The Filigree Sylex
2.5 These sweeper effects that take a ton of time to set up tend to be awkward. This kind of card is great in formats with really low curves, where you can easily get it to blow things up, but most Limited formats don’t get there. Now, there are tokens in the set all over, and this can blow those up immediately, and sometimes that will be good. The additional oil counter upside on the card is definitely interesting, and does give the card something to do in situations where you can’t really set this up to be a good sweeper. There are lots of oil counters in the format and proliferate, but 10 is still a lot of counters!
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.
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
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.
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.
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.
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.
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.
Lattice-Blade Mantis
3.0 This seems pretty strong for a Common. A 4-mana 4/3 is almost passable, so adding the ability to use oil counters to buff it up to a 5/4 that untaps is really nice. This can hit pretty hard while playing both offense and defense.
The 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.
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
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.
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.
Shrapnel Slinger
2.5 This can kill a decent number of creatures in the format, and there’s also plenty of noncreature artifacts it can deal with too. Sacrificing a Mite or something else expendable seems particularly nice. You also have a baseline of a 2-mana 2/2, which you’ll certainly be wanting if you don’t have something else to do on turn two
Pack 1 Pick 2: Contagious Vorrac
Zenith Chronicler
1.5 A two mana 3/1 isn’t a terrible baseline, and the Chronicler comes with an interesting effect. Obviously, it is going to be at its best in a deck with very multicolored cards, since you make the effect one sided. This is not a set with a huge multicolored theme, with only the signpost uncommons and some rares and mythics actually being multicolored, so the Chronicler’s effect will only be coming up zero to 2 times in most games. Once nice thing is that even if you do have multicolored cards of your own, you can play with that knowledge – in other words, you can trade it off or something so you don’t give your opponent a card. That’s something else that makes this feel more beneficial than not.
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
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
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.
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
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.
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.
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.
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.
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.
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.
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.
Whisper of the Dross
1.5 If you can kill something with this, or have it help you win combat, it will feel pretty good since you’re only spending a single mana! Problem is, those situations won’t be that easy to manufacture
Pack 1 Pick 3: Armored Scrapgorger
Conduit of Worlds
2.5 There are several Common lands in this format that put themselves into the graveyard – including the Sphere cycle and Terramorphic Expanse, so being able to play lands from your graveyard will come up some. Casting things from your graveyard is pretty great, but making it so you can’t cast other spells is obviously a problem. This feels like a pretty bad card in the early and mid game, when you need to develop things, but int he later stages of the game it definitely has the potential to take over – you can’t really blank on draws if your graveyard is effectively part of your hand, and that’s how it is going to feel.
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.
Myr Convert
3.5 This seems pretty darn good. It ramps your mana, fixes your mana, and even has kind of a decent baseline as a two mana 2/1 with Infect 1. I think that whole package is worth a pretty early pick.
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
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
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.
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.
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.
Prologue to Phyresis
2.0 This isn’t especially powerful on its own, as a poison counter isn’t worth a ton on its own – but this is a spell that replaces itself, and the UR deck will make decent use of it
Mirran Bardiche
2.0 This one gives you a 5-mana 4/3 with Vigilance up front. As is the case for most of the Common For Mirrodin! Artifacts, that rate wouldn’t really be acceptable all on its own – but being able to move the boost around when you need to is nice.
Furnace 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.
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 4: Incubation Sac
Incubation Sac
3.5 This has the potential to be really good in Limited, especially because it has the ability to make three bodies at the very least! Now, it certainly isn’t efficient at doing it, but in a lot of Limited formats cards that simply let you outcard the opponent are what you need, and this will definitely do it. A three-for-one really isn’t out of the question, and that’s not something you find at lower rarities most of the time. It reminds me a little bit of Mask of the Jadecrafter from The Brothers’ War, which turned out to be pretty good. I’m going to start the format pretty high on this thing – though if it ends up being a format that is dominated by aggro, this will drop precipitously.
Myr Custodian
1.5 If this only Scried 2 for you, it would probably be a 2.5. Scry 2 is pretty nice card selection Letting your opponent also Scry 1 obviously makes it worse, especially because your opponent can take advantage of their Scry before you can.
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.
Mirran Bardiche
2.0 This one gives you a 5-mana 4/3 with Vigilance up front. As is the case for most of the Common For Mirrodin! Artifacts, that rate wouldn’t really be acceptable all on its own – but being able to move the boost around when you need to is nice.
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.
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.
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.
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.
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.
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
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!
Pack 1 Pick 5: Chimney Rabble
Myr Convert
3.5 This seems pretty darn good. It ramps your mana, fixes your mana, and even has kind of a decent baseline as a two mana 2/1 with Infect 1. I think that whole package is worth a pretty early pick.
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.
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.
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.
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
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
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
Mesmerizing Dose
3.0 This looks really good to me. Three mana to lock a creature down is usually a playable card. Sure, it doesn’t fully remove a creature, and that can be a liability sometimes – and there are lots of ways your opponent can get around this card – like by bouncing their creature. Adding Proliferate is pretty serious, though!
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.
Skyscythe Engulfer
1.5 If you’re behind, it can hang back and block even flyers, and if you’re ahead, it can attack pretty hard. I wish there was some sort of ETB associated with it so you got some permanent value, though. Six mana is a lot to not get something like that!
Pack 1 Pick 6: Shrapnel Slinger
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
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.
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.
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
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.
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
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
Ichor Synthesizer
1.5 A two mana 1/3 is below-rate these days, but this does eventually become an unblockable 3/3, and that’s certainly something your opponent has to contend with. What I don’t like, is that if you don’t get this down early, your chances of getting to four oil counters are significantly curtailed, in which case you’re just playing something that is pretty close to a two mana 1/3, and I don’t like that.
Tyrranax Atrocity
2.5 Toxic 3 is a lot, as it will immediately give you Corrupted if you don’t already have it, and if you do already have it 3 poison is going to get your opponent in the red zone. Toxic pairs really well with Haste too, as it makes it easier to get in that first time, or at the very least set up a situation where your opponent’s options are a bad chump block or taking the hit.
Pack 1 Pick 7: Predation Steward
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.
Nahiri's Sacrifice
1.0 Obviously this has some potential. Dividing damage is always great, as you get the ability to take down multiple things, but that certainly gets less attractive when you 2-for-1 yourself upfront, and that’s what you’ll be doing here. You can’t even do something like give up a token, since it won’t really do any damage. So, what you need to do here is sacrifice something with a high mana value that maybe has a death trigger or ETB ability. At that point, you’re mitigating against 2-for-1ing yourself – but that is still kind of a narrow subset of cards for you to sacrifice
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.
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.
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.
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.
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
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.
Pack 1 Pick 8: Lattice-Blade Mantis
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
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
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.
Bring the Ending
2.5 This starts out as a bad mana leak, and by the later stages of the game becomes a really efficient hard counter. I actually like that design, because this type of counterspell is usually good earlier in the game and horrible late. So, adding Corrupted to the mix means that this will be good for a huge chunk of the game.
Duress
0.5 This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
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!
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
Pack 1 Pick 9: Lattice-Blade Mantis
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
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.
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.
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.
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
Pack 1 Pick 10: Forgehammer Centurion
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Gitaxian Anatomist
1.5 A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
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.
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.
Duress
0.5 This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
Pack 1 Pick 11: Furnace Skullbomb
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.
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.
Mirran Bardiche
2.0 This one gives you a 5-mana 4/3 with Vigilance up front. As is the case for most of the Common For Mirrodin! Artifacts, that rate wouldn’t really be acceptable all on its own – but being able to move the boost around when you need to is nice.
Furnace Skullbomb
1.5 I think this is probably the worst of the bunch, mostly because its effect is more niche than the others. If you don’t have a permanent that cares about oil counters, it doesn’t do anything, while the others have effects that pretty much always do something. It still can be cycled away easily, and when you can get value out of the counters it is fine, but it is a bit worse than the others.
Pack 1 Pick 12: Goldwarden's Helm
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.
Mirran Bardiche
2.0 This one gives you a 5-mana 4/3 with Vigilance up front. As is the case for most of the Common For Mirrodin! Artifacts, that rate wouldn’t really be acceptable all on its own – but being able to move the boost around when you need to is nice.
Goldwarden's Helm
2.0 You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
Pack 1 Pick 13: Leonin Lightbringer
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.
Furnace Skullbomb
1.5 I think this is probably the worst of the bunch, mostly because its effect is more niche than the others. If you don’t have a permanent that cares about oil counters, it doesn’t do anything, while the others have effects that pretty much always do something. It still can be cycled away easily, and when you can get value out of the counters it is fine, but it is a bit worse than the others.
Pack 1 Pick 14: Leonin Lightbringer
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 2 Pick 1: Contagious Vorrac
Zenith Chronicler
1.5 A two mana 3/1 isn’t a terrible baseline, and the Chronicler comes with an interesting effect. Obviously, it is going to be at its best in a deck with very multicolored cards, since you make the effect one sided. This is not a set with a huge multicolored theme, with only the signpost uncommons and some rares and mythics actually being multicolored, so the Chronicler’s effect will only be coming up zero to 2 times in most games. Once nice thing is that even if you do have multicolored cards of your own, you can play with that knowledge – in other words, you can trade it off or something so you don’t give your opponent a card. That’s something else that makes this feel more beneficial than not.
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.
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 Emergence
2.0 We have seen many 5 mana reanimation spells be complete duds. There’s one at Uncommon in most sets! They tend to underwhelm because it is hard to consistently get something back that is actually worth that hefty investment. However, there are two things going on here that that really change things. The first is Proliferate, which has synergy everywhere in the format. More importantly, though, is the fact that this lets you get something from any graveyard. That effectively doubles your chances of finding something to reanimate that is worth the mana, and that’s a big deal!
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.
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
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
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.
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
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.
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.
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.
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.
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.
Pack 2 Pick 2: Venomous Brutalizer
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
Necrogen Communion
1.0 I don’t like this very much. It is rare that an Aura that brings a creature back when it dies is worth it, and I don’t think adding Toxic 2 is quite enough to make a difference. Both of these effects are only good if your creature is already quite good, and that’s never how you want to do Auras.
Incubation Sac
3.5 This has the potential to be really good in Limited, especially because it has the ability to make three bodies at the very least! Now, it certainly isn’t efficient at doing it, but in a lot of Limited formats cards that simply let you outcard the opponent are what you need, and this will definitely do it. A three-for-one really isn’t out of the question, and that’s not something you find at lower rarities most of the time. It reminds me a little bit of Mask of the Jadecrafter from The Brothers’ War, which turned out to be pretty good. I’m going to start the format pretty high on this thing – though if it ends up being a format that is dominated by aggro, this will drop precipitously.
Venomous Brutalizer
4.0 This looks really good. It gives you a good rate, and Toxic 3 is legit, as is the fact you can kick this to Proliferate, something that will have a real impact by that stage of the game more often than not.
Lattice-Blade Mantis
3.0 This seems pretty strong for a Common. A 4-mana 4/3 is almost passable, so adding the ability to use oil counters to buff it up to a 5/4 that untaps is really nice. This can hit pretty hard while playing both offense and defense.
Aspirant's Ascent
2.0 One mana tricks have been some pretty serious business of late, and I think this looks like another solid one. This kind of gives you two separate uses, which is great for such a low cost! First it can be used as a traditional trick to help your creature win combat with the +1/+3 boost – but you can also use it before your opponent blocks to make a big creature take to the air and crack in for a bunch of damage – along with some toxic upside
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.
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.
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.
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
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.
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!
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 2 Pick 3: Maze's Mantle
Nimraiser Paladin
3.0 This will often grant you a 2-for-1, which is always nice, and the 5-mana 4/4 body it gives you isn’t completely terrible. Lots of ways to take advantage of Toxic too! Still feels a little to inefficient – and a little too specific about what it can return to your hand – to be great, but I think the first copy will usually make the cut.
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
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.
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.
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!
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!
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.
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
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
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.
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.
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.
Pack 2 Pick 4: Predation Steward
Tyvar, Jubilant Brawler
1.5 The really cool thing he can do is allow you to play a creature with a tap activated ability and use that ability right away – and then you can use the +1 to use the ability again! But situations like that aren’t just going to happen in your typical Limited game. His -2 also isn’t guaranteed to reanimate something, though if you do play him in the mid to late game, playing him and using the -2 does probably mean you get a small creature back. It just seems like he’s doing stuff that is very hard to take advantage of in Limited, and even when he does get you a 2 drop from the graveyard you’re not going to be that excited
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.
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.
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
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
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!
Prologue to Phyresis
2.0 This isn’t especially powerful on its own, as a poison counter isn’t worth a ton on its own – but this is a spell that replaces itself, and the UR deck will make decent use of it
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
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.
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
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.
Pack 2 Pick 5: Cacophony Scamp
Cacophony Scamp
3.5 A one mana 1/1 that does 1 to something when it dies is usually a playable card – it can trade up for X/2s and it can get 2-for-1s against two X/1s! On top of that, this has proliferate upside. Getting in with this and sacrificing it to get a couple extra counters – while also pinging something for 1, is going to feel pretty good. Enhancing it with Equipment, tricks, and auras will feel especially great.
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.
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.
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.
Duelist of Deep Faith
3.0 This is going to be a pain to block all game long, and that goes really well alongside Toxic. That makes this a pretty high quality Common
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
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.
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.
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.
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 6: Branchblight Stalker
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.
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.
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.
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.
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.
Branchblight Stalker
2.5 A two mana 3/1 with upside will usually make the cut in aggro decks, but it isn’t anything special
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
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
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 2 Pick 7: Vulshok Splitter
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.
Resistance Reunited
1.5 +2/+2 can definitely win you some combats, but it isn’t that efficient and doesn’t have that much additional upside, and you need tricks to be flexible and powerful to counteract the downside of a 2-for-1 risk, and +2/+2 for 2 doesn’t really get you there. The Equipment upside is nice – and once you’re doing that, you can turn it in to a card that blanks removal too. Even in this set, with lots of Equipment, I think you’re going to cut this a decent chunk of the time
Myr Kinsmith
0.0 // 2.0 There aren’t really that many Myrs in the set, so I mostly don’t see this getting off the ground. If you have at least three Myr, it is probably worth playing, as it will be able to generate a 2-for-1. And if you have Myr Convert, this will sort of fix your mana too. It is probably unplayable in most Limited decks, and playable if you have a couple of Converts.
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
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
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 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.
Goldwarden's Helm
2.0 You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
Pack 2 Pick 8: Lattice-Blade Mantis
Gleeful Demolition
3.0 This format has a lot of Artifacts including Artifact creatures, so a card that can destroy them for one mana is already a card you’ll always play. That is definitely the mode you’re going to choose most frequently, but sometimes destroying your own thing is more beneficial. Like if you need extra bodies to go wide to win the game, or if you need those bodies to block
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.
Shrapnel Slinger
2.5 This can kill a decent number of creatures in the format, and there’s also plenty of noncreature artifacts it can deal with too. Sacrificing a Mite or something else expendable seems particularly nice. You also have a baseline of a 2-mana 2/2, which you’ll certainly be wanting if you don’t have something else to do on turn two
Incisor Glider
2.5 This looks like a pretty nice common! A two mana ⅓ with Flying is sort of passable to begin with, and this has a really nice Corrupted Trigger, as buffing the whole board can really change combat. It also doesn’t hurt that cheap Flyers go really well with all the Equipment in the set.
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.
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.
Basilica Skullbomb
2.0 Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
Pack 2 Pick 9: Bladegraft Aspirant
Zenith Chronicler
1.5 A two mana 3/1 isn’t a terrible baseline, and the Chronicler comes with an interesting effect. Obviously, it is going to be at its best in a deck with very multicolored cards, since you make the effect one sided. This is not a set with a huge multicolored theme, with only the signpost uncommons and some rares and mythics actually being multicolored, so the Chronicler’s effect will only be coming up zero to 2 times in most games. Once nice thing is that even if you do have multicolored cards of your own, you can play with that knowledge – in other words, you can trade it off or something so you don’t give your opponent a card. That’s something else that makes this feel more beneficial than not.
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.
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
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.
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 10: Slobad, Iron Goblin
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
Incubation Sac
3.5 This has the potential to be really good in Limited, especially because it has the ability to make three bodies at the very least! Now, it certainly isn’t efficient at doing it, but in a lot of Limited formats cards that simply let you outcard the opponent are what you need, and this will definitely do it. A three-for-one really isn’t out of the question, and that’s not something you find at lower rarities most of the time. It reminds me a little bit of Mask of the Jadecrafter from The Brothers’ War, which turned out to be pretty good. I’m going to start the format pretty high on this thing – though if it ends up being a format that is dominated by aggro, this will drop precipitously.
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.
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.
Pack 2 Pick 11: Adaptive Sporesinger
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
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.
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.
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 2 Pick 12: Quicksilver Fisher
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
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
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.
Pack 2 Pick 13: Meldweb Curator
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.
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 2 Pick 14: Vivisurgeon's Insight
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 3 Pick 1: Hexgold Slash
Ovika, Enigma Goliath
4.5 This is expensive, but it does give you quite the impressive creature. Ward 3 and pay three life is pretty legit, as it makes it harder for your opponent to efficiently deal with the Goliath, and they are going to take a hit in terms of their life no matter what they do – and that’s the fail case here. Then, if you untap with it and cast some noncreature spell, the game is pretty much over, since you make an army of tokens that can either allow you to finish your opponent off or gain a massive advantage on the board. You won’t always find yourself able to do that of course, but you’re still talking about a 6/6 Flyer that is an absolute pain to kill. I think this sneaks into the lower “bomb” range, since it gives you solid value even if the worst-case thing happens, and if it sticks around, you’re just going to win.
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
Venomous Brutalizer
4.0 This looks really good. It gives you a good rate, and Toxic 3 is legit, as is the fact you can kick this to Proliferate, something that will have a real impact by that stage of the game more often than not.
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
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.
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.
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.
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
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
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.
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.
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.
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
Pack 3 Pick 2: Contagious Vorrac
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.
Myr Convert
3.5 This seems pretty darn good. It ramps your mana, fixes your mana, and even has kind of a decent baseline as a two mana 2/1 with Infect 1. I think that whole package is worth a pretty early pick.
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
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
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
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.
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.
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.
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.
Bonepicker Skirge
3.0 A three mana 2/2 Flyer isn’t quite as good as it used to be – but it is still decent enough, so adding some additional effects usually makes for a nice card, and that’s what we have here. If this always had deathtouch and lifelink it would be a 4.0, but you do have to jump through some hoops here.
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 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.
Prologue to Phyresis
2.0 This isn’t especially powerful on its own, as a poison counter isn’t worth a ton on its own – but this is a spell that replaces itself, and the UR deck will make decent use of it
Pack 3 Pick 3: Skyscythe Engulfer
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.
Necrogen Communion
1.0 I don’t like this very much. It is rare that an Aura that brings a creature back when it dies is worth it, and I don’t think adding Toxic 2 is quite enough to make a difference. Both of these effects are only good if your creature is already quite good, and that’s never how you want to do Auras.
Nimraiser Paladin
3.0 This will often grant you a 2-for-1, which is always nice, and the 5-mana 4/4 body it gives you isn’t completely terrible. Lots of ways to take advantage of Toxic too! Still feels a little to inefficient – and a little too specific about what it can return to your hand – to be great, but I think the first copy will usually make the cut.
Mesmerizing Dose
3.0 This looks really good to me. Three mana to lock a creature down is usually a playable card. Sure, it doesn’t fully remove a creature, and that can be a liability sometimes – and there are lots of ways your opponent can get around this card – like by bouncing their creature. Adding Proliferate is pretty serious, though!
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.
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.
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
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!
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.
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.
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
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
Pack 3 Pick 4: Free from Flesh
Malcator, Purity Overseer
4.0 A three mana 1/1 that makes a 3/3 token is already a really good card – pretty close to Blade Splicer - but this comes with the additional upside of occasionally spitting out another 3/3. Now, making that happen isn’t going to be easy, as getting three artifacts into play in one turn is a big ask in Limited, but I think it will happen on occasion.
Cinderslash Ravager
3.5 Paying five for this seems eminently doable, and I think that will feel like a pretty good deal! Sometimes you’ll be able to get it out there even earlier, and there are enough 1/1 tokens and X/1s in the set that you’ll get to pick off at least one creature a decent chunk of the time when you play this.
Nimraiser Paladin
3.0 This will often grant you a 2-for-1, which is always nice, and the 5-mana 4/4 body it gives you isn’t completely terrible. Lots of ways to take advantage of Toxic too! Still feels a little to inefficient – and a little too specific about what it can return to your hand – to be great, but I think the first copy will usually make the cut.
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.
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.
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
Tyrranax Atrocity
2.5 Toxic 3 is a lot, as it will immediately give you Corrupted if you don’t already have it, and if you do already have it 3 poison is going to get your opponent in the red zone. Toxic pairs really well with Haste too, as it makes it easier to get in that first time, or at the very least set up a situation where your opponent’s options are a bad chump block or taking the hit.
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.
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.
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
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 3 Pick 5: Cinderslash Ravager
Incubation Sac
3.5 This has the potential to be really good in Limited, especially because it has the ability to make three bodies at the very least! Now, it certainly isn’t efficient at doing it, but in a lot of Limited formats cards that simply let you outcard the opponent are what you need, and this will definitely do it. A three-for-one really isn’t out of the question, and that’s not something you find at lower rarities most of the time. It reminds me a little bit of Mask of the Jadecrafter from The Brothers’ War, which turned out to be pretty good. I’m going to start the format pretty high on this thing – though if it ends up being a format that is dominated by aggro, this will drop precipitously.
Cinderslash Ravager
3.5 Paying five for this seems eminently doable, and I think that will feel like a pretty good deal! Sometimes you’ll be able to get it out there even earlier, and there are enough 1/1 tokens and X/1s in the set that you’ll get to pick off at least one creature a decent chunk of the time when you play 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.
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.
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.
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.
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.
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.
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
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 3 Pick 6: The Autonomous Furnace
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.
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
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.
Testament Bearer
2.0 This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
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.
Duelist of Deep Faith
3.0 This is going to be a pain to block all game long, and that goes really well alongside Toxic. That makes this a pretty high quality Common
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.
Thirsting Roots
2.5 This is a solid modal card. It can help you fix your mana or just hit a land drop, and it is the kind of card that can almost stand in for a land in your deck, since it is almost a modal double-faced land card! Once you have the lands you need, you can Proliferate for some nice value. Sometimes neither mode will be useful, which is a bummer – but most of the time you’ll be getting something worthwhile for the investment.
Pack 3 Pick 7: Titanic Growth
Magmatic Sprinter
3.5 This looks really good. A three mana 3/2 with Haste is easily a C, and this comes with some pretty real upside! You can use this to put oil counters all over the place by casting it every turn, and there are definitely reasons to do that. Or, you can choose to have this stick in play for a couple of turns at a time if you need the board presence
Serum-Core Chimera
3.0 As usual, Blue/Red is into spells – but there is an oil counter theme too! Like most signposts, this looks pretty nice. A 4-mana 2/4 Flyer isn’t amazing, but is actually a solid stat-line – so the upside of drawing a card and bolting a creature or planeswalker every three spells is pretty massive. The thing I don’t love here is that there are often going to be times where you just can’t get that third oil counter, even with proliferate around
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.
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.
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.
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
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.
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.
Pack 3 Pick 8: Hexgold Slash
Quicksilver Fisher
2.5 This has reasonable Flying stats and a solid ETB ability. Looting is always a nice effect to tack on to a reasonable creature.
The Autonomous Furnace
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
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
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.
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.
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.
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
Pack 3 Pick 9: Predation Steward
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.
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.
Myr Kinsmith
0.0 // 2.0 There aren’t really that many Myrs in the set, so I mostly don’t see this getting off the ground. If you have at least three Myr, it is probably worth playing, as it will be able to generate a 2-for-1. And if you have Myr Convert, this will sort of fix your mana too. It is probably unplayable in most Limited decks, and playable if you have a couple of Converts.
Leonin Lightbringer
2.5 Equipping this won’t be particularly hard in this format, but it isn’t like the payoff here is amazing or anything. Ward 2 does make it a nice place to put Equipment too, since it feels awful if your opponent kills something in response to you Equipping it, and this makes that a lot harder.
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.
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
Pack 3 Pick 10: The Autonomous Furnace
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
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.
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.
The Autonomous Furnace
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Pack 3 Pick 11: Necrogen Communion
Necrogen Communion
1.0 I don’t like this very much. It is rare that an Aura that brings a creature back when it dies is worth it, and I don’t think adding Toxic 2 is quite enough to make a difference. Both of these effects are only good if your creature is already quite good, and that’s never how you want to do Auras.
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.
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.
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
Pack 3 Pick 12: Testament Bearer
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
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
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 3 Pick 13: Rustvine Cultivator
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.
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
Pack 3 Pick 14: Testament Bearer
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