots of Artifact creatures in the set, including most of the format’s creature tokens, so this will be a nice attacker on many boards. Then, in the mid-to-late game you can buff it to make sure it stays relevant. As I’ve been saying, power stones make an ability like this easier to use than it looks! This looks like a quality two-drop for Green decks int he format
Fallaji Chaindancer
2.0 This is going to be tough to block on a lot of boards, as a 2/4 double strike can deal with a whole lot of creatures without going down itself. The threat of activation will let this get in for 2 a decent chunk of the time, and if you have other ways to augment it – it can get even sillier! Powerstones will make this ability easier to activate than you might think, too
Pack 2 Pick 10: Thran Vigil
Thran Vigil
1.0 // 3.0 This will mostly trigger off of Unearth in this format, but there are other ways to get it going in Black, as we’ve seen in this video. Obviously, this is a build around, because not all decks – even Black decks – will reach the critical mass of synergy needed to make this thing do its job.
Spectrum Sentinel
1.0 This looks pretty bad for Limited. Multicolored isn’t a huge theme in the format, and neither are nonbasic lands. Mostly, you’re going to be getting a one mana ½. It is both an artifact and a soldier, so in decks that care about those things it isn’t the biggest disaster ever, but it still isn’t very good
Trench Stalker
2.0 If this always had death touch and life link, it would be a 3.5. That’s just a very real creature that can’t be ignored! Unfortunately, it doesn’t always have those keywords – though getting them online will be easy enough in the Blue-Black deck.
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Citanul Stalwart
2.0 Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
Pack 2 Pick 11: Combat Courier
Calamity's Wake
0.0 This isn’t here for Limited. You don’t really want to use up a card to hate on the graveyard and stop noncreature spells for the turn most of the time. It is kind of reasonable as a sideboard card in situations where your opponent has lots of graveyard action I guess, but even then I’m not ultra impressed with such a narrow hate effect that doesn’t really give you a card back.
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
Dwarven Forge-Chanter
3.0 Back in Khans of Tarkir there was a White two mana 1/3 with Prowess and it was a really nice common – so, adding Ward – Pay 2 life to that also makes for a pretty sweet common! A creature with Prowess is always really obnoxious to block or attack into, since you never know what your opponent might be able to do. The threat of activation is very real! This is a great two drop for Blue-Red decks, and lots of other Red decks will have enough non-creature spells to have a pretty good time with this
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Pack 2 Pick 12: Aeronaut's Wings
Conscripted Infantry
2.5 A three mana 3/1 is far from ideal, but this does leave behind a 1/1 when it dies, meaning it is good sacrifice fodder
Aeronaut's Wings
2.0 +1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
Gnarlroot Pallbearer
2.0 This doesn’t have a great stat-line – but a 5/5 trampler is passable -- and the ETB trigger will be pretty effective in most Green decks, allowing you to attack with something that just couldn’t before. Still, it is rather expensive and dependent on your graveyard
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Pack 2 Pick 13: Penregon Strongbull
Audacity
3.0 I like this Aura. It is basically a fixed Rancor, which is pretty fun. +2/+0 and Trample is enough to make a whole lot of creatures problematic, and the fact you get to draw a card when Audacity goes to the graveyard means you don’t have to worry about getting 2-for-1’d
Penregon Strongbull
3.0 This looks pretty sweet. There are plenty of artifacts to sacrifice, including the powerstones that can help pay for the ability, which effectively makes this say “Sacrifice a powerstone: It gets +1/+1 and deals 1 damage to an opponent.” The ability is just very affordable, and this creature attacking with a few artifacts in play is going to be a pretty sizable problem. Love that it also damages the opponent, giving it the capability of doing some very significant damage if it goes unblocked
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Pack 2 Pick 14: Mishra's Onslaught
Mishra's Onslaught
1.5 You are overpaying for both modes on this card – usually each of these effects costs three. You do get some modality here, but the token effect is generally underpowered while the mass pump effect is narrow, so I think this will get cut a fair bit
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Pack 2 Pick 15: Fog of War
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Pack 3 Pick 1: Gix, Yawgmoth Praetor
Burnished Hart
4.0 This is a great source of ramp and fixing, and it has a baseline as a gray ogre with a useful card type.
Gix, Yawgmoth Praetor
5.0 Every single time you have a creature hit your opponent, you can pay 1 life and draw a card. And that ability gets going right away, so the turn you play Gix you can try to take advantage of the ability – and that set up just means having played a two drop, so it isn’t asking for much! You probably win the game with the insane card advantage this gives you before you ever really need to use the other ability – but obviously, you are going to draw a bunch of cards, so you can also discard a bunch and pay 7 to cast cards from your opponent’s library for free, which is insane. This is a bomb – it isn’t that hard to generate value with it before your opponent ever untaps, and if they don’t kill it quickly, it will end the game in your favor
Heavyweight Demolisher
2.0 A 7-mana 8/6 with Menace is no joke..but it isn’t so good that I like the fact that it punishes you by making you pay three mana just to untap it. The Unearth upside is sweet of course, as your opponent has to account for it or end up dying in the late game, but the untap tax is enough for me to really feel like I won’t always be happy about playing this
Great Desert Prospector
3.5 It is a bit of a bummer that this guy doesn’t count himself, so the floor on the card is a pretty ugly 5-mana 3/2. However, the ceiling can be pretty silly, as he can really enable you to ramp into artifact stuff or sink mana into activated abilities. Generally speaking, there are lots of ways to make use of power stones in the set!
Mass Production
2.5 Six mana is a bit more than I would want to pay for four tokens at Sorcery speed, but the fact that these tokens are Artifacts makes it significantly more impressive that it might look at first. It helps you go wide and triggers your artifact things.
Aeronaut's Wings
2.0 +1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
Clay Revenant
1.5 This kind of creature almost always seems to underperform, and I think this version is worse than most cheap creatures who make you pay mana to get them back from the graveyard. The idea here is that this is something you can sacrifice over and over again, or that you can get value out of if you discard or mill it, but it is just so clunky. You have to pay 4 mana every time to get it back in play, and that’s pretty dismal, even with powerstones. What’s more is, a one mana ½ isn’t that relevant for that long anyway
Moment of Defiance
2.0 This is a bit expensive for a trick that only boosts toughness by 1, which means that oftentimes your creature will also die, but it definitely makes up for that by drawing you a card. In situations where you creature does survive, you get a 2-for-1, and in situations where it doesn’t, you break even while gaining some life. It also draws you a card, checking the box for the Blue-Black deck. That seems fine to me
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Tomakul Scrapsmith
2.5 You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Excavation Explosion
4.0 This looks pretty great, even as a Sorcery! Three mana to do three to anything is always nice – you can usually break even or better on the mana you spend, and this actually gives you some mana back in the form of a powerstone
Curate
2.5 This lets you see up to three cards and can let you put advantageous cards in the graveyard, and that’s pretty nice – especially in a format with a spell deck and a card draw deck!
Warlord's Elite
1.5 A three mana 4/4 is nice and all, but not incredible, and this makes you jump through some significant hoops to actually get it into play. Tapping lands or creatures to play this feels like it will be a pretty big pain most of the time, and overall it feels like this will effectively be a 5-mana 4/4 pretty often
Coastal Bulwark
2.0 Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
Pack 3 Pick 2: Kill-Zone Acrobat
Sword of the Meek
2.0 Two to play and two to equip for this bonus is probably a 1.5, but this format actually has some stuff going on that makes this interesting. While you can’t go full on Thopter-Sword combo, the format does have a lot of 1/1 creature tokens. So, sacrificing this to something in the Black-Red deck, and then making a creature token one way or another means you get it back and at that point you’ve gotten some nice value – and you can even sacrifice it again if you have the means.
Flow of Knowledge
1.0 // 3.0 I don’t love this if you aren’t basically mono-blue. If you cast this with three Islands in play – a pretty common occurrence in your typical two-color Limited deck – you aren’t going to be very happy. By the later game it is likely to do a little better, but because you have to discard two you need to be drawing at least 4 with this consistently, and even that doesn’t feel great.
Mass Production
2.5 Six mana is a bit more than I would want to pay for four tokens at Sorcery speed, but the fact that these tokens are Artifacts makes it significantly more impressive that it might look at first. It helps you go wide and triggers your artifact things.
Bushwhack
3.5 This is quite nice! If this were two separate cards, you would end up playing either of them and they would be around a 2.5. Neither of them is incredible of course, but fixing your mana or using it as a one mana removal spell is good, even if the removal option does take you a bit of work, since you need a creature that is big enough to survive fighting – and you have to be careful about interaction. Still, giving me a card with an option between these two modes for only one mana is sweet.
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Scatter Ray
2.5 This looks like a very nice counterspell for the format, as creatures and artifacts are going to make up the bulk of spells in most decks. It isn’t a hard counter, but 4 mana is enough that it will be relevant all game long. One downside in this format: powerstones can be used to help pay for costs like this.
Disenchant
2.5 This is a solid main deck card in this format. There are lots of artifacts and a decent number of Enchantments. It is efficient and Instant speed too, which is always nice.
Retrieval Agent
1.5 This has somewhat passable defensive stats and a nice creature type, but the ability is expensive and underwhelming – even with powerstones around.
Shoot Down
2.5 This has a whole lot of targets in this format. It is a bit clunky as a 4 mana Sorcery, but it just feels like this will be able to deal with enough permanents in this format that I like the first copy in most Green decks
Stone Retrieval Unit
2.5 The rate here isn’t amazing, but it is one card that adds two artifacts to the board, and ramps you. Seems solid to me
Curate
2.5 This lets you see up to three cards and can let you put advantageous cards in the graveyard, and that’s pretty nice – especially in a format with a spell deck and a card draw deck!
Tomakul Scrapsmith
2.5 You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Phalanx Vanguard
2.5 A two mana 2/2 with Vigilance is right around a 2.0, so the fact that the power on this thing will go up pretty often makes it a solid two drop.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Pack 3 Pick 3: Gix's Caress
Elsewhere Flask
1.5 This replaces itself, and that is enough in this format for it to be decent enough, since the UR deck likes casting nocnreature spells and several decks like artifacts. It can also fix your mana a bit, but that’s a small part of what this card does.
Pyrrhic Blast
2.5 We see these sacrifice effects a lot and they are usually kind of a pain to use, since you 2-for-1 yourself! But this gets around that by replacing itself with a draw a card effect. You can also hit any player with it, so it can finish someone off which is cool. Now, it still does require some set up that is surprisingly awkward sometimes – like you need a creature with high enough power or some sacrifice synergy or this can fall pretty flat. It is an Instant, so you can use it in response to removal and stuff which helps
Mask of the Jadecrafter
2.0 This is a pretty nice thing to spend powerstone mana on. It will basically never be that efficient, whether you’re using it the first time or after unearthing it, but it does give you 2 bodies in the end, and that always plays well
Audacity
3.0 I like this Aura. It is basically a fixed Rancor, which is pretty fun. +2/+0 and Trample is enough to make a whole lot of creatures problematic, and the fact you get to draw a card when Audacity goes to the graveyard means you don’t have to worry about getting 2-for-1’d
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Machine Over Matter
2.0 This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
Yotian Medic
2.0 This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
Gix's Caress
1.5 Coercion is basically never good in Limited, and that’s what the first part of this card is. Paying three to trade one-for-one and not do anything on the board is a real problem, even if you do get to disrupt your opponent. This gives you a little thing back in the form of a powerstone, which certainly makes it better – but I still don’t like this.
Ambush Paratrooper
2.5 This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
Dwarven Forge-Chanter
3.0 Back in Khans of Tarkir there was a White two mana 1/3 with Prowess and it was a really nice common – so, adding Ward – Pay 2 life to that also makes for a pretty sweet common! A creature with Prowess is always really obnoxious to block or attack into, since you never know what your opponent might be able to do. The threat of activation is very real! This is a great two drop for Blue-Red decks, and lots of other Red decks will have enough non-creature spells to have a pretty good time with this
Epic Confrontation
3.5 This is a reprint, and it was a premium removal spell last time. The stats boost is surprisingly effective at helping your creature win the fight. You do have to be careful with this kind of removal spell, because if your opponent can respond by removing your creature you get blown out, and that does matter – but you can often find a good window to cast this
Survivor of Korlis
2.5 Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
Penregon Strongbull
3.0 This looks pretty sweet. There are plenty of artifacts to sacrifice, including the powerstones that can help pay for the ability, which effectively makes this say “Sacrifice a powerstone: It gets +1/+1 and deals 1 damage to an opponent.” The ability is just very affordable, and this creature attacking with a few artifacts in play is going to be a pretty sizable problem. Love that it also damages the opponent, giving it the capability of doing some very significant damage if it goes unblocked
Pack 3 Pick 4: Disfigure
Su-Chi Cave Guard
4.0 This is a quality thing to ramp into with your Powerstones. It is huge, hard to kill, and can play offense and defense! Plus, if it dies, it gives you a whole bunch of mana, and this format has a decent number of mana sinks around since they wanted you to have stuff to do with your power stones
Static Net
4.0 Paying one more mana for Oblivion Ring is already a pretty good deal, but you actually get a return on your investment in the form of life and a powerstone! That’s obviously amazing, and allows this easily to reach premium removal status.
Spectrum Sentinel
1.0 This looks pretty bad for Limited. Multicolored isn’t a huge theme in the format, and neither are nonbasic lands. Mostly, you’re going to be getting a one mana ½. It is both an artifact and a soldier, so in decks that care about those things it isn’t the biggest disaster ever, but it still isn’t very good
Bitter Reunion
1.5 This is a neat take on a Tormented Voice-type effect. While the UR deck in this format cares about spells, it actually cares about all non-creature spells, so this will still trigger them like Tormented Voice would. The ability to give haste to your whole board will come up sometimes too. I think you probably cut this most of the time in any deck that doesn’t care about spells, and even in the spell deck it probably isn’t the card you’re happily shoving in your deck
Mightstone's Animation
3.0 In most formats this kind of effect is overwhelming, but THIS format has a ton of Powerstones running around, and paying 4 to make one into a 4/4 is definitely something you can do, especially because this can replace itself. In a pinch, you can even put it on something that is already a creature, but generally for full value you’ll want to stick this on a powerstone or other noncreature artifact, as that is far more of an upgrade. The card draw effect will also trigger the draw 2 payoffs for the Blue-Black deck.
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Disfigure
3.5 As usual, this is premium removal. It can kill a pretty wide spectrum of things for only one mana, giving you a great deal
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Gaea's Gift
2.0 This is a nice trick. In addition to doing a good job of helping a creature win combat, the slew of keywords it gets makes it so you can blank most removal when you cast it. We’ve seen a lot o tricks like this of late, and they’ve all ended up being a card you always want one or two of in aggressive decks, and I think that’s what we have here
Warlord's Elite
1.5 A three mana 4/4 is nice and all, but not incredible, and this makes you jump through some significant hoops to actually get it into play. Tapping lands or creatures to play this feels like it will be a pretty big pain most of the time, and overall it feels like this will effectively be a 5-mana 4/4 pretty often
Pack 3 Pick 5: Ashnod's Harvester
Ivory Tower
0.0 This isn’t good in Limited. You need to be a draw go style control deck to really make this gain you life that matters, and that just doesn’t happen in Limited. This will frequently do nothing or close to nothing.
Keeper of the Cadence
1.0 This is a neat ability, and if you can find a way to mill yourself out, this can effectively let you choose what you draw every turn! Before you get to that point, though, you just have an overcosted creature whose ability won’t be impacting the game for quite some time. Basically, in the most controlling deck ever this is a pretty real win condition, but that kind of deck often doesn’t exist in Limited.
Ashnod's Harvester
3.0 A two mana 3/1 that hates on the graveyard will pretty much always make the cut, especially one that’s an artifact! Unearth and other graveyard action is a very real presence in the format, and being able to take one of those away from your opponent will feel pretty nice! It can even Unearth on its own to take a card out of it has to, and a 3/1 is an effective attacker on many boards
Epic Confrontation
3.5 This is a reprint, and it was a premium removal spell last time. The stats boost is surprisingly effective at helping your creature win the fight. You do have to be careful with this kind of removal spell, because if your opponent can respond by removing your creature you get blown out, and that does matter – but you can often find a good window to cast this
Tocasia's Dig Site
1.5 This isn’t great for your mana, but having a repeatable source of Surveil is going to be worth it in some decks, because it can both laid your graveyard and improve your card quality. Three mana is a lot for sure, and that’s an ability you’ll only be using when you have nothing better to do – but hey, it will find you something to do eventually!
Warlord's Elite
1.5 A three mana 4/4 is nice and all, but not incredible, and this makes you jump through some significant hoops to actually get it into play. Tapping lands or creatures to play this feels like it will be a pretty big pain most of the time, and overall it feels like this will effectively be a 5-mana 4/4 pretty often
Roc Hunter
1.5 This has stats that tend to play reasonably well in aggro decks, although the plentiful 1/1 tokens in the set may hold this back a bit. Adding Reach to the mix is nice, as it means this does a decent job of trading with Flyers once it can no longer attack
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Fallaji Chaindancer
2.0 This is going to be tough to block on a lot of boards, as a 2/4 double strike can deal with a whole lot of creatures without going down itself. The threat of activation will let this get in for 2 a decent chunk of the time, and if you have other ways to augment it – it can get even sillier! Powerstones will make this ability easier to activate than you might think, too
Powerstone Fracture
2.5 In case you didn’t get it from the card’s name, the ideal thing to do here is going to be to sacrifice a powerstone. In that case, you aren’t using up a real card – and that’s good, because giving up a real card to cast this is pretty bad. It is basically a wore bone splinters, and it isn’t like bone splinters is an incredible card. I still think this falls below premium removal because of the set up needed to make it decent
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Pack 3 Pick 6: Gixian Skullflayer
Ichor Wellspring
2.5 This is another 2 mana artifact that replaces itself, and that’s nice – especially because you can also sacrifice it and turn it into a 2-for-1, something that feels pretty doable, especially in Black-Red
Demolition Field
0.0 This card is basically Field of Ruin, and that’s a card that just isn’t worth running in Limited. Sure, it can sort of fix your mana, but this format won’t have so many basic lands that you can count on that consistently, and your opponent gets some help too! It isn’t good for your mana base and it has an ability that isn’t good in Limited.
Battery Bearer
4.0 This looks like a very strong signpost Uncommon. Obviously, Blue-Green is about ramping into artifacts, including with powerstones – and the Bearer comes with the ability to make all of your creatures powerstone-like which is pretty powerful in a format with lots of ways to spend that mana. And it even has a shot at drawing you a few cards, which is awesome. It just feels like this format has a make-up that this card can really abused.
Whirling Strike
1.5 This is a solid trick, as it will usually keep your creature alive, kill the opposing creature, and even do some trample damage! It gets better in a set with Prowess and other spell payoffs
Gixian Skullflayer
2.0 This is a nice little payoff for getting creatures in your graveyard, a strategy that looks to be well supported in the format. I do wish this enabled itself a little bit, like by milling a single card or something – but it will be able to grow with relative ease in Black/Green decks especially
Goblin Blast-Runner
2.0 This seems like a pretty nice sacrifice payoff at Common. A 3/2 with Menace can swing effectively for a long time, and sometimes it will be bigger! At the same time, it will also be a ½ a decent chunk of the time, and that’s not so good
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Powerstone Engineer
2.0 Trading this off and getting a powerstone in the process seems fine.
Thraxodemon
2.0 This is a bear with some decent upside – giving up a creature or artifact to draw a card is nice, though I don’t love paying three mana for the effect – but powerstones will soften the blow some
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Pack 3 Pick 7: Ravenous Gigamole
Self-Assembler
0.0 // 3.0 Last time we saw this, it was the only Assembly-Worker in the set, so you needed multiple copies of it to get it going – and that was actually fairly doable. And a 5-mana 4/4 that draws you another 5-mana 4/4 is pretty nice in Limited. Efficiency matters in Limited, but outcarding your opponent matters a lot too, so the inefficiency didn’t matter! In this set, there are plenty of other assembly-workers for you to search up, so it is probably even better! It does need a build around grade, as you don’t want to play this if you have 0 Assembly-Workers to search up, and even just having one other assembly-worker can be a little sketchy, as once you draw them both you’re kind of in trouble. So, you really need 2+ assembly-workers to get this going – but the good news is, that’s doable
Hero of the Dunes
4.0 This looks like a pretty impressive signpost Uncommon! The stat-line is bad, but everything beyond that is quite impressive. It directly reanimates a small creature to the battlefield, that on its own already has me pretty interested, so the fact it also buffs all of your low CMC creatures – including the one it brings back – really has me excited. This feels like a signpost uncommon that pulls you into its color pair
Repair and Recharge
1.0 5 mana to reanimate something is usually a pretty disappointing card in most Limited formats, and this can’t even get back creatures if they aren’t Artifacts. While it is nice it can get both Enchantments and Artifacts, leaving creatures out is a pretty big problem, as it makes the card even more limited. If you have a lot of artifact creatures, it definitely gets better – and it can be kind of fun to use it reanimate a creature with Prototype, since they will come into play in their biggest form – and milling something like Su-Chi and reanimating with this on turn five seems pretty cool, but unfortunately I think those things will be far too challenging.
Warlord's Elite
1.5 A three mana 4/4 is nice and all, but not incredible, and this makes you jump through some significant hoops to actually get it into play. Tapping lands or creatures to play this feels like it will be a pretty big pain most of the time, and overall it feels like this will effectively be a 5-mana 4/4 pretty often
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Rust Goliath
3.0 A 5-mana ⅗ with Reach and Trample isn’t great, neither is a 10-mana 10/10 with Reach and Trample. However, the fact you can cast this as an okayish creature for five or cast it in the late game as a big monster is pretty nice, and I feel like powerstone decks will love this card, since it can become a pretty real win condition for them
Ravenous Gigamole
2.5 This loads your graveyard, and will frequently also get you something back – when it doesn’t, it is a 4-mana ¾ -- which isn’t great, but because you’re interested in graveyard stuff, putting those cards in the graveyard definitely matters.
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
Scatter Ray
2.5 This looks like a very nice counterspell for the format, as creatures and artifacts are going to make up the bulk of spells in most decks. It isn’t a hard counter, but 4 mana is enough that it will be relevant all game long. One downside in this format: powerstones can be used to help pay for costs like this.
Pack 3 Pick 8: Argivian Avenger
Keeper of the Cadence
1.0 This is a neat ability, and if you can find a way to mill yourself out, this can effectively let you choose what you draw every turn! Before you get to that point, though, you just have an overcosted creature whose ability won’t be impacting the game for quite some time. Basically, in the most controlling deck ever this is a pretty real win condition, but that kind of deck often doesn’t exist in Limited.
Argivian Avenger
2.0 This is a fun reference to lots of older cards with similar abilities, but I think this seems fairly underwhelming overall, even in a format where powerstones will make casting it and using its abilities easier. It just has such underwhelming base stats, and while gaining key words is nice and all, the fact its stats get worse when you do it doesn’t have me that interested
Gnawing Vermin
2.0 This gives you a bunch of little stuff, but getting all of it for one mana is a pretty decent deal! One mana 1/1s that can give -1/-1 to something when they die are usually pretty nice, as they can trade up for X/2s or even get a 2-for-1 if your opponent has two X/1s. The fact it mills sets up a couple of different Black decks in the format too
Trench Stalker
2.0 If this always had death touch and life link, it would be a 3.5. That’s just a very real creature that can’t be ignored! Unfortunately, it doesn’t always have those keywords – though getting them online will be easy enough in the Blue-Black deck.
Blanchwood Prowler
3.0 This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
Loran's Escape
2.0 These effects have been playing pretty well lately, and I think that’s probably the case here too. Blanking removal and various other effects while also improving a creature’s ability to win combat is pretty solid.
Powerstone Engineer
2.0 Trading this off and getting a powerstone in the process seems fine.
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Pack 3 Pick 9: Aeronaut's Wings
Heavyweight Demolisher
2.0 A 7-mana 8/6 with Menace is no joke..but it isn’t so good that I like the fact that it punishes you by making you pay three mana just to untap it. The Unearth upside is sweet of course, as your opponent has to account for it or end up dying in the late game, but the untap tax is enough for me to really feel like I won’t always be happy about playing this
Great Desert Prospector
3.5 It is a bit of a bummer that this guy doesn’t count himself, so the floor on the card is a pretty ugly 5-mana 3/2. However, the ceiling can be pretty silly, as he can really enable you to ramp into artifact stuff or sink mana into activated abilities. Generally speaking, there are lots of ways to make use of power stones in the set!
Mass Production
2.5 Six mana is a bit more than I would want to pay for four tokens at Sorcery speed, but the fact that these tokens are Artifacts makes it significantly more impressive that it might look at first. It helps you go wide and triggers your artifact things.
Aeronaut's Wings
2.0 +1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Tomakul Scrapsmith
2.5 You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Warlord's Elite
1.5 A three mana 4/4 is nice and all, but not incredible, and this makes you jump through some significant hoops to actually get it into play. Tapping lands or creatures to play this feels like it will be a pretty big pain most of the time, and overall it feels like this will effectively be a 5-mana 4/4 pretty often
Pack 3 Pick 10: Stone Retrieval Unit
Mass Production
2.5 Six mana is a bit more than I would want to pay for four tokens at Sorcery speed, but the fact that these tokens are Artifacts makes it significantly more impressive that it might look at first. It helps you go wide and triggers your artifact things.
Bushwhack
3.5 This is quite nice! If this were two separate cards, you would end up playing either of them and they would be around a 2.5. Neither of them is incredible of course, but fixing your mana or using it as a one mana removal spell is good, even if the removal option does take you a bit of work, since you need a creature that is big enough to survive fighting – and you have to be careful about interaction. Still, giving me a card with an option between these two modes for only one mana is sweet.
Disenchant
2.5 This is a solid main deck card in this format. There are lots of artifacts and a decent number of Enchantments. It is efficient and Instant speed too, which is always nice.
Retrieval Agent
1.5 This has somewhat passable defensive stats and a nice creature type, but the ability is expensive and underwhelming – even with powerstones around.
Shoot Down
2.5 This has a whole lot of targets in this format. It is a bit clunky as a 4 mana Sorcery, but it just feels like this will be able to deal with enough permanents in this format that I like the first copy in most Green decks
Stone Retrieval Unit
2.5 The rate here isn’t amazing, but it is one card that adds two artifacts to the board, and ramps you. Seems solid to me
Pack 3 Pick 11: Audacity
Pyrrhic Blast
2.5 We see these sacrifice effects a lot and they are usually kind of a pain to use, since you 2-for-1 yourself! But this gets around that by replacing itself with a draw a card effect. You can also hit any player with it, so it can finish someone off which is cool. Now, it still does require some set up that is surprisingly awkward sometimes – like you need a creature with high enough power or some sacrifice synergy or this can fall pretty flat. It is an Instant, so you can use it in response to removal and stuff which helps
Audacity
3.0 I like this Aura. It is basically a fixed Rancor, which is pretty fun. +2/+0 and Trample is enough to make a whole lot of creatures problematic, and the fact you get to draw a card when Audacity goes to the graveyard means you don’t have to worry about getting 2-for-1’d
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Ambush Paratrooper
2.5 This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
Survivor of Korlis
2.5 Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
Pack 3 Pick 12: Gaea's Gift
Su-Chi Cave Guard
4.0 This is a quality thing to ramp into with your Powerstones. It is huge, hard to kill, and can play offense and defense! Plus, if it dies, it gives you a whole bunch of mana, and this format has a decent number of mana sinks around since they wanted you to have stuff to do with your power stones
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Gaea's Gift
2.0 This is a nice trick. In addition to doing a good job of helping a creature win combat, the slew of keywords it gets makes it so you can blank most removal when you cast it. We’ve seen a lot o tricks like this of late, and they’ve all ended up being a card you always want one or two of in aggressive decks, and I think that’s what we have here
Warlord's Elite
1.5 A three mana 4/4 is nice and all, but not incredible, and this makes you jump through some significant hoops to actually get it into play. Tapping lands or creatures to play this feels like it will be a pretty big pain most of the time, and overall it feels like this will effectively be a 5-mana 4/4 pretty often
Pack 3 Pick 13: Ivory Tower
Ivory Tower
0.0 This isn’t good in Limited. You need to be a draw go style control deck to really make this gain you life that matters, and that just doesn’t happen in Limited. This will frequently do nothing or close to nothing.
Tocasia's Dig Site
1.5 This isn’t great for your mana, but having a repeatable source of Surveil is going to be worth it in some decks, because it can both laid your graveyard and improve your card quality. Three mana is a lot for sure, and that’s an ability you’ll only be using when you have nothing better to do – but hey, it will find you something to do eventually!
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Pack 3 Pick 14: Demolition Field
Demolition Field
0.0 This card is basically Field of Ruin, and that’s a card that just isn’t worth running in Limited. Sure, it can sort of fix your mana, but this format won’t have so many basic lands that you can count on that consistently, and your opponent gets some help too! It isn’t good for your mana base and it has an ability that isn’t good in Limited.
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Pack 3 Pick 15: Warlord's Elite
Warlord's Elite
1.5 A three mana 4/4 is nice and all, but not incredible, and this makes you jump through some significant hoops to actually get it into play. Tapping lands or creatures to play this feels like it will be a pretty big pain most of the time, and overall it feels like this will effectively be a 5-mana 4/4 pretty often