The Monumental Facade
0.0 Oil counters are definitely a thing in the set, but I have a hard time imagining that you’re going to end up with so many things that use oil counters that you’re actually going to want to use this. Especially in a set where Proliferate is everywhere and far more flexible. Basically, this is bad for your mana base and has very minor upside
Voidwing Hybrid
3.5 This, our last signpost Uncommon, is another good one! A two mana 2/1 with Toxic 1 and Flying is quite nice, and the fact that you can get this back when you Proliferate is big, especially because Proliferate seems plentiful in the format. If this is in the graveyard, it effectively adds “draw a card” to your Proliferate trigger, which is going to feel great.
Feed the Infection
1.5 Lately, Sorcery-speed card draw effects that make you lose life have felt pretty bad, since you spend a significant amount of mana, don’t add to the board, and actually help out your aggressive opponent. However, I do think making your opponent lose 3 as well is a significant upgrade, but it still might be too slow
Resistance Reunited
1.5 +2/+2 can definitely win you some combats, but it isn’t that efficient and doesn’t have that much additional upside, and you need tricks to be flexible and powerful to counteract the downside of a 2-for-1 risk, and +2/+2 for 2 doesn’t really get you there. The Equipment upside is nice – and once you’re doing that, you can turn it in to a card that blanks removal too. Even in this set, with lots of Equipment, I think you’re going to cut this a decent chunk of the time
Bladegraft Aspirant
2.5 A three mana 2/3 with Menace is usuallya lready playable, but this also gives you some big Equipment upside! Making it cheaper to play and cheaper to put on the Aspirant is pretty serious. A menace creature is great for suiting up too
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.
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.
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.
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
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
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.
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.
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
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.
Pack 1 Pick 2: Rebel Salvo
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.
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
Rebel Salvo
4.0 This is a great removal spell. Even in a deck with 0 Equipment, it is premium. It kills almost everything and can very easily trade up. Once you have some Equipment in your deck it can get really silly.
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.
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.
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
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.
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.
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
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!
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
Infectious Inquiry
2.0 Black usually gets a three mana Common that does some version of draw 2 lose 2, and it is usually a passable card. Not adding to the board can be a liability, and this format does feel like it will be a fast one – so you never really want more than one of these. That first copy seems alright, though.
Pack 1 Pick 3: Chimney Rabble
Tamiyo's Immobilizer
3.5 This is trying to do an impression of Icy Manipulator – and its doing a pretty solid job. It isn’t colorless, which is bummer – but it doesn’t cost mana to tap things. You can eventually run out of oil counters, but there is enough Proliferate in this set – not to mention oil counter payoffs – that this certainly seems playable. It is going to feel pretty bad if the game reaches a point where you run out of counters, but tapping something down 4 times is often enough to get you there anyway
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.
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
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.
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
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.
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.
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!
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
Blightbelly Rat
3.0 A two mana 2/2 is a passable place to start – so adding both Toxic and a nice death trigger to the mix probably makes this one of the best Black Commons
Oil-Gorger Troll
3.0 A 5-mana ¾ that gains you 3 life when it enters the battlefield is not especially good, so how good this card is comes down to how often you get to draw. I think it is definitely accessible, and one this card is gaining you life and netting you a card, it is going to feel pretty sweet. This is another Green card that feels like it can do a reasonable job of throwing a monkey wrench into the plans of aggro decks, as is often the case for creatures that gain life on ETB.
Pack 1 Pick 4: Unctus's Retrofitter
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
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.
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 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.
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.
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
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
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
Hexgold Slash
3.5 Even without the Toxic-hating upside this card has, it would be quite good! One mana for 2 damage just tends to be a great deal, even allowing you to trade up for lots of 3 and 4 mana cards. Toxic is really everywhere in the format too, so you’re going to be able to do the 4 damage with this at some point in most games.
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
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: Blightbelly Rat
Hexgold Hoverwings
3.5 This gives you a 4-mana 3/2 Flyer up front, which is a passable card, so the additional upside here is great. Buffing all your Equipped creatures is going to come up, especially in RW – and just being able to move this Equipment around to whatever creature benefits most from it is pretty great.
Bilious Skulldweller
2.5 A one mana 1/1 with Deathtouch is usually solid. Gets interesting with Fight effects too. So, adding Toxic 1 to this is a nice upgrade, as it makes it more of a problem as an attacker.
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
Blightbelly Rat
3.0 A two mana 2/2 is a passable place to start – so adding both Toxic and a nice death trigger to the mix probably makes this one of the best Black Commons
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.
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.
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.
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.
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
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 1 Pick 6: Malcator's Watcher
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.
Chittering Skitterling
2.5 A three mana ¼ isn’t great, but this does end up with a pretty nice ability if you can get Corrupted going. Cashing in irrelevant artifacts or creatures for cards is always nice. It also has the potential to combine quite well with the format’s Threaten effect, since it sacrifices stuff for free!
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 7: Gitaxian Raptor
Mirran Safehouse
0.0 This has a cool design! Especially because it even gains the ability to tap for mana, but this won’t amount to much more than a hard-to-use 3 mana mana rock, and that’s not worth a card in Limited.
Against All Odds
1.0 // 2.5 Individually, each of these effects is situational and not worth four mana, especially at Sorcery speed. Blinking a creature is only going to do something in a few situations: like if you have a creature with an ETB ability, or a creature shut down by an Aura. It can give you pseudo-vigilance too, but that really isn’t worth 4 mana. Obviously, reanimating something small only does something when you have a target. Both of these things are far from guaranteed! However, you do have the option of getting both, and I think if you can do something meaningful with both parts, this seems like a fine card. This can be especially true with Enter the Battlefield abilities, because you can potentially get 2 of them going at the same time. There are only a few decks that are super interested in running this, so it probably needs a build around grade.
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.
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.
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
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.
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
Pack 1 Pick 8: Dune Mover
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.
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
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.
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.
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.
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.
Fleshless Gladiator
3.0 This seems like a solid Common. You can play it early as a bear, and then in the mid to late game it can start coming back from your graveyard, which can net you a very real advantage
Pack 1 Pick 9: Meldweb Curator
Feed the Infection
1.5 Lately, Sorcery-speed card draw effects that make you lose life have felt pretty bad, since you spend a significant amount of mana, don’t add to the board, and actually help out your aggressive opponent. However, I do think making your opponent lose 3 as well is a significant upgrade, but it still might be too slow
Bladegraft Aspirant
2.5 A three mana 2/3 with Menace is usuallya lready playable, but this also gives you some big Equipment upside! Making it cheaper to play and cheaper to put on the Aspirant is pretty serious. A menace creature is great for suiting up too
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.
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
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
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.
Pack 1 Pick 10: Gitaxian Raptor
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
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.
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
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!
Infectious Inquiry
2.0 Black usually gets a three mana Common that does some version of draw 2 lose 2, and it is usually a passable card. Not adding to the board can be a liability, and this format does feel like it will be a fast one – so you never really want more than one of these. That first copy seems alright, though.
Pack 1 Pick 11: Blazing Crescendo
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.
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.
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.
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 12: Awaken the Sleeper
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
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.
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Pack 1 Pick 13: The Surgical Bay
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 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 1 Pick 14: Glistener Seer
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 2 Pick 1: Prosthetic Injector
Staff of Compleation
1.5 This is a fun call back to Staff of Domination – but like the Staff, this isn’t anything special in Limited. The Pay 1 life ability almost never comes up. The 2 life ability makes this a really mediocre mana rock. Paying 3 life to proliferate and 4 to draw a card is where things start to get interesting, but that amount of life can add up quickly, and having a card that makes you pay life that also doesn’t usually add to the board seems like a recipe for disaster in a lot of games. If you have some ways to gain life this obviously gets more interesting, but that doesn’t seem to be a big theme here
Prosthetic Injector
1.5 This is cheap to play and Equip, but it doesn’t feel like it is worth a whole card to me. +0/+2 is a pretty meager boost, and while Toxic and Equipment have synergy in this format, there are better options for both of those of things that are also at lower rarities!
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.
Ambulatory Edifice
3.0 When you can kill something with the -1/-1 this will feel pretty good. When you can’t, it will feel pretty mediocre. Sometimes you’ll be able to weaken something in a way that is beneficial for you, but you definitely want to be killing stuff with it.
Compleat Devotion
2.0 Two mana for +2/+2 is a mediocre boost, but the 2-for-1 upside you get when you use this on a Toxic creature is definitely real upside. There’s enough Toxic in White that I feel like this is a 2.0
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.
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
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
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
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.
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
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
Vivisurgeon's Insight
1.5 Man, I have a hard time believing paying 5 to draw three and Proliferate is going to be worth it here. I love the card advantage of course, but paying that much and likely having only a minimal impact on the board seems like a really bad idea
Pack 2 Pick 2: Unctus's Retrofitter
Geth, Thane of Contracts
2.5 Giving your whole board -1/-1 isn’t normally something you want to be doing, even if you do get a three mana ¾ out of the deal. However, Geth does come with the powerful ability to repeatedly reanimate things from your graveyard, which balances things out a little bit. Obviously the things you reanimate will be a little worse, but if he’s left unchecked Geth will quickly populate your board. That said, he’s going to be really rough to play in the early game, and all game long there will be scenarios where playing him kills one or two of your creatures, and that will be particularly painful if your opponent can simply deal with Geth on their turn
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
Ichorplate Golem
4.0 An easy to cast three mana ⅔ isn’t a terrible starting point, and the oil counter upside here feels pretty real in this format. It does probably mean that it is at its best in a UR or RG deck, but I think even if you have 2+ creatures that do something with oil tokens, you’re playing this.
Serum Snare
2.5 This sort of bounce effect is usually solid card – not usually amazing because it is card disadvantage, but in a lot of decks the tempo is big – and when you can use it to trade 1-for-1 and get tempo it feels pretty absurd. You can do this if you cast it in response to a combat trick or something like that. The Proliferate upside is nice, as bouncing something expensive is usually the best thing to do to get the most tempo, but if you have enough counters around, or you feel the need to fire it off early, you get some upside
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
Barbed Batterfist
2.5 Two mana 3/1s tend to play pretty well in aggro decks, and that’s what you get up front here – and then you have the option of moving the Equipment to other stuff – like if you really want your token to be a 2/2, or if something else can benefit from the stat boost. +1/-1 certainly isn’t amazing, but this is really cheap to play and equip, which will be especially nice with Equipment payoffs in the set.
Ruthless Predation
3.5 This is basically Epic Confrontation, which is a great Limited Common. +1/+2 enables a lot more of your creatures to Fight successfully, and you can often knock a blocker out of the way and swing in with your buffed creature.
Indoctrination Attendant
2.5 A 4-mana ¾ with Toxic is acceptable, and there are certainly some nice ETBs to rebuy in this format. Its nice that this can do that for you while also generating a Mite. You can even bounce a land if you want to get the 1/1!
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.
Blightbelly Rat
3.0 A two mana 2/2 is a passable place to start – so adding both Toxic and a nice death trigger to the mix probably makes this one of the best Black Commons
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.
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
Thrill of Possibility
1.5 We’ve seen this before, and it is often the kind of card that spell decks will run, but no one else really wants to play, and even the spell decks would be happier with a lot of other instants and sorceries that draw them cards!
Pack 2 Pick 3: Escaped Experiment
Charforger
4.0 A three mana ⅔ that makes a 1/1 is already a great rate, so the fact that this can save up oil counters and use them to draw cards is pretty amazing. It takes some work to do of course, but as usual Black-Red has ways to make its own stuff die, so it is certainly doable. I think it has the potential to be the best signpost Uncommon in the set between the great rate and ability to draw cards.
Against All Odds
1.0 // 2.5 Individually, each of these effects is situational and not worth four mana, especially at Sorcery speed. Blinking a creature is only going to do something in a few situations: like if you have a creature with an ETB ability, or a creature shut down by an Aura. It can give you pseudo-vigilance too, but that really isn’t worth 4 mana. Obviously, reanimating something small only does something when you have a target. Both of these things are far from guaranteed! However, you do have the option of getting both, and I think if you can do something meaningful with both parts, this seems like a fine card. This can be especially true with Enter the Battlefield abilities, because you can potentially get 2 of them going at the same time. There are only a few decks that are super interested in running this, so it probably needs a build around grade.
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
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.
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.
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.
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.
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.
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
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.
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.
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 2 Pick 4: Chrome Prowler
Infested Fleshcutter
1.5 I don’t love the cost of casting and equipping this, but the fact it spits out a token is pretty nice. Of course, that token can’t block – but it does mean you have somewhere to stick this thing on the next turn. +2/+0 is enough to make a lot of creatures problematic too. I obviously think this is worse than all the For Mirrodin! Equipment, because with that you get the body right away – but this kind of does a similar thing in the end, since it adds a body to the board
Planar Disruption
1.5 This really leaves Pacifism and Arrest in the dust, and is a great removal spell for White. Regular Pacifism effects often have the downside of not shutting down activated abilities, so you can’t always completely remove a card – but you can do that with Planar Disruption. You still have to worry about static effects, but those are much rarer. Its great you can slap it on Artifacts and Planeswalkers too
The 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.
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.
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.
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.
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.
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
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.
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.
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: Ichorplate Golem
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.
Ichorplate Golem
4.0 An easy to cast three mana ⅔ isn’t a terrible starting point, and the oil counter upside here feels pretty real in this format. It does probably mean that it is at its best in a UR or RG deck, but I think even if you have 2+ creatures that do something with oil tokens, you’re playing this.
Testament Bearer
2.0 This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
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.
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.
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.
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.
Maze's Mantle
2.0 A three mana Flash Aura that gives +2/+2 is a card we’ve seen before, and it was playable. If you look at this only as a combat trick it doesn’t seem that efficient, as you can usually get +2/+2 for a single mana. However, the fact this stays around to enhance that creature beyond that turn makes a big difference. The hexproof upside is going to come up sometimes too!
Bladegraft Aspirant
2.5 A three mana 2/3 with Menace is usuallya lready playable, but this also gives you some big Equipment upside! Making it cheaper to play and cheaper to put on the Aspirant is pretty serious. A menace creature is great for suiting up too
Predation Steward
2.0 This seems like a fine two drop. The ability isn’t exactly efficient, and it is definitely clunky as a sorcery speed only effect, but it can certainly allow you to send in an attacker that couldn’t attack otherwise.
Pack 2 Pick 6: Dune Mover
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.
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
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.
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.
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.
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
Testament Bearer
2.0 This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
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 2 Pick 7: Bring the Ending
Soulless Jailer
1.0 These abilities don’t hate on very much in this format, but it is a two mana 0/4 that happens to be an artifact,, so it probably isn’t a complete disaster to play it. I don’t think the typical deck in the format will have enough cards that the ability actually comes up, but there are definitely a few Uncommons in the format it actually does something against
Plated Onslaught
1.5 // 3.0 Here is your big payoff for going wide with Mites! Your artifacts make it cheaper, and having a bunch of artifact creatures is going to feel really good when you have a +2/+1 boost. This sort of card usually needs a build around grade, because if you don’t have enough ways to go really wide, you can’t really play it – but when you’re in the right deck, this ends a lot of games
Against All Odds
1.0 // 2.5 Individually, each of these effects is situational and not worth four mana, especially at Sorcery speed. Blinking a creature is only going to do something in a few situations: like if you have a creature with an ETB ability, or a creature shut down by an Aura. It can give you pseudo-vigilance too, but that really isn’t worth 4 mana. Obviously, reanimating something small only does something when you have a target. Both of these things are far from guaranteed! However, you do have the option of getting both, and I think if you can do something meaningful with both parts, this seems like a fine card. This can be especially true with Enter the Battlefield abilities, because you can potentially get 2 of them going at the same time. There are only a few decks that are super interested in running this, so it probably needs a build around grade.
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.
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.
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.
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 8: Prophetic Prism
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
Sylvok Battle-Chair
3.0 This is Colossal Dreadmaw with upside, since it starts out as a 6-mana 6/6 Trampler. The Equip cost is obviously massive here, but once you reach a point where you can just slap this on whatever you want your opponent is going to be in serious trouble. Unlike the Engulfer we just saw, this does leave value on the board no matter what.
Kuldotha Cackler
2.5 This will be able to attack with higher power a decent chunk of the time for sure, but the times where it is just a lowly 2/3 will feel pretty rough.
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 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.
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.
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.
Pack 2 Pick 9: The Surgical Bay
Compleat Devotion
2.0 Two mana for +2/+2 is a mediocre boost, but the 2-for-1 upside you get when you use this on a Toxic creature is definitely real upside. There’s enough Toxic in White that I feel like this is a 2.0
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
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.
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
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
Pack 2 Pick 10: Ichorplate Golem
Ichorplate Golem
4.0 An easy to cast three mana ⅔ isn’t a terrible starting point, and the oil counter upside here feels pretty real in this format. It does probably mean that it is at its best in a UR or RG deck, but I think even if you have 2+ creatures that do something with oil tokens, you’re playing this.
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.
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.
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
Thrill of Possibility
1.5 We’ve seen this before, and it is often the kind of card that spell decks will run, but no one else really wants to play, and even the spell decks would be happier with a lot of other instants and sorceries that draw them cards!
Pack 2 Pick 11: Myr Kinsmith
Against All Odds
1.0 // 2.5 Individually, each of these effects is situational and not worth four mana, especially at Sorcery speed. Blinking a creature is only going to do something in a few situations: like if you have a creature with an ETB ability, or a creature shut down by an Aura. It can give you pseudo-vigilance too, but that really isn’t worth 4 mana. Obviously, reanimating something small only does something when you have a target. Both of these things are far from guaranteed! However, you do have the option of getting both, and I think if you can do something meaningful with both parts, this seems like a fine card. This can be especially true with Enter the Battlefield abilities, because you can potentially get 2 of them going at the same time. There are only a few decks that are super interested in running this, so it probably needs a build around grade.
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.
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.
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.
Pack 2 Pick 12: Surgical Skullbomb
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.
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.
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 2 Pick 13: Myr Kinsmith
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.
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 2 Pick 14: The Dross Pits
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Pack 3 Pick 1: Eye of Malcator
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.
Distorted Curiosity
3.0 Divination is a 1.5 level card a lot of the time – and that’s what the base form of this card is - not adding to the board is rough, but getting a 2-for-1 is nice, and this has the potential to only cost a single mana in the later stages of the game, which is pretty amazing. Early you can use this to help you hit a land drop or whatever, and then in the mid-to-late game you can cast this for one, and probably play at least one of the things you draw. At that point, it will feel like it is impacting the board.
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
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
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
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
Vivisurgeon's Insight
1.5 Man, I have a hard time believing paying 5 to draw three and Proliferate is going to be worth it here. I love the card advantage of course, but paying that much and likely having only a minimal impact on the board seems like a really bad idea
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
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
Testament Bearer
2.0 This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
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.
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
Blightbelly Rat
3.0 A two mana 2/2 is a passable place to start – so adding both Toxic and a nice death trigger to the mix probably makes this one of the best Black Commons
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 2: Eye of Malcator
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!
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.
Urabrask's Anointer
1.5 // 4.0 So, the stat-line is bad enough here that you probably want to consistently do 2 or more with this, and that probably makes this a build around. Oil counters are definitely around, especially in Blue-Red, but I don’t feel super confident that your typical deck in the format will have enough of them to make this acceptable. If you do 0 with it, it will be awful – 1 with it is semi-passable, and once you’re at 2 or more you’re going to really feel like you’re really doing it, because you can consistently get a 2-for-1 at that point.
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.
Bladegraft Aspirant
2.5 A three mana 2/3 with Menace is usuallya lready playable, but this also gives you some big Equipment upside! Making it cheaper to play and cheaper to put on the Aspirant is pretty serious. A menace creature is great for suiting up too
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.
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
Testament Bearer
2.0 This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
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
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
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.
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
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.
Pack 3 Pick 3: Eye of Malcator
Vindictive Flamestoker
2.5 If you play this really early, you’re likely to get a lot of counters on it and eventually use the ability and reload your hand, at which point you’ve got a great chance at winning…but at the same time it adds a body to the board that basically doesn’t matter, and it is a body that can die to lots of cheap removal too. If you get it late, it will take fewer counters to get it going. Don’t forget about Proliferate either, which means you can get the tokens going a bit better. Still, this seems slow and clunky, even as powerful as that ability is.
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.
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
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
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!
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.
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.
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
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.
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.
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.
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.
Pack 3 Pick 4: Cephalopod Sentry
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.
Swooping Lookout
2.5 A one mana ½ with Flying and Vigilance would be a solid card in most formats. It is typically a card people can overrate in Limited, because a ½ Flyer is pretty irrelevant in most games by the middle or late game, but in a format with lots of incentives to play Equipment, this gets significantly more interesting. There will definitely be games where this comes down on turn one and does some damage, then gets suited up and runs away with the game. It probably isn’t great, but I don’t imagine you’ll ever cut the first of these from a White deck that is interested in being aggressive
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.
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
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.
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.
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
Vivisurgeon's Insight
1.5 Man, I have a hard time believing paying 5 to draw three and Proliferate is going to be worth it here. I love the card advantage of course, but paying that much and likely having only a minimal impact on the board seems like a really bad idea
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.
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
Kuldotha Cackler
2.5 This will be able to attack with higher power a decent chunk of the time for sure, but the times where it is just a lowly 2/3 will feel pretty rough.
Pack 3 Pick 5: Vivisurgeon's Insight
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
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.
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
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
Vivisurgeon's Insight
1.5 Man, I have a hard time believing paying 5 to draw three and Proliferate is going to be worth it here. I love the card advantage of course, but paying that much and likely having only a minimal impact on the board seems like a really bad idea
Maze's Mantle
2.0 A three mana Flash Aura that gives +2/+2 is a card we’ve seen before, and it was playable. If you look at this only as a combat trick it doesn’t seem that efficient, as you can usually get +2/+2 for a single mana. However, the fact this stays around to enhance that creature beyond that turn makes a big difference. The hexproof upside is going to come up sometimes too!
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.
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
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.
Myr Custodian
1.5 If this only Scried 2 for you, it would probably be a 2.5. Scry 2 is pretty nice card selection Letting your opponent also Scry 1 obviously makes it worse, especially because your opponent can take advantage of their Scry before you can.
Pack 3 Pick 6: Terramorphic Expanse
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.
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.
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.
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.
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.
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
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
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 7: Atraxa's Skitterfang
Minor Misstep
0.0 This is a nice callback to Mental Misstep, and probably has some legs in Modern – but in Limited this just doesn’t counter enough stuff
Atraxa's Skitterfang
4.0 This looks great for an Uncommon. Gray Ogre stats are never very good, but the ability tacked on to this is pretty huge! Granting a keyword to something once a turn for three turns is quite strong, especially because you can do it the turn you play it if you play it before combat. One of these keywords is extremely likely to be beneficial for you every single turn, giving you attacks you just didn’t have. It can also give the keyword to itself, though that doesn’t help you on that first turn. But if you don’t have a creature to buff with it, you can just wait to play it until your second main phase. It gets better in a world where you have ways to take more advantage of oil counters too! Its also colorless, so I can see this getting first picked a lot, since it will end up in your deck 100% of the time and is a powerful card.
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.
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
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.
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.
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.
Fleshless Gladiator
3.0 This seems like a solid Common. You can play it early as a bear, and then in the mid to late game it can start coming back from your graveyard, which can net you a very real advantage
Pack 3 Pick 8: Ribskiff
Ribskiff
2.5 A 4-mana 4/4 vehicles with Crew 3 is not especially good, but this does replace itself, and Toxic has some real upside. The 2-for-1 potential is very real.
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!
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 Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
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
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
Myr Kinsmith
0.0 // 2.0 There aren’t really that many Myrs in the set, so I mostly don’t see this getting off the ground. If you have at least three Myr, it is probably worth playing, as it will be able to generate a 2-for-1. And if you have Myr Convert, this will sort of fix your mana too. It is probably unplayable in most Limited decks, and playable if you have a couple of Converts.
Pack 3 Pick 9: Blightbelly Rat
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
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
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
Testament Bearer
2.0 This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
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
Blightbelly Rat
3.0 A two mana 2/2 is a passable place to start – so adding both Toxic and a nice death trigger to the mix probably makes this one of the best Black Commons
Pack 3 Pick 10: Malcator's Watcher
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.
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
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
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
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.
Pack 3 Pick 11: The Surgical Bay
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
The 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.
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.
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.
Pack 3 Pick 12: Myr Kinsmith
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.
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.
Myr Kinsmith
0.0 // 2.0 There aren’t really that many Myrs in the set, so I mostly don’t see this getting off the ground. If you have at least three Myr, it is probably worth playing, as it will be able to generate a 2-for-1. And if you have Myr Convert, this will sort of fix your mana too. It is probably unplayable in most Limited decks, and playable if you have a couple of Converts.
Pack 3 Pick 13: The Surgical Bay
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.
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 14: Phyrexian Atlas
Phyrexian Atlas
1.5 In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.