Slobad, Iron Goblin
2.5 This has a solid stat-line and an ability that will be useful on occasion. You can definitely find situations where sacrificing something with this can net you some nice mana to cast an artifact, but more often than not, the ability won’t matter
Furnace Punisher
3.0 In Limited, this is going to be a 3-mana 3/3 with Menace and the rest of the text won’t matter on a regular basis. I guess if you went first and play this on turn three, and your opponent played a non-basic on turn one, it has a shot at chipping in for two extra damage – and that’s probably going to be the usual way that ability triggers.
Awaken the Sleeper
1.0 // 3.0 Here’s the usual Threaten effect! It is interesting its an Uncommon, which means consistently getting it when you have sacrifice outlets is going to be harder than normal. It is also kind of a bummer that it destroys the equipment immediately, instead of you getting a swing in first. But hey, the Equipment destruction angle does mean that you get to trade 1-for-1 in that situation, and that’s not too bad on top of all the other things that this can allow. As usual, this kind of a card is a build around. If you can’t consistently get that full card of value – by destroying Equipment or by sacrificing what you steal – you’re looking at a card that is pretty much only useful in one situation: When you can use it and win on the spot
Atraxa's Skitterfang
4.0 This looks great for an Uncommon. Gray Ogre stats are never very good, but the ability tacked on to this is pretty huge! Granting a keyword to something once a turn for three turns is quite strong, especially because you can do it the turn you play it if you play it before combat. One of these keywords is extremely likely to be beneficial for you every single turn, giving you attacks you just didn’t have. It can also give the keyword to itself, though that doesn’t help you on that first turn. But if you don’t have a creature to buff with it, you can just wait to play it until your second main phase. It gets better in a world where you have ways to take more advantage of oil counters too! Its also colorless, so I can see this getting first picked a lot, since it will end up in your deck 100% of the time and is a powerful card.
Basilica Skullbomb
2.0 Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
Aspirant's Ascent
2.0 One mana tricks have been some pretty serious business of late, and I think this looks like another solid one. This kind of gives you two separate uses, which is great for such a low cost! First it can be used as a traditional trick to help your creature win combat with the +1/+3 boost – but you can also use it before your opponent blocks to make a big creature take to the air and crack in for a bunch of damage – along with some toxic upside
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
Incisor Glider
2.5 This looks like a pretty nice common! A two mana ⅓ with Flying is sort of passable to begin with, and this has a really nice Corrupted Trigger, as buffing the whole board can really change combat. It also doesn’t hurt that cheap Flyers go really well with all the Equipment in the set.
Titanic Growth
2.0 +4/+4 will win you most combats, and two mana isn’t a terrible amount to spend for the boost. It can also sneak in lethal out of nowhere.
Bonepicker Skirge
3.0 A three mana 2/2 Flyer isn’t quite as good as it used to be – but it is still decent enough, so adding some additional effects usually makes for a nice card, and that’s what we have here. If this always had deathtouch and lifelink it would be a 4.0, but you do have to jump through some hoops here.
Lattice-Blade Mantis
3.0 This seems pretty strong for a Common. A 4-mana 4/3 is almost passable, so adding the ability to use oil counters to buff it up to a 5/4 that untaps is really nice. This can hit pretty hard while playing both offense and defense.
Thirsting Roots
2.5 This is a solid modal card. It can help you fix your mana or just hit a land drop, and it is the kind of card that can almost stand in for a land in your deck, since it is almost a modal double-faced land card! Once you have the lands you need, you can Proliferate for some nice value. Sometimes neither mode will be useful, which is a bummer – but most of the time you’ll be getting something worthwhile for the investment.
Vulshok Splitter
2.0 So, this is effectively a 4-mana 4/2 when it comes down – one that leaves behind a pretty clunky piece of equipment. Neither of these things is that impressive for 4 mana, but the initial creature you get out of this definitely softens the blow, especially in a format with lots of payoffs for Equipment.
Experimental Augury
2.5 Anticipate usually isn’t great in Limited, but tacking Proliferate on to is a pretty big deal. There are lots of counters in this set, and even payoffs for prolfierating specifically! On top of that, UR likes spells, and this kind of instant that replaces itself always gets a boost there. Basically, this will actually effect the board reasonably often thanks to the synergies in the set, while also giving you some solid card selection.
Pack 1 Pick 2: Ichorplate Golem
Ichorplate Golem
4.0 An easy to cast three mana ⅔ isn’t a terrible starting point, and the oil counter upside here feels pretty real in this format. It does probably mean that it is at its best in a UR or RG deck, but I think even if you have 2+ creatures that do something with oil tokens, you’re playing this.
Vivisection Evangelist
4.0 A 5-mana 4/4 with Vigilance isn’t great, but obviously if you can get the ETB going here this is an absolutely incredible card. The upside is huge, the baseline is fine, and I think getting that upside is pretty accessible.
Minor Misstep
0.0 This is a nice callback to Mental Misstep, and probably has some legs in Modern – but in Limited this just doesn’t counter enough stuff
Gitaxian Anatomist
1.5 A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
Kuldotha Cackler
2.5 This will be able to attack with higher power a decent chunk of the time for sure, but the times where it is just a lowly 2/3 will feel pretty rough.
Pestilent Syphoner
2.0 This seems solid enough. It represents a real threat thanks to toxic, and is likely to contribute a few poison early. Some decks will just want to turn on their corrupted effects and not actually win with poison, and this will probably be at its best in that type of deck
Mesmerizing Dose
3.0 This looks really good to me. Three mana to lock a creature down is usually a playable card. Sure, it doesn’t fully remove a creature, and that can be a liability sometimes – and there are lots of ways your opponent can get around this card – like by bouncing their creature. Adding Proliferate is pretty serious, though!
Orthodoxy Enforcer
2.0 This is a decent Common payoff for having Artifacts, as a 4-mana 4/4 with Vigilance is a formidable body all game long. When you don’t get that going, though, this will feel pretty bad
Crawling Chorus
2.5 One mana 1/1s that replace themselves with 1/1s tend to play reasonably well, but keep in mind that these Mites are worse than most tokens we’re used to – not blocking is a big deal! If you have sacrifice outlets to use alongside this is it can be particularly nice.
Terramorphic Expanse
2.5 This always provides some solid fixing, even for two color decks. It can be particularly appealing when you are splashing one card, as just a single basic land and the Expanse are often enough to make that work.
Bonepicker Skirge
3.0 A three mana 2/2 Flyer isn’t quite as good as it used to be – but it is still decent enough, so adding some additional effects usually makes for a nice card, and that’s what we have here. If this always had deathtouch and lifelink it would be a 4.0, but you do have to jump through some hoops here.
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
Predation Steward
2.0 This seems like a fine two drop. The ability isn’t exactly efficient, and it is definitely clunky as a sorcery speed only effect, but it can certainly allow you to send in an attacker that couldn’t attack otherwise.
Pack 1 Pick 3: Viral Spawning
Ribskiff
2.5 A 4-mana 4/4 vehicles with Crew 3 is not especially good, but this does replace itself, and Toxic has some real upside. The 2-for-1 potential is very real.
Expand the Sphere
1.5 You have a pretty good chance of hitting two lands when you cast this, and that’s some pretty serious ramp – but I love that you can choose some combination of lands and proliferating when you cast this. Sometimes in the late game drawing your ramp spell is pretty awful, and this becomes a 4-mana Sorcery that Proliferates twice in that situation, and that’s often going to have a significant impact on the board. That said, format looks fast enough that there won’t be that many decks looking to take this.
Viral Spawning
4.0 This is another great uncommon – this one may be Green’ best! You’d already play a 3-mana 3/3 with Toxic 1 – that’s probably right around a C, but the Flashback upside here is huge, because it gives the card fairly accessible 2-for-1 potential, and the two bodies you get are pretty real. And I think most of the time you’ll find a way to get that second body during the game – especially because the first body helps you get there!
Ichor Synthesizer
1.5 A two mana 1/3 is below-rate these days, but this does eventually become an unblockable 3/3, and that’s certainly something your opponent has to contend with. What I don’t like, is that if you don’t get this down early, your chances of getting to four oil counters are significantly curtailed, in which case you’re just playing something that is pretty close to a two mana 1/3, and I don’t like that.
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Bonepicker Skirge
3.0 A three mana 2/2 Flyer isn’t quite as good as it used to be – but it is still decent enough, so adding some additional effects usually makes for a nice card, and that’s what we have here. If this always had deathtouch and lifelink it would be a 4.0, but you do have to jump through some hoops here.
Gitaxian Anatomist
1.5 A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
Prophetic Prism
2.5 We’ve seen this before and it is always surprisingly good. Filtering mana is of course in efficient, and this doesn’t actually net you mana – but the fact this fixes your mana and replaces itself is no small thing. Actually getting a card worth of value is a big deal.
Mirran Bardiche
2.0 This one gives you a 5-mana 4/3 with Vigilance up front. As is the case for most of the Common For Mirrodin! Artifacts, that rate wouldn’t really be acceptable all on its own – but being able to move the boost around when you need to is nice.
Contagious Vorrac
4.0 This is a great Common. If this could only proliferate, or only get a land from the top four, it would be a good Common – having the option between both is great. It can help you hit your land drop when you need it to, and then you can Proliferate in the later game and get some nice value.
Furnace Strider
3.0 A 5-mana 4/5 isn’t the worst rate ever, especially because this can give itself haste! On your next turn whatever you cast gains haste too if you want it to, so it feels like you’re getting a pretty solid return on your investment with this.
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Pack 1 Pick 4: Lattice-Blade Mantis
Chittering Skitterling
2.5 A three mana ¼ isn’t great, but this does end up with a pretty nice ability if you can get Corrupted going. Cashing in irrelevant artifacts or creatures for cards is always nice. It also has the potential to combine quite well with the format’s Threaten effect, since it sacrifices stuff for free!
Vat Emergence
2.0 We have seen many 5 mana reanimation spells be complete duds. There’s one at Uncommon in most sets! They tend to underwhelm because it is hard to consistently get something back that is actually worth that hefty investment. However, there are two things going on here that that really change things. The first is Proliferate, which has synergy everywhere in the format. More importantly, though, is the fact that this lets you get something from any graveyard. That effectively doubles your chances of finding something to reanimate that is worth the mana, and that’s a big deal!
Meldweb Strider
2.0 A 5-mana 5/5 Vigilance Vehicle with Crew 3 is probably a 1.5. That’s just not a very good rate for a card that isn’t a creature unless you do some extra work! The fact this comes with an oil counter does matter though, as it does make it so this can be a creature all on its one for one turn, and if you proliferate it can become a real problem. Of course, the upside there is still that this is just a 5-mana 5/5 with Vigilance – which is nice, but again – there is work to be done to even get it to the point where it does that consistently.
Meldweb Curator
1.5 This has a mediocre stat-line, and its ability isn’t that impressive either. Getting back removal is nice of course, but putting it on top of your library isn’t that powerful. You’ll usually have to wait a turn to get it, and if you didn’t have something worth getting out of the graveyard, you’re even more out of luck.
Basilica Shepherd
4.0 Say hello to the white Diregraf Horde! This is a great Common that adds a ton to the board for the cost. While the Pests being unable to block is definitely a downside, there is a lot you can do with those Artifact tokens – including sacrificing them or simply using them to go wide. This is probably White’s best Common.
The Autonomous Furnace
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Cutthroat Centurion
2.0 This can threaten to become a 4/4 any time it swings, which is pretty nice. This kind of card often gets through without you actually having to sacrifice anything to it, because the opponent just can’t muster a good block. This also combines well with the various sacrifice synergies, and being a free Sacrifice effect means it has the upside of working really well with Red’s usual Threaten effect.
Lattice-Blade Mantis
3.0 This seems pretty strong for a Common. A 4-mana 4/3 is almost passable, so adding the ability to use oil counters to buff it up to a 5/4 that untaps is really nice. This can hit pretty hard while playing both offense and defense.
Furnace Skullbomb
1.5 I think this is probably the worst of the bunch, mostly because its effect is more niche than the others. If you don’t have a permanent that cares about oil counters, it doesn’t do anything, while the others have effects that pretty much always do something. It still can be cycled away easily, and when you can get value out of the counters it is fine, but it is a bit worse than the others.
Prologue to Phyresis
2.0 This isn’t especially powerful on its own, as a poison counter isn’t worth a ton on its own – but this is a spell that replaces itself, and the UR deck will make decent use of it
Thrill of Possibility
1.5 We’ve seen this before, and it is often the kind of card that spell decks will run, but no one else really wants to play, and even the spell decks would be happier with a lot of other instants and sorceries that draw them cards!
Pack 1 Pick 5: Chittering Skitterling
Staff of Compleation
1.5 This is a fun call back to Staff of Domination – but like the Staff, this isn’t anything special in Limited. The Pay 1 life ability almost never comes up. The 2 life ability makes this a really mediocre mana rock. Paying 3 life to proliferate and 4 to draw a card is where things start to get interesting, but that amount of life can add up quickly, and having a card that makes you pay life that also doesn’t usually add to the board seems like a recipe for disaster in a lot of games. If you have some ways to gain life this obviously gets more interesting, but that doesn’t seem to be a big theme here
Veil of Assimilation
3.0 This offers a nice buff up front, and there are enough artifacts in the set that triggering this on most turns won’t be a challenge for White decks.
Chittering Skitterling
2.5 A three mana ¼ isn’t great, but this does end up with a pretty nice ability if you can get Corrupted going. Cashing in irrelevant artifacts or creatures for cards is always nice. It also has the potential to combine quite well with the format’s Threaten effect, since it sacrifices stuff for free!
Kuldotha Cackler
2.5 This will be able to attack with higher power a decent chunk of the time for sure, but the times where it is just a lowly 2/3 will feel pretty rough.
Testament Bearer
2.0 This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Shrapnel Slinger
2.5 This can kill a decent number of creatures in the format, and there’s also plenty of noncreature artifacts it can deal with too. Sacrificing a Mite or something else expendable seems particularly nice. You also have a baseline of a 2-mana 2/2, which you’ll certainly be wanting if you don’t have something else to do on turn two
Oil-Gorger Troll
3.0 A 5-mana ¾ that gains you 3 life when it enters the battlefield is not especially good, so how good this card is comes down to how often you get to draw. I think it is definitely accessible, and one this card is gaining you life and netting you a card, it is going to feel pretty sweet. This is another Green card that feels like it can do a reasonable job of throwing a monkey wrench into the plans of aggro decks, as is often the case for creatures that gain life on ETB.
Prophetic Prism
2.5 We’ve seen this before and it is always surprisingly good. Filtering mana is of course in efficient, and this doesn’t actually net you mana – but the fact this fixes your mana and replaces itself is no small thing. Actually getting a card worth of value is a big deal.
Compleat Devotion
2.0 Two mana for +2/+2 is a mediocre boost, but the 2-for-1 upside you get when you use this on a Toxic creature is definitely real upside. There’s enough Toxic in White that I feel like this is a 2.0
Pack 1 Pick 6: Sheoldred's Headcleaver
Noxious Assault
1.0 This is an interesting take on a mass pump effect. There will certainly be times where this puts your opponent in a lose-lose situation, since they can neither take all the damage or get the poison counters, but most of the time they can probably find a way to mix and match and survive. Five mana for this sorcery speed boost is normally just not a very good card in Limited and I don’t feel like the poison counter upside is enough for me to want to play this in this format. It is definitely hard to evaluate, as the poison vs. damage choice can definitely be powerful, but I think this is probably still too situational to be very good.
Gitaxian Anatomist
1.5 A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
Surgical Skullbomb
2.5 Like the others, this cycles at worst, and can have a real impact on the board that still nets you a card.
Glistener Seer
2.0 One mana 0/3s are pretty underwhelming. This one does Scry a few times though, and that can be useful all game long.
Sheoldred's Headcleaver
1.5 A 4-mana 2/4 with Menace is probably a 1.0 at best, and while adding Toxic to the mix is nice, this still dies to a whole lot of common double blocks
Bring the Ending
2.5 This starts out as a bad mana leak, and by the later stages of the game becomes a really efficient hard counter. I actually like that design, because this type of counterspell is usually good earlier in the game and horrible late. So, adding Corrupted to the mix means that this will be good for a huge chunk of the game.
Duress
0.5 This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
Copper Longlegs
1.5 A two mana 1/3 Reach isn’t very good. This can give itself up to Proliferate which is nice, since it will often not be a very relevant body on the board. Still, it doesn’t seem like this will be making the cut with regularity
Pack 1 Pick 7: Contagious Vorrac
Orthodoxy Enforcer
2.0 This is a decent Common payoff for having Artifacts, as a 4-mana 4/4 with Vigilance is a formidable body all game long. When you don’t get that going, though, this will feel pretty bad
Sheoldred's Headcleaver
1.5 A 4-mana 2/4 with Menace is probably a 1.0 at best, and while adding Toxic to the mix is nice, this still dies to a whole lot of common double blocks
Contagious Vorrac
4.0 This is a great Common. If this could only proliferate, or only get a land from the top four, it would be a good Common – having the option between both is great. It can help you hit your land drop when you need it to, and then you can Proliferate in the later game and get some nice value.
Surgical Skullbomb
2.5 Like the others, this cycles at worst, and can have a real impact on the board that still nets you a card.
Furnace Skullbomb
1.5 I think this is probably the worst of the bunch, mostly because its effect is more niche than the others. If you don’t have a permanent that cares about oil counters, it doesn’t do anything, while the others have effects that pretty much always do something. It still can be cycled away easily, and when you can get value out of the counters it is fine, but it is a bit worse than the others.
Hazardous Blast
1.5 // 2.5 We’ve seen this card before, more or less, and in the right deck it can be a pretty good way to end the game, as turning off all blocking can really allow you to do a ton of damage. In a pinch, it can also sweep away a bunch of X/1s, like Mite tokens and the like – so it sort of has an alternate mode, but certainly the most powerful thing to do with it is use it to let you alpha strike for the win. With Toxic in the format, it may be easier than normal to set up lethal too, since you can threaten with both poison counters and damage
Compleat Devotion
2.0 Two mana for +2/+2 is a mediocre boost, but the 2-for-1 upside you get when you use this on a Toxic creature is definitely real upside. There’s enough Toxic in White that I feel like this is a 2.0
Terramorphic Expanse
2.5 This always provides some solid fixing, even for two color decks. It can be particularly appealing when you are splashing one card, as just a single basic land and the Expanse are often enough to make that work.
Pack 1 Pick 8: Dune Mover
Ribskiff
2.5 A 4-mana 4/4 vehicles with Crew 3 is not especially good, but this does replace itself, and Toxic has some real upside. The 2-for-1 potential is very real.
Surgical Skullbomb
2.5 Like the others, this cycles at worst, and can have a real impact on the board that still nets you a card.
Gulping Scraptrap
2.5 This proliferates twice which is definitely some serious upside in this set. Of course, it also happens to a dismal 5-mana 4/4.
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
Dune Mover
2.0 This kind of fixing usually isn’t great, because putting the card on top is a pretty massive difference from getting it in your hand or something. But it does have solid stats and brings Toxic to the table.
Offer Immortality
2.5 This trick is always decent. It doesn’t have the upside of helping you do more damage to your opponent, but it trades that in for the flexibility of winning virtually any combat and saving your creature from most removal
The Autonomous Furnace
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Pack 1 Pick 9: Bonepicker Skirge
Awaken the Sleeper
1.0 // 3.0 Here’s the usual Threaten effect! It is interesting its an Uncommon, which means consistently getting it when you have sacrifice outlets is going to be harder than normal. It is also kind of a bummer that it destroys the equipment immediately, instead of you getting a swing in first. But hey, the Equipment destruction angle does mean that you get to trade 1-for-1 in that situation, and that’s not too bad on top of all the other things that this can allow. As usual, this kind of a card is a build around. If you can’t consistently get that full card of value – by destroying Equipment or by sacrificing what you steal – you’re looking at a card that is pretty much only useful in one situation: When you can use it and win on the spot
Basilica Skullbomb
2.0 Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
Aspirant's Ascent
2.0 One mana tricks have been some pretty serious business of late, and I think this looks like another solid one. This kind of gives you two separate uses, which is great for such a low cost! First it can be used as a traditional trick to help your creature win combat with the +1/+3 boost – but you can also use it before your opponent blocks to make a big creature take to the air and crack in for a bunch of damage – along with some toxic upside
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
Bonepicker Skirge
3.0 A three mana 2/2 Flyer isn’t quite as good as it used to be – but it is still decent enough, so adding some additional effects usually makes for a nice card, and that’s what we have here. If this always had deathtouch and lifelink it would be a 4.0, but you do have to jump through some hoops here.
Thirsting Roots
2.5 This is a solid modal card. It can help you fix your mana or just hit a land drop, and it is the kind of card that can almost stand in for a land in your deck, since it is almost a modal double-faced land card! Once you have the lands you need, you can Proliferate for some nice value. Sometimes neither mode will be useful, which is a bummer – but most of the time you’ll be getting something worthwhile for the investment.
Pack 1 Pick 10: Terramorphic Expanse
Minor Misstep
0.0 This is a nice callback to Mental Misstep, and probably has some legs in Modern – but in Limited this just doesn’t counter enough stuff
Gitaxian Anatomist
1.5 A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
Terramorphic Expanse
2.5 This always provides some solid fixing, even for two color decks. It can be particularly appealing when you are splashing one card, as just a single basic land and the Expanse are often enough to make that work.
Bonepicker Skirge
3.0 A three mana 2/2 Flyer isn’t quite as good as it used to be – but it is still decent enough, so adding some additional effects usually makes for a nice card, and that’s what we have here. If this always had deathtouch and lifelink it would be a 4.0, but you do have to jump through some hoops here.
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
Pack 1 Pick 11: The Hunter Maze
Gitaxian Anatomist
1.5 A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
Mirran Bardiche
2.0 This one gives you a 5-mana 4/3 with Vigilance up front. As is the case for most of the Common For Mirrodin! Artifacts, that rate wouldn’t really be acceptable all on its own – but being able to move the boost around when you need to is nice.
Furnace Strider
3.0 A 5-mana 4/5 isn’t the worst rate ever, especially because this can give itself haste! On your next turn whatever you cast gains haste too if you want it to, so it feels like you’re getting a pretty solid return on your investment with this.
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Pack 1 Pick 12: Meldweb Strider
Meldweb Strider
2.0 A 5-mana 5/5 Vigilance Vehicle with Crew 3 is probably a 1.5. That’s just not a very good rate for a card that isn’t a creature unless you do some extra work! The fact this comes with an oil counter does matter though, as it does make it so this can be a creature all on its one for one turn, and if you proliferate it can become a real problem. Of course, the upside there is still that this is just a 5-mana 5/5 with Vigilance – which is nice, but again – there is work to be done to even get it to the point where it does that consistently.
Meldweb Curator
1.5 This has a mediocre stat-line, and its ability isn’t that impressive either. Getting back removal is nice of course, but putting it on top of your library isn’t that powerful. You’ll usually have to wait a turn to get it, and if you didn’t have something worth getting out of the graveyard, you’re even more out of luck.
Furnace Skullbomb
1.5 I think this is probably the worst of the bunch, mostly because its effect is more niche than the others. If you don’t have a permanent that cares about oil counters, it doesn’t do anything, while the others have effects that pretty much always do something. It still can be cycled away easily, and when you can get value out of the counters it is fine, but it is a bit worse than the others.
Pack 1 Pick 13: Staff of Compleation
Staff of Compleation
1.5 This is a fun call back to Staff of Domination – but like the Staff, this isn’t anything special in Limited. The Pay 1 life ability almost never comes up. The 2 life ability makes this a really mediocre mana rock. Paying 3 life to proliferate and 4 to draw a card is where things start to get interesting, but that amount of life can add up quickly, and having a card that makes you pay life that also doesn’t usually add to the board seems like a recipe for disaster in a lot of games. If you have some ways to gain life this obviously gets more interesting, but that doesn’t seem to be a big theme here
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Pack 1 Pick 14: Duress
Duress
0.5 This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
Pack 2 Pick 1: Slaughter Singer
Encroaching Mycosynth
0.0 So, this is basically a Mycosynth Lattice that doesn’t hit lands and only affects you. And…that doesn’t seem awful in Limited. Sure, I get it, there’s artifact payoffs in the set, but the impact this has on the board will be pretty meaningless about 99% of the time, and the times where it gives you an actual card worth of value will be even rarer.
Slaughter Singer
4.0 So, GW is about Toxic aggro – and A two mana 2/2 with Toxic 2 is already pretty solid, so offering a boost to all of your toxic creatures is nice – and will feel especially good with the tokens in the format. If you get it early it will allow you to be really aggressive, and if you get it late it can still have a pretty real and immediate impact
Porcelain Zealot
3.5 This has bad base stats, but at least it can buff itself in a pinch! +1/+1 every turn can make a difference more often than you might think, and the +2/+2 boost you can give to Toxic creatures really matters, as making them harder to block profitably comes with extra value
Ribskiff
2.5 A 4-mana 4/4 vehicles with Crew 3 is not especially good, but this does replace itself, and Toxic has some real upside. The 2-for-1 potential is very real.
Pestilent Syphoner
2.0 This seems solid enough. It represents a real threat thanks to toxic, and is likely to contribute a few poison early. Some decks will just want to turn on their corrupted effects and not actually win with poison, and this will probably be at its best in that type of deck
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
Whisper of the Dross
1.5 If you can kill something with this, or have it help you win combat, it will feel pretty good since you’re only spending a single mana! Problem is, those situations won’t be that easy to manufacture
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Axiom Engraver
1.5 This has a mediocre stat-line, and a card that can rummage a couple of times isn’t exactly something you’re going to go after. You’ll probably play this when you’re desperate for a two drop or some oil counters, but otherwise it won’t make the cut.
Contagious Vorrac
4.0 This is a great Common. If this could only proliferate, or only get a land from the top four, it would be a good Common – having the option between both is great. It can help you hit your land drop when you need it to, and then you can Proliferate in the later game and get some nice value.
Gitaxian Anatomist
1.5 A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
Shrapnel Slinger
2.5 This can kill a decent number of creatures in the format, and there’s also plenty of noncreature artifacts it can deal with too. Sacrificing a Mite or something else expendable seems particularly nice. You also have a baseline of a 2-mana 2/2, which you’ll certainly be wanting if you don’t have something else to do on turn two
The Fair Basilica
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Pack 2 Pick 2: Drown in Ichor
Monument to Perfection
0.0 This has a really neat design, but I think it is pretty much a dud in Limited. We’ve seen artifacts that let you search up a land for three mana, and they are usually far too clunky to be worth using. Moreover, actually getting enough lands in play to make it so this can animate into this really scary creature isn’t likely.
Evolving Adaptive
3.5 If you play it early, it is going to get absolutely massive, and is a one drop that can potentially take the game over. It does get worse the later you play it, but it is still likely to grow basically any time you play a creature at that point
Drown in Ichor
4.0 This is great removal. -4/-4 is enough to kill the majority of creatures, and this is cheap enough that you can trade up in a big way. If you get value out of Proliferate too it will feel truly absurd
Necrosquito
3.0 4-mana 2/2 Flyers have felt pretty bad lately – mostly because they can die to common one mana removal. However, this can grow quite quickly, especially if you combine it with sacrifice effects. But even combat can lead to this being an impressive flyer.
Cutthroat Centurion
2.0 This can threaten to become a 4/4 any time it swings, which is pretty nice. This kind of card often gets through without you actually having to sacrifice anything to it, because the opponent just can’t muster a good block. This also combines well with the various sacrifice synergies, and being a free Sacrifice effect means it has the upside of working really well with Red’s usual Threaten effect.
Terramorphic Expanse
2.5 This always provides some solid fixing, even for two color decks. It can be particularly appealing when you are splashing one card, as just a single basic land and the Expanse are often enough to make that work.
Incisor Glider
2.5 This looks like a pretty nice common! A two mana ⅓ with Flying is sort of passable to begin with, and this has a really nice Corrupted Trigger, as buffing the whole board can really change combat. It also doesn’t hurt that cheap Flyers go really well with all the Equipment in the set.
Escaped Experiment
2.0 On its own, this is a two mana 2/1 that gives -1/-0 to an opposing creature when it attacks, and its ability can lower power a lot more than that! This can often enable nice attacks not just for the Experiment, but the board. That said, it doesn’t really change the ability of your opponent’s creatures to block effectively. They may not be able to kill things they tussle with, but if they could already block your stuff and survive – that will still be true.
Mandible Justiciar
3.0 A two mana 2/1 with Lifelink is usually playable anyway, and this will often be a 3/2 or larger on your turn. Seems like a great two drop for aggressive decks that care about artifacts.
Carnivorous Canopy
1.5 There are enough Artifacts and Enchantments in this set that this it probably isn’t a disaster to run this, especially with that Proliferate upside. It is a bit of a bummer that all this Artifact spot removal is a little worse in a world with the “For Mirrodin!” mechanic, because your opponent still holds on to a token, and being a Sorcery is pretty rough too. This is mostly a sideboard card, though. I think you’ll be disappointed if this makes your main deck.
Gulping Scraptrap
2.5 This proliferates twice which is definitely some serious upside in this set. Of course, it also happens to a dismal 5-mana 4/4.
Dune Mover
2.0 This kind of fixing usually isn’t great, because putting the card on top is a pretty massive difference from getting it in your hand or something. But it does have solid stats and brings Toxic to the table.
Myr Custodian
1.5 If this only Scried 2 for you, it would probably be a 2.5. Scry 2 is pretty nice card selection Letting your opponent also Scry 1 obviously makes it worse, especially because your opponent can take advantage of their Scry before you can.
Pack 2 Pick 3: Ruthless Predation
Ezuri, Stalker of Spheres
4.0 Playing this on four isn’t amazing as it has bad stats and doesn’t really do anything all on its own, but Proliferate is a pretty big theme in the set, so you’ll often be able to take advantage of it and draw a whole lot of cards. I love that it also has the late game upside though, where you can cast is for 7, Proliferate Twice – which already is quite strong – but you also get to draw two cards!
Bladehold War-Whip
3.5 This gives you a three mana 2/2 with double strike up front, and that’s great, as is reducing the cost of your other Equipment. The bad news is that once that 2/2 goes down, you have to pay five to put this on something. That’s a downside, but it will still feel pretty close to a 2-for-1.
Font of Progress
0.0 Mill strategies rarely work out in Limited, mostly because actually effecting the board is all important, and mill has almost no effect on the game until your opponent actually runs out of cards. There is a card we’ll see later in this video that can really help you win with mill, but I don’t think this one will. You don’t really want to spend your mana on this ability – you want to be playing things that are more meaningful. Even proliferating to get this to where it mills more cards isn’t going to be good enough
Basilica Skullbomb
2.0 Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
Eye of Malcator
2.0 One of Blue’s big themes is Artifacts, and this is certainly a payoff for playing them. It is nice that it Scries up front, which means you can make sure you are more likely to hit Artifacts on your next couple turns. Still, most of these cards we see that aren’t always creatures but temporarily become creatures when X happens have been sort of underwhelming. Its just rough that the card is near irrelevant on your opponents’ turn, and often doesn’t do enough on your turn either.
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Ruthless Predation
3.5 This is basically Epic Confrontation, which is a great Limited Common. +1/+2 enables a lot more of your creatures to Fight successfully, and you can often knock a blocker out of the way and swing in with your buffed creature.
Duress
0.5 This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
Sawblade Scamp
2.5 This is kind of close to being Thermo-Alchemist, and that card has been great in spell decks in several different formats at this point. This does die super easy, but it only costs one, so your opponent won’t really be able to trade up for it or anything, and if it sits around in play in your spell-heavy deck, it is going to chip in for a ton of damage. Now, it is worse that the Alchemist, because the Alchemist can do damage without the help of spells, it just does more when you have them. The Scamp doesn’t do anything when you can’t find your spells, which happens
Fleshless Gladiator
3.0 This seems like a solid Common. You can play it early as a bear, and then in the mid to late game it can start coming back from your graveyard, which can net you a very real advantage
Kuldotha Cackler
2.5 This will be able to attack with higher power a decent chunk of the time for sure, but the times where it is just a lowly 2/3 will feel pretty rough.
Pack 2 Pick 4: Pestilent Syphoner
Vindictive Flamestoker
2.5 If you play this really early, you’re likely to get a lot of counters on it and eventually use the ability and reload your hand, at which point you’ve got a great chance at winning…but at the same time it adds a body to the board that basically doesn’t matter, and it is a body that can die to lots of cheap removal too. If you get it late, it will take fewer counters to get it going. Don’t forget about Proliferate either, which means you can get the tokens going a bit better. Still, this seems slow and clunky, even as powerful as that ability is.
Scheming Aspirant
3.5 Proliferate is already a good thing to be doing in this format, so the fact this also lets you drain your opponent for two when you do it is great. There’s enough proliferate in the format that I think this will be a good inclusion in most Black decks
Resistance Reunited
1.5 +2/+2 can definitely win you some combats, but it isn’t that efficient and doesn’t have that much additional upside, and you need tricks to be flexible and powerful to counteract the downside of a 2-for-1 risk, and +2/+2 for 2 doesn’t really get you there. The Equipment upside is nice – and once you’re doing that, you can turn it in to a card that blanks removal too. Even in this set, with lots of Equipment, I think you’re going to cut this a decent chunk of the time
Phyrexian Atlas
1.5 In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.
Lattice-Blade Mantis
3.0 This seems pretty strong for a Common. A 4-mana 4/3 is almost passable, so adding the ability to use oil counters to buff it up to a 5/4 that untaps is really nice. This can hit pretty hard while playing both offense and defense.
The Surgical Bay
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Meldweb Strider
2.0 A 5-mana 5/5 Vigilance Vehicle with Crew 3 is probably a 1.5. That’s just not a very good rate for a card that isn’t a creature unless you do some extra work! The fact this comes with an oil counter does matter though, as it does make it so this can be a creature all on its one for one turn, and if you proliferate it can become a real problem. Of course, the upside there is still that this is just a 5-mana 5/5 with Vigilance – which is nice, but again – there is work to be done to even get it to the point where it does that consistently.
Pestilent Syphoner
2.0 This seems solid enough. It represents a real threat thanks to toxic, and is likely to contribute a few poison early. Some decks will just want to turn on their corrupted effects and not actually win with poison, and this will probably be at its best in that type of deck
Carnivorous Canopy
1.5 There are enough Artifacts and Enchantments in this set that this it probably isn’t a disaster to run this, especially with that Proliferate upside. It is a bit of a bummer that all this Artifact spot removal is a little worse in a world with the “For Mirrodin!” mechanic, because your opponent still holds on to a token, and being a Sorcery is pretty rough too. This is mostly a sideboard card, though. I think you’ll be disappointed if this makes your main deck.
Skyscythe Engulfer
1.5 If you’re behind, it can hang back and block even flyers, and if you’re ahead, it can attack pretty hard. I wish there was some sort of ETB associated with it so you got some permanent value, though. Six mana is a lot to not get something like that!
Oil-Gorger Troll
3.0 A 5-mana ¾ that gains you 3 life when it enters the battlefield is not especially good, so how good this card is comes down to how often you get to draw. I think it is definitely accessible, and one this card is gaining you life and netting you a card, it is going to feel pretty sweet. This is another Green card that feels like it can do a reasonable job of throwing a monkey wrench into the plans of aggro decks, as is often the case for creatures that gain life on ETB.
Pack 2 Pick 5: Pestilent Syphoner
The Filigree Sylex
2.5 These sweeper effects that take a ton of time to set up tend to be awkward. This kind of card is great in formats with really low curves, where you can easily get it to blow things up, but most Limited formats don’t get there. Now, there are tokens in the set all over, and this can blow those up immediately, and sometimes that will be good. The additional oil counter upside on the card is definitely interesting, and does give the card something to do in situations where you can’t really set this up to be a good sweeper. There are lots of oil counters in the format and proliferate, but 10 is still a lot of counters!
Vivisection Evangelist
4.0 A 5-mana 4/4 with Vigilance isn’t great, but obviously if you can get the ETB going here this is an absolutely incredible card. The upside is huge, the baseline is fine, and I think getting that upside is pretty accessible.
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
Pestilent Syphoner
2.0 This seems solid enough. It represents a real threat thanks to toxic, and is likely to contribute a few poison early. Some decks will just want to turn on their corrupted effects and not actually win with poison, and this will probably be at its best in that type of deck
Dross Skullbomb
2.5 This one can get a creature back from your graveyard and draw you a card, and once it does that you get a pretty nice 2-for-1
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Blazing Crescendo
2.0 This is somewhat similar to Enthusiastic Study from Strixhaven, in that it gives a +3/+1 boost and draws you a card. Enthusiastic Study gave trample too, which makes it better, but I think this is still a nice trick. Now, a +3/+1 boost isn’t great, as many creatures will still die because the toughness boost is so low – but this offsets that downside by getting you that card back. And, if you do manage to make your creature survive and get the card, it will feel great
Sheoldred's Headcleaver
1.5 A 4-mana 2/4 with Menace is probably a 1.0 at best, and while adding Toxic to the mix is nice, this still dies to a whole lot of common double blocks
Bring the Ending
2.5 This starts out as a bad mana leak, and by the later stages of the game becomes a really efficient hard counter. I actually like that design, because this type of counterspell is usually good earlier in the game and horrible late. So, adding Corrupted to the mix means that this will be good for a huge chunk of the game.
Dune Mover
2.0 This kind of fixing usually isn’t great, because putting the card on top is a pretty massive difference from getting it in your hand or something. But it does have solid stats and brings Toxic to the table.
Pack 2 Pick 6: Dross Skullbomb
Ichor Synthesizer
1.5 A two mana 1/3 is below-rate these days, but this does eventually become an unblockable 3/3, and that’s certainly something your opponent has to contend with. What I don’t like, is that if you don’t get this down early, your chances of getting to four oil counters are significantly curtailed, in which case you’re just playing something that is pretty close to a two mana 1/3, and I don’t like that.
Tyrranax Atrocity
2.5 Toxic 3 is a lot, as it will immediately give you Corrupted if you don’t already have it, and if you do already have it 3 poison is going to get your opponent in the red zone. Toxic pairs really well with Haste too, as it makes it easier to get in that first time, or at the very least set up a situation where your opponent’s options are a bad chump block or taking the hit.
Phyrexian Atlas
1.5 In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.
Furnace Skullbomb
1.5 I think this is probably the worst of the bunch, mostly because its effect is more niche than the others. If you don’t have a permanent that cares about oil counters, it doesn’t do anything, while the others have effects that pretty much always do something. It still can be cycled away easily, and when you can get value out of the counters it is fine, but it is a bit worse than the others.
Cruel Grimnarch
1.5 Oftentimes a creature that makes your opponent discard really drops off in the late game, because your opponent is in top deck mode. So, its nice that this can gain you 4 life in that situation. We’re still talking about a creature that is fairly below-rate. Adding deathtouch to a 5/5 isn’t a huge upgrade, and if your opponent just holds on to a land in the late game this will still have the usual downside this type of card has
Compleat Devotion
2.0 Two mana for +2/+2 is a mediocre boost, but the 2-for-1 upside you get when you use this on a Toxic creature is definitely real upside. There’s enough Toxic in White that I feel like this is a 2.0
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Dross Skullbomb
2.5 This one can get a creature back from your graveyard and draw you a card, and once it does that you get a pretty nice 2-for-1
Experimental Augury
2.5 Anticipate usually isn’t great in Limited, but tacking Proliferate on to is a pretty big deal. There are lots of counters in this set, and even payoffs for prolfierating specifically! On top of that, UR likes spells, and this kind of instant that replaces itself always gets a boost there. Basically, this will actually effect the board reasonably often thanks to the synergies in the set, while also giving you some solid card selection.
Pack 2 Pick 7: Tyvar's Stand
Resistance Reunited
1.5 +2/+2 can definitely win you some combats, but it isn’t that efficient and doesn’t have that much additional upside, and you need tricks to be flexible and powerful to counteract the downside of a 2-for-1 risk, and +2/+2 for 2 doesn’t really get you there. The Equipment upside is nice – and once you’re doing that, you can turn it in to a card that blanks removal too. Even in this set, with lots of Equipment, I think you’re going to cut this a decent chunk of the time
Tyvar's Stand
3.5 Two mana for +1/+1, hexproof, and indestructible is a pretty solid trick, and this has the upside of both scaling as the game goes on and being castable for only mana when that’s useful for you. The best tricks have the ability to win combat and protect a creature from removal, giving them broad situations where you want to use them, and this definitely does that, and can even give you lethal out of nowhere! This is one of the best Limited combat tricks we’ve ever seen.
Axiom Engraver
1.5 This has a mediocre stat-line, and a card that can rummage a couple of times isn’t exactly something you’re going to go after. You’ll probably play this when you’re desperate for a two drop or some oil counters, but otherwise it won’t make the cut.
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
Kuldotha Cackler
2.5 This will be able to attack with higher power a decent chunk of the time for sure, but the times where it is just a lowly 2/3 will feel pretty rough.
The Autonomous Furnace
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
Furnace Skullbomb
1.5 I think this is probably the worst of the bunch, mostly because its effect is more niche than the others. If you don’t have a permanent that cares about oil counters, it doesn’t do anything, while the others have effects that pretty much always do something. It still can be cycled away easily, and when you can get value out of the counters it is fine, but it is a bit worse than the others.
Pack 2 Pick 8: Branchblight Stalker
Paladin of Predation
2.0 This is hard to chump block, and it can end the game in two swings thanks to Toxic. The stat-line isn’t amazing for the cost though, and there will still be enough boards where your opponent can just double block it to take it down. It also doesn’t deliver any bonus value you get to hold on to in the event it gets destroyed, and if I’m going to spend 7 mana, I feel like I should get something, even a bit of life or a 1/1 token would make a big difference.
The Autonomous Furnace
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Terramorphic Expanse
2.5 This always provides some solid fixing, even for two color decks. It can be particularly appealing when you are splashing one card, as just a single basic land and the Expanse are often enough to make that work.
Testament Bearer
2.0 This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
Branchblight Stalker
2.5 A two mana 3/1 with upside will usually make the cut in aggro decks, but it isn’t anything special
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
Whisper of the Dross
1.5 If you can kill something with this, or have it help you win combat, it will feel pretty good since you’re only spending a single mana! Problem is, those situations won’t be that easy to manufacture
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Gitaxian Anatomist
1.5 A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
Shrapnel Slinger
2.5 This can kill a decent number of creatures in the format, and there’s also plenty of noncreature artifacts it can deal with too. Sacrificing a Mite or something else expendable seems particularly nice. You also have a baseline of a 2-mana 2/2, which you’ll certainly be wanting if you don’t have something else to do on turn two
Pack 2 Pick 10: Terramorphic Expanse
Cutthroat Centurion
2.0 This can threaten to become a 4/4 any time it swings, which is pretty nice. This kind of card often gets through without you actually having to sacrifice anything to it, because the opponent just can’t muster a good block. This also combines well with the various sacrifice synergies, and being a free Sacrifice effect means it has the upside of working really well with Red’s usual Threaten effect.
Terramorphic Expanse
2.5 This always provides some solid fixing, even for two color decks. It can be particularly appealing when you are splashing one card, as just a single basic land and the Expanse are often enough to make that work.
Incisor Glider
2.5 This looks like a pretty nice common! A two mana ⅓ with Flying is sort of passable to begin with, and this has a really nice Corrupted Trigger, as buffing the whole board can really change combat. It also doesn’t hurt that cheap Flyers go really well with all the Equipment in the set.
Gulping Scraptrap
2.5 This proliferates twice which is definitely some serious upside in this set. Of course, it also happens to a dismal 5-mana 4/4.
Myr Custodian
1.5 If this only Scried 2 for you, it would probably be a 2.5. Scry 2 is pretty nice card selection Letting your opponent also Scry 1 obviously makes it worse, especially because your opponent can take advantage of their Scry before you can.
Pack 2 Pick 11: The Hunter Maze
Basilica Skullbomb
2.0 Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Duress
0.5 This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
Pack 2 Pick 12: Lattice-Blade Mantis
Phyrexian Atlas
1.5 In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.
Lattice-Blade Mantis
3.0 This seems pretty strong for a Common. A 4-mana 4/3 is almost passable, so adding the ability to use oil counters to buff it up to a 5/4 that untaps is really nice. This can hit pretty hard while playing both offense and defense.
Skyscythe Engulfer
1.5 If you’re behind, it can hang back and block even flyers, and if you’re ahead, it can attack pretty hard. I wish there was some sort of ETB associated with it so you got some permanent value, though. Six mana is a lot to not get something like that!
Pack 2 Pick 13: Plague Nurse
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Pack 2 Pick 14: Phyrexian Atlas
Phyrexian Atlas
1.5 In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.
Pack 3 Pick 1: Branchblight Stalker
Ovika, Enigma Goliath
4.5 This is expensive, but it does give you quite the impressive creature. Ward 3 and pay three life is pretty legit, as it makes it harder for your opponent to efficiently deal with the Goliath, and they are going to take a hit in terms of their life no matter what they do – and that’s the fail case here. Then, if you untap with it and cast some noncreature spell, the game is pretty much over, since you make an army of tokens that can either allow you to finish your opponent off or gain a massive advantage on the board. You won’t always find yourself able to do that of course, but you’re still talking about a 6/6 Flyer that is an absolute pain to kill. I think this sneaks into the lower “bomb” range, since it gives you solid value even if the worst-case thing happens, and if it sticks around, you’re just going to win.
Magmatic Sprinter
3.5 This looks really good. A three mana 3/2 with Haste is easily a C, and this comes with some pretty real upside! You can use this to put oil counters all over the place by casting it every turn, and there are definitely reasons to do that. Or, you can choose to have this stick in play for a couple of turns at a time if you need the board presence
Furnace Punisher
3.0 In Limited, this is going to be a 3-mana 3/3 with Menace and the rest of the text won’t matter on a regular basis. I guess if you went first and play this on turn three, and your opponent played a non-basic on turn one, it has a shot at chipping in for two extra damage – and that’s probably going to be the usual way that ability triggers.
Ichorplate Golem
4.0 An easy to cast three mana ⅔ isn’t a terrible starting point, and the oil counter upside here feels pretty real in this format. It does probably mean that it is at its best in a UR or RG deck, but I think even if you have 2+ creatures that do something with oil tokens, you’re playing this.
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Experimental Augury
2.5 Anticipate usually isn’t great in Limited, but tacking Proliferate on to is a pretty big deal. There are lots of counters in this set, and even payoffs for prolfierating specifically! On top of that, UR likes spells, and this kind of instant that replaces itself always gets a boost there. Basically, this will actually effect the board reasonably often thanks to the synergies in the set, while also giving you some solid card selection.
Planar Disruption
1.5 This really leaves Pacifism and Arrest in the dust, and is a great removal spell for White. Regular Pacifism effects often have the downside of not shutting down activated abilities, so you can’t always completely remove a card – but you can do that with Planar Disruption. You still have to worry about static effects, but those are much rarer. Its great you can slap it on Artifacts and Planeswalkers too
The Fair Basilica
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Branchblight Stalker
2.5 A two mana 3/1 with upside will usually make the cut in aggro decks, but it isn’t anything special
Offer Immortality
2.5 This trick is always decent. It doesn’t have the upside of helping you do more damage to your opponent, but it trades that in for the flexibility of winning virtually any combat and saving your creature from most removal
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
Oil-Gorger Troll
3.0 A 5-mana ¾ that gains you 3 life when it enters the battlefield is not especially good, so how good this card is comes down to how often you get to draw. I think it is definitely accessible, and one this card is gaining you life and netting you a card, it is going to feel pretty sweet. This is another Green card that feels like it can do a reasonable job of throwing a monkey wrench into the plans of aggro decks, as is often the case for creatures that gain life on ETB.
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
Pack 3 Pick 2: Anoint with Affliction
White Sun's Twilight
5.0 If you don’t cast this with X as 5 or more, it will sometimes be pretty bad. The new creatures you make can’t block, so as far as your opponent is concerned on their turn – you didn’t really add to the board. Sure, those tokens have Toxic 1, which means they can represent more of a threat than your typical 1/1, I think I would pretty gladly trade Toxic 1 for the ability to block, especially on a card like this! Gaining the life does offset things a little bit, but there will certainly be times where this is pretty bad – like in the mid-game. However, if you can pay a full 7 mana for this, obviously it becomes insane thanks to the fact that you will always come out ahead after the dust clears
Annex Sentry
4.0 This is a great Uncommon. It takes down a cheap artifact or creature, and leaves behind a reasonable defensive body that can even help you poison your opponent. This is going to give you a big swing when you play it.
Prosthetic Injector
1.5 This is cheap to play and Equip, but it doesn’t feel like it is worth a whole card to me. +0/+2 is a pretty meager boost, and while Toxic and Equipment have synergy in this format, there are better options for both of those of things that are also at lower rarities!
Basilica Shepherd
4.0 Say hello to the white Diregraf Horde! This is a great Common that adds a ton to the board for the cost. While the Pests being unable to block is definitely a downside, there is a lot you can do with those Artifact tokens – including sacrificing them or simply using them to go wide. This is probably White’s best Common.
Phyrexian Atlas
1.5 In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.
Anoint with Affliction
4.0 This is great. Even without Corrupted, this would be a very nice removal spell – so, the fact that this will be able to remove anything by the mid-to-late game in most Black decks is great. This is certainly premium removal you can spent a high pick on..
Ichorspit Basilisk
1.5 A three mana 1/3 Deathtouch isn’t the most impressive thing ever, but it does provide a pretty good road block. Adding Toxic to a death toucher is nice upside, since blocking this can be a real pain
Orthodoxy Enforcer
2.0 This is a decent Common payoff for having Artifacts, as a 4-mana 4/4 with Vigilance is a formidable body all game long. When you don’t get that going, though, this will feel pretty bad
Thrill of Possibility
1.5 We’ve seen this before, and it is often the kind of card that spell decks will run, but no one else really wants to play, and even the spell decks would be happier with a lot of other instants and sorceries that draw them cards!
Planar Disruption
1.5 This really leaves Pacifism and Arrest in the dust, and is a great removal spell for White. Regular Pacifism effects often have the downside of not shutting down activated abilities, so you can’t always completely remove a card – but you can do that with Planar Disruption. You still have to worry about static effects, but those are much rarer. Its great you can slap it on Artifacts and Planeswalkers too
Meldweb Curator
1.5 This has a mediocre stat-line, and its ability isn’t that impressive either. Getting back removal is nice of course, but putting it on top of your library isn’t that powerful. You’ll usually have to wait a turn to get it, and if you didn’t have something worth getting out of the graveyard, you’re even more out of luck.
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Axiom Engraver
1.5 This has a mediocre stat-line, and a card that can rummage a couple of times isn’t exactly something you’re going to go after. You’ll probably play this when you’re desperate for a two drop or some oil counters, but otherwise it won’t make the cut.
Pack 3 Pick 3: Annihilating Glare
Necrogen Communion
1.0 I don’t like this very much. It is rare that an Aura that brings a creature back when it dies is worth it, and I don’t think adding Toxic 2 is quite enough to make a difference. Both of these effects are only good if your creature is already quite good, and that’s never how you want to do Auras.
Bladehold War-Whip
3.5 This gives you a three mana 2/2 with double strike up front, and that’s great, as is reducing the cost of your other Equipment. The bad news is that once that 2/2 goes down, you have to pay five to put this on something. That’s a downside, but it will still feel pretty close to a 2-for-1.
Plated Onslaught
1.5 // 3.0 Here is your big payoff for going wide with Mites! Your artifacts make it cheaper, and having a bunch of artifact creatures is going to feel really good when you have a +2/+1 boost. This sort of card usually needs a build around grade, because if you don’t have enough ways to go really wide, you can’t really play it – but when you’re in the right deck, this ends a lot of games
Annihilating Glare
3.5 This is reminiscent of Eaten Alive, a Common removal spell that played really well in a format that had lots of expendable tokens to sacrifice. You know what this format also has? That’s right, lots of expendable tokens – especially if you’re in Black/White and have access to lots of Mites.
Incisor Glider
2.5 This looks like a pretty nice common! A two mana ⅓ with Flying is sort of passable to begin with, and this has a really nice Corrupted Trigger, as buffing the whole board can really change combat. It also doesn’t hurt that cheap Flyers go really well with all the Equipment in the set.
Experimental Augury
2.5 Anticipate usually isn’t great in Limited, but tacking Proliferate on to is a pretty big deal. There are lots of counters in this set, and even payoffs for prolfierating specifically! On top of that, UR likes spells, and this kind of instant that replaces itself always gets a boost there. Basically, this will actually effect the board reasonably often thanks to the synergies in the set, while also giving you some solid card selection.
Oil-Gorger Troll
3.0 A 5-mana ¾ that gains you 3 life when it enters the battlefield is not especially good, so how good this card is comes down to how often you get to draw. I think it is definitely accessible, and one this card is gaining you life and netting you a card, it is going to feel pretty sweet. This is another Green card that feels like it can do a reasonable job of throwing a monkey wrench into the plans of aggro decks, as is often the case for creatures that gain life on ETB.
Offer Immortality
2.5 This trick is always decent. It doesn’t have the upside of helping you do more damage to your opponent, but it trades that in for the flexibility of winning virtually any combat and saving your creature from most removal
Bladegraft Aspirant
2.5 A three mana 2/3 with Menace is usuallya lready playable, but this also gives you some big Equipment upside! Making it cheaper to play and cheaper to put on the Aspirant is pretty serious. A menace creature is great for suiting up too
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
Mesmerizing Dose
3.0 This looks really good to me. Three mana to lock a creature down is usually a playable card. Sure, it doesn’t fully remove a creature, and that can be a liability sometimes – and there are lots of ways your opponent can get around this card – like by bouncing their creature. Adding Proliferate is pretty serious, though!
Malcator's Watcher
2.0 I like cards that replace themselves, and this has a fairly relevant body by virtue of being evasive and an Artifact.
Pack 3 Pick 4: Cankerbloom
Cankerbloom
3.5 This has really good stats, and a great modal ability that will almost always do something meaningful.
Necrogen Communion
1.0 I don’t like this very much. It is rare that an Aura that brings a creature back when it dies is worth it, and I don’t think adding Toxic 2 is quite enough to make a difference. Both of these effects are only good if your creature is already quite good, and that’s never how you want to do Auras.
Duelist of Deep Faith
3.0 This is going to be a pain to block all game long, and that goes really well alongside Toxic. That makes this a pretty high quality Common
Chrome Prowler
1.5 None of what this does feels especially meaningful. It has mediocre stats and an ETB ability that is underwhelming. A 3/2 with Flash can ambush block stuff, but not that effectively – it just ends up being a surprise trade or chump block. The tap effect will be nice at times, but this just doesn’t feel like it has enough of an impact to make the cut consistently.
Ruthless Predation
3.5 This is basically Epic Confrontation, which is a great Limited Common. +1/+2 enables a lot more of your creatures to Fight successfully, and you can often knock a blocker out of the way and swing in with your buffed creature.
The Autonomous Furnace
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Malcator's Watcher
2.0 I like cards that replace themselves, and this has a fairly relevant body by virtue of being evasive and an Artifact.
Compleat Devotion
2.0 Two mana for +2/+2 is a mediocre boost, but the 2-for-1 upside you get when you use this on a Toxic creature is definitely real upside. There’s enough Toxic in White that I feel like this is a 2.0
Fleshless Gladiator
3.0 This seems like a solid Common. You can play it early as a bear, and then in the mid to late game it can start coming back from your graveyard, which can net you a very real advantage
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Thirsting Roots
2.5 This is a solid modal card. It can help you fix your mana or just hit a land drop, and it is the kind of card that can almost stand in for a land in your deck, since it is almost a modal double-faced land card! Once you have the lands you need, you can Proliferate for some nice value. Sometimes neither mode will be useful, which is a bummer – but most of the time you’ll be getting something worthwhile for the investment.
Pack 3 Pick 5: Infectious Inquiry
Swooping Lookout
2.5 A one mana ½ with Flying and Vigilance would be a solid card in most formats. It is typically a card people can overrate in Limited, because a ½ Flyer is pretty irrelevant in most games by the middle or late game, but in a format with lots of incentives to play Equipment, this gets significantly more interesting. There will definitely be games where this comes down on turn one and does some damage, then gets suited up and runs away with the game. It probably isn’t great, but I don’t imagine you’ll ever cut the first of these from a White deck that is interested in being aggressive
Resistance Reunited
1.5 +2/+2 can definitely win you some combats, but it isn’t that efficient and doesn’t have that much additional upside, and you need tricks to be flexible and powerful to counteract the downside of a 2-for-1 risk, and +2/+2 for 2 doesn’t really get you there. The Equipment upside is nice – and once you’re doing that, you can turn it in to a card that blanks removal too. Even in this set, with lots of Equipment, I think you’re going to cut this a decent chunk of the time
Whisper of the Dross
1.5 If you can kill something with this, or have it help you win combat, it will feel pretty good since you’re only spending a single mana! Problem is, those situations won’t be that easy to manufacture
Indoctrination Attendant
2.5 A 4-mana ¾ with Toxic is acceptable, and there are certainly some nice ETBs to rebuy in this format. Its nice that this can do that for you while also generating a Mite. You can even bounce a land if you want to get the 1/1!
Maze's Mantle
2.0 A three mana Flash Aura that gives +2/+2 is a card we’ve seen before, and it was playable. If you look at this only as a combat trick it doesn’t seem that efficient, as you can usually get +2/+2 for a single mana. However, the fact this stays around to enhance that creature beyond that turn makes a big difference. The hexproof upside is going to come up sometimes too!
Myr Kinsmith
0.0 // 2.0 There aren’t really that many Myrs in the set, so I mostly don’t see this getting off the ground. If you have at least three Myr, it is probably worth playing, as it will be able to generate a 2-for-1. And if you have Myr Convert, this will sort of fix your mana too. It is probably unplayable in most Limited decks, and playable if you have a couple of Converts.
Eye of Malcator
2.0 One of Blue’s big themes is Artifacts, and this is certainly a payoff for playing them. It is nice that it Scries up front, which means you can make sure you are more likely to hit Artifacts on your next couple turns. Still, most of these cards we see that aren’t always creatures but temporarily become creatures when X happens have been sort of underwhelming. Its just rough that the card is near irrelevant on your opponents’ turn, and often doesn’t do enough on your turn either.
Surgical Skullbomb
2.5 Like the others, this cycles at worst, and can have a real impact on the board that still nets you a card.
Meldweb Curator
1.5 This has a mediocre stat-line, and its ability isn’t that impressive either. Getting back removal is nice of course, but putting it on top of your library isn’t that powerful. You’ll usually have to wait a turn to get it, and if you didn’t have something worth getting out of the graveyard, you’re even more out of luck.
Infectious Inquiry
2.0 Black usually gets a three mana Common that does some version of draw 2 lose 2, and it is usually a passable card. Not adding to the board can be a liability, and this format does feel like it will be a fast one – so you never really want more than one of these. That first copy seems alright, though.
Pack 3 Pick 6: Branchblight Stalker
Transplant Theorist
3.0 I’m already considering playing a 4-mana 2/4 that loots when it ETBs, so the additional artifact upside here is nice! The last ability doesn’t come up a ton, but sometimes if a game goes long, being able to put cards on the bottom of your library is a big deal. Not only can you outlast your opponent, but if you really run out of cards you can basically decide what you draw each turn! Still, about 99% of the card’s value comes from everything else about it, and not the graveyard ability
Whisper of the Dross
1.5 If you can kill something with this, or have it help you win combat, it will feel pretty good since you’re only spending a single mana! Problem is, those situations won’t be that easy to manufacture
Adaptive Sporesinger
2.5 Both of these triggers can be pretty nice. +2/+2 and Vigilance is a boost that can really allow you to have a much better turn, since it can allow a creature to attack more effectively and stay on defense, and when Proliferate can add a bunch of counters to stuff, that will feel good too.
Testament Bearer
2.0 This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
Aspirant's Ascent
2.0 One mana tricks have been some pretty serious business of late, and I think this looks like another solid one. This kind of gives you two separate uses, which is great for such a low cost! First it can be used as a traditional trick to help your creature win combat with the +1/+3 boost – but you can also use it before your opponent blocks to make a big creature take to the air and crack in for a bunch of damage – along with some toxic upside
Branchblight Stalker
2.5 A two mana 3/1 with upside will usually make the cut in aggro decks, but it isn’t anything special
Incisor Glider
2.5 This looks like a pretty nice common! A two mana ⅓ with Flying is sort of passable to begin with, and this has a really nice Corrupted Trigger, as buffing the whole board can really change combat. It also doesn’t hurt that cheap Flyers go really well with all the Equipment in the set.
Chrome Prowler
1.5 None of what this does feels especially meaningful. It has mediocre stats and an ETB ability that is underwhelming. A 3/2 with Flash can ambush block stuff, but not that effectively – it just ends up being a surprise trade or chump block. The tap effect will be nice at times, but this just doesn’t feel like it has enough of an impact to make the cut consistently.
Fleshless Gladiator
3.0 This seems like a solid Common. You can play it early as a bear, and then in the mid to late game it can start coming back from your graveyard, which can net you a very real advantage
Pack 3 Pick 7: Bilious Skulldweller
Cacophony Scamp
3.5 A one mana 1/1 that does 1 to something when it dies is usually a playable card – it can trade up for X/2s and it can get 2-for-1s against two X/1s! On top of that, this has proliferate upside. Getting in with this and sacrificing it to get a couple extra counters – while also pinging something for 1, is going to feel pretty good. Enhancing it with Equipment, tricks, and auras will feel especially great.
Bilious Skulldweller
2.5 A one mana 1/1 with Deathtouch is usually solid. Gets interesting with Fight effects too. So, adding Toxic 1 to this is a nice upgrade, as it makes it more of a problem as an attacker.
Dune Mover
2.0 This kind of fixing usually isn’t great, because putting the card on top is a pretty massive difference from getting it in your hand or something. But it does have solid stats and brings Toxic to the table.
Branchblight Stalker
2.5 A two mana 3/1 with upside will usually make the cut in aggro decks, but it isn’t anything special
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Carnivorous Canopy
1.5 There are enough Artifacts and Enchantments in this set that this it probably isn’t a disaster to run this, especially with that Proliferate upside. It is a bit of a bummer that all this Artifact spot removal is a little worse in a world with the “For Mirrodin!” mechanic, because your opponent still holds on to a token, and being a Sorcery is pretty rough too. This is mostly a sideboard card, though. I think you’ll be disappointed if this makes your main deck.
Testament Bearer
2.0 This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
Sheoldred's Headcleaver
1.5 A 4-mana 2/4 with Menace is probably a 1.0 at best, and while adding Toxic to the mix is nice, this still dies to a whole lot of common double blocks
Pack 3 Pick 8: Paladin of Predation
Tamiyo's Logbook
1.0 // 3.5 This reminds me a lot of Jodah’s Codex. It can give you some unbeatable card advantage, but there is some serious work you need to do to get there. You’re going to have to get the cost way down on this significantly or it won’t be worth playing. While there are lots of artifacts in the set, I’m skeptical that just any Blue deck can turn this into a card worth playing, so it feels like this needs a buildaround grade.
Paladin of Predation
2.0 This is hard to chump block, and it can end the game in two swings thanks to Toxic. The stat-line isn’t amazing for the cost though, and there will still be enough boards where your opponent can just double block it to take it down. It also doesn’t deliver any bonus value you get to hold on to in the event it gets destroyed, and if I’m going to spend 7 mana, I feel like I should get something, even a bit of life or a 1/1 token would make a big difference.
Zealot's Conviction
2.5 A one mana Aura with Flash that gives +1/+1 is already somewhat acceptable. The boost isn’t massive, so it can’t win that many combats, but the fact that it leaves a permanent buff behind really matters, because it means you effect the board in the short-term and long-term when you can win combat. Then, when you get Corrupted going, this becomes really good, as +2/+1 and First Strike is going to win you most combats, and the boost is once again permanent! One mana tricks really tend to overperform, even when the lack the ability to save a creature from most removal like this
Chimney Rabble
3.0 I like the rate here. 4/4 of stats for 4, including 3 power that rumbles right away. Going wide is definitely a thing in this format, too
Gitaxian Anatomist
1.5 A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
Phyrexian Atlas
1.5 In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.
Incisor Glider
2.5 This looks like a pretty nice common! A two mana ⅓ with Flying is sort of passable to begin with, and this has a really nice Corrupted Trigger, as buffing the whole board can really change combat. It also doesn’t hurt that cheap Flyers go really well with all the Equipment in the set.
Pack 3 Pick 9: The Dross Pits
The Fair Basilica
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Offer Immortality
2.5 This trick is always decent. It doesn’t have the upside of helping you do more damage to your opponent, but it trades that in for the flexibility of winning virtually any combat and saving your creature from most removal
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Pack 3 Pick 10: Prosthetic Injector
Prosthetic Injector
1.5 This is cheap to play and Equip, but it doesn’t feel like it is worth a whole card to me. +0/+2 is a pretty meager boost, and while Toxic and Equipment have synergy in this format, there are better options for both of those of things that are also at lower rarities!
Basilica Shepherd
4.0 Say hello to the white Diregraf Horde! This is a great Common that adds a ton to the board for the cost. While the Pests being unable to block is definitely a downside, there is a lot you can do with those Artifact tokens – including sacrificing them or simply using them to go wide. This is probably White’s best Common.
Phyrexian Atlas
1.5 In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.
Orthodoxy Enforcer
2.0 This is a decent Common payoff for having Artifacts, as a 4-mana 4/4 with Vigilance is a formidable body all game long. When you don’t get that going, though, this will feel pretty bad
Planar Disruption
1.5 This really leaves Pacifism and Arrest in the dust, and is a great removal spell for White. Regular Pacifism effects often have the downside of not shutting down activated abilities, so you can’t always completely remove a card – but you can do that with Planar Disruption. You still have to worry about static effects, but those are much rarer. Its great you can slap it on Artifacts and Planeswalkers too
Pack 3 Pick 11: Plague Nurse
Plated Onslaught
1.5 // 3.0 Here is your big payoff for going wide with Mites! Your artifacts make it cheaper, and having a bunch of artifact creatures is going to feel really good when you have a +2/+1 boost. This sort of card usually needs a build around grade, because if you don’t have enough ways to go really wide, you can’t really play it – but when you’re in the right deck, this ends a lot of games
Offer Immortality
2.5 This trick is always decent. It doesn’t have the upside of helping you do more damage to your opponent, but it trades that in for the flexibility of winning virtually any combat and saving your creature from most removal
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
Malcator's Watcher
2.0 I like cards that replace themselves, and this has a fairly relevant body by virtue of being evasive and an Artifact.
Pack 3 Pick 12: Necrogen Communion
Necrogen Communion
1.0 I don’t like this very much. It is rare that an Aura that brings a creature back when it dies is worth it, and I don’t think adding Toxic 2 is quite enough to make a difference. Both of these effects are only good if your creature is already quite good, and that’s never how you want to do Auras.
Compleat Devotion
2.0 Two mana for +2/+2 is a mediocre boost, but the 2-for-1 upside you get when you use this on a Toxic creature is definitely real upside. There’s enough Toxic in White that I feel like this is a 2.0
Thirsting Roots
2.5 This is a solid modal card. It can help you fix your mana or just hit a land drop, and it is the kind of card that can almost stand in for a land in your deck, since it is almost a modal double-faced land card! Once you have the lands you need, you can Proliferate for some nice value. Sometimes neither mode will be useful, which is a bummer – but most of the time you’ll be getting something worthwhile for the investment.
Pack 3 Pick 13: Resistance Reunited
Resistance Reunited
1.5 +2/+2 can definitely win you some combats, but it isn’t that efficient and doesn’t have that much additional upside, and you need tricks to be flexible and powerful to counteract the downside of a 2-for-1 risk, and +2/+2 for 2 doesn’t really get you there. The Equipment upside is nice – and once you’re doing that, you can turn it in to a card that blanks removal too. Even in this set, with lots of Equipment, I think you’re going to cut this a decent chunk of the time
Myr Kinsmith
0.0 // 2.0 There aren’t really that many Myrs in the set, so I mostly don’t see this getting off the ground. If you have at least three Myr, it is probably worth playing, as it will be able to generate a 2-for-1. And if you have Myr Convert, this will sort of fix your mana too. It is probably unplayable in most Limited decks, and playable if you have a couple of Converts.
Pack 3 Pick 14: Fleshless Gladiator
Fleshless Gladiator
3.0 This seems like a solid Common. You can play it early as a bear, and then in the mid to late game it can start coming back from your graveyard, which can net you a very real advantage