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.
Argoth, Sanctum of Nature
3.5 Again, you won’t really be able to make the Meld happen very often in Limited, but the card is pretty good all on its own, so that’s okay! It will enter tapped most of the time, but the ability to generate creature tokens is pretty massive, as it lets this land add to the board in a very real way. Green/Black decks in the format love milling themselves too, although sometimes the mill part of this card will feel more like a downside than an upside. Still, you can take this pretty early – it just generates so much value for a card in the land slot
Monastery Swiftspear
2.5 This is a pretty spicy reprint for constructed! It isn’t nearly as good in Limited, though. It just isn’t that easy to load up on enough spells to trigger it, and it also has diminishing returns as the game goes on. That said it is still solid, just not “one of the best Limited one drops ever” good
Fallaji Excavation
3.0 As there are plenty of sweet artifacts to ramp into in the format, so this will often precede you slamming a scary 8 drop on to the battlefield! Of course, it doesn’t really impact the board immediately, and that can be a problem – but gaining 3 life when you cast this makes it more likely you can endure a hard hit on your opponent’s turn, which makes it more likely you untap and slam an 8/8 on the table.
Lay Down Arms
3.0 This is at its best if you go mono-white, and at the very least you do need to be pretty heavy into White – like 10+ Plains – but as long as you can use this to consistently hit things with a mana value of three or less, it is going to be a very good removal spell, and I think that is certainly something most decks can achieve. It gets better if you go harder into White, of course.
Tomakul Honor Guard
2.0 This has solid stats, and cheap removal will cost extra to destroy it! The format does have a bunch of 1/1 tokens, though, and that always makes a 3/1 sad
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.
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.
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
Aeronaut Cavalry
3.0 You often end up paying 5 mana for 4/5 worth of stats here, and ¾ of it has flying! That’s a pretty good deal, and the format has plenty of soldiers for this to do its thing, especially in Blue-White.
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
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
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.
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.
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 2: Hulking Metamorph
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
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
Hulking Metamorph
3.5 A 4-mana 3/3 that can copy any creature or artifact you contro is pretty good. It won’t ever be worse than a 3/3, and it doesn’t take that much in addition to that stat-line for you to feel like you’re getting a decent deal. Just add a key word, static ability, or ETB ability and you’re doing fine. The flip side of course is that if you have some really big creatures it will be smaller, but that’s okay.
Giant Cindermaw
3.0 A three mana 4/3 with Trample is a nice aggressive creature, and shutting down lifegain matters sometimes 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
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
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.
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
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.
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.
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.
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
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
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.
Pack 1 Pick 3: Zephyr Sentinel
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.
Haywire Mite
2.0 This has plenty of targets in this format, so it is certainly a main deck card. Doesn’t hurt that it is a cheap artifact in a format that really cares about such things
Zephyr Sentinel
3.5 You will always play a two mana 2/1 with flying and Flash, so the additional effect is a great thing to add! You can use it to save a creature from removal, or to rebuy an ETB ability – the soldier bonus is nice too! But yeah, you won’t always have a reason to use the bounce effect.
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
Argothian Opportunist
3.0 This seems like a bread-and-butter Common for Green decks. It has passable stats and gets you some power stone ramp going.
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!
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
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.
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.
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.
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
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
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
Pack 1 Pick 4: Boulderbranch Golem
Liquimetal Coating
0.0 You don’t want to be doing this. For the most part, this effect is meaningless! There are of course some cornercases – like if you have a card that destroys artifacts you can make it destroy any permanent – or if you need another artifact in play for some effect it can do that, but there’s a reason I said “corner cases.” This just doesn’t do enough.
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.
Cradle Clearcutter
3.0 A three mana 1/3 that taps for one Green is a 2.0 – and maybe a 2.5 in this set, which has lots of reasons to ramp. In some ways, I feel like casting this as the bigger version is less attractive, as you are less likely to want a bunch of mana, even in this format – but hey, sometimes it will ramp you into something
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.
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
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.
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!
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
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
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.
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 5: Excavation Explosion
Chromatic Star
2.0 Because this is a noncreature spell and an artifact that replaces itself, it is going to be very playable, as multiple decks in this format care about that stuff. It also fixes your mana of course, though it is a bit clunky if you’re just using it for those purposes
Meticulous Excavation
0.0 I don’t think this is very good. It does give you ways to rebuy ETB abilities and the like, but it asks for a ton of mana that you’re only going to have available in the extreme late game. And yes, with powerstones around this will be easier to use, but I don’t think that makes enough of a difference. The whole Unearth part of the card is kind of silly too, because to take advantage of it, you’re going to need to pay to Unearth a creature and then pay three more to return it to your hand so you get to keep it around. That’s just not a reasonable expectation.
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
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
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.
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
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.
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
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.
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
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 1 Pick 6: Boulderbranch Golem
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
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
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.
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
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.
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
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
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
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
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 7: Mishra's Research Desk
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.
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
Mishra's Research Desk
1.5 This is kind of cool, as it gives you an artifact that can draw you two cards – which yeah, that’s a 2-for-1. Problem is, when you Unearth it and sacrifice it you have to pay three mana upfront, which reduces the number of things you can actually play with the card, but at least you can play lands off of it! Sometimes you’ll also be able to treat it as sacrifice fodder, which seems fine
Aeronaut Cavalry
3.0 You often end up paying 5 mana for 4/5 worth of stats here, and ¾ of it has flying! That’s a pretty good deal, and the format has plenty of soldiers for this to do its thing, especially in Blue-White.
Powerstone Engineer
2.0 Trading this off and getting a powerstone in the process seems fine.
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.
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.
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
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.
Pack 1 Pick 8: Unleash Shell
Soul-Guide Lantern
2.0 This is another artifact that replaces itself, making it useful in the format. It also hates on the graveyard – something else of value in a format with Unearth and a couple of graveyard decks. You can main deck this pretty happily
Powerstone Engineer
2.0 Trading this off and getting a powerstone in the process seems fine.
Airlift Chaplain
3.0 Chances are decent you’ll hit something you can get back with the mill trigger, and if you don’t or choose not to get something back, you get a three mana 2/2 with Flying that loaded your graveyard some, which is pretty nice.
Sibling Rivalry
0.5 // 3.0 This format has a very real Sacrifice deck in it, meaning that Sibling Rivalry is going to be pretty well-positioned, as the best thing to do with these is to steal an opposing creature or artifact and sacrifice it to one of your sacrifice outlets – like the Minotaur we saw earlier. This also gives you a powerstone, which gives you something else to sacrifice in many cases! This is definitely a build around, as it isn’t very good in just any deck in the format
Unleash Shell
3.0 5 mana is a lot, but at least its an Instant! It can deal with most creatures in the format too, and Shocking your opponent in the face when you use it is definitely some decent additional upside. The problem with paying 5 for this effect is you’’ll often have to use it on a creature that costs less, and you’re losing some serious tempo when you do that – and sometimes you just can’t get the mana to deal with a cheap creature and that’s a problem too. You don’t really want more than one of these most of the time, because they are so expensive, but I do think the first copy should be valued reasonably highly
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.
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.
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 1 Pick 9: Monastery Swiftspear
Monastery Swiftspear
2.5 This is a pretty spicy reprint for constructed! It isn’t nearly as good in Limited, though. It just isn’t that easy to load up on enough spells to trigger it, and it also has diminishing returns as the game goes on. That said it is still solid, just not “one of the best Limited one drops ever” good
Tomakul Honor Guard
2.0 This has solid stats, and cheap removal will cost extra to destroy it! The format does have a bunch of 1/1 tokens, though, and that always makes a 3/1 sad
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.
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.
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
Aeronaut Cavalry
3.0 You often end up paying 5 mana for 4/5 worth of stats here, and ¾ of it has flying! That’s a pretty good deal, and the format has plenty of soldiers for this to do its thing, especially in Blue-White.
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 10: Disenchant
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.
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.
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.
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
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
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.
Pack 1 Pick 11: Involuntary Cooldown
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.
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
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.
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.
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 1 Pick 12: Cradle Clearcutter
Liquimetal Coating
0.0 You don’t want to be doing this. For the most part, this effect is meaningless! There are of course some cornercases – like if you have a card that destroys artifacts you can make it destroy any permanent – or if you need another artifact in play for some effect it can do that, but there’s a reason I said “corner cases.” This just doesn’t do enough.
Cradle Clearcutter
3.0 A three mana 1/3 that taps for one Green is a 2.0 – and maybe a 2.5 in this set, which has lots of reasons to ramp. In some ways, I feel like casting this as the bigger version is less attractive, as you are less likely to want a bunch of mana, even in this format – but hey, sometimes it will ramp you into something
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
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.
Pack 1 Pick 13: Loran's Escape
Meticulous Excavation
0.0 I don’t think this is very good. It does give you ways to rebuy ETB abilities and the like, but it asks for a ton of mana that you’re only going to have available in the extreme late game. And yes, with powerstones around this will be easier to use, but I don’t think that makes enough of a difference. The whole Unearth part of the card is kind of silly too, because to take advantage of it, you’re going to need to pay to Unearth a creature and then pay three more to return it to your hand so you get to keep it around. That’s just not a reasonable expectation.
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.
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 1 Pick 14: Gaea's Gift
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
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 15: Gnawing Vermin
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
Pack 2 Pick 1: Teething Wurmlet
Quietus Spike
1.0 This isn’t very good. 3 to play and 3 to equip for death touch is a lot even with power stones. And sure, if you hit your opponent they lose some life! But the creature wielding this really can’t kill the opponent on its own since it is always half, and you’re far from guaranteed to actually get your creature in for damage. Sure, your opponent has to trade with whatever you equipped it too, but that’s often a pretty big deal because of the amount of work it takes just to equip this
Teething Wurmlet
4.0 This is quite the one drop! Gaining one life every single time an artifact enters under your control is nice, but the fact you can get a counter on this once a turn is great, especially because it counts things like powerstones entering the battlefield
Thopter Mechanic
3.5 I am already in on a two mana 2/1 that makes a Thopter token when it dies, so adding the card draw upside here is just gravy!
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
Iron-Craw Crusher
3.5 This can buff itself, so it attacks as a 4/5 when a prototype, and as an 8/6 when you cast it the regular way – and it comes with the upside of offering that pump to other creatures, which is pretty great
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
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
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
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
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.
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
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
Airlift Chaplain
3.0 Chances are decent you’ll hit something you can get back with the mill trigger, and if you don’t or choose not to get something back, you get a three mana 2/2 with Flying that loaded your graveyard some, which is pretty nice.
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 2: Take Flight
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
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!
Take Flight
3.5 This is quite the Aura! +1/+0 and Flying is going to make a lot of creatures problematic, and because you get to draw a card when your creature attacks, it helps get around the dangerous 2-for-1 downside that is inherent with an Aura. If the creature you put this on is allowed to continue unchecked, you’re just going to win.
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.
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.
Prison Sentence
3.5 Arrest is always nice, and this comes with Scry 2 upside, so it is certainly premium. The format does have a sacrifice deck, which weakens a card like this, but it still looks pretty darn good.
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
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
Burrowing Razormaw
2.0 This has some reasonable stats and does a good job of loading your graveyard
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
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.
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.
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
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 3: Fallaji Dragon Engine
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.
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.
Fallaji Dragon Engine
3.0 So, a three mana ⅓ with Flying that can raise its power is probably a 2.5, and an 8 mana 5/5 Flyer with that ability is probably a 1.5. However, a card that can be either of those things is significantly better, especially in a set with an Artifact theme!
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
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
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
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
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
Powerstone Engineer
2.0 Trading this off and getting a powerstone in the process seems fine.
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.
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.
Airlift Chaplain
3.0 Chances are decent you’ll hit something you can get back with the mill trigger, and if you don’t or choose not to get something back, you get a three mana 2/2 with Flying that loaded your graveyard some, which is pretty nice.
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.
Pack 2 Pick 4: Horned Stoneseeker
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.
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
Horned Stoneseeker
4.0 A two mana 2/2 with Menace is a pretty sweet rate, so the fact this hooks you up with a powerstone is big upside – even if you have to give up a powerstone when the Stoneeker goes down
Tower Worker
2.0 Ramp is a real thing in this format, so this will certainly be seeing some play. Getting the other two Assembly-Workers in play at the same time is a fun goal, but don’t count on it
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
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
Fallaji Archaeologist
2.5 This is a cool design. It will either be a two mana ¼ – which is passable – or a two mana 0/3 that gets you something from the graveyard. Now, keep in mind you only get the card back if it is among those that are milled – and this only hits noncreature nonlands, so you may wiff sometimes. But if you’re a spell heavy deck in the format – which generally means UR – it seems like this will do what you want it to do most of the time, and at least you get a consolation prize if you do wiff.
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.
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
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 2 Pick 5: Iron-Craw Crusher
Iron-Craw Crusher
3.5 This can buff itself, so it attacks as a 4/5 when a prototype, and as an 8/6 when you cast it the regular way – and it comes with the upside of offering that pump to other creatures, which is pretty great
Gaea's Courser
3.5 This is a great payoff for loading the graveyard. In Black/Green decks especially, it will generate some 2-for-1s or better.
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
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
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.
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
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
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
Airlift Chaplain
3.0 Chances are decent you’ll hit something you can get back with the mill trigger, and if you don’t or choose not to get something back, you get a three mana 2/2 with Flying that loaded your graveyard some, which is pretty nice.
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!
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.
Pack 2 Pick 6: Excavation Explosion
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
Slagstone Refinery
1.0 Even in a set with a sacrifice theme going on, this doesn’t feel very good. 4 mana is a ton for something that won’t do much for at least a turn, and while the format does have a sacrifice deck, it just feels like you’re spending too much mana for minimal upside
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.
Fallaji Archaeologist
2.5 This is a cool design. It will either be a two mana ¼ – which is passable – or a two mana 0/3 that gets you something from the graveyard. Now, keep in mind you only get the card back if it is among those that are milled – and this only hits noncreature nonlands, so you may wiff sometimes. But if you’re a spell heavy deck in the format – which generally means UR – it seems like this will do what you want it to do most of the time, and at least you get a consolation prize if you do wiff.
Tomakul Honor Guard
2.0 This has solid stats, and cheap removal will cost extra to destroy it! The format does have a bunch of 1/1 tokens, though, and that always makes a 3/1 sad
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.
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
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
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.
Pack 2 Pick 7: Bitter Reunion
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.
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
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.
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.
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
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.
Tower Worker
2.0 Ramp is a real thing in this format, so this will certainly be seeing some play. Getting the other two Assembly-Workers in play at the same time is a fun goal, but don’t count on it
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
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 8: Rust Goliath
The Fall of Kroog
0.5 As usual, land destruction tends to be pretty bad in Limited. There aren’t enough powerful nonbasics around, so you find yourself just destroying regular lands, and doing that for six mana isn’t really where you want to be. Land destruction at that stage often has a minimal impact on the game. And sure, this adds a bolt to the face and can kill some X/1s, but I still don’t feel like its enough to play this thing
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.
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
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
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.
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
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.
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Pack 2 Pick 9: Blanchwood Prowler
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
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
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
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
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
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 10: Penregon Strongbull
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!
Burrowing Razormaw
2.0 This has some reasonable stats and does a good job of loading your graveyard
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
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.
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
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 11: Penregon Strongbull
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.
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
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
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
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.
Pack 2 Pick 12: Penregon Strongbull
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
Tower Worker
2.0 Ramp is a real thing in this format, so this will certainly be seeing some play. Getting the other two Assembly-Workers in play at the same time is a fun goal, but don’t count on it
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
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 2 Pick 13: Gaea's Gift
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
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
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.
Pack 2 Pick 14: Argothian Sprite
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
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
Pack 2 Pick 15: Wasteful Harvest
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
Pack 3 Pick 1: Keening Stone
Keening Stone
0.5 Mill strategies are often bad in Limited, but this is one that might have some uses in the format, especially if you’re playing against the Black/Green self-mill deck, which will rapidly load its graveyard, allowing you to mill them out with one or two uses of this thing. Still, it costs a ton of mana to play and a ton of mana to activate, and sometimes won’t do anything at all! It is probably just a sideboard card – and not even that good of one.
Painful Quandary
0.0 This is a reprint, and it was bad last time.. The problem is that your opponent can find ways to set up situations where it is easy for them to choose an option that doesn’t really hurt them that much. There are definitely times where playing this can be a huge problem, but there are also plenty of times where playing this has a minimal impact on the game – and those will be far more common.
Horned Stoneseeker
4.0 A two mana 2/2 with Menace is a pretty sweet rate, so the fact this hooks you up with a powerstone is big upside – even if you have to give up a powerstone when the Stoneeker goes down
Meticulous Excavation
0.0 I don’t think this is very good. It does give you ways to rebuy ETB abilities and the like, but it asks for a ton of mana that you’re only going to have available in the extreme late game. And yes, with powerstones around this will be easier to use, but I don’t think that makes enough of a difference. The whole Unearth part of the card is kind of silly too, because to take advantage of it, you’re going to need to pay to Unearth a creature and then pay three more to return it to your hand so you get to keep it around. That’s just not a reasonable expectation.
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
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
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
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.
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.
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
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.
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.
Argothian Opportunist
3.0 This seems like a bread-and-butter Common for Green decks. It has passable stats and gets you some power stone ramp going.
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
Pack 3 Pick 2: Bushwhack
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
Soul Partition
2.0 This is interesting. It is mostly just going to generate tempo for you when you use it on your opponent, since they will ultimately be able to cast the card – just for an increased tax. Using it on your own stuff is certainly a thing, if you want to rebuy ETBs and stuff, but you still have to pay the cost for the card again, which is way worse than just blinking or flickering something. It is basically a White version of a bounce spell in a lot of ways – though making them pay extra does make it better than straight up bounce in some ways. Ultimately, you’re going to get nice tempo but go down a card when you cast this.
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.
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.
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.
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
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
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
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!
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
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.
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
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.
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
Pack 3 Pick 3: Epic Confrontation
Mishra's Bauble
1.5 This is a free artifact that replaces itself, though it does take a whole turn to actually replace itself, so the UR deck won’t be quite as excited about this one
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
Iron-Craw Crusher
3.5 This can buff itself, so it attacks as a 4/5 when a prototype, and as an 8/6 when you cast it the regular way – and it comes with the upside of offering that pump to other creatures, which is pretty great
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
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.
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
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.
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.
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.
Aeronaut Cavalry
3.0 You often end up paying 5 mana for 4/5 worth of stats here, and ¾ of it has flying! That’s a pretty good deal, and the format has plenty of soldiers for this to do its thing, especially in Blue-White.
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
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
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 3 Pick 4: Energy Refractor
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
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
Lay Down Arms
3.0 This is at its best if you go mono-white, and at the very least you do need to be pretty heavy into White – like 10+ Plains – but as long as you can use this to consistently hit things with a mana value of three or less, it is going to be a very good removal spell, and I think that is certainly something most decks can achieve. It gets better if you go harder into White, of course.
Tower Worker
2.0 Ramp is a real thing in this format, so this will certainly be seeing some play. Getting the other two Assembly-Workers in play at the same time is a fun goal, but don’t count on it
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
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.
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.
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
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
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
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.
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.
Pack 3 Pick 5: Ichor Wellspring
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
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
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
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.
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.
Blitz Automaton
3.0 A three mana 3/2 with Haste is right around a 2.5, so adding the more expensive upside of this being a 6/4 with Haste sometimes is nice. Yes, 7 mana for a 6/4 with Haste is an awful rate, but the modality of all of these prototype cards is great in Limited!
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.
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
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
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.
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
Pack 3 Pick 6: Epic Confrontation
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
Thopter Mechanic
3.5 I am already in on a two mana 2/1 that makes a Thopter token when it dies, so adding the card draw upside here is just gravy!
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.
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.
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.
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
Fallaji Archaeologist
2.5 This is a cool design. It will either be a two mana ¼ – which is passable – or a two mana 0/3 that gets you something from the graveyard. Now, keep in mind you only get the card back if it is among those that are milled – and this only hits noncreature nonlands, so you may wiff sometimes. But if you’re a spell heavy deck in the format – which generally means UR – it seems like this will do what you want it to do most of the time, and at least you get a consolation prize if you do wiff.
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
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
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
Pack 3 Pick 7: Keeper of the Cadence
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.
Symmetry Matrix
0.0 // 3.0 This is a build around that can definitely work sometimes, but this format doesn’t actually have a heavy symmetry theme going on. The one place where it might work most often is in a deck that has lots of creature tokens, as those are all symmetrical in the format. But yeah, you need 7+ creatures/cards that can trigger the Matrix for it to be worth it, and the fact you pay 4 and don’t add to the board at first is always pretty rough
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
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
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
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.
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
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
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
Pack 3 Pick 8: Arbalest Engineers
Third Path Iconoclast
3.5 This is basically a gold version of Young Pyromancer – it is harder to cast than the ‘mancer, but it also counts all noncreature spells and not just instants and sorceries! This thing can generate quite the army and make all of your spells significantly better
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.
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
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
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.
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.
Sibling Rivalry
0.5 // 3.0 This format has a very real Sacrifice deck in it, meaning that Sibling Rivalry is going to be pretty well-positioned, as the best thing to do with these is to steal an opposing creature or artifact and sacrifice it to one of your sacrifice outlets – like the Minotaur we saw earlier. This also gives you a powerstone, which gives you something else to sacrifice in many cases! This is definitely a build around, as it isn’t very good in just any deck in the format
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 3 Pick 9: Rust Goliath
Meticulous Excavation
0.0 I don’t think this is very good. It does give you ways to rebuy ETB abilities and the like, but it asks for a ton of mana that you’re only going to have available in the extreme late game. And yes, with powerstones around this will be easier to use, but I don’t think that makes enough of a difference. The whole Unearth part of the card is kind of silly too, because to take advantage of it, you’re going to need to pay to Unearth a creature and then pay three more to return it to your hand so you get to keep it around. That’s just not a reasonable expectation.
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
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
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
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
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
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
Pack 3 Pick 10: Argothian Sprite
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.
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
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
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
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.
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
Pack 3 Pick 11: Energy Refractor
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
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
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.
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.
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
Pack 3 Pick 12: Penregon Strongbull
Tower Worker
2.0 Ramp is a real thing in this format, so this will certainly be seeing some play. Getting the other two Assembly-Workers in play at the same time is a fun goal, but don’t count on it
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
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
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.
Pack 3 Pick 13: Blanchwood Prowler
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.
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.
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
Pack 3 Pick 14: Goblin Blast-Runner
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
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
Pack 3 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.