Vito, Thorn of the Dusk Rose
4.5 Vito might be a low-drop, but he really takes over games. If you already have ways to gain life he gets better, but because he can give your whole board lifelink anyway, he can really just do it all on his own – well, I guess he needs creatures, but you know what I mean. The damage he does and the life he gains you adds up in a big way, and he tends to be unbeatable if he is on the board for long.
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Siege Striker
2.5 So, generally, 3-mana 2/2s with Double Strike are a pretty good rate in Limited and most of the time, this will at least be capable of getting there -- though keep in mind that it can only get bigger from its ability when it attacks, so it doesn’t block quite as effectively as most double strikers. But still, this seems like a nice payoff for going wide, and really generates a creature who can represent a ton of damage on his own. Now, tapping down your creatures when you attack is no joke -- it isn’t something you’ll always have the time to do, and oftentimes just attacking with everything is better. However, sometimes you just need to send in one attacker, and this guy can do that for you.
Burlfist Oak
3.0 This will always be at least a 4/5 on your turn, and it can always threaten to get even larger with Instant speed draw spells. It is a little less impressive as a blocker, though, and it does die to lots of removal when its vulnerable.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Frost Breath
1.0 I am never a huge fan of this type of situational effect. Sure, you can use it offensive, to get some attacks in, or defensively, to make a creature miss two rounds of attacks, but there are too many situations where it doesn’t do anything. For these effects to be worth it they usually need something else going on.
Capture Sphere
3.0 This is always pretty good removal for Blue. It doesn’t shut off static abilities, but it does pretty much everything else you’d like from your removal spells.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Trufflesnout
3.0 This is a nice little card. Either option is a card you’d probably play. Having an option to choose which of those is ideal makes this a nice Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.
Soul Sear
4.0 3-mana to do 5 at Instant speed is quite good, and certainly premium removal. That is not hard to trade up with, and it can really manufacture some blowouts thanks to it being an Instant. The “turn off indestructible” part of the card usually won’t make a huge difference, but it will matter sometimes.
Leafkin Avenger
3.5 I always like cards that are reasonably efficient, and have abilities that can be useful all game long, and that’s what the Leafkin does. It is the signpost uncommon for the RG deck, which is all about high power -- and both of its abilities are all about that -- and, you know, obviously it has 4 power itself. You don’t always need extra mana in the later part of the game, but if you have some mana sinks and some six drops, it will be relevant a decent chunk of the time. Oh, and this guy has a built in mana sink too! It might be expensive, but in the late game it will be an ability that puts your opponent on a quick clock -- and it can tap for mana and use the ability all in the same turn, which makes it a little more plausible you’ll be able to use it.
Liliana's Devotee
3.0 So, there are enough Zombies in this set that a 3-mana ⅔ that gives +1/+0 to all Zombies is probably worth playing already, but I think what makes this card extra good is the ability to make a Zombie token at the end of your turn if a creature died that turn. Obviously, it will be a 3/2 Zombie as long as the Devotee is around. Paying two mana just won’t be possible sometimes, but it is the kind of thing that can really torment your opponent late, since you will be able to attack aggressively into their trades, and then get a Zombie at the end of your turn. I think the reasonable floor here, coupled with a fairly powerful ability, makes Devotee a card that I want to be taking with a first pick sometimes.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Snarespinner
2.0 This blocks flyers well, outright killing many of them. Green often needs something like this to combat flyers, and the first copy makes the cut reasonably often.
Sabertooth Mauler
2.5 He starts with some pretty mediocre stats, but growing every time something dies means he will overcome that limitation pretty quickly. Note by the way, it will get that counter at the end of the turn whether it is your creature or your opponent’s who died. It tends to get quite large and is able to attack on most turns since it will untap in a lot of different scenarios.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Capture Sphere
3.0 This is always pretty good removal for Blue. It doesn’t shut off static abilities, but it does pretty much everything else you’d like from your removal spells.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Blossoming Sands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 3: Village Rites
Miscast
0.0 Countermagic that asks for card types that aren’t “creature” generally aren’t worth it in Limited, and this one isn’t either.
Unsubstantiate
2.5 Two mana to bounce a creature at Instant speed alone is usually playable, and this comes with the added upside of being able to target spells that are on the stack. This effectively allows you to counter things -- though, if your opponent has the mana to just play it again -- and they will sometimes -- it isn’t going to be worth it. You do go down a card just for tempo with a card like this, but that is often worth it.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Roaming Ghostlight
4.0 My favorite Common in the set, the Ghostlight is great because it adds to the board while you take away from your opponents’, AND it adds a very relevant evasive body to the board. For a Common, it shifts games way in your favor.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Bone Pit Brute
1.5 This isn’t terrible to have at the top of your curve. His own stats aren’t great, but at least he has Menace! The fact he gives +4/+0 to something when he comes down is what keeps him from being completely terrible, though. That will often make an attack happen that just couldn’t before.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Shock
3.5 This almost always trades up, and it can even do the last 2 damage to your opponent. This is premium removal.
Trufflesnout
3.0 This is a nice little card. Either option is a card you’d probably play. Having an option to choose which of those is ideal makes this a nice Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Pitchburn Devils
1.5 This has terrible stats, but it has a death trigger which allows it to trade for things with 6 power, or – even better, can sometimes allow you to get a 2-for-1. That said, it is hard to overcome the inefficiency here.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 4: Cancel
Light of Promise
0.0 I would advise against play this. If you’re new to my set reviews, you may not know that I absolutely hate Auras that don’t give me some kind of value that actually adds to the board. This is an Aura that does absolutely nothing on its own. You have to have life gain around -- and even though the BW deck in this format is about gaining life, I’m still not interested in an Aura that makes me do extra work to get a bonus. Putting it on something with lifelink is tempting, but I’m going to resist that temptation. I realize that the creature gets absolutely huge as you gain more life, since it gets a counter for every single point of life you gain, but the investment here is huge, risky, and requires some serious help to be worth it. I’m not interested in all of that when I’m putting a 2-for-1 on the line.
Siege Striker
2.5 So, generally, 3-mana 2/2s with Double Strike are a pretty good rate in Limited and most of the time, this will at least be capable of getting there -- though keep in mind that it can only get bigger from its ability when it attacks, so it doesn’t block quite as effectively as most double strikers. But still, this seems like a nice payoff for going wide, and really generates a creature who can represent a ton of damage on his own. Now, tapping down your creatures when you attack is no joke -- it isn’t something you’ll always have the time to do, and oftentimes just attacking with everything is better. However, sometimes you just need to send in one attacker, and this guy can do that for you.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Capture Sphere
3.0 This is always pretty good removal for Blue. It doesn’t shut off static abilities, but it does pretty much everything else you’d like from your removal spells.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Turn to Slag
2.5 This is clunky as heck, but it does kill most things, and there is enough good Equipment in this format that you’ll even blow up some Equipment sometimes. It isn’t premium removal, but it is serviceable.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Crypt Lurker
3.0 This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Daybreak Charger
3.0 This is a nice aggressive two drop. It starts with reasonable enough stats and then has a very real ETB ability. Giving something +2/+0 is often enough to enable attack that you didn’t have before, and giving the boost to a creature token or an evasive creature feels particularly satisfying. This is a premiere two-drop for White aggressive decks.
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Opt
2.0 This is always pretty decent, especially in formats that have spell payoffs, and this one does.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Skeleton Archer
2.5 There are lots of X/1s in this format, so this really overperforms. Doesn’t hurt that it can go after the opponent too sometimes.
Wind-Scarred Crag
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 6: Read the Tides
Miscast
0.0 Countermagic that asks for card types that aren’t “creature” generally aren’t worth it in Limited, and this one isn’t either.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Titanic Growth
2.0 This is a stat boost that will allow your creature to win almost all combats, and that’s the kind of trick most aggro decks feel okay about running.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Thornwood Falls
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 7: Crash Through
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Makeshift Battalion
2.0 This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Opt
2.0 This is always pretty decent, especially in formats that have spell payoffs, and this one does.
Return to Nature
1.5 This does enough different stuff that you can maindeck it without really being disappointed about it, but it is still generally better to bring in out of the sideboard.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Teferi's Protege
2.5 Looting is nice because it helps you get through your library and gives you nice card selection. This looter also comes with reasonable stats for the investment as a ⅔. It is somewhat limited as a looter since it asks for two mana every time you do it, but that’s ok -- it is a good place to be spending your mana as the game goes long, and it will definitely have a positive impact on the outcome of long games. This is a solid Blue common.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Blossoming Sands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 11: Silent Dart
Miscast
0.0 Countermagic that asks for card types that aren’t “creature” generally aren’t worth it in Limited, and this one isn’t either.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 12: Portcullis Vine
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Wind-Scarred Crag
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 14: Forgotten Sentinel
Miscast
0.0 Countermagic that asks for card types that aren’t “creature” generally aren’t worth it in Limited, and this one isn’t either.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Runed Halo
1.5 So, this is sort of like removal. It makes it so that you can sort of disregard your opponent’s best creature in play -- except that the creature can still block your creatures and stuff. It is a pretty sweet answer that can deal with your opponent’s bomb, but it doesn’t really answer that creature, it just makes it worse. So we can’t just say this is removal straight up, and it certainly isn’t premium. And yes, you can gain protection from spells and stuff too, but you’ll rarely do that in Limited.
Chrome Replicator
1.0 // 3.0 So, you mostly shouldn’t run this if you aren’t able to make its effect trigger a decent chunk of the time, and that usually means that you’re going to need a couple of pairs of duplicate non-token permanents. It is fine if you aren’t ALWAYS getting that extra 4/4, and you wont be, even in a deck with enough duplicates, but if you can get it sometimes you’re going to be in business, as when it works out this feels kind of like a bomb!
Epitaph Golem
0.5 This has bad stats and an ability that isn’t especially again, unless you’re matched up against a Teferi’s Tutelage deck.
Tolarian Kraken
1.5 This guy is a bit clunky but his ability is an alright thing to have around. At worse, you can do it once on your turn to get a blocker out of the way and enable some nice attacks. If you have some ways to draw cards at Instant speed -- and you probably will in Blue -- that will be even better, because it will let you tap down things on your opponent’s turn which will also prevent a creature from attacking. The 1 generic mana is a very reasonable cost for this nice effect. All that said, the mediocre stats do definitely hold this card back.
Daybreak Charger
3.0 This is a nice aggressive two drop. It starts with reasonable enough stats and then has a very real ETB ability. Giving something +2/+0 is often enough to enable attack that you didn’t have before, and giving the boost to a creature token or an evasive creature feels particularly satisfying. This is a premiere two-drop for White aggressive decks.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Makeshift Battalion
2.0 This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Fungal Rebirth
1.0 This SEEMS like it would be really sweet, but it is way harder to set up in a way to take full advantage of it than I expected. Mostly it will just be 3 mana to return a permanent, and that’s not worth it.
Chandra's Pyreling
2.5 So, two mana 1/3s are borderline playables most of the time, and this does come with some upside -- noncombat damage turning this into a ⅔ double striker is no joke, and just the threat of that happening will often mean your opponent is unable to block it effectively, so they have to risk getting hit for 4. As we’ve already seen, there are ways to do noncombat damage -- like the Magemutt and various burn spells, so it isn’t a pipe dream to make that happen. That said, you also will be hard-pressed to end up with a legit burn deck in Limited that can trigger this all the time -- instead, its somewhere in the middle.
Sanctum of Calm Waters
1.0 // 3.0 This Sanctum is kind of passable if you don’t have other Sanctums – or at least that’s true if you’re in a reanimator or Teferi’s Tutelage deck, both of which like the repeatable draw effect. It obviously gets significantly better if you’re packing some other Sanctums.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Pitchburn Devils
1.5 This has terrible stats, but it has a death trigger which allows it to trade for things with 6 power, or – even better, can sometimes allow you to get a 2-for-1. That said, it is hard to overcome the inefficiency here.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Onakke Ogre
1.5 3-mana 4/2s are borderline playables, and this set has various payoffs for 4 power, so you’ll play this a little more than you might think.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Skyscanner
2.5 Casting this always feels pretty decent. It replaces itself and then gives you a body that you can do something with – whether that’s attacking, trading, chump blocking, or being sacrificed for an effect, it all feel likes gravy at that point.
Tranquil Cove
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 3: Waker of Waves
Aven Gagglemaster
3.5 On its own, this is a 5-mana 4/3 flyer that gains you 2 life when it comes down – that is already a card you always play, and the Gagglemaster gaining you 4 life instead isn’t going to be far-fetched. White decks will always play the first copy of this pretty happily.
Tolarian Kraken
1.5 This guy is a bit clunky but his ability is an alright thing to have around. At worse, you can do it once on your turn to get a blocker out of the way and enable some nice attacks. If you have some ways to draw cards at Instant speed -- and you probably will in Blue -- that will be even better, because it will let you tap down things on your opponent’s turn which will also prevent a creature from attacking. The 1 generic mana is a very reasonable cost for this nice effect. All that said, the mediocre stats do definitely hold this card back.
Waker of Waves
4.0 This card is pretty awesome. When you play it as a creature it gives you a huge body that immediately impacts the board by lowering the power of your opponents’ creatures, and that already would probably be playable, but it really gets pushed over the edge by its pseudo-cycling effect. You can use it in the early game to help you hit a land drop or find something else you need, and this plan gets even more attractive in UB, where reanimator decks are quite powerful. This is the premiere non-rare creature you want in that deck, since it is great to reanimate and it comes with a way to put itself in the graveyard.
Finishing Blow
3.5 This is a little bit expensive, but it can kill pretty much everything and it does at Instant speed, so the 5 mana is well worth it.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Turn to Slag
2.5 This is clunky as heck, but it does kill most things, and there is enough good Equipment in this format that you’ll even blow up some Equipment sometimes. It isn’t premium removal, but it is serviceable.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Trufflesnout
3.0 This is a nice little card. Either option is a card you’d probably play. Having an option to choose which of those is ideal makes this a nice Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Dismal Backwater
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 4: Setessan Training
Havoc Jester
3.5 So, a 5-mana 5/5 is usually pretty solid in Limited, and this comes with some powerful upside -- letting you ping something every time you sacrifice a permanent. It does this without asking for an additional mana investment of any kind -- so, as we saw with Mayhem Devil in the past -- that is a very powerful ability. You have to end up with some sacrifice action going on, but if you’re in Black-Red especially that won’t be all that hard. On top of that, the floor here is just very reasonable, as it is an efficient creature.
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Deathbloom Thallid
3.0 This is always a nice creature when we see it. It has decent stats for attacking, blocking, or trading, and then gives you a 1/1 when it dies, which is pretty good for the overall investment.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Crypt Lurker
3.0 This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Swift Response
2.5 Two mana to kill a creature at instant speed is a pretty good deal – even if this can only target tapped creatures. That does mean this is not an ideal removal spell for aggro decks, who want to get blockers out of the way – but in more mid-rangey or control decks, this will be a nice spell – one that will usually give you a tempo advantage, and one that can sometimes get blowouts out of the fact that your opponent uses a combat trick while attacking. Now, it is still situational, and as I said all decks don’t want it, so it definitely isn’t premium.
Gale Swooper
3.0 These are reasonable stats for an evasive creature. Giving something else Flying is a very real ETB trigger, and one that will frequently make attacks happen that just couldn’t before. I think you always run your first copy of this.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Canopy Stalker
2.5 Creatures who force your opponent to block them are pretty nice, as they really complicate combat for an opponent. Life gain being attached to this is kind of nice too. But still, stats aren’t great here, and your opponent will frequently just put a 2/X in front of it and be fine. I think this is a solid playable, but not much more.
Traitorous Greed
1.0 Threaten effects need a lot of work to be good in Limited, and I don’t see the necessary pieces here, even if this does make you treasure. You have to win the game when you cast them or they are virtually useless, and that’s just too narrow.
Unsubstantiate
2.5 Two mana to bounce a creature at Instant speed alone is usually playable, and this comes with the added upside of being able to target spells that are on the stack. This effectively allows you to counter things -- though, if your opponent has the mana to just play it again -- and they will sometimes -- it isn’t going to be worth it. You do go down a card just for tempo with a card like this, but that is often worth it.
Turret Ogre
2.5 This has decent stats to begin with, and then it is a nice 4-power payoff that has 4-power itself, making it slot quite nicely into the RG deck especially.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Turn to Slag
2.5 This is clunky as heck, but it does kill most things, and there is enough good Equipment in this format that you’ll even blow up some Equipment sometimes. It isn’t premium removal, but it is serviceable.
Celestial Enforcer
2.5 If you don’t have fliers, you probably hope you don’t play this, but as long as you have 4 or 5 Flyers, this probably gets into the playable range, and that isn’t a crazy thing to achieve. Tap down effects are always nice in Limited, and even a situational one like this is well worth playing.
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Light of Promise
0.0 I would advise against play this. If you’re new to my set reviews, you may not know that I absolutely hate Auras that don’t give me some kind of value that actually adds to the board. This is an Aura that does absolutely nothing on its own. You have to have life gain around -- and even though the BW deck in this format is about gaining life, I’m still not interested in an Aura that makes me do extra work to get a bonus. Putting it on something with lifelink is tempting, but I’m going to resist that temptation. I realize that the creature gets absolutely huge as you gain more life, since it gets a counter for every single point of life you gain, but the investment here is huge, risky, and requires some serious help to be worth it. I’m not interested in all of that when I’m putting a 2-for-1 on the line.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Titanic Growth
2.0 This is a stat boost that will allow your creature to win almost all combats, and that’s the kind of trick most aggro decks feel okay about running.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Trufflesnout
3.0 This is a nice little card. Either option is a card you’d probably play. Having an option to choose which of those is ideal makes this a nice Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 7: Cancel
Unleash Fury
1.0 This kind of card is pretty bad in Limited. It really only does something worthwhile if your creature goes unblocked and you can kill your opponent. It won’t workout especially well as more of a combat trick, because chances are good your creature is still gonna die. It gets a little better if you have some First Strikers and tramplers, but I still don’t like it very much.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Traitorous Greed
1.0 Threaten effects need a lot of work to be good in Limited, and I don’t see the necessary pieces here, even if this does make you treasure. You have to win the game when you cast them or they are virtually useless, and that’s just too narrow.
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Rugged Highlands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 9: Portcullis Vine
Chrome Replicator
1.0 // 3.0 So, you mostly shouldn’t run this if you aren’t able to make its effect trigger a decent chunk of the time, and that usually means that you’re going to need a couple of pairs of duplicate non-token permanents. It is fine if you aren’t ALWAYS getting that extra 4/4, and you wont be, even in a deck with enough duplicates, but if you can get it sometimes you’re going to be in business, as when it works out this feels kind of like a bomb!
Epitaph Golem
0.5 This has bad stats and an ability that isn’t especially again, unless you’re matched up against a Teferi’s Tutelage deck.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Onakke Ogre
1.5 3-mana 4/2s are borderline playables, and this set has various payoffs for 4 power, so you’ll play this a little more than you might think.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Tranquil Cove
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 11: Sanguine Indulgence
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Pack 2 Pick 12: Spined Megalodon
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Celestial Enforcer
2.5 If you don’t have fliers, you probably hope you don’t play this, but as long as you have 4 or 5 Flyers, this probably gets into the playable range, and that isn’t a crazy thing to achieve. Tap down effects are always nice in Limited, and even a situational one like this is well worth playing.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Sublime Epiphany
4.5 Ok so, even with the bottom 3 options -- returning a nonland permanent, creating a token copy of a creature you control, and drawing a card, you’re looking at a super powerful card in Limited that will net you a 2-for-1 at least, and allow you to really disrupt your opponent -- you might bounce their best creature, and create a token copy to block one of their other creatures, for example. Then, you add the counter-magic aspect of the card into the mix and it gets even sillier! If you actually counter a spell with this AND do all that other stuff, you’re going to be getting at least a 3-for-1. Now, it is going to be tempting to be greedy with this, and hold on to it until you can counter something -- but it will often be optimal to just go for it when you have the bottom three options, so be ready to be flexible with this. Overall, I think this spell has such a massive impact on the game that I’m willing to consider it a bomb.
Aven Gagglemaster
3.5 On its own, this is a 5-mana 4/3 flyer that gains you 2 life when it comes down – that is already a card you always play, and the Gagglemaster gaining you 4 life instead isn’t going to be far-fetched. White decks will always play the first copy of this pretty happily.
Sanctum of Fruitful Harvest
1.0 // 3.0 This Sanctum fixes for you, which you might be in the market for in any deck, and in the Sanctum deck it can make it way easier for you to play multiple colors.
Basri's Solidarity
2.0 This is very hit or miss. If you don’t have a good board state, it isn’t very good. If you have a decen board state, it is alright, and if you’ve gone really wide, it is hugely powerful. Obviously, White, and especially RW is going to be good at going wide, but cards that are sort of all or nothing like this often concern me. I like a card to at least have a reasonable fail case, and that isn’t what we have here, so that does limit it somewhat.
Frantic Inventory
0.5 // 3.0 I actually enjoy these “Collect ‘em All” type cards in Limited, as they make for interesting decisions even later on in packs. Obviously, you don’t want to play this if you only have 1, it is woefully inefficient -- and even 2 isn’t really where you should be playing it. I think you need to get at least 3 before you start playing it, and any more than that and it becomes increasingly impressive. It doesn’t hurt that UG has payoffs for drawing cards, and UR has payoffs for spells either. Keep in mind, by the way -- in Limited you can play as many copies of something as you can get your hands on, so you can go higher than 4.
Turn to Slag
2.5 This is clunky as heck, but it does kill most things, and there is enough good Equipment in this format that you’ll even blow up some Equipment sometimes. It isn’t premium removal, but it is serviceable.
Roaming Ghostlight
4.0 My favorite Common in the set, the Ghostlight is great because it adds to the board while you take away from your opponents’, AND it adds a very relevant evasive body to the board. For a Common, it shifts games way in your favor.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Spellgorger Weird
1.5 // 3.5 This is definitely a build around. Most decks can get away with playing it, but it will really only be the UR deck that can take full advantage, turning into a full-fledged win condition.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Thornwood Falls
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 2: Teferi's Tutelage
Palladium Myr
3.0 The mana boost this gives you is really nice, and while that sort of thing tends to only matter in the early game, this format does have some mana sinks around that can keep it relevant for longer. It does die to pretty much everything, but if you can just tap it for mana once I don’t think you care.
Tolarian Kraken
1.5 This guy is a bit clunky but his ability is an alright thing to have around. At worse, you can do it once on your turn to get a blocker out of the way and enable some nice attacks. If you have some ways to draw cards at Instant speed -- and you probably will in Blue -- that will be even better, because it will let you tap down things on your opponent’s turn which will also prevent a creature from attacking. The 1 generic mana is a very reasonable cost for this nice effect. All that said, the mediocre stats do definitely hold this card back.
Teferi's Tutelage
4.0 This card is a surprising powerhouse. There are enough draw effects in this format that Tutelage decks are a very real thing in the format, and if you end up with two of these you’ve got a really good chance of hitting 7 wins, as you’ll just mill your opponent out before they know what hit them. Even the first copy is a nice win condition in control decks.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Capture Sphere
3.0 This is always pretty good removal for Blue. It doesn’t shut off static abilities, but it does pretty much everything else you’d like from your removal spells.
Blood Glutton
2.0 This doesn’t have great stats, but trading with it and gaining some life is surprisingly decent, and it is a way to repeatedly gain life, something that the life gain decks really want.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Turn to Slag
2.5 This is clunky as heck, but it does kill most things, and there is enough good Equipment in this format that you’ll even blow up some Equipment sometimes. It isn’t premium removal, but it is serviceable.
Sabertooth Mauler
2.5 He starts with some pretty mediocre stats, but growing every time something dies means he will overcome that limitation pretty quickly. Note by the way, it will get that counter at the end of the turn whether it is your creature or your opponent’s who died. It tends to get quite large and is able to attack on most turns since it will untap in a lot of different scenarios.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Deathbloom Thallid
3.0 This is always a nice creature when we see it. It has decent stats for attacking, blocking, or trading, and then gives you a 1/1 when it dies, which is pretty good for the overall investment.
Scoured Barrens
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 3: Read the Tides
Havoc Jester
3.5 So, a 5-mana 5/5 is usually pretty solid in Limited, and this comes with some powerful upside -- letting you ping something every time you sacrifice a permanent. It does this without asking for an additional mana investment of any kind -- so, as we saw with Mayhem Devil in the past -- that is a very powerful ability. You have to end up with some sacrifice action going on, but if you’re in Black-Red especially that won’t be all that hard. On top of that, the floor here is just very reasonable, as it is an efficient creature.
Witch's Cauldron
1.5 This isn’t super well-positioned in this format. It is challenging to find yourself in situations where you can really abuse this, and it often just sits on the table doing very little.
Thrashing Brontodon
3.5 This creature has nice stats, and it has some nice utility, being able to blow up Artifacts and Enchantments. This lets you play a way to hate on those in your deck without playing a card that is horrible in situations where you aren’t up against those permanent types.
Blood Glutton
2.0 This doesn’t have great stats, but trading with it and gaining some life is surprisingly decent, and it is a way to repeatedly gain life, something that the life gain decks really want.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Skyscanner
2.5 Casting this always feels pretty decent. It replaces itself and then gives you a body that you can do something with – whether that’s attacking, trading, chump blocking, or being sacrificed for an effect, it all feel likes gravy at that point.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Valorous Steed
3.0 This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs. You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Blossoming Sands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 4: Spined Megalodon
Riddleform
2.5 The fail case here is not very good -- an Enchantment that lets you pay 3 mana to Scry 1 is not worth playing. The question becomes: how many times does this have to become a Sphinx to be worth while? And I feel like the answer is: at least twice. And that is perfectly doable within a spells deck, but this card really isn’t going to be the kind of payoff that takes over games for you. It is just a solid payoff you’ll include in your deck.
Indulging Patrician
3.5 So, a 3-mana ¼ with flying and lifelink is already a pretty nice card.+. It defends well and gains you life while it does, and it can also hit the opponent to create two point life swings, which isn’t insignificant. Then, you tack on a pretty powerful ability -- making your opponent lose 3 life any turn you gain 3 is great, and if you just manage to trigger that once, you’re going to be pretty happy -- if you do it more than that, well, your opponent’s probably dead or close to it. Keep in mind, by the way, that it causes loss of life -- this means you don’t also gain 3 life when your opponent loses the life, because it isn’t damage, so lifelink doesn’t matter there. How good the Patrician will be will really depend on how easy it is to gain 3 life on a given turn. Because the Patrician gains 1 on its own, you only need to gain 2 more life the rest of a turn -- this means that combining the Patrician with combat tricks might be especially devastating by the way.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Swift Response
2.5 Two mana to kill a creature at instant speed is a pretty good deal – even if this can only target tapped creatures. That does mean this is not an ideal removal spell for aggro decks, who want to get blockers out of the way – but in more mid-rangey or control decks, this will be a nice spell – one that will usually give you a tempo advantage, and one that can sometimes get blowouts out of the fact that your opponent uses a combat trick while attacking. Now, it is still situational, and as I said all decks don’t want it, so it definitely isn’t premium.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Tavern Swindler
1.5 // 3.0 This weird card is mostly here as another way to help the BW deck gain 3 or more life in a turn, thus triggering all the payoffs.
Titanic Growth
2.0 This is a stat boost that will allow your creature to win almost all combats, and that’s the kind of trick most aggro decks feel okay about running.
Valorous Steed
3.0 This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs. You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Feat of Resistance
3.0 Protection is just really powerful – the obvious way to use this is to win combat one way or another, by making your creature big enough and also giving it protection from whatever it is in combat with – but you can also use it in response to removal to save a creature, or if your opponent has only blockers of one color and you need evasion for lethal, it can do that too. Not to mention, it puts a +1/+1 counter on the creature, and there is synergy for that in this set. Now, your opponent can still respond to Feat with removal to 2-for-1 you, but the flexibility and upside is real enough that I don’t see a reason to cut the first couple of copies of this in most White decks.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Trufflesnout
3.0 This is a nice little card. Either option is a card you’d probably play. Having an option to choose which of those is ideal makes this a nice Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Pitchburn Devils
1.5 This has terrible stats, but it has a death trigger which allows it to trade for things with 6 power, or – even better, can sometimes allow you to get a 2-for-1. That said, it is hard to overcome the inefficiency here.
Jungle Hollow
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 6: Bad Deal
Bad Deal
0.5 This card is exactly what its name is. It is tempting to imagine the 4-for-1 this gives you in ideal scenarios, but it just doesn’t happen. It is mostly just a bad draw spell.
Witch's Cauldron
1.5 This isn’t super well-positioned in this format. It is challenging to find yourself in situations where you can really abuse this, and it often just sits on the table doing very little.
Turn to Slag
2.5 This is clunky as heck, but it does kill most things, and there is enough good Equipment in this format that you’ll even blow up some Equipment sometimes. It isn’t premium removal, but it is serviceable.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Titanic Growth
2.0 This is a stat boost that will allow your creature to win almost all combats, and that’s the kind of trick most aggro decks feel okay about running.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Rugged Highlands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 7: Spined Megalodon
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Snarespinner
2.0 This blocks flyers well, outright killing many of them. Green often needs something like this to combat flyers, and the first copy makes the cut reasonably often.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Pridemalkin
3.5 So, worst case scenario you have a 3-mana 3/2 with Trample here. That’s acceptable, but luckily it does even more! For one thing, you can put the counter anywhere -- like on a larger creature who will benefit more from Trample. For another, it gives Trample to any other creatures you control with +1/+1 counters too, so this will often come down and shake up the board. The fact that it can add something to the board right away, no matter what, is always attractive too. +1/+1-adding creatures who are reasonably efficient have always been good in Limited, and that’s what we have here -- in addition to some nice synergy.
Feat of Resistance
3.0 Protection is just really powerful – the obvious way to use this is to win combat one way or another, by making your creature big enough and also giving it protection from whatever it is in combat with – but you can also use it in response to removal to save a creature, or if your opponent has only blockers of one color and you need evasion for lethal, it can do that too. Not to mention, it puts a +1/+1 counter on the creature, and there is synergy for that in this set. Now, your opponent can still respond to Feat with removal to 2-for-1 you, but the flexibility and upside is real enough that I don’t see a reason to cut the first couple of copies of this in most White decks.
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Bad Deal
0.5 This card is exactly what its name is. It is tempting to imagine the 4-for-1 this gives you in ideal scenarios, but it just doesn’t happen. It is mostly just a bad draw spell.
Legion's Judgment
1.5 This being Sorcery speed is kind of sad, because sometimes when it is an Instant, you can use it after combat tricks and things resolve, which can really blow people out. It can kill big stuff, and most people have enough targets that it is a reasonable main deck card, but it is nowhere near premium removal with its major limitations.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Opt
2.0 This is always pretty decent, especially in formats that have spell payoffs, and this one does.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Thornwood Falls
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 10: Infernal Scarring
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Blood Glutton
2.0 This doesn’t have great stats, but trading with it and gaining some life is surprisingly decent, and it is a way to repeatedly gain life, something that the life gain decks really want.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Scoured Barrens
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 11: Setessan Training
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Blossoming Sands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 12: Infernal Scarring
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Jungle Hollow
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 14: Sanguine Indulgence
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.