Burnished Hart
4.0 This is a great source of ramp and fixing, and it has a baseline as a gray ogre with a useful card type.
Hurkyl's Final Meditation
1.0 These kinds of cards usually disappoint in Limited. Bouncing all nonland permanents just doesn’t actually do what you want it to mot of the time. You spend a card and set yourself back. And yeah, you set your opponent back too, but it usually isn’t by enough – especially because they will typical get to rebuild for you! The whole “End the turn” part of the card is sort of interesting, as it can functionally be a counterspell since it empties the stack and doesn’t let the cards have their effects – and that is certainly some nice additional upsid – as is the fact that you can cast this on your opponent’s turn – but to do that you have to pay ten mana. If you can get there, this can basically function like a time walk that bounces the whole board which is pretty powerful, but that is just so much mana.
Mishra, Excavation Prodigy
3.0 This looks like a pretty nice Uncommon. Looting is a great ability to have around in Limited, as it improves the quality of your draws – and Mishra here pays you off a little bit for discarding artifacts, since he can give you mana back. I’m not sure how often it is going to be optimal to do that, but it is nice to have the option. The stat-line is a little rough, as he can die to pretty much anything, including spells that cost 1/3rd what he does, but at least having Haste means you can usually do something with him right away
Hero of the Dunes
4.0 This looks like a pretty impressive signpost Uncommon! The stat-line is bad, but everything beyond that is quite impressive. It directly reanimates a small creature to the battlefield, that on its own already has me pretty interested, so the fact it also buffs all of your low CMC creatures – including the one it brings back – really has me excited. This feels like a signpost uncommon that pulls you into its color pair
Loran, Disciple of History
3.0 This will usually be a 4-mana 3/3 that gets an artifact back from the graveyard, and that’s pretty good! White is unusually good at loading the graveyard, especially if you’re going with the Black-White deck, and the format has lots of artifacts, so it seems very doable. There aren’t a lot of legendary creatures in the set, so triggering it more than once isn’t going to happen very often.
Argothian Sprite
2.5 This is better than it looks. There are lots of Artifact creatures in the set, including most of the format’s creature tokens, so this will be a nice attacker on many boards. Then, in the mid-to-late game you can buff it to make sure it stays relevant. As I’ve been saying, power stones make an ability like this easier to use than it looks! This looks like a quality two-drop for Green decks int he format
Roc Hunter
1.5 This has stats that tend to play reasonably well in aggro decks, although the plentiful 1/1 tokens in the set may hold this back a bit. Adding Reach to the mix is nice, as it means this does a decent job of trading with Flyers once it can no longer attack
Disenchant
2.5 This is a solid main deck card in this format. There are lots of artifacts and a decent number of Enchantments. It is efficient and Instant speed too, which is always nice.
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Gix's Caress
1.5 Coercion is basically never good in Limited, and that’s what the first part of this card is. Paying three to trade one-for-one and not do anything on the board is a real problem, even if you do get to disrupt your opponent. This gives you a little thing back in the form of a powerstone, which certainly makes it better – but I still don’t like this.
Air Marshal
2.5 Three mana is kind of a lot for giving Flying only to creatures with a particular type, but the good news is that it is easier than normal to produce mana to pay for abilities in this set thanks to powerstones and there are lots of soldiers. It can also target itself.
Disfigure
3.5 As usual, this is premium removal. It can kill a pretty wide spectrum of things for only one mana, giving you a great deal
Deadly Riposte
2.5 This is a solid removal spell for non-aggressive decks, as removing something and gaining life goes a long way towards helping you stabilize. Meanwhile, it is pretty bad in a deck that wants to be aggressive, as you’d rather have removal that can deal with blockers, and this just doesn’t! It demands a tapped creature and the creature has to be small for this to do its job, so it certainly isn’t premium.
Trench Stalker
2.0 If this always had death touch and life link, it would be a 3.5. That’s just a very real creature that can’t be ignored! Unfortunately, it doesn’t always have those keywords – though getting them online will be easy enough in the Blue-Black deck.
Pack 1 Pick 2: Yotian Tactician
Bone Saw
0.0 0 mana artifacts are exciting for constructed, but they aren’t nearly as good in Limited because what you get is usually a card that isn’t worth an entire card – and that’s definitely what Bone Saw is. Especially in a set without any real equipment theme. Playing this will feel like you took a mulligan
Iron-Craw Crusher
3.5 This can buff itself, so it attacks as a 4/5 when a prototype, and as an 8/6 when you cast it the regular way – and it comes with the upside of offering that pump to other creatures, which is pretty great
Disciples of Gix
2.0 The idea here is that you can search up stuff that you can get value out of while it is in the graveyard, and there are certainly Artifacts with Unearth in this set – but the fact it doesn’t let you search up creatures more broadly is a little frustrating, especially because the Black-Green deck in the format demands creatures be in the graveyard in particular. Still, lots of Artifacts in the set are creatures, so it will be able to help out that kind of deck a decent chunk of the time. The stats are bad, but I feel like this ETB will feel like you’re drawing a card
Yotian Tactician
3.5 As I’ve said, there are lots of soldiers in this set, with UW being the color pair that is the most interested in them. This is a nice lord that will buff much of your board when you’re in the color pair.
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Epic Confrontation
3.5 This is a reprint, and it was a premium removal spell last time. The stats boost is surprisingly effective at helping your creature win the fight. You do have to be careful with this kind of removal spell, because if your opponent can respond by removing your creature you get blown out, and that does matter – but you can often find a good window to cast this
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Military Discipline
1.5 The turn you cast this, it will definitely help your creature win combat, and then you get a permanent +1/+0 effect to stick around. This will definitely generate some serious tempo sometimes, allowing your creature to survive against something that costs a lot more mana! It does have the inherent risks auras have, and you have to be careful about playing this, but I think this seems solid.
Tomakul Scrapsmith
2.5 You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
Fallaji Archaeologist
2.5 This is a cool design. It will either be a two mana ¼ – which is passable – or a two mana 0/3 that gets you something from the graveyard. Now, keep in mind you only get the card back if it is among those that are milled – and this only hits noncreature nonlands, so you may wiff sometimes. But if you’re a spell heavy deck in the format – which generally means UR – it seems like this will do what you want it to do most of the time, and at least you get a consolation prize if you do wiff.
Pack 1 Pick 3: Excavation Explosion
Liquimetal Coating
0.0 You don’t want to be doing this. For the most part, this effect is meaningless! There are of course some cornercases – like if you have a card that destroys artifacts you can make it destroy any permanent – or if you need another artifact in play for some effect it can do that, but there’s a reason I said “corner cases.” This just doesn’t do enough.
Fallaji Excavation
3.0 As there are plenty of sweet artifacts to ramp into in the format, so this will often precede you slamming a scary 8 drop on to the battlefield! Of course, it doesn’t really impact the board immediately, and that can be a problem – but gaining 3 life when you cast this makes it more likely you can endure a hard hit on your opponent’s turn, which makes it more likely you untap and slam an 8/8 on the table.
Loran, Disciple of History
3.0 This will usually be a 4-mana 3/3 that gets an artifact back from the graveyard, and that’s pretty good! White is unusually good at loading the graveyard, especially if you’re going with the Black-White deck, and the format has lots of artifacts, so it seems very doable. There aren’t a lot of legendary creatures in the set, so triggering it more than once isn’t going to happen very often.
Giant Cindermaw
3.0 A three mana 4/3 with Trample is a nice aggressive creature, and shutting down lifegain matters sometimes too
Disfigure
3.5 As usual, this is premium removal. It can kill a pretty wide spectrum of things for only one mana, giving you a great deal
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Machine Over Matter
2.0 This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
Excavation Explosion
4.0 This looks pretty great, even as a Sorcery! Three mana to do three to anything is always nice – you can usually break even or better on the mana you spend, and this actually gives you some mana back in the form of a powerstone
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Unleash Shell
3.0 5 mana is a lot, but at least its an Instant! It can deal with most creatures in the format too, and Shocking your opponent in the face when you use it is definitely some decent additional upside. The problem with paying 5 for this effect is you’’ll often have to use it on a creature that costs less, and you’re losing some serious tempo when you do that – and sometimes you just can’t get the mana to deal with a cheap creature and that’s a problem too. You don’t really want more than one of these most of the time, because they are so expensive, but I do think the first copy should be valued reasonably highly
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Pack 1 Pick 4: Static Net
Battery Bearer
4.0 This looks like a very strong signpost Uncommon. Obviously, Blue-Green is about ramping into artifacts, including with powerstones – and the Bearer comes with the ability to make all of your creatures powerstone-like which is pretty powerful in a format with lots of ways to spend that mana. And it even has a shot at drawing you a few cards, which is awesome. It just feels like this format has a make-up that this card can really abused.
Bushwhack
3.5 This is quite nice! If this were two separate cards, you would end up playing either of them and they would be around a 2.5. Neither of them is incredible of course, but fixing your mana or using it as a one mana removal spell is good, even if the removal option does take you a bit of work, since you need a creature that is big enough to survive fighting – and you have to be careful about interaction. Still, giving me a card with an option between these two modes for only one mana is sweet.
Static Net
4.0 Paying one more mana for Oblivion Ring is already a pretty good deal, but you actually get a return on your investment in the form of life and a powerstone! That’s obviously amazing, and allows this easily to reach premium removal status.
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Ambush Paratrooper
2.5 This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
Veteran's Powerblade
1.5 One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
Tomakul Scrapsmith
2.5 You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Argothian Sprite
2.5 This is better than it looks. There are lots of Artifact creatures in the set, including most of the format’s creature tokens, so this will be a nice attacker on many boards. Then, in the mid-to-late game you can buff it to make sure it stays relevant. As I’ve been saying, power stones make an ability like this easier to use than it looks! This looks like a quality two-drop for Green decks int he format
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Gixian Skullflayer
2.0 This is a nice little payoff for getting creatures in your graveyard, a strategy that looks to be well supported in the format. I do wish this enabled itself a little bit, like by milling a single card or something – but it will be able to grow with relative ease in Black/Green decks especially
Ravenous Gigamole
2.5 This loads your graveyard, and will frequently also get you something back – when it doesn’t, it is a 4-mana ¾ -- which isn’t great, but because you’re interested in graveyard stuff, putting those cards in the graveyard definitely matters.
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Pack 1 Pick 5: Yotian Tactician
Soul-Guide Lantern
2.0 This is another artifact that replaces itself, making it useful in the format. It also hates on the graveyard – something else of value in a format with Unearth and a couple of graveyard decks. You can main deck this pretty happily
Argivian Avenger
2.0 This is a fun reference to lots of older cards with similar abilities, but I think this seems fairly underwhelming overall, even in a format where powerstones will make casting it and using its abilities easier. It just has such underwhelming base stats, and while gaining key words is nice and all, the fact its stats get worse when you do it doesn’t have me that interested
Yotian Tactician
3.5 As I’ve said, there are lots of soldiers in this set, with UW being the color pair that is the most interested in them. This is a nice lord that will buff much of your board when you’re in the color pair.
Tower Worker
2.0 Ramp is a real thing in this format, so this will certainly be seeing some play. Getting the other two Assembly-Workers in play at the same time is a fun goal, but don’t count on it
Sibling Rivalry
0.5 // 3.0 This format has a very real Sacrifice deck in it, meaning that Sibling Rivalry is going to be pretty well-positioned, as the best thing to do with these is to steal an opposing creature or artifact and sacrifice it to one of your sacrifice outlets – like the Minotaur we saw earlier. This also gives you a powerstone, which gives you something else to sacrifice in many cases! This is definitely a build around, as it isn’t very good in just any deck in the format
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Tocasia's Dig Site
1.5 This isn’t great for your mana, but having a repeatable source of Surveil is going to be worth it in some decks, because it can both laid your graveyard and improve your card quality. Three mana is a lot for sure, and that’s an ability you’ll only be using when you have nothing better to do – but hey, it will find you something to do eventually!
Hoarding Recluse
2.0 This can trade for anything, and while that’s not the most exciting at 4 mana, a 2/3 Reach can also block lots of small stuff in addition to making your opponent hesitant to attack with big stuff. The death ability here actually matters a bit too, as Green-Black decks will be milling themselves a significant chunk of the time, and sometimes you end up milling things you didn’t really want to mill, and this can help you get that card back
Survivor of Korlis
2.5 Soldier is a creature type that matters here, and that’s nice. This is also a good place to put counters and the like thanks to First Strike! And getting a bit of value out of the graveyard is nice too. This seems like it might be one of those one mana 1/1s we’ve seen lately that does lots of little things and the whole package turns out to be a pretty nice card
Scatter Ray
2.5 This looks like a very nice counterspell for the format, as creatures and artifacts are going to make up the bulk of spells in most decks. It isn’t a hard counter, but 4 mana is enough that it will be relevant all game long. One downside in this format: powerstones can be used to help pay for costs like this.
Retrieval Agent
1.5 This has somewhat passable defensive stats and a nice creature type, but the ability is expensive and underwhelming – even with powerstones around.
Pack 1 Pick 6: Combat Thresher
Combat Thresher
4.0 This looks like a great Uncommon. A three mana 1/1 with Double Strike that draws you a card is amazing, as you get a pretty nice 2-for-1, as a 1/1 double striker can trade with X/2s, and can really make life difficult for X/1s. The Double Striker also loves it when you augment its stats of course. That card would already be a great Uncommon you always play – so the fact you can pay more mana late to make it a bigger double strike is some sweet upside.
Horned Stoneseeker
4.0 A two mana 2/2 with Menace is a pretty sweet rate, so the fact this hooks you up with a powerstone is big upside – even if you have to give up a powerstone when the Stoneeker goes down
Koilos Roc
3.0 A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
Ambush Paratrooper
2.5 This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Goblin Blast-Runner
2.0 This seems like a pretty nice sacrifice payoff at Common. A 3/2 with Menace can swing effectively for a long time, and sometimes it will be bigger! At the same time, it will also be a ½ a decent chunk of the time, and that’s not so good
Scrapwork Rager
3.0 This is a fun reference to Phyrexian Rager. When you cast it, it is a little bit worse, since you pay one more mana for the same effect – but the Unearth side of things means this bad boy gives you a 2-for-1, and that’s pretty nice.
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Pack 1 Pick 7: Combat Thresher
Chromatic Star
2.0 Because this is a noncreature spell and an artifact that replaces itself, it is going to be very playable, as multiple decks in this format care about that stuff. It also fixes your mana of course, though it is a bit clunky if you’re just using it for those purposes
Combat Thresher
4.0 This looks like a great Uncommon. A three mana 1/1 with Double Strike that draws you a card is amazing, as you get a pretty nice 2-for-1, as a 1/1 double striker can trade with X/2s, and can really make life difficult for X/1s. The Double Striker also loves it when you augment its stats of course. That card would already be a great Uncommon you always play – so the fact you can pay more mana late to make it a bigger double strike is some sweet upside.
Aeronaut's Wings
2.0 +1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
Mishra's Juggernaut
2.0 Boy, this is pretty disappointing for referencing an old card that was a powerhouse during Magic’s early days! 5 mana for a 5/3 with Trample that always has to attack is just a 1.5. Adding Unearth to the mix is nice for a Trampler, though
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Gaea's Gift
2.0 This is a nice trick. In addition to doing a good job of helping a creature win combat, the slew of keywords it gets makes it so you can blank most removal when you cast it. We’ve seen a lot o tricks like this of late, and they’ve all ended up being a card you always want one or two of in aggressive decks, and I think that’s what we have here
Scrapwork Mutt
2.5 A three mana 2/1 that rummages when it ETBS is probably a 1.5, and I think adding Unearth to the mix is some real upside, since you get the ETB all over again. This looks like it can nicely set up graveyard and artifact payoffs.
Rust Goliath
3.0 A 5-mana ⅗ with Reach and Trample isn’t great, neither is a 10-mana 10/10 with Reach and Trample. However, the fact you can cast this as an okayish creature for five or cast it in the late game as a big monster is pretty nice, and I feel like powerstone decks will love this card, since it can become a pretty real win condition for them
Power Plant Worker
2.0 This is a fun cycle, since they all reference the original Urza lands. I think the card seems pretty decent too. The stats aren’t great, but +2/+2 for three mana isn’t the worst rate in a set with power stones everywhere. I wouldn’t count on getting all three of these in play, but you might achieve it on occasion.
Pack 1 Pick 8: Mishra's Bauble
Mishra's Bauble
1.5 This is a free artifact that replaces itself, though it does take a whole turn to actually replace itself, so the UR deck won’t be quite as excited about this one
No One Left Behind
3.5 This is a really cool design for a reanimation spell. We see 5 mana reanimation spells all the time, and most of them are duds because the set up of having something worth reanimating in your graveyard is surprisingly challenging in formats without a dedicated reanimator-type deck. This makes up for that in a big way, since you can reanimate 3 mana things for only two mana. In other words, setting this up so it is actually worth using is way, way easier than most versions of this effect we have seen before, and it still has the same super powerful top end of being able to reanimate a massive bomb or something. Black decks look well-positioned to take advantage of this. I’m pretty high on this
Thran Vigil
1.0 // 3.0 This will mostly trigger off of Unearth in this format, but there are other ways to get it going in Black, as we’ve seen in this video. Obviously, this is a build around, because not all decks – even Black decks – will reach the critical mass of synergy needed to make this thing do its job.
Veteran's Powerblade
1.5 One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
Giant Growth
2.0 Giant Growth is back! As always, it is a very nice trick. One mana for this stats boost lets your creature win a whole lot of combats, and you can do it for a very, very low investment, giving you a nice advantage
Aeronaut's Wings
2.0 +1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
Power Plant Worker
2.0 This is a fun cycle, since they all reference the original Urza lands. I think the card seems pretty decent too. The stats aren’t great, but +2/+2 for three mana isn’t the worst rate in a set with power stones everywhere. I wouldn’t count on getting all three of these in play, but you might achieve it on occasion.
Scrapwork Mutt
2.5 A three mana 2/1 that rummages when it ETBS is probably a 1.5, and I think adding Unearth to the mix is some real upside, since you get the ETB all over again. This looks like it can nicely set up graveyard and artifact payoffs.
Pack 1 Pick 9: Burnished Hart
Burnished Hart
4.0 This is a great source of ramp and fixing, and it has a baseline as a gray ogre with a useful card type.
Hero of the Dunes
4.0 This looks like a pretty impressive signpost Uncommon! The stat-line is bad, but everything beyond that is quite impressive. It directly reanimates a small creature to the battlefield, that on its own already has me pretty interested, so the fact it also buffs all of your low CMC creatures – including the one it brings back – really has me excited. This feels like a signpost uncommon that pulls you into its color pair
Argothian Sprite
2.5 This is better than it looks. There are lots of Artifact creatures in the set, including most of the format’s creature tokens, so this will be a nice attacker on many boards. Then, in the mid-to-late game you can buff it to make sure it stays relevant. As I’ve been saying, power stones make an ability like this easier to use than it looks! This looks like a quality two-drop for Green decks int he format
Roc Hunter
1.5 This has stats that tend to play reasonably well in aggro decks, although the plentiful 1/1 tokens in the set may hold this back a bit. Adding Reach to the mix is nice, as it means this does a decent job of trading with Flyers once it can no longer attack
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Trench Stalker
2.0 If this always had death touch and life link, it would be a 3.5. That’s just a very real creature that can’t be ignored! Unfortunately, it doesn’t always have those keywords – though getting them online will be easy enough in the Blue-Black deck.
Pack 1 Pick 10: Combat Courier
Bone Saw
0.0 0 mana artifacts are exciting for constructed, but they aren’t nearly as good in Limited because what you get is usually a card that isn’t worth an entire card – and that’s definitely what Bone Saw is. Especially in a set without any real equipment theme. Playing this will feel like you took a mulligan
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
Fallaji Archaeologist
2.5 This is a cool design. It will either be a two mana ¼ – which is passable – or a two mana 0/3 that gets you something from the graveyard. Now, keep in mind you only get the card back if it is among those that are milled – and this only hits noncreature nonlands, so you may wiff sometimes. But if you’re a spell heavy deck in the format – which generally means UR – it seems like this will do what you want it to do most of the time, and at least you get a consolation prize if you do wiff.
Pack 1 Pick 11: Third Path Savant
Liquimetal Coating
0.0 You don’t want to be doing this. For the most part, this effect is meaningless! There are of course some cornercases – like if you have a card that destroys artifacts you can make it destroy any permanent – or if you need another artifact in play for some effect it can do that, but there’s a reason I said “corner cases.” This just doesn’t do enough.
Fallaji Excavation
3.0 As there are plenty of sweet artifacts to ramp into in the format, so this will often precede you slamming a scary 8 drop on to the battlefield! Of course, it doesn’t really impact the board immediately, and that can be a problem – but gaining 3 life when you cast this makes it more likely you can endure a hard hit on your opponent’s turn, which makes it more likely you untap and slam an 8/8 on the table.
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Pack 1 Pick 12: Evolving Wilds
Veteran's Powerblade
1.5 One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
Argothian Sprite
2.5 This is better than it looks. There are lots of Artifact creatures in the set, including most of the format’s creature tokens, so this will be a nice attacker on many boards. Then, in the mid-to-late game you can buff it to make sure it stays relevant. As I’ve been saying, power stones make an ability like this easier to use than it looks! This looks like a quality two-drop for Green decks int he format
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Pack 1 Pick 13: Hoarding Recluse
Swiftgear Drake
1.5 5-mana for a 2/4 with Flying and Haste isn’t amazing, but it isn’t a completely terrible rate either – probably something like a D+, so the ETB upside here is kind of nice. You can get rid of some graveyard action your opponent is utilizing, or you can put a card back on the bottom of your library that you want to draw later
Tocasia's Dig Site
1.5 This isn’t great for your mana, but having a repeatable source of Surveil is going to be worth it in some decks, because it can both laid your graveyard and improve your card quality. Three mana is a lot for sure, and that’s an ability you’ll only be using when you have nothing better to do – but hey, it will find you something to do eventually!
Hoarding Recluse
2.0 This can trade for anything, and while that’s not the most exciting at 4 mana, a 2/3 Reach can also block lots of small stuff in addition to making your opponent hesitant to attack with big stuff. The death ability here actually matters a bit too, as Green-Black decks will be milling themselves a significant chunk of the time, and sometimes you end up milling things you didn’t really want to mill, and this can help you get that card back
Pack 1 Pick 14: Goblin Blast-Runner
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Goblin Blast-Runner
2.0 This seems like a pretty nice sacrifice payoff at Common. A 3/2 with Menace can swing effectively for a long time, and sometimes it will be bigger! At the same time, it will also be a ½ a decent chunk of the time, and that’s not so good
Pack 1 Pick 15: Power Plant Worker
Power Plant Worker
2.0 This is a fun cycle, since they all reference the original Urza lands. I think the card seems pretty decent too. The stats aren’t great, but +2/+2 for three mana isn’t the worst rate in a set with power stones everywhere. I wouldn’t count on getting all three of these in play, but you might achieve it on occasion.
Pack 2 Pick 1: Kayla's Reconstruction
Ivory Tower
0.0 This isn’t good in Limited. You need to be a draw go style control deck to really make this gain you life that matters, and that just doesn’t happen in Limited. This will frequently do nothing or close to nothing.
Kayla's Reconstruction
2.0 Paying 4 for this doesn’t seem amazing, it gives you a bit of card selection and will put one thing in play. Once were’re talking about 5 or six mana, though, I get a little bit interested. That said, your deck will need the right make up for this to actually give you the value you want, and even then I feel like there’s a reasonable chance you wiff on hitting two artifacts or creature cards with the right mana value. This is definitely going to be clunky sometimes, but the fact it usually adds something to the board does make up for that a little bit.
Recruitment Officer
3.0 This has nice base stats that can allow it to do some significant damage early, and a mana sink ability that can do some pretty serious work in the late game. It is definitely the least useful in the middle part of the game, when it isn’t big enough to matter and you don’t really have the mana to spend on the ability.
No One Left Behind
3.5 This is a really cool design for a reanimation spell. We see 5 mana reanimation spells all the time, and most of them are duds because the set up of having something worth reanimating in your graveyard is surprisingly challenging in formats without a dedicated reanimator-type deck. This makes up for that in a big way, since you can reanimate 3 mana things for only two mana. In other words, setting this up so it is actually worth using is way, way easier than most versions of this effect we have seen before, and it still has the same super powerful top end of being able to reanimate a massive bomb or something. Black decks look well-positioned to take advantage of this. I’m pretty high on this
Transmogrant Altar
1.0 // 3.0 There is a pretty real sacrifice deck in this format, so I am very intrigued by this. There is plenty of fodder and payoffs for sacrificing, so generating extra value when you use either of these abilities isn’t far-fetched, and that seems pretty darn good. In that sort of deck, this looks like it could be a very real engine. I think it needs a build around grade for sure, as it probably doesn’t make sense outside of Black-Red. If you can’t get some extra stuff out of sacrificing things, this isn’t nearly as good.
Giant Growth
2.0 Giant Growth is back! As always, it is a very nice trick. One mana for this stats boost lets your creature win a whole lot of combats, and you can do it for a very, very low investment, giving you a nice advantage
Conscripted Infantry
2.5 A three mana 3/1 is far from ideal, but this does leave behind a 1/1 when it dies, meaning it is good sacrifice fodder
Tower Worker
2.0 Ramp is a real thing in this format, so this will certainly be seeing some play. Getting the other two Assembly-Workers in play at the same time is a fun goal, but don’t count on it
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
Ambush Paratrooper
2.5 This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
Air Marshal
2.5 Three mana is kind of a lot for giving Flying only to creatures with a particular type, but the good news is that it is easier than normal to produce mana to pay for abilities in this set thanks to powerstones and there are lots of soldiers. It can also target itself.
Machine Over Matter
2.0 This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
Aeronaut's Wings
2.0 +1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Pack 2 Pick 2: Airlift Chaplain
Bone Saw
0.0 0 mana artifacts are exciting for constructed, but they aren’t nearly as good in Limited because what you get is usually a card that isn’t worth an entire card – and that’s definitely what Bone Saw is. Especially in a set without any real equipment theme. Playing this will feel like you took a mulligan
Sarinth Steelseeker
4.0 This looks really good. Format has a ton of artifacts, and this even counts power stones. The trigger also isn’t limited to once per turn, unlike lots of these effects! Basically, every time you put an artifact in play you either draw a card or Surveil 1, and that’s a trigger that will generate some pretty amazing value. This looks like quite the engine
Sardian Cliffstomper
1.0 // 2.5 This isn’t especially impressive to me, even if you end up in mono-red – and it is pretty much unplayable if you’re not in mono-red. Sure, it can get some high power, but without evasion to take advantage of it, I’m not that excited about it. And yeah, it only costs two mana, but the fact it only starts doing its thing once you have four mountains is a pretty big hurdle
Arbalest Engineers
3.5 You’ll probably choose to make this a three mana 3/3 with Trample and Haste most of the time, but having the option of picking off a small creature or ramping your mana is great. Any of those cards individually would be pretty good, so having the option between all three is great.
Stone Retrieval Unit
2.5 The rate here isn’t amazing, but it is one card that adds two artifacts to the board, and ramps you. Seems solid to me
Dredging Claw
1.5 +1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Blitz Automaton
3.0 A three mana 3/2 with Haste is right around a 2.5, so adding the more expensive upside of this being a 6/4 with Haste sometimes is nice. Yes, 7 mana for a 6/4 with Haste is an awful rate, but the modality of all of these prototype cards is great in Limited!
Machine Over Matter
2.0 This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
Tomakul Honor Guard
2.0 This has solid stats, and cheap removal will cost extra to destroy it! The format does have a bunch of 1/1 tokens, though, and that always makes a 3/1 sad
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Airlift Chaplain
3.0 Chances are decent you’ll hit something you can get back with the mill trigger, and if you don’t or choose not to get something back, you get a three mana 2/2 with Flying that loaded your graveyard some, which is pretty nice.
Conscripted Infantry
2.5 A three mana 3/1 is far from ideal, but this does leave behind a 1/1 when it dies, meaning it is good sacrifice fodder
Lat-Nam Adept
2.5 4-mana 3/3s have felt pretty awful lately, but this one can grow throughout the game as you draw more cards – and that’s one of the format’s main archetypes, so this will certainly have a home in the format.
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Pack 2 Pick 3: Weakstone's Subjugation
Pristine Talisman
1.5 Three mana for a mana rock that only produces colorless is far from ideal, but the fact this format has a big ramp and artifact theme makes a difference. The incidental life gain doesn’t hurt either
Demolition Field
0.0 This card is basically Field of Ruin, and that’s a card that just isn’t worth running in Limited. Sure, it can sort of fix your mana, but this format won’t have so many basic lands that you can count on that consistently, and your opponent gets some help too! It isn’t good for your mana base and it has an ability that isn’t good in Limited.
Bushwhack
3.5 This is quite nice! If this were two separate cards, you would end up playing either of them and they would be around a 2.5. Neither of them is incredible of course, but fixing your mana or using it as a one mana removal spell is good, even if the removal option does take you a bit of work, since you need a creature that is big enough to survive fighting – and you have to be careful about interaction. Still, giving me a card with an option between these two modes for only one mana is sweet.
Iron-Craw Crusher
3.5 This can buff itself, so it attacks as a 4/5 when a prototype, and as an 8/6 when you cast it the regular way – and it comes with the upside of offering that pump to other creatures, which is pretty great
Yotian Medic
2.0 This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
Weakstone's Subjugation
3.0 I really like this design, and think it actually makes for a really good Blue removal spell. Only paying one mana when the creature is tapped is perfectly reasonable, and sort of “kicking it” to tap the creature down for 4 mana is fine too. The creature can still do all kinds of stuff, unfortunately – like use abilities, be sacrificed, and so on – so it isn’t really premium.
Shoot Down
2.5 This has a whole lot of targets in this format. It is a bit clunky as a 4 mana Sorcery, but it just feels like this will be able to deal with enough permanents in this format that I like the first copy in most Green decks
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Gix's Caress
1.5 Coercion is basically never good in Limited, and that’s what the first part of this card is. Paying three to trade one-for-one and not do anything on the board is a real problem, even if you do get to disrupt your opponent. This gives you a little thing back in the form of a powerstone, which certainly makes it better – but I still don’t like this.
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Dwarven Forge-Chanter
3.0 Back in Khans of Tarkir there was a White two mana 1/3 with Prowess and it was a really nice common – so, adding Ward – Pay 2 life to that also makes for a pretty sweet common! A creature with Prowess is always really obnoxious to block or attack into, since you never know what your opponent might be able to do. The threat of activation is very real! This is a great two drop for Blue-Red decks, and lots of other Red decks will have enough non-creature spells to have a pretty good time with this
Goring Warplow
2.5 Two mana for a 1/1 death touch is okay – that card is probably a 1.5. Having the option between the two makes this a 2.5
Pack 2 Pick 4: Aeronaut Cavalry
Repair and Recharge
1.0 5 mana to reanimate something is usually a pretty disappointing card in most Limited formats, and this can’t even get back creatures if they aren’t Artifacts. While it is nice it can get both Enchantments and Artifacts, leaving creatures out is a pretty big problem, as it makes the card even more limited. If you have a lot of artifact creatures, it definitely gets better – and it can be kind of fun to use it reanimate a creature with Prototype, since they will come into play in their biggest form – and milling something like Su-Chi and reanimating with this on turn five seems pretty cool, but unfortunately I think those things will be far too challenging.
Arms Race
1.0 This Artifact-only but more expensive version of Sneak Attack is pretty cool, and this format certainly has some beefy artifact creatures that you could cheat into play, like basically everything with Prototype. However, it is hard to take full advantage of a card like this in Limited, as you often find yourself going down cards in order to do some damage or get your creature chump blocked, and that’s not usually worth it. You also invest a total of 8 mana to cheat your first thing into play, and I don’t love that! You need a few things to make this worth playing – payoffs for sacrificing stuff, big artifact creatures to cheat into play, and things that give you value when they enter the battlefield or die. I feel like that’s probably asking too much of a draft or a sealed pool. This has some potential, but hard to imagine it working very consistently
Coastal Bulwark
2.0 Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Kill-Zone Acrobat
2.0 There are plenty of expendable things to give up to give this flying when it needs it to get in for damage – whether you’re giving up powerstones or creatures with unearth
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Gnarlroot Pallbearer
2.0 This doesn’t have a great stat-line – but a 5/5 trampler is passable -- and the ETB trigger will be pretty effective in most Green decks, allowing you to attack with something that just couldn’t before. Still, it is rather expensive and dependent on your graveyard
Mine Worker
1.5 If this format had a life gain deck, it would be way better. As is, it is fairly mediocre, as it has poor stats and an ability that doesn’t really do enough. Obviously if you can get the Tron going here you’re going to be happier, but even with all three at Common, I wouldn’t count on that
Aeronaut Cavalry
3.0 You often end up paying 5 mana for 4/5 worth of stats here, and ¾ of it has flying! That’s a pretty good deal, and the format has plenty of soldiers for this to do its thing, especially in Blue-White.
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Tomakul Scrapsmith
2.5 You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Pack 2 Pick 5: Lay Down Arms
Lay Down Arms
3.0 This is at its best if you go mono-white, and at the very least you do need to be pretty heavy into White – like 10+ Plains – but as long as you can use this to consistently hit things with a mana value of three or less, it is going to be a very good removal spell, and I think that is certainly something most decks can achieve. It gets better if you go harder into White, of course.
Horned Stoneseeker
4.0 A two mana 2/2 with Menace is a pretty sweet rate, so the fact this hooks you up with a powerstone is big upside – even if you have to give up a powerstone when the Stoneeker goes down
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Veteran's Powerblade
1.5 One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
Machine Over Matter
2.0 This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
Loran's Escape
2.0 These effects have been playing pretty well lately, and I think that’s probably the case here too. Blanking removal and various other effects while also improving a creature’s ability to win combat is pretty solid.
Boulderbranch Golem
3.5 A 4-mana 3/3 that gains you 3 life when it enters is a 2.5, and the upside here is going to be the kind of card that really allows you to stabilize, as a 6/5 that gains you 6 is going to make any opponent having a fast start very sad. This is one of Green’s best Commons
Disfigure
3.5 As usual, this is premium removal. It can kill a pretty wide spectrum of things for only one mana, giving you a great deal
Tomakul Honor Guard
2.0 This has solid stats, and cheap removal will cost extra to destroy it! The format does have a bunch of 1/1 tokens, though, and that always makes a 3/1 sad
Clay Revenant
1.5 This kind of creature almost always seems to underperform, and I think this version is worse than most cheap creatures who make you pay mana to get them back from the graveyard. The idea here is that this is something you can sacrifice over and over again, or that you can get value out of if you discard or mill it, but it is just so clunky. You have to pay 4 mana every time to get it back in play, and that’s pretty dismal, even with powerstones. What’s more is, a one mana ½ isn’t that relevant for that long anyway
Pack 2 Pick 6: Mine Worker
Demolition Field
0.0 This card is basically Field of Ruin, and that’s a card that just isn’t worth running in Limited. Sure, it can sort of fix your mana, but this format won’t have so many basic lands that you can count on that consistently, and your opponent gets some help too! It isn’t good for your mana base and it has an ability that isn’t good in Limited.
Evangel of Synthesis
3.5 A two mana ⅔ that loots on ETB is a nice card. It is also nice that this is both an enabler and a payoff for the draw extra cards deck, though it is a little sad that it will technically trigger the turn you play it, it just won’t matter
Gruesome Realization
2.5 Paying three mana to draw 2 and pay 2 life is a solid card in most Limited formats, so having the option of using this to sweep away some small creatures is a nice addition
Thraxodemon
2.0 This is a bear with some decent upside – giving up a creature or artifact to draw a card is nice, though I don’t love paying three mana for the effect – but powerstones will soften the blow some
Gixian Skullflayer
2.0 This is a nice little payoff for getting creatures in your graveyard, a strategy that looks to be well supported in the format. I do wish this enabled itself a little bit, like by milling a single card or something – but it will be able to grow with relative ease in Black/Green decks especially
Argothian Sprite
2.5 This is better than it looks. There are lots of Artifact creatures in the set, including most of the format’s creature tokens, so this will be a nice attacker on many boards. Then, in the mid-to-late game you can buff it to make sure it stays relevant. As I’ve been saying, power stones make an ability like this easier to use than it looks! This looks like a quality two-drop for Green decks int he format
Mine Worker
1.5 If this format had a life gain deck, it would be way better. As is, it is fairly mediocre, as it has poor stats and an ability that doesn’t really do enough. Obviously if you can get the Tron going here you’re going to be happier, but even with all three at Common, I wouldn’t count on that
Tomakul Honor Guard
2.0 This has solid stats, and cheap removal will cost extra to destroy it! The format does have a bunch of 1/1 tokens, though, and that always makes a 3/1 sad
Whirling Strike
1.5 This is a solid trick, as it will usually keep your creature alive, kill the opposing creature, and even do some trample damage! It gets better in a set with Prowess and other spell payoffs
Emergency Weld
3.0 Gravedigger is always a nice card in Limited, this costs half as much for a creature half the size, and still returns something from your graveyard to your hand. Getting a 2-for-1 is harder with a 1/1, but a two mana 1/1 with this effect seems pretty nice
Pack 2 Pick 7: Yotian Frontliner
Forging the Anchor
1.5 It seems like most of the time this is just going to be a Divination – and one that you had to do some work with in order to actually draw two cards. Hitting three things with this will start to feel significantly better, and it is certainly a possibility in an artifact-heavy set, but the flip side of that is hitting 0-1 things. On average, this probably ends up worse than Divination, but it also has a higher ceiling.
Yotian Frontliner
2.0 This will be pretty sweet to play on turn one, because it is likely to get in and buff other creatures in the process. However, even with Unearth, it has diminishing turns as the game goes on, because it just won’t survive attacking on very many boards. Basically, you end up paying a couple of mana to buff a creature twice, and I’m not super impressed by that. It is both an artifact and a soldier, which this format cares about, and that helps some.
Tomakul Scrapsmith
2.5 You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Phalanx Vanguard
2.5 A two mana 2/2 with Vigilance is right around a 2.0, so the fact that the power on this thing will go up pretty often makes it a solid two drop.
Goring Warplow
2.5 Two mana for a 1/1 death touch is okay – that card is probably a 1.5. Having the option between the two makes this a 2.5
Gix's Caress
1.5 Coercion is basically never good in Limited, and that’s what the first part of this card is. Paying three to trade one-for-one and not do anything on the board is a real problem, even if you do get to disrupt your opponent. This gives you a little thing back in the form of a powerstone, which certainly makes it better – but I still don’t like this.
Combat Courier
2.0 It is nice that you can cash this in for a card – twice, thanks to Unearth – and that does give you a 2-for-1, albeit an expensive one. But if you can get some extra value out of this being around, it is definitely worth it.
Gaea's Gift
2.0 This is a nice trick. In addition to doing a good job of helping a creature win combat, the slew of keywords it gets makes it so you can blank most removal when you cast it. We’ve seen a lot o tricks like this of late, and they’ve all ended up being a card you always want one or two of in aggressive decks, and I think that’s what we have here
Pack 2 Pick 8: Machine Over Matter
Skyfisher Spider
3.5 This is another very good signpost Uncommon. Having Bone Splinters stapled to a 3/3 with Reach is quite the deal, especially in a color pair with expendable bodies and a reason to put creatures in the graveyard. The life gain it gives you can really make a difference too! You shouldn’t always exile it of course, as getting this back for value is also quite good, but the life gain will be the way to go a decent percentage of the time
Tomakul Honor Guard
2.0 This has solid stats, and cheap removal will cost extra to destroy it! The format does have a bunch of 1/1 tokens, though, and that always makes a 3/1 sad
Machine Over Matter
2.0 This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
Whirling Strike
1.5 This is a solid trick, as it will usually keep your creature alive, kill the opposing creature, and even do some trample damage! It gets better in a set with Prowess and other spell payoffs
Power Plant Worker
2.0 This is a fun cycle, since they all reference the original Urza lands. I think the card seems pretty decent too. The stats aren’t great, but +2/+2 for three mana isn’t the worst rate in a set with power stones everywhere. I wouldn’t count on getting all three of these in play, but you might achieve it on occasion.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Gix's Caress
1.5 Coercion is basically never good in Limited, and that’s what the first part of this card is. Paying three to trade one-for-one and not do anything on the board is a real problem, even if you do get to disrupt your opponent. This gives you a little thing back in the form of a powerstone, which certainly makes it better – but I still don’t like this.
Dredging Claw
1.5 +1/+0 and Menace is a decent – but not great – boost for a two mana Equipment that costs two to equip. The cool thing here is that if you have Unearth creatures, it equips for free, drastically increasing the chance that creature can crack in for some damage. While Unearth is definitely prevalent in the format, I don’t really feel like it is so prevalent that I’ll regularly be running this in my Black decks
Pack 2 Pick 9: Ambush Paratrooper
Ivory Tower
0.0 This isn’t good in Limited. You need to be a draw go style control deck to really make this gain you life that matters, and that just doesn’t happen in Limited. This will frequently do nothing or close to nothing.
Transmogrant Altar
1.0 // 3.0 There is a pretty real sacrifice deck in this format, so I am very intrigued by this. There is plenty of fodder and payoffs for sacrificing, so generating extra value when you use either of these abilities isn’t far-fetched, and that seems pretty darn good. In that sort of deck, this looks like it could be a very real engine. I think it needs a build around grade for sure, as it probably doesn’t make sense outside of Black-Red. If you can’t get some extra stuff out of sacrificing things, this isn’t nearly as good.
Giant Growth
2.0 Giant Growth is back! As always, it is a very nice trick. One mana for this stats boost lets your creature win a whole lot of combats, and you can do it for a very, very low investment, giving you a nice advantage
Tower Worker
2.0 Ramp is a real thing in this format, so this will certainly be seeing some play. Getting the other two Assembly-Workers in play at the same time is a fun goal, but don’t count on it
Ambush Paratrooper
2.5 This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
Air Marshal
2.5 Three mana is kind of a lot for giving Flying only to creatures with a particular type, but the good news is that it is easier than normal to produce mana to pay for abilities in this set thanks to powerstones and there are lots of soldiers. It can also target itself.
Supply Drop
2.0 This is a pretty interesting design! Three mana for +2/+2 isn’t a great rate for a trick, but you can cash it in for a card later, giving it some real 2-for-1 potential in a format that has a fair bit of Artifact synergy too.
Pack 2 Pick 10: Sarinth Steelseeker
Bone Saw
0.0 0 mana artifacts are exciting for constructed, but they aren’t nearly as good in Limited because what you get is usually a card that isn’t worth an entire card – and that’s definitely what Bone Saw is. Especially in a set without any real equipment theme. Playing this will feel like you took a mulligan
Sarinth Steelseeker
4.0 This looks really good. Format has a ton of artifacts, and this even counts power stones. The trigger also isn’t limited to once per turn, unlike lots of these effects! Basically, every time you put an artifact in play you either draw a card or Surveil 1, and that’s a trigger that will generate some pretty amazing value. This looks like quite the engine
Arbalest Engineers
3.5 You’ll probably choose to make this a three mana 3/3 with Trample and Haste most of the time, but having the option of picking off a small creature or ramping your mana is great. Any of those cards individually would be pretty good, so having the option between all three is great.
Tomakul Honor Guard
2.0 This has solid stats, and cheap removal will cost extra to destroy it! The format does have a bunch of 1/1 tokens, though, and that always makes a 3/1 sad
Conscripted Infantry
2.5 A three mana 3/1 is far from ideal, but this does leave behind a 1/1 when it dies, meaning it is good sacrifice fodder
Fog of War
0.0 Fogs are unplayable in Limited. You spend a card to delay the inevitable in most cases.
Pack 2 Pick 11: Bushwhack
Demolition Field
0.0 This card is basically Field of Ruin, and that’s a card that just isn’t worth running in Limited. Sure, it can sort of fix your mana, but this format won’t have so many basic lands that you can count on that consistently, and your opponent gets some help too! It isn’t good for your mana base and it has an ability that isn’t good in Limited.
Bushwhack
3.5 This is quite nice! If this were two separate cards, you would end up playing either of them and they would be around a 2.5. Neither of them is incredible of course, but fixing your mana or using it as a one mana removal spell is good, even if the removal option does take you a bit of work, since you need a creature that is big enough to survive fighting – and you have to be careful about interaction. Still, giving me a card with an option between these two modes for only one mana is sweet.
Shoot Down
2.5 This has a whole lot of targets in this format. It is a bit clunky as a 4 mana Sorcery, but it just feels like this will be able to deal with enough permanents in this format that I like the first copy in most Green decks
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Dwarven Forge-Chanter
3.0 Back in Khans of Tarkir there was a White two mana 1/3 with Prowess and it was a really nice common – so, adding Ward – Pay 2 life to that also makes for a pretty sweet common! A creature with Prowess is always really obnoxious to block or attack into, since you never know what your opponent might be able to do. The threat of activation is very real! This is a great two drop for Blue-Red decks, and lots of other Red decks will have enough non-creature spells to have a pretty good time with this
Pack 2 Pick 12: Depth Charge Colossus
Arms Race
1.0 This Artifact-only but more expensive version of Sneak Attack is pretty cool, and this format certainly has some beefy artifact creatures that you could cheat into play, like basically everything with Prototype. However, it is hard to take full advantage of a card like this in Limited, as you often find yourself going down cards in order to do some damage or get your creature chump blocked, and that’s not usually worth it. You also invest a total of 8 mana to cheat your first thing into play, and I don’t love that! You need a few things to make this worth playing – payoffs for sacrificing stuff, big artifact creatures to cheat into play, and things that give you value when they enter the battlefield or die. I feel like that’s probably asking too much of a draft or a sealed pool. This has some potential, but hard to imagine it working very consistently
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Gnarlroot Pallbearer
2.0 This doesn’t have a great stat-line – but a 5/5 trampler is passable -- and the ETB trigger will be pretty effective in most Green decks, allowing you to attack with something that just couldn’t before. Still, it is rather expensive and dependent on your graveyard
Pack 2 Pick 13: Urza's Rebuff
Urza's Rebuff
1.5 Adding a second mode to Cancel is definitely an upgrade, but Cancel is usually a D+. Three mana counter spells that cost two blue ask a little too much of you – that’s a lot of mana to leave up - but its nice you can use this to tap some stuff down too.
Raze to the Ground
2.5 This format does have a ton of Artifacts, so this will usually have a target, many of which will be creatures. And its also nice that it can draw you a card when it hits a cheap artifact. In a pinch you could even go after your own powerstone! However…it is a little overcosted and clunky to be that good. Three mana to kill only one permanent type, even one that is relatively plentiful in the set, just isn’t a great rate. The uncounterable clause only matters a tiny bit here too. I mean, I don’t think this is bad at all – but I think some people will see this and think it is premium, but it just won’t be
Tomakul Honor Guard
2.0 This has solid stats, and cheap removal will cost extra to destroy it! The format does have a bunch of 1/1 tokens, though, and that always makes a 3/1 sad
Pack 2 Pick 14: Argothian Sprite
Argothian Sprite
2.5 This is better than it looks. There are lots of Artifact creatures in the set, including most of the format’s creature tokens, so this will be a nice attacker on many boards. Then, in the mid-to-late game you can buff it to make sure it stays relevant. As I’ve been saying, power stones make an ability like this easier to use than it looks! This looks like a quality two-drop for Green decks int he format
Emergency Weld
3.0 Gravedigger is always a nice card in Limited, this costs half as much for a creature half the size, and still returns something from your graveyard to your hand. Getting a 2-for-1 is harder with a 1/1, but a two mana 1/1 with this effect seems pretty nice
Pack 2 Pick 15: Forging the Anchor
Forging the Anchor
1.5 It seems like most of the time this is just going to be a Divination – and one that you had to do some work with in order to actually draw two cards. Hitting three things with this will start to feel significantly better, and it is certainly a possibility in an artifact-heavy set, but the flip side of that is hitting 0-1 things. On average, this probably ends up worse than Divination, but it also has a higher ceiling.
Pack 3 Pick 1: Teething Wurmlet
Self-Assembler
0.0 // 3.0 Last time we saw this, it was the only Assembly-Worker in the set, so you needed multiple copies of it to get it going – and that was actually fairly doable. And a 5-mana 4/4 that draws you another 5-mana 4/4 is pretty nice in Limited. Efficiency matters in Limited, but outcarding your opponent matters a lot too, so the inefficiency didn’t matter! In this set, there are plenty of other assembly-workers for you to search up, so it is probably even better! It does need a build around grade, as you don’t want to play this if you have 0 Assembly-Workers to search up, and even just having one other assembly-worker can be a little sketchy, as once you draw them both you’re kind of in trouble. So, you really need 2+ assembly-workers to get this going – but the good news is, that’s doable
Teething Wurmlet
4.0 This is quite the one drop! Gaining one life every single time an artifact enters under your control is nice, but the fact you can get a counter on this once a turn is great, especially because it counts things like powerstones entering the battlefield
Splitting the Powerstone
1.0 I don’t love this. It is super clunky as a Sorcery, especially because the Powerstones you get back enter tapped. And sure, sometimes you get to draw a card – but that won’t happen often enough. They mostly went for a cool flavor win here with the “legendary” clause on the card, and this is certainly flavorful – but pretty bad for Limited. Giving up an Artifact for two Powerstones just doesn’t seem like what I want to be doing most of the time. You can combine it with Unearth, or even sacrifice a powerstone to it, but I’m still not seeing this be very effective.
Obliterating Bolt
4.0 This is great removal. Two mana for 4 damage is an incredible deal as always, and the exile clause carries real value in this format
Thopter Architect
3.5 This is a pretty nice artifact payoff, as sending your best creature into the air can result in combat shifting much more in your favor! It even counts powerstones and the like, which is nice
Air Marshal
2.5 Three mana is kind of a lot for giving Flying only to creatures with a particular type, but the good news is that it is easier than normal to produce mana to pay for abilities in this set thanks to powerstones and there are lots of soldiers. It can also target itself.
Gixian Skullflayer
2.0 This is a nice little payoff for getting creatures in your graveyard, a strategy that looks to be well supported in the format. I do wish this enabled itself a little bit, like by milling a single card or something – but it will be able to grow with relative ease in Black/Green decks especially
Stern Lesson
2.5 This is a solid card that will slot nicely into the spell decks and the artifact decks – especially the ramp-oriented artifact deck. Three mana to draw two and discard one on its own on an instant is usually kind of alright, and I do think the Powerstone upside here is enough for this to be a one-of in most Blue decks in the format. Any noncreature spell that draws you cards will be welcome in Blue-Red too.
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Disenchant
2.5 This is a solid main deck card in this format. There are lots of artifacts and a decent number of Enchantments. It is efficient and Instant speed too, which is always nice.
Scrapwork Rager
3.0 This is a fun reference to Phyrexian Rager. When you cast it, it is a little bit worse, since you pay one more mana for the same effect – but the Unearth side of things means this bad boy gives you a 2-for-1, and that’s pretty nice.
Hoarding Recluse
2.0 This can trade for anything, and while that’s not the most exciting at 4 mana, a 2/3 Reach can also block lots of small stuff in addition to making your opponent hesitant to attack with big stuff. The death ability here actually matters a bit too, as Green-Black decks will be milling themselves a significant chunk of the time, and sometimes you end up milling things you didn’t really want to mill, and this can help you get that card back
Unleash Shell
3.0 5 mana is a lot, but at least its an Instant! It can deal with most creatures in the format too, and Shocking your opponent in the face when you use it is definitely some decent additional upside. The problem with paying 5 for this effect is you’’ll often have to use it on a creature that costs less, and you’re losing some serious tempo when you do that – and sometimes you just can’t get the mana to deal with a cheap creature and that’s a problem too. You don’t really want more than one of these most of the time, because they are so expensive, but I do think the first copy should be valued reasonably highly
Emergency Weld
3.0 Gravedigger is always a nice card in Limited, this costs half as much for a creature half the size, and still returns something from your graveyard to your hand. Getting a 2-for-1 is harder with a 1/1, but a two mana 1/1 with this effect seems pretty nice
Koilos Roc
3.0 A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
Pack 3 Pick 2: Phalanx Vanguard
Burnished Hart
4.0 This is a great source of ramp and fixing, and it has a baseline as a gray ogre with a useful card type.
Cradle Clearcutter
3.0 A three mana 1/3 that taps for one Green is a 2.0 – and maybe a 2.5 in this set, which has lots of reasons to ramp. In some ways, I feel like casting this as the bigger version is less attractive, as you are less likely to want a bunch of mana, even in this format – but hey, sometimes it will ramp you into something
Obliterating Bolt
4.0 This is great removal. Two mana for 4 damage is an incredible deal as always, and the exile clause carries real value in this format
Mask of the Jadecrafter
2.0 This is a pretty nice thing to spend powerstone mana on. It will basically never be that efficient, whether you’re using it the first time or after unearthing it, but it does give you 2 bodies in the end, and that always plays well
Excavation Explosion
4.0 This looks pretty great, even as a Sorcery! Three mana to do three to anything is always nice – you can usually break even or better on the mana you spend, and this actually gives you some mana back in the form of a powerstone
Carrion Locust
2.0 Incidental graveyard hate is going to be nice in this format, as there are plenty of things that will be nice to exile – especially Unearth creatures. It comes attached to a reasonable flyer, and sometimes you’ll even make your opponent lose a life
Mine Worker
1.5 If this format had a life gain deck, it would be way better. As is, it is fairly mediocre, as it has poor stats and an ability that doesn’t really do enough. Obviously if you can get the Tron going here you’re going to be happier, but even with all three at Common, I wouldn’t count on that
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Phalanx Vanguard
2.5 A two mana 2/2 with Vigilance is right around a 2.0, so the fact that the power on this thing will go up pretty often makes it a solid two drop.
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
Powerstone Engineer
2.0 Trading this off and getting a powerstone in the process seems fine.
Epic Confrontation
3.5 This is a reprint, and it was a premium removal spell last time. The stats boost is surprisingly effective at helping your creature win the fight. You do have to be careful with this kind of removal spell, because if your opponent can respond by removing your creature you get blown out, and that does matter – but you can often find a good window to cast this
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Pack 3 Pick 3: Yotian Tactician
Swiftfoot Boots
3.0 The Boots are pretty nice on the right creature, though the downside they always have is that the creature you put it on already has to be pretty impressive, otherwise it makes very little difference! That said, once you have a creature worth protecting, the Boots are a nightmare for your opponent! It doesn’t hurt that they can also give haste, something that can really change your attacks.
Calamity's Wake
0.0 This isn’t here for Limited. You don’t really want to use up a card to hate on the graveyard and stop noncreature spells for the turn most of the time. It is kind of reasonable as a sideboard card in situations where your opponent has lots of graveyard action I guess, but even then I’m not ultra impressed with such a narrow hate effect that doesn’t really give you a card back.
Yotian Tactician
3.5 As I’ve said, there are lots of soldiers in this set, with UW being the color pair that is the most interested in them. This is a nice lord that will buff much of your board when you’re in the color pair.
Yotian Dissident
3.5 This counts artifacts that come into play in any way at all, and that includes making powerstone tokens. This looks like it will be capable of stacking up a whole lot of counters! It does start very small and vulnerable, though.
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Stone Retrieval Unit
2.5 The rate here isn’t amazing, but it is one card that adds two artifacts to the board, and ramps you. Seems solid to me
Yotian Medic
2.0 This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
Fallaji Archaeologist
2.5 This is a cool design. It will either be a two mana ¼ – which is passable – or a two mana 0/3 that gets you something from the graveyard. Now, keep in mind you only get the card back if it is among those that are milled – and this only hits noncreature nonlands, so you may wiff sometimes. But if you’re a spell heavy deck in the format – which generally means UR – it seems like this will do what you want it to do most of the time, and at least you get a consolation prize if you do wiff.
Wasteful Harvest
1.5 This format does have a deck that really wants to mill cards, but I’m still not super into this. Three mana to get a single permanent back from the graveyard is pretty underwhelming, even with mill attached. I’d much rather impact the board and mill myself at the same time, and there are ways to do that in the format
Ravenous Gigamole
2.5 This loads your graveyard, and will frequently also get you something back – when it doesn’t, it is a 4-mana ¾ -- which isn’t great, but because you’re interested in graveyard stuff, putting those cards in the graveyard definitely matters.
Tomakul Scrapsmith
2.5 You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Tocasia's Onulet
2.0 A 5-mana 4/4 that gains you 2 life when it dies is probably a 1.5. This has a pretty reasonable Unearth cost too, though, and you get to gain 2 more life!
Airlift Chaplain
3.0 Chances are decent you’ll hit something you can get back with the mill trigger, and if you don’t or choose not to get something back, you get a three mana 2/2 with Flying that loaded your graveyard some, which is pretty nice.
Pack 3 Pick 4: Deadly Riposte
Forging the Anchor
1.5 It seems like most of the time this is just going to be a Divination – and one that you had to do some work with in order to actually draw two cards. Hitting three things with this will start to feel significantly better, and it is certainly a possibility in an artifact-heavy set, but the flip side of that is hitting 0-1 things. On average, this probably ends up worse than Divination, but it also has a higher ceiling.
Haywire Mite
2.0 This has plenty of targets in this format, so it is certainly a main deck card. Doesn’t hurt that it is a cheap artifact in a format that really cares about such things
Repair and Recharge
1.0 5 mana to reanimate something is usually a pretty disappointing card in most Limited formats, and this can’t even get back creatures if they aren’t Artifacts. While it is nice it can get both Enchantments and Artifacts, leaving creatures out is a pretty big problem, as it makes the card even more limited. If you have a lot of artifact creatures, it definitely gets better – and it can be kind of fun to use it reanimate a creature with Prototype, since they will come into play in their biggest form – and milling something like Su-Chi and reanimating with this on turn five seems pretty cool, but unfortunately I think those things will be far too challenging.
Blitz Automaton
3.0 A three mana 3/2 with Haste is right around a 2.5, so adding the more expensive upside of this being a 6/4 with Haste sometimes is nice. Yes, 7 mana for a 6/4 with Haste is an awful rate, but the modality of all of these prototype cards is great in Limited!
Blanchwood Prowler
3.0 This is either a two mana 1/1 that draws you a land and loads your graveyard, or a two mana 2/2 that loads your graveyard. Both of those options are solid, and you can get some extra value out of milling yourself in Green, as the Green-Black deck is all about it
Aeronaut's Wings
2.0 +1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
Roc Hunter
1.5 This has stats that tend to play reasonably well in aggro decks, although the plentiful 1/1 tokens in the set may hold this back a bit. Adding Reach to the mix is nice, as it means this does a decent job of trading with Flyers once it can no longer attack
Veteran's Powerblade
1.5 One mana to equip this is pretty nice, but three to cast is always going to feel pretty ugly. Still, it makes your solder tokens into 3/1s, which means they can swing in most cases! Obviously works with other soldiers too, but I don’t really feel like this is the soldier payoff you’re really hoping for when you draft the UW deck.
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Machine Over Matter
2.0 This seems pretty solid, as it will often only cost a single Blue mana, and the fact it can hit any nonland permanent makes it nicely flexible. Even if you pay 2 for this, we’ve seen that card be fine in the past. The downside about bounce, of course, is you use up a card and generally you don’t deal with one of your opponent’s – you just make them cast it again. But, if you can time this right, you can sometimes get a 1-for-1 in addition to the tempo – like if you use it in response to a trick or something.
Deadly Riposte
2.5 This is a solid removal spell for non-aggressive decks, as removing something and gaining life goes a long way towards helping you stabilize. Meanwhile, it is pretty bad in a deck that wants to be aggressive, as you’d rather have removal that can deal with blockers, and this just doesn’t! It demands a tapped creature and the creature has to be small for this to do its job, so it certainly isn’t premium.
Moment of Defiance
2.0 This is a bit expensive for a trick that only boosts toughness by 1, which means that oftentimes your creature will also die, but it definitely makes up for that by drawing you a card. In situations where you creature does survive, you get a 2-for-1, and in situations where it doesn’t, you break even while gaining some life. It also draws you a card, checking the box for the Blue-Black deck. That seems fine to me
Pack 3 Pick 5: Ambush Paratrooper
Swiftfoot Boots
3.0 The Boots are pretty nice on the right creature, though the downside they always have is that the creature you put it on already has to be pretty impressive, otherwise it makes very little difference! That said, once you have a creature worth protecting, the Boots are a nightmare for your opponent! It doesn’t hurt that they can also give haste, something that can really change your attacks.
Tocasia, Dig Site Mentor
4.0 A 4-mana 4/3 that gives all of your creatures Vigilance and Surveil 1 is a really great card, even if you have to spend three different colors of mana! Her graveyard ability is also pretty absurd, but I wouldn’t count on being able to fully utilize it and have the mana to cast it all that often. Mostly, you’re just looking to keep her in play so you can dig deep in your library and load your graveyard.
Slagstone Refinery
1.0 Even in a set with a sacrifice theme going on, this doesn’t feel very good. 4 mana is a ton for something that won’t do much for at least a turn, and while the format does have a sacrifice deck, it just feels like you’re spending too much mana for minimal upside
Arms Race
1.0 This Artifact-only but more expensive version of Sneak Attack is pretty cool, and this format certainly has some beefy artifact creatures that you could cheat into play, like basically everything with Prototype. However, it is hard to take full advantage of a card like this in Limited, as you often find yourself going down cards in order to do some damage or get your creature chump blocked, and that’s not usually worth it. You also invest a total of 8 mana to cheat your first thing into play, and I don’t love that! You need a few things to make this worth playing – payoffs for sacrificing stuff, big artifact creatures to cheat into play, and things that give you value when they enter the battlefield or die. I feel like that’s probably asking too much of a draft or a sealed pool. This has some potential, but hard to imagine it working very consistently
Tower Worker
2.0 Ramp is a real thing in this format, so this will certainly be seeing some play. Getting the other two Assembly-Workers in play at the same time is a fun goal, but don’t count on it
Ambush Paratrooper
2.5 This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
Aeronaut's Wings
2.0 +1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
Curate
2.5 This lets you see up to three cards and can let you put advantageous cards in the graveyard, and that’s pretty nice – especially in a format with a spell deck and a card draw deck!
Scatter Ray
2.5 This looks like a very nice counterspell for the format, as creatures and artifacts are going to make up the bulk of spells in most decks. It isn’t a hard counter, but 4 mana is enough that it will be relevant all game long. One downside in this format: powerstones can be used to help pay for costs like this.
Fallaji Archaeologist
2.5 This is a cool design. It will either be a two mana ¼ – which is passable – or a two mana 0/3 that gets you something from the graveyard. Now, keep in mind you only get the card back if it is among those that are milled – and this only hits noncreature nonlands, so you may wiff sometimes. But if you’re a spell heavy deck in the format – which generally means UR – it seems like this will do what you want it to do most of the time, and at least you get a consolation prize if you do wiff.
Tomakul Scrapsmith
2.5 You either get a three mana 3/2, or a three mana 2/1 that draws you an Artifact. Obviously the latter option is the better one, and this would be at least a 3.5 if that’s what it was – but it will only do that half the time, and the 3/2 option is less exciting. It also takes a bit of a hti because Red is not very interested in the graveyard in this set, so loading it up a little bit is unlikely to give you any extra value
Pack 3 Pick 6: Spectrum Sentinel
Transmogrant Altar
1.0 // 3.0 There is a pretty real sacrifice deck in this format, so I am very intrigued by this. There is plenty of fodder and payoffs for sacrificing, so generating extra value when you use either of these abilities isn’t far-fetched, and that seems pretty darn good. In that sort of deck, this looks like it could be a very real engine. I think it needs a build around grade for sure, as it probably doesn’t make sense outside of Black-Red. If you can’t get some extra stuff out of sacrificing things, this isn’t nearly as good.
Spectrum Sentinel
1.0 This looks pretty bad for Limited. Multicolored isn’t a huge theme in the format, and neither are nonbasic lands. Mostly, you’re going to be getting a one mana ½. It is both an artifact and a soldier, so in decks that care about those things it isn’t the biggest disaster ever, but it still isn’t very good
Conscripted Infantry
2.5 A three mana 3/1 is far from ideal, but this does leave behind a 1/1 when it dies, meaning it is good sacrifice fodder
Clay Revenant
1.5 This kind of creature almost always seems to underperform, and I think this version is worse than most cheap creatures who make you pay mana to get them back from the graveyard. The idea here is that this is something you can sacrifice over and over again, or that you can get value out of if you discard or mill it, but it is just so clunky. You have to pay 4 mana every time to get it back in play, and that’s pretty dismal, even with powerstones. What’s more is, a one mana ½ isn’t that relevant for that long anyway
Tocasia's Dig Site
1.5 This isn’t great for your mana, but having a repeatable source of Surveil is going to be worth it in some decks, because it can both laid your graveyard and improve your card quality. Three mana is a lot for sure, and that’s an ability you’ll only be using when you have nothing better to do – but hey, it will find you something to do eventually!
Fallaji Archaeologist
2.5 This is a cool design. It will either be a two mana ¼ – which is passable – or a two mana 0/3 that gets you something from the graveyard. Now, keep in mind you only get the card back if it is among those that are milled – and this only hits noncreature nonlands, so you may wiff sometimes. But if you’re a spell heavy deck in the format – which generally means UR – it seems like this will do what you want it to do most of the time, and at least you get a consolation prize if you do wiff.
Tawnos's Tinkering
1.0 I feel like actually generating a card of value with this is going to be a little bit challenging, and it is a pretty big investment for a card that won’t always be able to do enough
Depth Charge Colossus
1.0 I don’t love this. Both modes are pretty inefficient for a creature you have to pay extra mana for to untap. Even with powerstones I don’t think I’m playing this.
Perimeter Patrol
2.5 A three mana 3/3 is solid, and this has some real upside that will let it attack a lot more effectively
Sibling Rivalry
0.5 // 3.0 This format has a very real Sacrifice deck in it, meaning that Sibling Rivalry is going to be pretty well-positioned, as the best thing to do with these is to steal an opposing creature or artifact and sacrifice it to one of your sacrifice outlets – like the Minotaur we saw earlier. This also gives you a powerstone, which gives you something else to sacrifice in many cases! This is definitely a build around, as it isn’t very good in just any deck in the format
Pack 3 Pick 7: Powerstone Engineer
Battlefield Butcher
3.0 In addition to having a cost reduction built in, this activated ability will feel cheaper in this format than it would normally thanks to power stones. This seems like a nice win condition for the graveyard decks in the format.
Great Desert Prospector
3.5 It is a bit of a bummer that this guy doesn’t count himself, so the floor on the card is a pretty ugly 5-mana 3/2. However, the ceiling can be pretty silly, as he can really enable you to ramp into artifact stuff or sink mana into activated abilities. Generally speaking, there are lots of ways to make use of power stones in the set!
Mask of the Jadecrafter
2.0 This is a pretty nice thing to spend powerstone mana on. It will basically never be that efficient, whether you’re using it the first time or after unearthing it, but it does give you 2 bodies in the end, and that always plays well
Argothian Sprite
2.5 This is better than it looks. There are lots of Artifact creatures in the set, including most of the format’s creature tokens, so this will be a nice attacker on many boards. Then, in the mid-to-late game you can buff it to make sure it stays relevant. As I’ve been saying, power stones make an ability like this easier to use than it looks! This looks like a quality two-drop for Green decks int he format
Powerstone Engineer
2.0 Trading this off and getting a powerstone in the process seems fine.
Fallaji Chaindancer
2.0 This is going to be tough to block on a lot of boards, as a 2/4 double strike can deal with a whole lot of creatures without going down itself. The threat of activation will let this get in for 2 a decent chunk of the time, and if you have other ways to augment it – it can get even sillier! Powerstones will make this ability easier to activate than you might think, too
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Citanul Stalwart
2.0 Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Pack 3 Pick 8: Ambush Paratrooper
Transmogrant Altar
1.0 // 3.0 There is a pretty real sacrifice deck in this format, so I am very intrigued by this. There is plenty of fodder and payoffs for sacrificing, so generating extra value when you use either of these abilities isn’t far-fetched, and that seems pretty darn good. In that sort of deck, this looks like it could be a very real engine. I think it needs a build around grade for sure, as it probably doesn’t make sense outside of Black-Red. If you can’t get some extra stuff out of sacrificing things, this isn’t nearly as good.
Great Desert Prospector
3.5 It is a bit of a bummer that this guy doesn’t count himself, so the floor on the card is a pretty ugly 5-mana 3/2. However, the ceiling can be pretty silly, as he can really enable you to ramp into artifact stuff or sink mana into activated abilities. Generally speaking, there are lots of ways to make use of power stones in the set!
Ambush Paratrooper
2.5 This has passable Flying stats, and in the late game it can buff the whole board. Keep in mind, too, that activated abilities in this format are all going to be easier than normal to activate thanks to power stones.
Disenchant
2.5 This is a solid main deck card in this format. There are lots of artifacts and a decent number of Enchantments. It is efficient and Instant speed too, which is always nice.
Aeronaut's Wings
2.0 +1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
Energy Refractor
1.5 It is a good thing this replaces itself, because it is pretty bad at filtering mana! Two mana for one mana of any color just isn’t a very good rate, though it can do it multiple times a turn because it doesn’t tap. The format does care about artifacts and noncreature spells, and one that replaces itself has some inhererent value, with the filtering part just some minor upside. It does let you make your powerstones produce colored mana, but still not efficient at all.
Citanul Stalwart
2.0 Even with powerstones, it can be a little tricky finding a way to consistently use this to fix and ramp your mana. There will be times where you just can’t do it, and its an ability that isn’t that great in the late game. That said, this format does have many payoffs for doing such a thing, and the powerstones certainly make this better.
Coastal Bulwark
2.0 Obviously, if you’re playing Blue, this is going to be a 3/3 – and a wall that can Surveil 1 is going to be a solid thing to have in more defensive decks.
Pack 3 Pick 9: Disenchant
Self-Assembler
0.0 // 3.0 Last time we saw this, it was the only Assembly-Worker in the set, so you needed multiple copies of it to get it going – and that was actually fairly doable. And a 5-mana 4/4 that draws you another 5-mana 4/4 is pretty nice in Limited. Efficiency matters in Limited, but outcarding your opponent matters a lot too, so the inefficiency didn’t matter! In this set, there are plenty of other assembly-workers for you to search up, so it is probably even better! It does need a build around grade, as you don’t want to play this if you have 0 Assembly-Workers to search up, and even just having one other assembly-worker can be a little sketchy, as once you draw them both you’re kind of in trouble. So, you really need 2+ assembly-workers to get this going – but the good news is, that’s doable
Splitting the Powerstone
1.0 I don’t love this. It is super clunky as a Sorcery, especially because the Powerstones you get back enter tapped. And sure, sometimes you get to draw a card – but that won’t happen often enough. They mostly went for a cool flavor win here with the “legendary” clause on the card, and this is certainly flavorful – but pretty bad for Limited. Giving up an Artifact for two Powerstones just doesn’t seem like what I want to be doing most of the time. You can combine it with Unearth, or even sacrifice a powerstone to it, but I’m still not seeing this be very effective.
Thopter Architect
3.5 This is a pretty nice artifact payoff, as sending your best creature into the air can result in combat shifting much more in your favor! It even counts powerstones and the like, which is nice
Union of the Third Path
1.0 Three mana to draw one card is abysmal. Adding life gain to the mix certainly improves things, although the fact this format doesn’t have a life gain deck makes that matter a lot less. I think you’ll cut this more than you play it, it just doesn’t seem impactful enough overall
Disenchant
2.5 This is a solid main deck card in this format. There are lots of artifacts and a decent number of Enchantments. It is efficient and Instant speed too, which is always nice.
Hoarding Recluse
2.0 This can trade for anything, and while that’s not the most exciting at 4 mana, a 2/3 Reach can also block lots of small stuff in addition to making your opponent hesitant to attack with big stuff. The death ability here actually matters a bit too, as Green-Black decks will be milling themselves a significant chunk of the time, and sometimes you end up milling things you didn’t really want to mill, and this can help you get that card back
Koilos Roc
3.0 A 5-mana 3/3 with Flash and Flying is usually playable, as it not only allows you to leave mana up for other stuff, you can flash it in to ambush something – so I’m pretty happy that this also adds a powerstone to the mix. Because of Flash, you’ll also be able to use that powerstone most of the time when you untap.
Pack 3 Pick 10: Recommission
Cradle Clearcutter
3.0 A three mana 1/3 that taps for one Green is a 2.0 – and maybe a 2.5 in this set, which has lots of reasons to ramp. In some ways, I feel like casting this as the bigger version is less attractive, as you are less likely to want a bunch of mana, even in this format – but hey, sometimes it will ramp you into something
Mask of the Jadecrafter
2.0 This is a pretty nice thing to spend powerstone mana on. It will basically never be that efficient, whether you’re using it the first time or after unearthing it, but it does give you 2 bodies in the end, and that always plays well
Recommission
1.5 If you can consistently get back a 3 mana creature with this, it is going to feel pretty dang good, as your creature will easily be worth more than 2 mana. The problem is that you have to set this up and have the right deck make up. And while those things are doable, there will certainly be times where this is stuck in your hand.
Goblin Firebomb
1.5 We’ve seen cards like this before, and they are always pretty mediocre. It isn’t efficient, even for destroying any permanent type. Now, the format does have an artifact theme, and if you can find ways to recur this, it can get interesting! You’ll run it if you’re really desperate for removal
Desynchronize
2.0 5 mana is a lot, and while this does let you trade 1-for-1, since it doesn’t just bounce the permanent – it puts it on top or bottom of your opponent’s library – it also doesn’t do a great job of dealing with some really problematic permanents, which your opponent can just draw again.
Mishra's Domination
1.5 This has some nice flexibility, as it can be a decent removal spell for an aggro deck or a way to buff a creature. It doesn’t do either thing well, though
Pack 3 Pick 11: Yotian Medic
Calamity's Wake
0.0 This isn’t here for Limited. You don’t really want to use up a card to hate on the graveyard and stop noncreature spells for the turn most of the time. It is kind of reasonable as a sideboard card in situations where your opponent has lots of graveyard action I guess, but even then I’m not ultra impressed with such a narrow hate effect that doesn’t really give you a card back.
Yotian Dissident
3.5 This counts artifacts that come into play in any way at all, and that includes making powerstone tokens. This looks like it will be capable of stacking up a whole lot of counters! It does start very small and vulnerable, though.
Stone Retrieval Unit
2.5 The rate here isn’t amazing, but it is one card that adds two artifacts to the board, and ramps you. Seems solid to me
Yotian Medic
2.0 This is a solid little defensive creature. It can block for a lot of the game while giving you back some life, which is certainly going to be a pain for aggro decks
Fallaji Archaeologist
2.5 This is a cool design. It will either be a two mana ¼ – which is passable – or a two mana 0/3 that gets you something from the graveyard. Now, keep in mind you only get the card back if it is among those that are milled – and this only hits noncreature nonlands, so you may wiff sometimes. But if you’re a spell heavy deck in the format – which generally means UR – it seems like this will do what you want it to do most of the time, and at least you get a consolation prize if you do wiff.
Pack 3 Pick 12: Aeronaut's Wings
Forging the Anchor
1.5 It seems like most of the time this is just going to be a Divination – and one that you had to do some work with in order to actually draw two cards. Hitting three things with this will start to feel significantly better, and it is certainly a possibility in an artifact-heavy set, but the flip side of that is hitting 0-1 things. On average, this probably ends up worse than Divination, but it also has a higher ceiling.
Repair and Recharge
1.0 5 mana to reanimate something is usually a pretty disappointing card in most Limited formats, and this can’t even get back creatures if they aren’t Artifacts. While it is nice it can get both Enchantments and Artifacts, leaving creatures out is a pretty big problem, as it makes the card even more limited. If you have a lot of artifact creatures, it definitely gets better – and it can be kind of fun to use it reanimate a creature with Prototype, since they will come into play in their biggest form – and milling something like Su-Chi and reanimating with this on turn five seems pretty cool, but unfortunately I think those things will be far too challenging.
Aeronaut's Wings
2.0 +1/+0 and Flying is enough to make a creature a problem for your opponent, even if two to play and two to equip will feel a little clunky.
Third Path Savant
2.0 This has a very powerful ability that draws you cards late, and if you’re flooding out or have a bunch of powerstones, that’s a nice ability to help get you out of it. It has a pretty bad stat-line until you get to that point, though.
Pack 3 Pick 13: Tocasia, Dig Site Mentor
Tocasia, Dig Site Mentor
4.0 A 4-mana 4/3 that gives all of your creatures Vigilance and Surveil 1 is a really great card, even if you have to spend three different colors of mana! Her graveyard ability is also pretty absurd, but I wouldn’t count on being able to fully utilize it and have the mana to cast it all that often. Mostly, you’re just looking to keep her in play so you can dig deep in your library and load your graveyard.
Slagstone Refinery
1.0 Even in a set with a sacrifice theme going on, this doesn’t feel very good. 4 mana is a ton for something that won’t do much for at least a turn, and while the format does have a sacrifice deck, it just feels like you’re spending too much mana for minimal upside
Arms Race
1.0 This Artifact-only but more expensive version of Sneak Attack is pretty cool, and this format certainly has some beefy artifact creatures that you could cheat into play, like basically everything with Prototype. However, it is hard to take full advantage of a card like this in Limited, as you often find yourself going down cards in order to do some damage or get your creature chump blocked, and that’s not usually worth it. You also invest a total of 8 mana to cheat your first thing into play, and I don’t love that! You need a few things to make this worth playing – payoffs for sacrificing stuff, big artifact creatures to cheat into play, and things that give you value when they enter the battlefield or die. I feel like that’s probably asking too much of a draft or a sealed pool. This has some potential, but hard to imagine it working very consistently
Pack 3 Pick 14: Tocasia's Dig Site
Sibling Rivalry
0.5 // 3.0 This format has a very real Sacrifice deck in it, meaning that Sibling Rivalry is going to be pretty well-positioned, as the best thing to do with these is to steal an opposing creature or artifact and sacrifice it to one of your sacrifice outlets – like the Minotaur we saw earlier. This also gives you a powerstone, which gives you something else to sacrifice in many cases! This is definitely a build around, as it isn’t very good in just any deck in the format
Tocasia's Dig Site
1.5 This isn’t great for your mana, but having a repeatable source of Surveil is going to be worth it in some decks, because it can both laid your graveyard and improve your card quality. Three mana is a lot for sure, and that’s an ability you’ll only be using when you have nothing better to do – but hey, it will find you something to do eventually!
Pack 3 Pick 15: Fallaji Chaindancer
Fallaji Chaindancer
2.0 This is going to be tough to block on a lot of boards, as a 2/4 double strike can deal with a whole lot of creatures without going down itself. The threat of activation will let this get in for 2 a decent chunk of the time, and if you have other ways to augment it – it can get even sillier! Powerstones will make this ability easier to activate than you might think, too