Foundry Inspector
3.5 This looks amazing in this format, because most decks are going to have 7+ artifacts, and some will have even more! This makes your artifacts easy to cast while adding a very real body to the board – that makes it a heck of a lot better than something like Cloud Key.
Underground River
2.5 These do a good job of fixing your mana for you. They will probably be a little better here than in Dominaria United, because this format doesn’t have Domain and a cycle of common dual lands that are better!
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.
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.
Splitting the Powerstone
1.0 I don’t love this. It is super clunky as a Sorcery, especially because the Powerstones you get back enter tapped. And sure, sometimes you get to draw a card – but that won’t happen often enough. They mostly went for a cool flavor win here with the “legendary” clause on the card, and this is certainly flavorful – but pretty bad for Limited. Giving up an Artifact for two Powerstones just doesn’t seem like what I want to be doing most of the time. You can combine it with Unearth, or even sacrifice a powerstone to it, but I’m still not seeing this be very effective.
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
Mine Worker
1.5 If this format had a life gain deck, it would be way better. As is, it is fairly mediocre, as it has poor stats and an ability that doesn’t really do enough. Obviously if you can get the Tron going here you’re going to be happier, but even with all three at Common, I wouldn’t count on that
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
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.
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.
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
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
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.
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.
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
Pack 1 Pick 2: Levitating Statue
Quicksilver Amulet
0.0 Yeah, no. This kind of effect is easy to overrate because you think of the ideal situation of slamming some monster into play, but that’s hard to consistently line up in Limited, and this asks for so much mana to do its job that it almost isn’t worth it anyway. This kind of thing also never gives you an actual card of value, because it basically just gives you a discount. It does let you play a creature at instant speed, which is something – but we’ve seen this card and cards like it before, and they’re always awful in Limited.
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.
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
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.
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!
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.
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
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
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.
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
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
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.
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
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 3: Powerstone Fracture
Elsewhere Flask
1.5 This replaces itself, and that is enough in this format for it to be decent enough, since the UR deck likes casting nocnreature spells and several decks like artifacts. It can also fix your mana a bit, but that’s a small part of what this card does.
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
Sardian Cliffstomper
1.0 // 2.5 This isn’t especially impressive to me, even if you end up in mono-red – and it is pretty much unplayable if you’re not in mono-red. Sure, it can get some high power, but without evasion to take advantage of it, I’m not that excited about it. And yeah, it only costs two mana, but the fact it only starts doing its thing once you have four mountains is a pretty big hurdle
Argivian Avenger
2.0 This is a fun reference to lots of older cards with similar abilities, but I think this seems fairly underwhelming overall, even in a format where powerstones will make casting it and using its abilities easier. It just has such underwhelming base stats, and while gaining key words is nice and all, the fact its stats get worse when you do it doesn’t have me that interested
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
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.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
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.
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
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
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.
Powerstone Engineer
2.0 Trading this off and getting a powerstone in the process seems fine.
Pack 1 Pick 4: Mightstone's Animation
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
Transmogrant Altar
1.0 // 3.0 There is a pretty real sacrifice deck in this format, so I am very intrigued by this. There is plenty of fodder and payoffs for sacrificing, so generating extra value when you use either of these abilities isn’t far-fetched, and that seems pretty darn good. In that sort of deck, this looks like it could be a very real engine. I think it needs a build around grade for sure, as it probably doesn’t make sense outside of Black-Red. If you can’t get some extra stuff out of sacrificing things, this isn’t nearly as good.
Splitting the Powerstone
1.0 I don’t love this. It is super clunky as a Sorcery, especially because the Powerstones you get back enter tapped. And sure, sometimes you get to draw a card – but that won’t happen often enough. They mostly went for a cool flavor win here with the “legendary” clause on the card, and this is certainly flavorful – but pretty bad for Limited. Giving up an Artifact for two Powerstones just doesn’t seem like what I want to be doing most of the time. You can combine it with Unearth, or even sacrifice a powerstone to it, but I’m still not seeing this be very effective.
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
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
Tocasia's Dig Site
1.5 This isn’t great for your mana, but having a repeatable source of Surveil is going to be worth it in some decks, because it can both laid your graveyard and improve your card quality. Three mana is a lot for sure, and that’s an ability you’ll only be using when you have nothing better to do – but hey, it will find you something to do eventually!
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.
Mightstone's Animation
3.0 In most formats this kind of effect is overwhelming, but THIS format has a ton of Powerstones running around, and paying 4 to make one into a 4/4 is definitely something you can do, especially because this can replace itself. In a pinch, you can even put it on something that is already a creature, but generally for full value you’ll want to stick this on a powerstone or other noncreature artifact, as that is far more of an upgrade. The card draw effect will also trigger the draw 2 payoffs for the Blue-Black deck.
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.
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
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
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
Pack 1 Pick 5: Stern Lesson
Thopter Architect
3.5 This is a pretty nice artifact payoff, as sending your best creature into the air can result in combat shifting much more in your favor! It even counts powerstones and the like, which is nice
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.
Reconstructed Thopter
2.5 A three mana 2/1 Flyer isn’t great these days, but this comes with the upside of an important card type and Unearth, which certainly allows it to generate some more value
Mine Worker
1.5 If this format had a life gain deck, it would be way better. As is, it is fairly mediocre, as it has poor stats and an ability that doesn’t really do enough. Obviously if you can get the Tron going here you’re going to be happier, but even with all three at Common, I wouldn’t count on that
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
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Mishra's 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
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
Stern Lesson
2.5 This is a solid card that will slot nicely into the spell decks and the artifact decks – especially the ramp-oriented artifact deck. Three mana to draw two and discard one on its own on an instant is usually kind of alright, and I do think the Powerstone upside here is enough for this to be a one-of in most Blue decks in the format. Any noncreature spell that draws you cards will be welcome in Blue-Red too.
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 1 Pick 6: Coastal Bulwark
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
Disciples of Gix
2.0 The idea here is that you can search up stuff that you can get value out of while it is in the graveyard, and there are certainly Artifacts with Unearth in this set – but the fact it doesn’t let you search up creatures more broadly is a little frustrating, especially because the Black-Green deck in the format demands creatures be in the graveyard in particular. Still, lots of Artifacts in the set are creatures, so it will be able to help out that kind of deck a decent chunk of the time. The stats are bad, but I feel like this ETB will feel like you’re drawing a card
Ashnod's Intervention
1.0 Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
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.
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
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
Coastal Bulwark
2.0 Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
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.
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 7: Curate
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.
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.
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.
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!
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
Ashnod's Intervention
1.0 Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
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
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
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 1 Pick 8: Wing Commando
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.
Wing Commando
3.5 We have seen a three mana 2/2 Flyer with Prowess before, and it was really good, and I think this will be too. This will be a 3/3 a significant chunk of the time, and any time you attack your opponent with it they have to consider the threat of activation, often making it very hard to block this.
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
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
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
Powerstone Engineer
2.0 Trading this off and getting a powerstone in the process seems fine.
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
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 1 Pick 9: Supply Drop
Splitting the Powerstone
1.0 I don’t love this. It is super clunky as a Sorcery, especially because the Powerstones you get back enter tapped. And sure, sometimes you get to draw a card – but that won’t happen often enough. They mostly went for a cool flavor win here with the “legendary” clause on the card, and this is certainly flavorful – but pretty bad for Limited. Giving up an Artifact for two Powerstones just doesn’t seem like what I want to be doing most of the time. You can combine it with Unearth, or even sacrifice a powerstone to it, but I’m still not seeing this be very effective.
Mine Worker
1.5 If this format had a life gain deck, it would be way better. As is, it is fairly mediocre, as it has poor stats and an ability that doesn’t really do enough. Obviously if you can get the Tron going here you’re going to be happier, but even with all three at Common, I wouldn’t count on that
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
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.
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
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
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
Pack 1 Pick 10: Tocasia's Onulet
Quicksilver Amulet
0.0 Yeah, no. This kind of effect is easy to overrate because you think of the ideal situation of slamming some monster into play, but that’s hard to consistently line up in Limited, and this asks for so much mana to do its job that it almost isn’t worth it anyway. This kind of thing also never gives you an actual card of value, because it basically just gives you a discount. It does let you play a creature at instant speed, which is something – but we’ve seen this card and cards like it before, and they’re always awful in Limited.
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!
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
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
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
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 11: Urza's Rebuff
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
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.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
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 1 Pick 12: Carrion Locust
Transmogrant Altar
1.0 // 3.0 There is a pretty real sacrifice deck in this format, so I am very intrigued by this. There is plenty of fodder and payoffs for sacrificing, so generating extra value when you use either of these abilities isn’t far-fetched, and that seems pretty darn good. In that sort of deck, this looks like it could be a very real engine. I think it needs a build around grade for sure, as it probably doesn’t make sense outside of Black-Red. If you can’t get some extra stuff out of sacrificing things, this isn’t nearly as good.
Splitting the Powerstone
1.0 I don’t love this. It is super clunky as a Sorcery, especially because the Powerstones you get back enter tapped. And sure, sometimes you get to draw a card – but that won’t happen often enough. They mostly went for a cool flavor win here with the “legendary” clause on the card, and this is certainly flavorful – but pretty bad for Limited. Giving up an Artifact for two Powerstones just doesn’t seem like what I want to be doing most of the time. You can combine it with Unearth, or even sacrifice a powerstone to it, but I’m still not seeing this be very effective.
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
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
Pack 1 Pick 13: Mine Worker
Mine Worker
1.5 If this format had a life gain deck, it would be way better. As is, it is fairly mediocre, as it has poor stats and an ability that doesn’t really do enough. Obviously if you can get the Tron going here you’re going to be happier, but even with all three at Common, I wouldn’t count on that
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Mishra's 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
Pack 1 Pick 14: Desynchronize
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.
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 15: Demolition Field
Demolition Field
0.0 This card is basically Field of Ruin, and that’s a card that just isn’t worth running in Limited. Sure, it can sort of fix your mana, but this format won’t have so many basic lands that you can count on that consistently, and your opponent gets some help too! It isn’t good for your mana base and it has an ability that isn’t good in Limited.
Pack 2 Pick 1: Clay Champion
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
Clay Champion
4.5 So, if you just pay 4 for this and you happen to be able to pay double green AND double white, you’re going to end up with a 5/5 that puts two +1/+1 counters on your creatures. If that’s always what this was doing, that would be an easy bomb. And, the fact you can sink even more mana into it is pretty great! If we’re being realistic though, casting this for 4 with double of both colors won’t line up that well in Limited, certainly not ona actual turn 4. Still, it isn’t an impossible amount of mana to produce, and even if you are only managing to trigger one of its ETB abilities, you’re still getting a pretty good deal. Yeah, I think this probably sneaks into the lower bomb range – with the caveat that you need to be Green/White to really take full advantage.
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!
Obstinate Baloth
4.0 A 4-mana 4/4 that gains you 4 when it enters is just a great card in Limited. It gives you an efficient creature and a very relevant body to help you pull ahead if your opponent was having an aggressive start
Gruesome Realization
2.5 Paying three mana to draw 2 and pay 2 life is a solid card in most Limited formats, so having the option of using this to sweep away some small creatures is a nice addition
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
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
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
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
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
Powerstone Engineer
2.0 Trading this off and getting a powerstone in the process seems fine.
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.
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
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
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Pack 2 Pick 2: Arcane Proxy
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.
Arcane Proxy
3.5 Playing this for three and copying a cheap spell is going to be a great feeling, and it is certainly doable! Casting it the regular way also gives you even more options from the graveyard, though obviousy that is a much bigger investment.
Su-Chi Cave Guard
4.0 This is a quality thing to ramp into with your Powerstones. It is huge, hard to kill, and can play offense and defense! Plus, if it dies, it gives you a whole bunch of mana, and this format has a decent number of mana sinks around since they wanted you to have stuff to do with your power stones
Evangel of Synthesis
3.5 A two mana ⅔ that loots on ETB is a nice card. It is also nice that this is both an enabler and a payoff for the draw extra cards deck, though it is a little sad that it will technically trigger the turn you play it, it just won’t matter
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Boulderbranch Golem
3.5 A 4-mana 3/3 that gains you 3 life when it enters is a 2.5, and the upside here is going to be the kind of card that really allows you to stabilize, as a 6/5 that gains you 6 is going to make any opponent having a fast start very sad. This is one of Green’s best Commons
Trench Stalker
2.0 If this always had death touch and life link, it would be a 3.5. That’s just a very real creature that can’t be ignored! Unfortunately, it doesn’t always have those keywords – though getting them online will be easy enough in the Blue-Black deck.
Machine Over Matter
2.0 This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
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.
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
Ravenous Gigamole
2.5 This loads your graveyard, and will frequently also get you something back – when it doesn’t, it is a 4-mana ¾ -- which isn’t great, but because you’re interested in graveyard stuff, putting those cards in the graveyard definitely matters.
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Military Discipline
1.5 The turn you cast this, it will definitely help your creature win combat, and then you get a permanent +1/+0 effect to stick around. This will definitely generate some serious tempo sometimes, allowing your creature to survive against something that costs a lot more mana! It does have the inherent risks auras have, and you have to be careful about playing this, but I think this seems solid.
Pack 2 Pick 3: Hurkyl, Master Wizard
Sword of the Meek
2.0 Two to play and two to equip for this bonus is probably a 1.5, but this format actually has some stuff going on that makes this interesting. While you can’t go full on Thopter-Sword combo, the format does have a lot of 1/1 creature tokens. So, sacrificing this to something in the Black-Red deck, and then making a creature token one way or another means you get it back and at that point you’ve gotten some nice value – and you can even sacrifice it again if you have the means.
Hurkyl, Master Wizard
4.0 This has a neat design, and it seems like she will draw you a card often enough to be pretty good. It is a bit of a bummer she doesn’t count creatures, as those are likely to be the most prevalent type in your deck, but you have a pretty good shot at hitting artifacts with her too. Some Blue decks will undoubtedly also have enough instants and/or sorceries to make her work. But yeah, seems like she will draw you a card about half the time, and that’s pretty strong. She can actually draw you multiple cards too, if you cast multiple spells with different noncreature types during your turn.
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
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.
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
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
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
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
Conscripted Infantry
2.5 A three mana 3/1 is far from ideal, but this does leave behind a 1/1 when it dies, meaning it is good sacrifice fodder
Mine Worker
1.5 If this format had a life gain deck, it would be way better. As is, it is fairly mediocre, as it has poor stats and an ability that doesn’t really do enough. Obviously if you can get the Tron going here you’re going to be happier, but even with all three at Common, I wouldn’t count on that
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
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
Warlord's Elite
1.5 A three mana 4/4 is nice and all, but not incredible, and this makes you jump through some significant hoops to actually get it into play. Tapping lands or creatures to play this feels like it will be a pretty big pain most of the time, and overall it feels like this will effectively be a 5-mana 4/4 pretty often
Pack 2 Pick 4: Powerstone Fracture
The Stone Brain
0.0 As usual, this kind of card is unplayable in Limited. You generally don’t have the necessary knowledge of your opponent’s deck to take full advantage of a card like this, and even when you do it still isn’t very good most of the time, especially because this version lets your opponent draw a card if you hit a card in their hand! Even if you do hit a card in your opponent’s deck, you are basically going to feel like you have mulliganed, since hitting one card in your opponent’s deck just doesn’t do enough in Limited. Basically, you go down a card for no real effect on the game, and you never want that in Limited. This is a card that makes sense in constructed, where it can rip apart a combo deck – but that’s just not a thing here
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
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
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
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.
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
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
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
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!
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.
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
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 2 Pick 5: Gurgling Anointer
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.
Gurgling Anointer
4.0 This is a very impressive Uncommon. The Blue-Black deck in the format is all about drawing extra cards and getting value out of it, and this is going to be your premier payoff for doing so, because its crazy! Not only does it get larger and larger – which is great on a Flyer – it also lets you reanimate something when it dies. Directly to the board! And sure, your creature needs to have high enough power to make it happen, but because it is “less than or equal to” just getting it to 2 power will often allow you to reap the benefits and get that 2-for-1. So yeah, if it stays in play it wins the game by attacking, and if your opponent deals with it they get 2-for-1’d. Yeah, I wouldn’t have been surprised if this were a rare – but its an Uncommon..one that I think is better than most rares.
Thran Power Suit
1.5 On its own, this is a two mana to play and two to equip equipment that grants +1/+1 and Ward 2. The Ward 2 is a pretty nice thing to have, as it makes your investment in equipping it feel a little less painful.
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
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.
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
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 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
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.
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
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Pack 2 Pick 6: Emergency Weld
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
Gruesome Realization
2.5 Paying three mana to draw 2 and pay 2 life is a solid card in most Limited formats, so having the option of using this to sweep away some small creatures is a nice addition
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.
Junkyard Genius
3.5 As usual, Black-Red has a sacrifice theme – one that feels a lot like what we saw in Forgotten Realms, a few sets back. It can sacrifice creatures, but can also sacrifice a plentiful artifact token resource in the set – in this case, Powerstones. This comes with one of those stones, so you can use this ability without any extra help, and it is a pretty strong one! +1/+0 and Menace makes a board a heck of a lot more imposing, and there is plenty of other sacrifice support in the set. The one thing this doesn’t have going for it is the awful stat-line, but it largely overcomes that to be a pretty powerful signpost Uncommon
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.
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.
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
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
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
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Pack 2 Pick 7: Powerstone Fracture
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
Sardian Cliffstomper
1.0 // 2.5 This isn’t especially impressive to me, even if you end up in mono-red – and it is pretty much unplayable if you’re not in mono-red. Sure, it can get some high power, but without evasion to take advantage of it, I’m not that excited about it. And yeah, it only costs two mana, but the fact it only starts doing its thing once you have four mountains is a pretty big hurdle
Su-Chi Cave Guard
4.0 This is a quality thing to ramp into with your Powerstones. It is huge, hard to kill, and can play offense and defense! Plus, if it dies, it gives you a whole bunch of mana, and this format has a decent number of mana sinks around since they wanted you to have stuff to do with your power stones
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
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
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
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
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.
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 2 Pick 8: Wing Commando
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.
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Wing Commando
3.5 We have seen a three mana 2/2 Flyer with Prowess before, and it was really good, and I think this will be too. This will be a 3/3 a significant chunk of the time, and any time you attack your opponent with it they have to consider the threat of activation, often making it very hard to block this.
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
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.
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.
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.
Military Discipline
1.5 The turn you cast this, it will definitely help your creature win combat, and then you get a permanent +1/+0 effect to stick around. This will definitely generate some serious tempo sometimes, allowing your creature to survive against something that costs a lot more mana! It does have the inherent risks auras have, and you have to be careful about playing this, but I think this seems solid.
Pack 2 Pick 9: Goring Warplow
Gruesome Realization
2.5 Paying three mana to draw 2 and pay 2 life is a solid card in most Limited formats, so having the option of using this to sweep away some small creatures is a nice addition
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
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
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
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.
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
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Pack 2 Pick 10: Evangel of Synthesis
Evangel of Synthesis
3.5 A two mana ⅔ that loots on ETB is a nice card. It is also nice that this is both an enabler and a payoff for the draw extra cards deck, though it is a little sad that it will technically trigger the turn you play it, it just won’t matter
Trench Stalker
2.0 If this always had death touch and life link, it would be a 3.5. That’s just a very real creature that can’t be ignored! Unfortunately, it doesn’t always have those keywords – though getting them online will be easy enough in the Blue-Black deck.
Machine Over Matter
2.0 This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
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.
Military Discipline
1.5 The turn you cast this, it will definitely help your creature win combat, and then you get a permanent +1/+0 effect to stick around. This will definitely generate some serious tempo sometimes, allowing your creature to survive against something that costs a lot more mana! It does have the inherent risks auras have, and you have to be careful about playing this, but I think this seems solid.
Pack 2 Pick 11: Lat-Nam Adept
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
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.
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
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
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
Pack 2 Pick 12: Symmetry Matrix
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
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
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
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 2 Pick 13: Liquimetal Coating
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.
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.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Pack 2 Pick 14: Koilos Roc
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.
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 15: Thraxodemon
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
Pack 3 Pick 1: Steel Seraph
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
Steel Seraph
5.0 This is a bomb. If you pay three for it, you get a super efficient creature who can give keyword abilities to your creatures – this can include itself, by the way, which is great! It makes your board sooo much better for a very low investment, and it can give a keyword ability right away! Then if you cast it the normal way for 6, you get a creature that is less efficient overall, but obviously – much larger. This is also strong enough to include in your deck even if you can never cast it as a Prototype
Skyfisher Spider
3.5 This is another very good signpost Uncommon. Having Bone Splinters stapled to a 3/3 with Reach is quite the deal, especially in a color pair with expendable bodies and a reason to put creatures in the graveyard. The life gain it gives you can really make a difference too! You shouldn’t always exile it of course, as getting this back for value is also quite good, but the life gain will be the way to go a decent percentage of the time
Recruitment Officer
3.0 This has nice base stats that can allow it to do some significant damage early, and a mana sink ability that can do some pretty serious work in the late game. It is definitely the least useful in the middle part of the game, when it isn’t big enough to matter and you don’t really have the mana to spend on the ability.
Loran, Disciple of History
3.0 This will usually be a 4-mana 3/3 that gets an artifact back from the graveyard, and that’s pretty good! White is unusually good at loading the graveyard, especially if you’re going with the Black-White deck, and the format has lots of artifacts, so it seems very doable. There aren’t a lot of legendary creatures in the set, so triggering it more than once isn’t going to happen very often.
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
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.
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
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
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
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.
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
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.
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
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
Pack 3 Pick 2: Evangel of Synthesis
Semblance Anvil
0.0 2-for-1ing yourself to get a discount on one type of spell isn’t what you want to be doing in Limited 99% of the time. You end up really putting yourself back, and only for a discount, which is basically never what you want to do
Tocasia, Dig Site Mentor
4.0 A 4-mana 4/3 that gives all of your creatures Vigilance and Surveil 1 is a really great card, even if you have to spend three different colors of mana! Her graveyard ability is also pretty absurd, but I wouldn’t count on being able to fully utilize it and have the mana to cast it all that often. Mostly, you’re just looking to keep her in play so you can dig deep in your library and load your graveyard.
Su-Chi Cave Guard
4.0 This is a quality thing to ramp into with your Powerstones. It is huge, hard to kill, and can play offense and defense! Plus, if it dies, it gives you a whole bunch of mana, and this format has a decent number of mana sinks around since they wanted you to have stuff to do with your power stones
Transmogrant Altar
1.0 // 3.0 There is a pretty real sacrifice deck in this format, so I am very intrigued by this. There is plenty of fodder and payoffs for sacrificing, so generating extra value when you use either of these abilities isn’t far-fetched, and that seems pretty darn good. In that sort of deck, this looks like it could be a very real engine. I think it needs a build around grade for sure, as it probably doesn’t make sense outside of Black-Red. If you can’t get some extra stuff out of sacrificing things, this isn’t nearly as good.
Evangel of Synthesis
3.5 A two mana ⅔ that loots on ETB is a nice card. It is also nice that this is both an enabler and a payoff for the draw extra cards deck, though it is a little sad that it will technically trigger the turn you play it, it just won’t matter
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!
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!
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.
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
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
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
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Scrapwork 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.
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.
Pack 3 Pick 3: Mightstone's Animation
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
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
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
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
Ashnod's Intervention
1.0 Returning the creature to your hand instead of to the battlefield is obviously a big downgrade from other versions of this effect we have seen before, but it does mean that you can use this to trade one-for-one for something while holding on to your creature. It can be especially nice if your creature has an ETB ability or something, but I kind of feel like the tempo hit you take in casting this to win combat is a little bit too much. This seems like it is efficient, but it really isn’t when you consider having to recast your creature. You can also use this with an Unearthed creature of course, but I still don’t feel like that’s enough upside.
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
Mightstone's Animation
3.0 In most formats this kind of effect is overwhelming, but THIS format has a ton of Powerstones running around, and paying 4 to make one into a 4/4 is definitely something you can do, especially because this can replace itself. In a pinch, you can even put it on something that is already a creature, but generally for full value you’ll want to stick this on a powerstone or other noncreature artifact, as that is far more of an upgrade. The card draw effect will also trigger the draw 2 payoffs for the Blue-Black deck.
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
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.
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
Burrowing Razormaw
2.0 This has some reasonable stats and does a good job of loading your graveyard
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.
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 3 Pick 4: Energy Refractor
Journeyer's Kite
1.0 This does basically let you draw a card for three mana, even if that card is always a land. Still, that does give you card advantage and even thins out your deck and helps you fix your mana. Powerstones make it more likely you can use this too, but there will still be a whole lot of times where you just don’t have the time or mana to use it.
Audacity
3.0 I like this Aura. It is basically a fixed Rancor, which is pretty fun. +2/+0 and Trample is enough to make a whole lot of creatures problematic, and the fact you get to draw a card when Audacity goes to the graveyard means you don’t have to worry about getting 2-for-1’d
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
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.
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
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
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.
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
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
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.
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.
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.
Pack 3 Pick 5: Disfigure
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.
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
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.
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
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.
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.
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 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.
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
Coastal Bulwark
2.0 Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
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 3 Pick 6: Evangel of Synthesis
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
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.
Evangel of Synthesis
3.5 A two mana ⅔ that loots on ETB is a nice card. It is also nice that this is both an enabler and a payoff for the draw extra cards deck, though it is a little sad that it will technically trigger the turn you play it, it just won’t matter
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
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
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.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
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.
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Pack 3 Pick 7: Evangel of Synthesis
Evangel of Synthesis
3.5 A two mana ⅔ that loots on ETB is a nice card. It is also nice that this is both an enabler and a payoff for the draw extra cards deck, though it is a little sad that it will technically trigger the turn you play it, it just won’t matter
Calamity's Wake
0.0 This isn’t here for Limited. You don’t really want to use up a card to hate on the graveyard and stop noncreature spells for the turn most of the time. It is kind of reasonable as a sideboard card in situations where your opponent has lots of graveyard action I guess, but even then I’m not ultra impressed with such a narrow hate effect that doesn’t really give you a card back.
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
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
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
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
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
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
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
Pack 3 Pick 8: Forging the Anchor
Forging the Anchor
1.5 It seems like most of the time this is just going to be a Divination – and one that you had to do some work with in order to actually draw two cards. Hitting three things with this will start to feel significantly better, and it is certainly a possibility in an artifact-heavy set, but the flip side of that is hitting 0-1 things. On average, this probably ends up worse than Divination, but it also has a higher ceiling.
Audacity
3.0 I like this Aura. It is basically a fixed Rancor, which is pretty fun. +2/+0 and Trample is enough to make a whole lot of creatures problematic, and the fact you get to draw a card when Audacity goes to the graveyard means you don’t have to worry about getting 2-for-1’d
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
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.
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
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
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
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 3 Pick 9: Ornithopter
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
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
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
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
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
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.
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 10: Goring Warplow
Su-Chi Cave Guard
4.0 This is a quality thing to ramp into with your Powerstones. It is huge, hard to kill, and can play offense and defense! Plus, if it dies, it gives you a whole bunch of mana, and this format has a decent number of mana sinks around since they wanted you to have stuff to do with your power stones
Transmogrant Altar
1.0 // 3.0 There is a pretty real sacrifice deck in this format, so I am very intrigued by this. There is plenty of fodder and payoffs for sacrificing, so generating extra value when you use either of these abilities isn’t far-fetched, and that seems pretty darn good. In that sort of deck, this looks like it could be a very real engine. I think it needs a build around grade for sure, as it probably doesn’t make sense outside of Black-Red. If you can’t get some extra stuff out of sacrificing things, this isn’t nearly as good.
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!
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.
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
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
Pack 3 Pick 11: Disfigure
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
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
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
Burrowing Razormaw
2.0 This has some reasonable stats and does a good job of loading your graveyard
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 3 Pick 12: Disfigure
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
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.
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
Scatter Ray
2.5 This looks like a very nice counterspell for the format, as creatures and artifacts are going to make up the bulk of spells in most decks. It isn’t a hard counter, but 4 mana is enough that it will be relevant all game long. One downside in this format: powerstones can be used to help pay for costs like this.
Pack 3 Pick 13: Retrieval Agent
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.
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.
Military Discipline
1.5 The turn you cast this, it will definitely help your creature win combat, and then you get a permanent +1/+0 effect to stick around. This will definitely generate some serious tempo sometimes, allowing your creature to survive against something that costs a lot more mana! It does have the inherent risks auras have, and you have to be careful about playing this, but I think this seems solid.
Pack 3 Pick 14: Urza's Rebuff
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Pack 3 Pick 15: Union of the Third Path
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