Thrun, Breaker of Silence
5.0 This new Thrun looks great. You could take away any of his individual abilities and it would still be an awesome card! He is incredibly difficult to deal with, as only opposing Green cards can target him – and on your turn he also happens to be indestructible, which really matters for a 5/5 Trampler. It will be a great attack on most boards as a result. I think Thrun’s efficiency and resilience makes him a bomb.
Cephalopod Sentry
3.5 UW is the most artifact-centric color pair in this format, as Cephalapod Sentry clearly shows. On its own, it is a 4-mana 1/5 flyer, which isn’t the worst rate ever – and if you’re in Blue/White it is likely to be a threat your opponent has to kill, as you’re likely to control many artifacts.
Armored Scrapgorger
3.5 This looks quite good. It fixes and ramps your mana effectively, and actually can become a 3/3 in the later stages of the game, and that’s enough size to at least be relevant all game long.
Resistance Skywarden
3.0 This is a pretty nice rate! Menace and Reach can be a bit awkward together, since one is an aggressive keyword and the other is defensive, but it also means that this can do a reasonable job as an attacker and a reasonable job as a blocker. It certainly isn’t exciting, but seems like a solid 5-drop.
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.
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.
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
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 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.
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.
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.
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.
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.
Flensing Raptor
2.5 You’ll often have another Toxic creature around, and when you do this ETB ability is some serious business. When you don’t, you still get a Wind Drake with Toxic 1. I’m giving this a 2.5
Pack 1 Pick 2: Tyvar's Stand
Thrummingbird
3.5 This was a nice card last time we saw it, and it certainly will be here. Multiplying poison and oil is going to be something Blue decks want to do
Armored Scrapgorger
3.5 This looks quite good. It fixes and ramps your mana effectively, and actually can become a 3/3 in the later stages of the game, and that’s enough size to at least be relevant all game long.
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.
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.
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.
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
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.
Goldwarden's Helm
2.0 You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
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.
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
Free from Flesh
2.0 One mana for +2/+2 tends to be a pretty solid boost, as you can very cheaply allow your creature to win a lot of combats. The oil counters really matter for some cards too, though sometimes you’ll end up adding oil counters on something that can’t really do anything with them.
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 1 Pick 3: Quicksilver Fisher
The Mycosynth Gardens
3.0 I am not normally a fan of filter lands, they tend to be super clunky at fixing your mana – and that’s certainly true here. But, the upside here is pregit legit. I think there are enough artifact creatures in this set that it will feel like a creature land a significant chunk of the time, and those always perform well, since it lets you turn a land into something that actually impacts the board. It obviously has more flexibility than a creature land too! So basically, this is a powerful utility land that can also fix your mana, and I think I’m in for that.
Atmosphere Surgeon
4.0 This is a great payoff for casting spells. It can give itself flying, and you can store up the counters to use them once you have great stuff to give flying to. Works great with Proliferate too!
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.
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
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.
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
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
Rustvine Cultivator
1.5 This doesn’t look very good. The best thing about a mana dork is that it can play you more powerful spells every turn. This can’t do that. It will finally untap a land on turn three, and while the boost is nice, the fact you had to tap this twice to get it is no small thing. Sure, you can proliferate and stuff to have to tap it less, but you’re jumping through some pretty serious hoops to make your one drop work.
Quicksilver Fisher
2.5 This has reasonable Flying stats and a solid ETB ability. Looting is always a nice effect to tack on to a reasonable 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.
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.
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.
Pack 1 Pick 4: Infectious Inquiry
Seachrome Coast
2.5 These all offer great fixing, like most dual lands, and the fact that they enter untapped early is pretty nice.
Unctus's Retrofitter
3.5 This looks really good. A three mana 2/3 with Toxic 1 is already passable, so the fact that this can turn an artifact into a 4/4 is pretty awesome! You can animate a noncreature artifact, or upgrade an Artifact creature that is smaller than a 4/4. There are plenty of targets in the set, including things like Mite tokens, so this is often going to give you a big advantage for only three mana
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.
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.
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.
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
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
Volt Charge
3.5 This is a reprint of a card that was great last time! Three mana for 3 damage at instant speed is usually premium. It isn’t always going to be able to trade up, but being able to go after your opponent and being Instant speed means you’re usually getting a good deal. Proliferate is a big addition, though, as this format has plenty of counters you can get an advantage out of.
Rustvine Cultivator
1.5 This doesn’t look very good. The best thing about a mana dork is that it can play you more powerful spells every turn. This can’t do that. It will finally untap a land on turn three, and while the boost is nice, the fact you had to tap this twice to get it is no small thing. Sure, you can proliferate and stuff to have to tap it less, but you’re jumping through some pretty serious hoops to make your one drop work.
Charge of the Mites
2.5 While you’re overpaying a bit for each of these modes individually, the modality here is definitely nice! If you’re good at going wide – and if you’re in White you probably are – it can be a reasonable removal spell. If you’re having a hard time getting your board going, it can give you a couple of mites!
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.
Pack 1 Pick 5: Meldweb Curator
Kethek, Crucible Goliath
3.5 A 4-mana 4/4 is a great stat-line in Limited, and the ability this has is very real. You’re always going to get a cheaper creature of course, but giving up a creature that is no longer useful, or one with an ETB ability that gave you most of its value is going to feel great. Note that it is a may clause too, which is important. In a pinch, you can even sacrifice something you attacked with to find a creature who can come into play untapped – basically a really convoluted way to do Vigilance, but it does let you pressure your opponent and keep your shields up.
Gleeful Demolition
3.0 This format has a lot of Artifacts including Artifact creatures, so a card that can destroy them for one mana is already a card you’ll always play. That is definitely the mode you’re going to choose most frequently, but sometimes destroying your own thing is more beneficial. Like if you need extra bodies to go wide to win the game, or if you need those bodies to block
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.
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
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.
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.
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.
Gitaxian Raptor
3.0 A three mana ¼ flyer is an acceptable rate, so its nice that this has the upside of using oil counters to increase its power and lower its toughness. Three oil counters is a nice number to have, as just attacking with this and turning it into a 2/3 three turns in a row is going to feel pretty good.
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
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.
Pack 1 Pick 6: Lattice-Blade Mantis
Churning Reservoir
1.0 // 3.0 This feels like it has the potential to be quite the value engine, as there are lots of Red cards that can do some stuff with oil counters. The token creation effect certainly isn’t the most efficient thing ever, but I can see some decks finding a way to utilize it on turns when they can. This probably needs a buildaround though, as you really need to have a critical mass of oil counters and oil counter payoffs or this just won’t do enough to be worth a card
Free from Flesh
2.0 One mana for +2/+2 tends to be a pretty solid boost, as you can very cheaply allow your creature to win a lot of combats. The oil counters really matter for some cards too, though sometimes you’ll end up adding oil counters on something that can’t really do anything with them.
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
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.
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
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
Volt Charge
3.5 This is a reprint of a card that was great last time! Three mana for 3 damage at instant speed is usually premium. It isn’t always going to be able to trade up, but being able to go after your opponent and being Instant speed means you’re usually getting a good deal. Proliferate is a big addition, though, as this format has plenty of counters you can get an advantage out of.
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.
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 1 Pick 7: Vraska's Fall
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.
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.
Vraska's Fall
1.5 This will have its moments, but this format also has a lot of tokens and creatures who give you value when they die, and when your opponent has those to sacrifice this won’t feel worth a card at all, even with the poison counter on top
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.
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.
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.
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
Pack 1 Pick 8: Pestilent Syphoner
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
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.
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.
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
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.
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.
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 9: Vulshok Splitter
Cephalopod Sentry
3.5 UW is the most artifact-centric color pair in this format, as Cephalapod Sentry clearly shows. On its own, it is a 4-mana 1/5 flyer, which isn’t the worst rate ever – and if you’re in Blue/White it is likely to be a threat your opponent has to kill, as you’re likely to control many artifacts.
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.
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
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.
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.
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.
Pack 1 Pick 10: Skyscythe Engulfer
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.
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.
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.
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
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 1 Pick 11: Gulping Scraptrap
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
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
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.
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.
Pack 1 Pick 12: Vulshok Splitter
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.
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.
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
Pack 1 Pick 13: Escaped Experiment
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
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.
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: Tyrranax Rex
Tyrranax Rex
5.0 Obviously, this has some very impressive efficiency. It can also come down and do something right away thanks to Haste! Ward also means this can’t be dealt with efficiently. Toxic and Trample might seem like a strange pair, but its actually pretty great! If your opponent takes any damage at all from the Rex, even 1 trample damage, they end up with 4 poison – and you still destroy their creature. Triple Green can be surprisingly hard to get in Limited, but I still think this does enough right away, and is hard enough to deal with, that it is a bomb.
Venomous Brutalizer
4.0 This looks really good. It gives you a good rate, and Toxic 3 is legit, as is the fact you can kick this to Proliferate, something that will have a real impact by that stage of the game more often than not.
Jawbone Duelist
3.5 A two mana 1/1 Double Strike always plays really well – it does a great job against other X/1s, and can trade for X/2s, while having all kinds of additional upside with Equipment, tricks, and other buffs. So, adding Toxic 1 to the mix is pretty sweet – especially because it means this will give the opponent two poison each time it goes unblocked. This will also hold all the Equipment in the set really well.
Incubation Sac
3.5 This has the potential to be really good in Limited, especially because it has the ability to make three bodies at the very least! Now, it certainly isn’t efficient at doing it, but in a lot of Limited formats cards that simply let you outcard the opponent are what you need, and this will definitely do it. A three-for-one really isn’t out of the question, and that’s not something you find at lower rarities most of the time. It reminds me a little bit of Mask of the Jadecrafter from The Brothers’ War, which turned out to be pretty good. I’m going to start the format pretty high on this thing – though if it ends up being a format that is dominated by aggro, this will drop precipitously.
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.
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
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.
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.
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.
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
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
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.
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.
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
Pack 2 Pick 2: Anoint with Affliction
Red Sun's Twilight
3.5 While this format has a lot of artifacts, and sometimes this can just wreck your opponent – there aren’t so many that this card is amazing. Destroying For Mirrodin equipment will be sweet, because you get to keep the 2/2 – and destroying creatures is likely to give you some nice value too since you can attack with them, but on average, I don’t think this card will be a bomb like the three Twilights we saw earlier this week
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
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
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
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.
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.
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.
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..
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.
Free from Flesh
2.0 One mana for +2/+2 tends to be a pretty solid boost, as you can very cheaply allow your creature to win a lot of combats. The oil counters really matter for some cards too, though sometimes you’ll end up adding oil counters on something that can’t really do anything with them.
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
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
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
Pack 2 Pick 3: Vat Emergence
Karumonix, the Rat King
2.5 There are a two other Rats in the format, both at lower rarities, so the ETB does actually have a chance to draw you a card, but if it doesn’t – you’re getting a 3-mana 3/3 with Toxic 1, which is a card you would always play anyway.
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!
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!
Oxidda Finisher
2.5 Paying 7 for this is bad, 6 is medium, and 5 is solid. Getting it lower than that is sort of unlikely, although with For Mirrodin!, it will be easier to play more Equipment in this format than in most. Normally you can’t run a ton of it because you need the creatures to put it on, but most of the Equipment in this set gives you both. Still, getting this to 5 is a reasonable expectation, getting below that probably isn’t.
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
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.
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
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.
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.
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.
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.
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
Pack 2 Pick 4: Dune Mover
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.
Bladed Ambassador
3.5 Like other recent two mana 3/1s that can become indestructible, this is going to be a great two drop. Sure, if you don’t proliferate or something, it can only use the ability once – but the great thing about this type of ability is the threat of activation is often enough for people to decide not to block or attack into it, because they end up getting 2-for-1’d in a ton of situations. So, even with only one oil counter, this will be good.
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.
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
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
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.
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.
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.
Leonin Lightbringer
2.5 Equipping this won’t be particularly hard in this format, but it isn’t like the payoff here is amazing or anything. Ward 2 does make it a nice place to put Equipment too, since it feels awful if your opponent kills something in response to you Equipping it, and this makes that a lot harder.
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
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
Pack 2 Pick 5: Infectious Inquiry
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.
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
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!
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.
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.
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
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.
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.
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.
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
Pack 2 Pick 6: Anoint with Affliction
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.
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.
Leonin Lightbringer
2.5 Equipping this won’t be particularly hard in this format, but it isn’t like the payoff here is amazing or anything. Ward 2 does make it a nice place to put Equipment too, since it feels awful if your opponent kills something in response to you Equipping it, and this makes that a lot harder.
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
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.
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.
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
Pack 2 Pick 7: Carnivorous Canopy
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.
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.
Leonin Lightbringer
2.5 Equipping this won’t be particularly hard in this format, but it isn’t like the payoff here is amazing or anything. Ward 2 does make it a nice place to put Equipment too, since it feels awful if your opponent kills something in response to you Equipping it, and this makes that a lot harder.
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
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.
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.
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
Pack 2 Pick 8: Pestilent Syphoner
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.
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
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.
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.
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
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
Pack 2 Pick 9: Predation Steward
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.
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
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.
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.
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
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
Pack 2 Pick 10: Offer Immortality
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 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.
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.
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
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
Pack 2 Pick 11: Thirsting Roots
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.
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.
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.
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
Pack 2 Pick 12: Whisper of the Dross
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
Leonin Lightbringer
2.5 Equipping this won’t be particularly hard in this format, but it isn’t like the payoff here is amazing or anything. Ward 2 does make it a nice place to put Equipment too, since it feels awful if your opponent kills something in response to you Equipping it, and this makes that a lot harder.
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
Pack 2 Pick 13: Aspirant's Ascent
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!
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
Pack 2 Pick 14: Basilica Skullbomb
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.
Pack 3 Pick 1: Green Sun's Twilight
Green Sun's Twilight
3.5 I think you’ll have to pay 3 for X for this to get you two cards consistently, which means this is often a more expensive Green Divination which isn’t…great. After all, it won’t really add to the board. Obviously if you can 5 for X, you’re likely to get a land and a creature on to the battlefield, and at that point we’re talking about something that’s way better, since it gives you something on the board immediately. There will be times where you don’t get six mana’s worth of value out of it, but most of the time you’ll do alright. It is a little awkward that the more mana you spend, the less likely you’re going to get a good return on your investment – this isn’t really true of the other cards in this cycle
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.
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
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.
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.
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.
Free from Flesh
2.0 One mana for +2/+2 tends to be a pretty solid boost, as you can very cheaply allow your creature to win a lot of combats. The oil counters really matter for some cards too, though sometimes you’ll end up adding oil counters on something that can’t really do anything with them.
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.
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.
Quicksilver Fisher
2.5 This has reasonable Flying stats and a solid ETB ability. Looting is always a nice effect to tack on to a reasonable creature.
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
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.
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.
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
Pack 3 Pick 2: Stinging Hivemaster
Resistance Skywarden
3.0 This is a pretty nice rate! Menace and Reach can be a bit awkward together, since one is an aggressive keyword and the other is defensive, but it also means that this can do a reasonable job as an attacker and a reasonable job as a blocker. It certainly isn’t exciting, but seems like a solid 5-drop.
Vat of Rebirth
1.0 This seems like it takes too much work. If you play it early it will definitely build up counters and then reanimate something at some point, but if you get it in the mid to late game, it is likely to be a little too slow to actually do anything, and that’s a huge downside
Exuberant Fuseling
2.0 If you play this on turn one, and can back it up with tricks, Equipment, and the like, it is going to be a real problem. But that’s a lot of stuff you have to do, and if you draw this late it is going to be pretty terrible.
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.
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.
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.
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.
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
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.
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!
Stinging Hivemaster
3.5 This is a very nice common. A three mana 3/2 with Toxic 1 is already probably playable, so the fact it spits out a Mite when it dies is sweet. It is worth noting that the token’s inability to block does lower the value of the token – more than adding Toxic 1 makes up for
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.
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 3: Necrosquito
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
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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 3 Pick 4: Predation Steward
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!
Resistance Skywarden
3.0 This is a pretty nice rate! Menace and Reach can be a bit awkward together, since one is an aggressive keyword and the other is defensive, but it also means that this can do a reasonable job as an attacker and a reasonable job as a blocker. It certainly isn’t exciting, but seems like a solid 5-drop.
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.
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.
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.
Rustvine Cultivator
1.5 This doesn’t look very good. The best thing about a mana dork is that it can play you more powerful spells every turn. This can’t do that. It will finally untap a land on turn three, and while the boost is nice, the fact you had to tap this twice to get it is no small thing. Sure, you can proliferate and stuff to have to tap it less, but you’re jumping through some pretty serious hoops to make your one drop work.
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.
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.
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!
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
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 3 Pick 5: Fleshless Gladiator
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
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
Resistance Skywarden
3.0 This is a pretty nice rate! Menace and Reach can be a bit awkward together, since one is an aggressive keyword and the other is defensive, but it also means that this can do a reasonable job as an attacker and a reasonable job as a blocker. It certainly isn’t exciting, but seems like a solid 5-drop.
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.
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
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.
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
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
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 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 3 Pick 6: Bonepicker Skirge
Resistance Skywarden
3.0 This is a pretty nice rate! Menace and Reach can be a bit awkward together, since one is an aggressive keyword and the other is defensive, but it also means that this can do a reasonable job as an attacker and a reasonable job as a blocker. It certainly isn’t exciting, but seems like a solid 5-drop.
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.
Free from Flesh
2.0 One mana for +2/+2 tends to be a pretty solid boost, as you can very cheaply allow your creature to win a lot of combats. The oil counters really matter for some cards too, though sometimes you’ll end up adding oil counters on something that can’t really do anything with them.
Quicksilver Fisher
2.5 This has reasonable Flying stats and a solid ETB ability. Looting is always a nice effect to tack on to a reasonable creature.
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.
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
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
Goldwarden's Helm
2.0 You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
Pack 3 Pick 7: Bonepicker Skirge
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.
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.
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.
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.
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.
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
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.
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 3 Pick 8: Infectious Inquiry
Reject Imperfection
2.0 Cancel ends up being a dud more often than not. The double Blue is surprisingly difficult to get at the right time, and leaving up three mana to counter something can horribly backfire if your opponent can play around it. It is nice that it triggers when you counter something cheap, as countering something that costs less than three feels particularly bad with this kind of card, so at least you get a consolation prize
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.
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.
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
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.
Gitaxian Raptor
3.0 A three mana ¼ flyer is an acceptable rate, so its nice that this has the upside of using oil counters to increase its power and lower its toughness. Three oil counters is a nice number to have, as just attacking with this and turning it into a 2/3 three turns in a row is going to feel pretty good.
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.
Pack 3 Pick 9: Annihilating Glare
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.
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.
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 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.
Quicksilver Fisher
2.5 This has reasonable Flying stats and a solid ETB ability. Looting is always a nice effect to tack on to a reasonable creature.
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.
Pack 3 Pick 10: Vat of Rebirth
Resistance Skywarden
3.0 This is a pretty nice rate! Menace and Reach can be a bit awkward together, since one is an aggressive keyword and the other is defensive, but it also means that this can do a reasonable job as an attacker and a reasonable job as a blocker. It certainly isn’t exciting, but seems like a solid 5-drop.
Vat of Rebirth
1.0 This seems like it takes too much work. If you play it early it will definitely build up counters and then reanimate something at some point, but if you get it in the mid to late game, it is likely to be a little too slow to actually do anything, and that’s a huge downside
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.
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.
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.
Pack 3 Pick 11: Cutthroat Centurion
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.
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.
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
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.
Pack 3 Pick 12: Copper Longlegs
Resistance Skywarden
3.0 This is a pretty nice rate! Menace and Reach can be a bit awkward together, since one is an aggressive keyword and the other is defensive, but it also means that this can do a reasonable job as an attacker and a reasonable job as a blocker. It certainly isn’t exciting, but seems like a solid 5-drop.
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.
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 3 Pick 13: Thirsting Roots
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.
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.
Pack 3 Pick 14: Aspirant's Ascent
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