Greasefang, Okiba Boss
4.0 This looks pretty darn good, between the great stats and the Vehicle recursion. Obviously, you need some Vehicles in the graveyard to really get there with this, but there are enough of them in this set, that I can see Greasefang doing the job a significant chunk of the time. Even just doing it once is immensely powerful, since you not only get a quick swing in, you also get it back in your hand.
Rabbit Battery
3.5 This is an aggressively costed one drop. Raging Goblin normally isn’t a great card in Limited, but this version of the card has a very reasonable Reconfigure cost that both buffs and grants haste, in a lot of ways it will feel like you can pay a reasonable kicker cost to buff and give haste to your creatures in the late game, and because Reconfigure is so cheap, the Rabbit Battery can just keep going…and going…and going on to new creatures.
Silver-Fur Master
4.0 This is quite the signpost Uncommon for the UB Ninja deck. Buffing all of your Ninjas and Rogues and decreasing the cost Ninjutsu is quite impressive, and sometimes you’ll be able to Ninjutsu this in and buff some of your creatures to either do more damage to your opponent or make it so your creature or creatures win combat.
Dokuchi Silencer
3.5 This looks pretty good. If you ninjutsu it in, you’ll always have a card to discard to the effect. It sort of makes it a Bone Splinters on a stick, which is pretty good overall. Obviously, if it is able to get in more than once, it can really wreck the opposing board. Turning random creatures in hand to removal spells will usually be worth it.
Moonsnare Specialist
3.5 This is a very good common. We have seen 4-mana 2/2s that Bounce a creature be very good in the past, and that’s what we have here as a base line. The Ninjutsu upside being tacked on means it can feel a little more like a Man-O’-War since you’re paying three mana, and being able to do it at instant speed may also enable you to break up an opposing block or something, which is pretty spicy.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Era of Enlightenment
2.0 Like most of these saga-creatures, it is slow at adding to the board – so getting in the late game will sometimes be a bummer, but at least this one has some use right away, even late, as Scry 2 can help you dry what you really need to draw. The life gain can also help you survive the fact that you couldn’t add to the board right away too. Then, it becomes a 2/2 with First Strike, and that’s a creature is relevant all game long in most cases. While its a bit slow, the value this generates will feel nice – its spread out, but ultimately you get a 2/2 with First Strike that scries 2 and gains you 2 life, and that’s a pretty nice investment.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Kami of Terrible Secrets
1.5 // 3.0 A 4-mana ¾ is not a great stat-line these days, so you are going to want to be drawing a card off of this around half the time for it to be worth it. And…that’s not going to be automatic in every Black deck in the format, since this asks you to have both an Artifact and Enchantment. That’s certainly easier to do in this format than it is in most, but if you’re in say, UB Ninjas or the BG graveyard deck – that’s not something you’re going to be focused on. In a lot of ways, this is a BW gold card, because that’s the deck that has a whole bunch of reasons to get both an Artifact and an Enchantment in play.
Bloodfell Caves
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 2: Circuit Mender
Mobilizer Mech
3.0 This is cheap to cast and has a fairly reasonable Crew cost, especially because it will essentially crew a second Vehicle, should you have one around. And..you won’t always, in fact about half the time you probably won’t have more than one vehicle, but the times you do this is going to do some pretty silly stuff.
Circuit Mender
3.5 This is a nice little card. A 3-mana ⅔ that gains you 2 life is already kind of playable, especially i a set with lots of artifact payoffs, and then it even replaces itself when it dies! Its large enough to enable a 2-for-1 every once and a while – and if you combine it with blink or bounce it gets even sillier, because it lets you draw the card when it leaves the battlefield, and that means if it leaves in any way! Combining it with Ninjutsu could be especially back-breaking.
Boon of Boseiju
2.0 This looks like a solid trick. It will often give a significant buff for the cost, and untapping your attacking creature can matter sometimes too, since it enables it to hang back and block. The untap part also means you can try to use it to ambush an opposing attacker, but that’s generally a riskier way to use this sort of thing, since your opponent is more likely to have mana up.
Moon-Circuit Hacker
3.0 Ninjutsu for one is quite the deal, especially because it will be drawing you a card if you ninjutsu it in. After that, you’ll only get to loot when it hits the opponent, but that’s okay – the initial use of the card will allow you to set up a 2-for-1, and that’s pretty nice. It is sort of a more convoluted Elvish Visionary that comes with an additional power.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Careful Cultivation
2.5 In a lot of formats, a two mana 1/1 that can tap for Green mana is very playable, and this is better than that in a lot of ways, since you can stick it out there at Instant speed. Meanwhile, the Aura side of things does a pretty good of ramping you too, and offers a solid stat boost. I do sort of feel like you’re going to be more interesting in Channeling this the most of the time, as I think that’s the best deal you can get here.
Clawing Torment
2.0 This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
Unstoppable Ogre
2.0 The enter the battlefield trigger on the card won’t always do something for you, but there will be a decent number of situations where it allows you to attack more effectively with your board. It can also crew everything which is nice.
Okiba Reckoner Raid
2.5 Giving us a one mana saga like this is pretty interesting! You obviously get insane value for the investment of one mana, as you drain 2 life and get a 2/2 with Menace that gives vehicles Menace! This is going to feel like a pretty good turn one play, and even in the late game this can do some work. The life drain helps you survive until it becomes a creature, and its great that as soon as it transforms you can send in a vehicle in that is hard to block. Having to wait for the body a couple of turns is going to be a little frustrating, though.
Imperial Subduer
2.5 Tapping an opposing creature tends to be a pretty nice effect for aggro decks in Limited, as it can often enable some attacks you didn’t have without the tap. This does have an additional restriction, in that your Warrior or Samurai has to attack alone to do it – but it still seems pretty nice. The Subduer itself is a Warrior, so it triggers its own ability. The Samurai/Warrior deck seems to have other payoffs for attacking with one creature at a time too, so this seems like a solid Common.
Greater Tanuki
3.0 This seems pretty nice. In the early game you can use it to fix and ramp your mana, and in the late game it can be a big beater that helps you close things out. It isn’t super incredible at doing either thing, but effectively being a split card with a worse Rampant Growth on one side and a worse Colossal Dreadmaw on the other gives you a decent option all game long.
Guardians of Oboro
2.0 A 3-mana ¾ with Defender is kind of okay in a more controlling deck, and if you modify this one – or other creatures with Defender – they can attack. That’s kind of cool, though not exactly an incredible payoff. This seems fine.
Blossoming Sands
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 3: Nezumi Prowler
Nezumi Prowler
3.5 The thing I really like is that its good whether or not you’re Ninjutsuing. A two mana 3/1 that gives death touch to something when it ETBs is just a good rate. You won’t always be able to take advantage of it of course, but most of the time it will change how your turn goes. Then adding the Ninjutsu angle is a big deal, because you can use it to give death touch to one of your blocked creatures out of nowhere.
Enormous Energy Blade
1.0 The buff to power is a ton, and does make it so a whole lot of creatures can become good attackers, but because it taps the creature when it equips to it, you have to wait an entire turn to actually make that happen. I think that’s too big of a cost when you’re already paying 3 to play it and 2 to equip. This card definitely has a bit of potential, as +4/+0 can really be a big deal, but I have a hard time seeing it work out.
Mothrider Patrol
2.0 So, this has a couple of nice synergy things going on. First, it is a Warrior with Flying, so it will frequently be able to attack alone and trigger those sorts of effects. Second, the fact it has Flying means it pairs nicely with Ninjutsu. And yeah, White has only one Ninja, but you’re not going to be playing Monowhite, so it could come up! Those things definitely help the card – it is a decent early game attacker that can then Master Decoy things in the late game. The cost of 4 mana is pretty steep for the effect, but it is still a nice on to have around in the late game.
Greater Tanuki
3.0 This seems pretty nice. In the early game you can use it to fix and ramp your mana, and in the late game it can be a big beater that helps you close things out. It isn’t super incredible at doing either thing, but effectively being a split card with a worse Rampant Growth on one side and a worse Colossal Dreadmaw on the other gives you a decent option all game long.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
You Are Already Dead
2.5 This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
Okiba Reckoner Raid
2.5 Giving us a one mana saga like this is pretty interesting! You obviously get insane value for the investment of one mana, as you drain 2 life and get a 2/2 with Menace that gives vehicles Menace! This is going to feel like a pretty good turn one play, and even in the late game this can do some work. The life drain helps you survive until it becomes a creature, and its great that as soon as it transforms you can send in a vehicle in that is hard to block. Having to wait for the body a couple of turns is going to be a little frustrating, though.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Geothermal Kami
2.0 It is a fine 4-mana 4/3 in a worst-case, but it comes with an effect that can be pretty sweet in some situations. Returning something like a Saga you want to go back to chapter one on, or an Aura you wanted to move anyway – will be particularly nice, and the fact this tacks on 3 life is nice too.
Colossal Skyturtle
3.5 This has three pretty nice modes! If you get it late and cast it as a creature, its big enough that it can close out a game, and Ward 2 provides it a bit of protection. UG is the color pair that has the most channel in it, and the Skyturtle does a pretty good of making tha clear with its two channel abilities – and they are both abilities that do a thing that might let you get back a card with Channel. Even absent that channel synergy, the fact that you can use this to get back any card from your graveyard, or to bounce a permanent is pretty nice. For most stuff with channel, if you chopped the card up, each card individually wouldn’t be that impressive, but because this card basically has three very different modes, the flexibility is well worth it.
Anchor to Reality
0.0 // 2.5 Your typical Tutor tends to not be great in Limited…and I think that’s mostly the case here. You pay four mana, use up the Anchor and an artifact or creature in play to search up an Equipment or Vehicle and put it on to the battlefield. In other words, you are 2-for-1ing yourself. Now, there are some scenarios where maybe you run this – like if you have an absurd bomb this either an Equipment or Vehicle – but that’s pretty much it. So, if you have some really high costed card that has either of those types, this starts to get pretty interesting, but that’s a very narrow use, and this shouldn’t really be played in your typical Limited deck.
Jukai Naturalist
3.5 A two mana 2/2 with lifelink is pretty nice, and reducing the cost of Enchantments is pretty nice too! As it often is, GW is about Enchantments in this set, so that will definitely be coming up.
Imperial Oath
1.5 Three bodies + Scry 3 for six isn’t the worst thing ever, but it also isn’t quite as impactful as I’d like a six mana spell to be. Those three bodies can help, but there are also plenty of board states where they don’t do a whole lot for you.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
Jukai Preserver
3.0 At worst, this is a 4-mana 4/4, and its much better than that because it allows you to put counters wherever you want. The Channel part of the card is nice too, because sometimes utilizing this more like a trick, or spreading around the modifications is just better anyway. It slots nicely into the RG Modification deck, as well as Green-White Enchantments.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Nezumi Bladeblesser
2.5 If you can give it either of these keywords, you’ll be pretty happy, and if you can give it both, it will feel quite formidable. Menace and Deathtouch are pretty nasty together, since you can kill both things that block it
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Silver-Fur Master
4.0 This is quite the signpost Uncommon for the UB Ninja deck. Buffing all of your Ninjas and Rogues and decreasing the cost Ninjutsu is quite impressive, and sometimes you’ll be able to Ninjutsu this in and buff some of your creatures to either do more damage to your opponent or make it so your creature or creatures win combat.
Awakened Awareness
1.0 This is pretty flexible – although it isn’t that good at either thing it does. If you’re looking for removal, you can just pay UU to make an opposing creature into a 1/1. It still keeps all of its abilities, though. If you want to pay more mana, you can use it to make one of your creatures big…but not really that much bigger if your creature is of a reasonable size at all. Yeah, overall, this is either a bad removal spell or an overcosted Aura to pump one of your creatures, and while I value flexibility – neither option here is very appealing.
Era of Enlightenment
2.0 Like most of these saga-creatures, it is slow at adding to the board – so getting in the late game will sometimes be a bummer, but at least this one has some use right away, even late, as Scry 2 can help you dry what you really need to draw. The life gain can also help you survive the fact that you couldn’t add to the board right away too. Then, it becomes a 2/2 with First Strike, and that’s a creature is relevant all game long in most cases. While its a bit slow, the value this generates will feel nice – its spread out, but ultimately you get a 2/2 with First Strike that scries 2 and gains you 2 life, and that’s a pretty nice investment.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Kami of Terrible Secrets
1.5 // 3.0 A 4-mana ¾ is not a great stat-line these days, so you are going to want to be drawing a card off of this around half the time for it to be worth it. And…that’s not going to be automatic in every Black deck in the format, since this asks you to have both an Artifact and Enchantment. That’s certainly easier to do in this format than it is in most, but if you’re in say, UB Ninjas or the BG graveyard deck – that’s not something you’re going to be focused on. In a lot of ways, this is a BW gold card, because that’s the deck that has a whole bunch of reasons to get both an Artifact and an Enchantment in play.
Brute Suit
2.5 This is a nice little Vehicle at Common. 1 to crew is super easy, and its no joke as an attacker. As we’ve seen, there’s lots of Vehicle stuff going on this set too.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Sunblade Samurai
3.0 If you have 5 mana, you can cast it as a fairly reasonable body with Vigilance – and if you’re having problem finding mana in the early part of the game, you can Channel it away to find another land. And it even gains you some life! It isn’t that far from being a 5-mana 4/4 with Vigilance that has cycling for 2 mana. Flexibility like this really trumps the fact that neither half of this card would be amazing on its own.
Repel the Vile
2.5 This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Scoured Barrens
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 6: Spirited Companion
Enthusiastic Mechanaut
3.5 This has good stats and a nice keyword for the cost, and reduces the cost of Artifacts. Obviously, that’s what UR is all about in this set, so this will set you up nicely in that deck.
Wanderer's Intervention
2.5 This is restrictive about what it can kill – both because of the 4 damage and the “attacking or blocking” restriction, but it will often feel reasonably efficient. I don’t quite consider something like this premium because of how restrictive it is, but I think you end up playing the first copy pretty often in your White decks
Guardians of Oboro
2.0 A 3-mana ¾ with Defender is kind of okay in a more controlling deck, and if you modify this one – or other creatures with Defender – they can attack. That’s kind of cool, though not exactly an incredible payoff. This seems fine.
Greater Tanuki
3.0 This seems pretty nice. In the early game you can use it to fix and ramp your mana, and in the late game it can be a big beater that helps you close things out. It isn’t super incredible at doing either thing, but effectively being a split card with a worse Rampant Growth on one side and a worse Colossal Dreadmaw on the other gives you a decent option all game long.
Suit Up
1.5 These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Spirited Companion
2.5 Well, it looks like White got an Elvish Visionary! That’s always a pretty nice card in Limited – as adding something to the board and getting a card out of it feels pretty good.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Kumano Faces Kakkazan
2.5 Chapter one here isn’t anything to get excited about, but hey – it does a thing, and then chapter II is actually pretty nice, provided you have a creature to cast during the second turn you control this. Playing this on turn one, and then a turn drop on turn two is a pretty spicy way to start ag ame, especially because on turn 3 this becomes a 2/2 that can rumble right away! Its ability isn’t a huge help in Limited, so you’re mostly just getting a decent body. In the end, this is pretty slow at what it does, but it does give you some nice value – like most of these sagas that turn into creatures. It does definitely have some diminishing returns, as the stuff it does is less impactful the later the game gets.
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Repel the Vile
2.5 This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Season of Renewal
1.0 // 2.5 You need to be getting both a creature and an enchantment back when you use this, or you aren’t going to be getting enough for your investment. While Enchantments are pretty plentiful in this set, especially in Green, I do think this needs a build around.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Dramatist's Puppet
1.5 There’s a lot of counters in this set, so taking them away from your opponent or adding them to your own things is definitely relevant, but it still won’t always actually be able to do a thing, and when it can’t it will still be a 4-mana 2/4, which is pretty bad.
Imperial Oath
1.5 Three bodies + Scry 3 for six isn’t the worst thing ever, but it also isn’t quite as impactful as I’d like a six mana spell to be. Those three bodies can help, but there are also plenty of board states where they don’t do a whole lot for you.
Boon of Boseiju
2.0 This looks like a solid trick. It will often give a significant buff for the cost, and untapping your attacking creature can matter sometimes too, since it enables it to hang back and block. The untap part also means you can try to use it to ambush an opposing attacker, but that’s generally a riskier way to use this sort of thing, since your opponent is more likely to have mana up.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
Akki Ember-Keeper
3.0 This is a nice little two drop. It has passable stats and a nice ability that makes sure your board stays populated when your modified creatures die. There are a plethora of ways to modify them, so getting a creature token or two out of this isn’t far-fetched at all, and that’s some pretty great value.
You Are Already Dead
2.5 This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Befriending the Moths
3.0 Chapter I and II will very likely enable attacks you didn’t have before, and that’s a pretty big deal. Especially because this eventually adds meaningfully to the board by giving you a 2/4 Flyer. It will be a bit of a bummer to play on a completely empty board, but that won’t be happening that often. This looks like a good Common to me, one you can first pick sometimes.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Era of Enlightenment
2.0 Like most of these saga-creatures, it is slow at adding to the board – so getting in the late game will sometimes be a bummer, but at least this one has some use right away, even late, as Scry 2 can help you dry what you really need to draw. The life gain can also help you survive the fact that you couldn’t add to the board right away too. Then, it becomes a 2/2 with First Strike, and that’s a creature is relevant all game long in most cases. While its a bit slow, the value this generates will feel nice – its spread out, but ultimately you get a 2/2 with First Strike that scries 2 and gains you 2 life, and that’s a pretty nice investment.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Pack 1 Pick 10: Boon of Boseiju
Boon of Boseiju
2.0 This looks like a solid trick. It will often give a significant buff for the cost, and untapping your attacking creature can matter sometimes too, since it enables it to hang back and block. The untap part also means you can try to use it to ambush an opposing attacker, but that’s generally a riskier way to use this sort of thing, since your opponent is more likely to have mana up.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Clawing Torment
2.0 This can outright kill X/1s, and takes away the ability of all creatures to block – while also slowly bleeding the opponent out. If you’re in a really aggressive Black deck, I can see playing this, but in situations where you aren’t the beatdown, it isn’t going to be very good. Your opponent just won’t always care about their creature getting a little smaller and being unable to block. It is notable that it is an Enchantment you can keep around on the table for awhile, and you kind of want to because it hurts your opponent – and that goes well in the Black-White deck, which wants an Artifact and Enchantment to be around for its various effects This is probably mostly an aggro deck special.
Unstoppable Ogre
2.0 The enter the battlefield trigger on the card won’t always do something for you, but there will be a decent number of situations where it allows you to attack more effectively with your board. It can also crew everything which is nice.
Blossoming Sands
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 1 Pick 11: Kitsune Ace
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Experimental Synthesizer
2.0 So, up front it effectively draws you a card, and because this only costs one mana, it won’t usually be hard for you to play that card – and, it very nicely allows you to play lands. Now, this does mean playing it really early isn’t going to feel great, because you are less likely to be able to utilize whatever you hit, but starting around turn 4 it starts to be a nice play, and it effectively ends up as a 2-for-1, because you can also get a Samurai out of it. I do think the awkwardness of playing this early definitely hinders it, but I think you’ll end up playing this often enough in Red decks, perhaps the most in RB, which likes sacrificing them. But it also overlaps a bit into other archetypes – UR likes artifacts in general and RW like Samurai, for example.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Repel the Vile
2.5 This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Pack 1 Pick 14: Gift of Wrath
Gift of Wrath
2.0 This is the kind of Aura I feel alright about playing. +2/+2 and Menace is a very real stats boost, and the fact that this leaves behind a creature token when the enchanted creature dies is quite nice – and helps mitigate against the risk of getting 2-for-1’d. Now, it is still an Aura, and probably only one that you run in very aggressive decks, but it will be solid there.
Hinata, Dawn-Crowned
3.5 This has great stats and a couple of great static abilities. You do have to have Jeskai mana to cast it, which isn’t going to be the easiest to make happen. If it were in one of the green shards or wedges, it would be a little easier. It is both difficult to cast and not exactly game-ending when you do manage to. Sure, it has the nice stats that are relevant all game long, and the abilities matter too – but the abilities will have waning value as the game goes on. I still think you can take this highly and try to get fixing together, but it probably isn’t very close to being a bomb.
Touch the Spirit Realm
4.0 This is the Uncommon premium removal that White often gets. These Oblivion Ring effects are always very nice, because they do the job efficiently, and they are also reasonably flexible. The fact your opponent can get the thing back is a bit of a bummer of course, but that downside is well worth it. You’ll almost never Channel this in Limited, but being able to blink a creature is useful sometimes.
Life of Toshiro Umezawa
4.0 Now, this is a Saga that turns into a creature! Chapters I and II are nice references to Umezawa’s Jitte, and once it transforms into a creature, it is a nice reference to Toshiro Umezawa. But even apart from the fun references, this card seems quite good. Chapters I and II give you options between the different modal Jitte effects, and they are pretty spicy. On some boards this will allow you to outright kill two creatures with the first two chapters – on boards where you can’t do that, this will often allow you to attack with a creature who couldn’t before – and on eboards where you can’t do either, gaining a few life isn’t a bad consolation prize, especially because it turns into a reasonable creature in the end.
Walking Skyscraper
3.0 You probably want to be casting this for 6 consistently to play it in your deck – but I actually don’t think that’s a huge hurdle in this format. There’s lots of things that modify your creatures, and playing a 6-mana 8/8 with Trample and Hexproof when its untapped is pretty spicy! I think this will probably be a nice playable for just about any deck that isn’t super aggressive.
Unforgiving One
3.0 This is quite the modification payoff! Now, if you’ve only got one modified creature, it isn’t going to be able to do a whole lot, but with 2+, your chance of reanimating a creature are pretty reasonable. This has a fine baseline as a 3-mana ⅔ with Menace too, which also makes it easier for you to attack with more than once. It also means that Unforgiving One is also a good creature to modify in the first place, and luckily it counts itself! I do think that it requires enough set up that it isn’t something you take super highly.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Master's Rebuke
3.0 We see versions of this card all the time, and it always ends up being Green premium removal. It allows you to kill a lot of things pretty cheaply, and having a large enough Green creature in play to make it work isn’t that hard. You do have to be a little careful with when you use it, because if they blow up your creature in response it is some really terrible news.
Undercity Scrounger
1.5 This gives Black some access to fixing and ramp, which is nice, but the stats are underwhelming and the death requirement won’t always line up for you.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Kappa Tech-Wrecker
3.5 Wow. They really did it…this is a ninja turtle! Anyway, a two mana ⅓ with Deathtouch is always playable. Being able to trade for everything is a big deal, and this comes with Ninjutsu and the ability to naturalize something when it hits the opponent…and there is plenty of stuff it can blow up in this format.
Kumano Faces Kakkazan
2.5 Chapter one here isn’t anything to get excited about, but hey – it does a thing, and then chapter II is actually pretty nice, provided you have a creature to cast during the second turn you control this. Playing this on turn one, and then a turn drop on turn two is a pretty spicy way to start ag ame, especially because on turn 3 this becomes a 2/2 that can rumble right away! Its ability isn’t a huge help in Limited, so you’re mostly just getting a decent body. In the end, this is pretty slow at what it does, but it does give you some nice value – like most of these sagas that turn into creatures. It does definitely have some diminishing returns, as the stuff it does is less impactful the later the game gets.
Norika Yamazaki, the Poet
3.0 A 3-mana 3/2 with Vigilance is usually reasonable playable, and this one comes with a very nice ability. You won’t always have an Enchantment in your graveyard of course, but there are enough Enchantments in this set that you’ll have them reasonably often, and obviously casting one off of this ability is like drawing a card, and that’s pretty darn powerful. Like with all of these, its great that they designed them so that they can trigger the ability on their own – but you can also use other Samurais/Warriors to trigger the ability if you’ve got them around.
High-Speed Hoverbike
3.5 This looks quite nice. It is easy to Crew, has good evasive stats, and it even has Flash and the ability to tap a thing down when it ETBs. It doesn’t do any of those things super impressively, but it does a whole lot for the mana investment.
Kindled Fury
1.5 We’ve seen this many times before, and its always a passable trick. +1/+0 and First Strike for one mana isn’t a bad deal since it allows many creatures to win combat – first strike just does a great job of turning a trade into something much better for you.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Tamiyo's Compleation
3.5 This is a more powerful take on this type of removal than we usually get. Usually, the bummer with this type of Blue removal spell is that you simply lock down a creature and it doesn’t untap – you don’t stap activated abilities and static abilities – but you actually do with this, and that’s a massive upgrade. Its nice that it can even turn off Equipment – as sometimes that will be worth doing.
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Geothermal Kami
2.0 It is a fine 4-mana 4/3 in a worst-case, but it comes with an effect that can be pretty sweet in some situations. Returning something like a Saga you want to go back to chapter one on, or an Aura you wanted to move anyway – will be particularly nice, and the fact this tacks on 3 life is nice too.
Imperial Subduer
2.5 Tapping an opposing creature tends to be a pretty nice effect for aggro decks in Limited, as it can often enable some attacks you didn’t have without the tap. This does have an additional restriction, in that your Warrior or Samurai has to attack alone to do it – but it still seems pretty nice. The Subduer itself is a Warrior, so it triggers its own ability. The Samurai/Warrior deck seems to have other payoffs for attacking with one creature at a time too, so this seems like a solid Common.
Saiba Trespassers
2.0 This is a mediocre creature if you cast it that way, but it has the upside of freezing down two opposing creatures, and that’s something that can be pretty nice in the right situation, such as those where your opponent is dead as a result of not being able to block for a couple of turns. That mode is certainly the more powerful one, but it is pretty situational, so the fact it can be a creature if that’s what you really need isn’t too bad.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Thornwood Falls
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 3: Brute Suit
Spinning Wheel Kick
3.0 This is a neat take on this type of Green removal. It has a way higher ceiling than most cards like it, but it also has a pretty disappointing floor. You have to pay 4 mana to do the damage to one thing – and at Sorcery speed. That’s something we have gotten pretty regularly for about 3 mana of late and at Instant speed. It not being an Instant matters for sure too, because with this type of spell you have to pick your spots carefully, as a removal spell will utterly blow you out. So yeah, the floor here…not great. However, if you pay 6 for this, and it lets you take down TWO creatures, you’re going to feel pretty awesome, and in the extreme late game it can do even more work than that. I don’t quite think it is premium, though. The baseline is too inefficient and clunky, and the requirements that a card like this already asks you for – that is, having a creature with high power, and your opponent not being able to interact in response – those things it asks for you are already a big enough hurdle.
Sokenzan Smelter
3.0 This is a two mana 2/2 with some pretty nice upside. There are artifacts aplenty in this set, so having an expendable one around to turn into a 3/1 with Haste isn’t going to be super hard. That said, you also won’t always have an Artifact that is worth sacrificing either.
Bearer of Memory
1.5 This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Virus Beetle
1.5 Adding to the board and taking something away from your opponents’ hand isn’t a bad play in the early to mid game, though it does get less impressive late. It comes with the Artifact type too, which is a useful thing.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Tamiyo's Compleation
3.5 This is a more powerful take on this type of removal than we usually get. Usually, the bummer with this type of Blue removal spell is that you simply lock down a creature and it doesn’t untap – you don’t stap activated abilities and static abilities – but you actually do with this, and that’s a massive upgrade. Its nice that it can even turn off Equipment – as sometimes that will be worth doing.
Brute Suit
2.5 This is a nice little Vehicle at Common. 1 to crew is super easy, and its no joke as an attacker. As we’ve seen, there’s lots of Vehicle stuff going on this set too.
Tales of Master Seshiro
3.5 Chapter I and II actually give a fairly significant buff. +1/+1 counter + Vigilance for a turn is pretty sweet, because it not only enables a better attack, it allows you to alter how a race is going. Now, sometimes paying 5 for chapter one is going to feel pretty rough – like if getting the counter and vigilance doesn’t do much for you, but at the stage in the game that you play this, it is pretty likely to be useful. Then, you end up with a pretty nice creature – with haste and Vigilance – which will mean it can swing right away, unlike most of these saga-creatures. I think this might be Green’s best Common. It gives you a ton of very real value up front, and then a very nice creature.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Commune with Spirits
1.0 This is cheap and gives you some decent card selection. But…it also doesn’t really do a whole lot, and cards like that seem to be getting worse and worse in Limited these days. It seems like it will be easy to cut this.
Touch the Spirit Realm
4.0 This is the Uncommon premium removal that White often gets. These Oblivion Ring effects are always very nice, because they do the job efficiently, and they are also reasonably flexible. The fact your opponent can get the thing back is a bit of a bummer of course, but that downside is well worth it. You’ll almost never Channel this in Limited, but being able to blink a creature is useful sometimes.
Okiba Salvage
2.0 We see 5 mana reanimation spells a lot, and they tend to be kind of mediocre. This is because you don’t often have something in your graveyard that is worth paying 5 mana to reanimate. In other words, you not only need a large enough creature, it also needs to be in the graveyard. When you add +1/+1 counters to the mix, like this does, it does become easier to feel like you’re getting your 5 mana’s worth out of the card. However, you do need to have an Artifact and Enchantment to get those. I would be much happier with this card if it gave you one +1/+1 counter if you had an artifact, and another if you had an Enchantment, but it is all or nothing – and that certainly hurts it a little bit, even in a format where it seems getting one of each of those is fairly doable. If you have a couple of crazy good bombs, it does get better than that.
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Wanderer's Intervention
2.5 This is restrictive about what it can kill – both because of the 4 damage and the “attacking or blocking” restriction, but it will often feel reasonably efficient. I don’t quite consider something like this premium because of how restrictive it is, but I think you end up playing the first copy pretty often in your White decks
You Are Already Dead
2.5 This has a really interesting design. I’m normally not big on this type of effect, as actually doing some damage to something often takes up some resources, so spells that can only remove damaged creatures are often not all that playable. However, in this case they lowered the mana cost to ONE, and they added a cantrip. At that point, we’re talking about a card that is certainly playable. Keep in mind that it does need a damaged creature to target, so it isn’t really the kind of cantrip you can cycle whenever you want. You won’t usually generate a 2-for-1 with this, because of the resources you gave up to damage the creature in the first place, but the cantrip pretty much makes up for that, and on occasions where you can get a 2-for-1, this will feel downright amazing. It is still a super situational removal spell, but it is priced to move, and I think you’ll end up playing the first copy in most Black decks. Playing more than that is probably asking for trouble due to its situational nature.
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Debt to the Kami
2.5 Keep in mind, your opponent chooses what gets exiled when you use this. So, mostly, it will feel like a three mana edict effect, and those have waning value as the game goes on and your opponent is more and more likely to have something very expendable to give up. It can be pretty potent early. And, because you choose the option, you can at least choose the one that is the toughest for them to decide – for example if they have only one creature or one enchantment the choice is easy – but its also pretty easy if they only have two of one of them and so forth. The fact its an Instant means you can deploy it at the exact right time a little more easily too – but still. Its removal that you don’t really have enough control over.
Suit Up
1.5 These types of effects are almost always not worth it – they keep pushing them on us, though! What makes them bad is the fact that you only resize a creature. Making one into a 4/5 for 3 mana is not normally going to be a very good rate, and that’s even if you’re including the ability to turn Vehicles on like this can. You’re going to get a small stats boost in most cases, and that just isn’t worth the risk of getting blown out by removal. They did do one thing here that’s pretty interesting though: They added a cantrip. That certainly makes this better, as at worst you can sort of cycle this for three mana, and if you do manage to resize a creature and win combat you’ll actually feel like you’re doing something – but it still isn’t very good for the same reasons these effects never are: They don’t do enough for their cost and they are also very risky!
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Era of Enlightenment
2.0 Like most of these saga-creatures, it is slow at adding to the board – so getting in the late game will sometimes be a bummer, but at least this one has some use right away, even late, as Scry 2 can help you dry what you really need to draw. The life gain can also help you survive the fact that you couldn’t add to the board right away too. Then, it becomes a 2/2 with First Strike, and that’s a creature is relevant all game long in most cases. While its a bit slow, the value this generates will feel nice – its spread out, but ultimately you get a 2/2 with First Strike that scries 2 and gains you 2 life, and that’s a pretty nice investment.
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Acquisition Octopus
2.5 3-mana 2/2s that draw you a card when they hit the opponent are always kind of alright. If you can get a blocker out of the way, or give them evasion, they can do some work. The nice thing with this verison of it, is that if the Octopus can’t get it done on its own, it can give that ability to another creature that is more capable of getting in there.
Malicious Malfunction
1.5 // 3.0 These cheap board sweepers are frequently pretty awkward in Limited. Most decks have a decent number of creatures who will die to it, so finding an opening to cast it where it is purely beneficial can be hard. Still, it is one of the best possible ways to deal with an aggressive opponent, and casting it in those situations can be completely game ending. A card like that mostly feels like a sideboard card to me.
Reito Sentinel
1.0 Milling doesn’t seem to be a major component of this format for the most part, whether you’re miling yourself or someone else. BG definitely has some graveyard stuff going on, and that’s probably where this will be at its best, but I’m still not overly impressed with a 3-mana 3/3 Defender. The cool thing you can do with it in the extreme late game is start using its ability to draw whatever you want to every single turn, but I’m always skeptical that type of strategy will end up working out in Limited. It doesn’t very often!
Intercessor's Arrest
3.5 This is premium removal. The fact it shuts down blocking, attacking, crewing vehicles, and activated abilities is great. This format does have more ways to blow up Enchantments than normal, but it also has more payoffs for Enchantments than normal, so its probably a wash.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Dragonfly Suit
2.5 This isn’t the best rate for a vehicle, but it is easy to crew and evasive, so I can see plenty of board states where its getting in through the air.
Moonfolk Puzzlemaker
2.0 This has decent stats and repeatedly Scrying does make your draws better. Its also an artifact for the decks that care about that, and a relatively cheap flyer for Ninjutsu.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Reckoner Shakedown
1.5 This is a pretty neat take on a Coercion Effect, as it is effectively a modal card that takes away your opponents best card, or it gives you a look at your opponents hand and puts two +1/+1 counters on one of your creatures or vehicles. Individually, those two effects are probably about a D. The discard effect only allows for a one-for-one trade and doesn’t change your board at all, while putting two +1/+1 counters on a thing for this much mana at Sorcery speed is really clunky. The discard effect is also pretty close to a dead card in the really late game, so having the other option will really matter there.
Reito Sentinel
1.0 Milling doesn’t seem to be a major component of this format for the most part, whether you’re miling yourself or someone else. BG definitely has some graveyard stuff going on, and that’s probably where this will be at its best, but I’m still not overly impressed with a 3-mana 3/3 Defender. The cool thing you can do with it in the extreme late game is start using its ability to draw whatever you want to every single turn, but I’m always skeptical that type of strategy will end up working out in Limited. It doesn’t very often!
Born to Drive
3.0 If this was just an Aura, I wouldn’t be that impressed. Its costly, dependent on your board state, and doesn’t do anything to keep you from getting blown out by removal. I would be likely to give it a 1.5. However, because the card has Channel, which effectively makes it into a reasonable 3-mana spell that makes two 1/1 tokens that are good at crewing vehicles, it is a lot better. In fact, I’d go so far as to say that you’ll probably channel this more than you cast it as a spell! Still, once you have the Channel mode, it is nice that you have the Aura mode as a late-game possibility, because if you time it right on an evasive creature, an Aura like Born to Drive can end the game.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Season of Renewal
1.0 // 2.5 You need to be getting both a creature and an enchantment back when you use this, or you aren’t going to be getting enough for your investment. While Enchantments are pretty plentiful in this set, especially in Green, I do think this needs a build around.
Voltage Surge
3.0 One mana to do two to a creature is usually pretty close to premium removal – you will be able to pay one mana to kill many creatures that cost more! This having the additional “sacrifice an artifact” option to upgrade it to doing 4 damage is definitely enough for it to be premium, as doing 4 for one mana is a really good deal, though you may not always have an expendable artifact to give up.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Akki War Paint
1.0 Getting an Enchanted creature destroyed is a pretty good way to lose a game because you get 2-for-1’d. Nice Auras tend to do something to offset that risk, and this doesn’t. This does give a pretty nice boost for the cost, and the set has payoffs for "modified" things, but I still have a hard time getting behind this.
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Ecologist's Terrarium
2.5 Having colorless fixing at Common is pretty nice, and could definitely help decks splash a third color, and the fact this can only give you a counter once its done its job in fetching you a land is pretty solid.
Master's Rebuke
3.0 We see versions of this card all the time, and it always ends up being Green premium removal. It allows you to kill a lot of things pretty cheaply, and having a large enough Green creature in play to make it work isn’t that hard. You do have to be a little careful with when you use it, because if they blow up your creature in response it is some really terrible news.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Eiganjo Exemplar
3.0 It counts itself of course, so even without any other samurais around it attacks as a 3/2. One really nice thing is that you can play this, and then on the same turn attack with another Samurai, and +1/+1 is likely to help it attack more effectively.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Bronze Cudgels
1.5 This has a unique design, but the lack of a boost to toughness and the requirement to pump mana into it is pretty hefty. I can sort of see late game situations where you just have all the mana in the world to use on this, and at that stage of the game its going to be pretty nice, as you can just put in on anything and that creature will have to be blocked. But what about the rest of the game? In the early going, it is pretty close to useless, because you just won’t have enough mana to make it do anything significant. So I have a hard time getting behind this with any enthusiasm. There’s an equipment and an artifact theme in this set that definitely give it some bonus points.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Harmonious Emergence
1.5 Animating a land is always less powerful than it might seem, and even adding the indestructible angle here isn’t that exciting. It does give you a reasonably efficient creature, but its also one that effectively makes you give up mana if you want to be attacking with it. I do think it’s a little better than the Red one, because this one is going to be more formidable in the later stages of the game, and it snice that they are such a pain in combat thanks to the indestructibility.
Iron Apprentice
2.0 This format has plenty of counters, so putting more on this thing isn’t a huge stretch. It also gives you a creature that enters the battlefield modified, which powers up a bunch of cards in this format.
Simian Sling
3.0 This compares really favorably with Tormentor’s Helm for Kaldheim. It gives the same stats boost and the same ability that punishes blocking. The difference is this is a bit more expensive to Equip – or in this case Reconfigure, but the fact you can just play t his as a creature is a huge upgrade. They’ve given us a lot of nice one drops of late, and this looks like one to me. It can attack effectively early, and then when it can no longer do that, you can suit up another creature who can take advantage of the ability more effectively.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Moonsnare Prototype
2.0 Without channel, this would be pretty close to unplayable. A one mana mana-rock is kind of exciting, but having to tap both the Prototype and something else to make a colorless mana just isn’t going to be that great in Limited most of the time. It might do something really early, but it is just a dud late. But, this card helps mitigate against that because in the late game you can turn it into a Time Ebb-type effect. Paying 5 for that effect isn’t amazing – and like with a lot of Channel cards neither card individually would be very good, but together? I think this ends up being a reasonable enough playable, albeit one you end up cutting a decent chunk of the time. Modality really improves the card, though.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Imperial Subduer
2.5 Tapping an opposing creature tends to be a pretty nice effect for aggro decks in Limited, as it can often enable some attacks you didn’t have without the tap. This does have an additional restriction, in that your Warrior or Samurai has to attack alone to do it – but it still seems pretty nice. The Subduer itself is a Warrior, so it triggers its own ability. The Samurai/Warrior deck seems to have other payoffs for attacking with one creature at a time too, so this seems like a solid Common.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Thornwood Falls
2.5 Like always, these provide some very nice fixing, and its nice to see them at Common, as it will make splashing a third color pretty simple. Fixing is great, even if you aren’t going three colors – a dual land really helps your mana base in a two color deck.
Pack 2 Pick 11: Network Disruptor
Bearer of Memory
1.5 This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Commune with Spirits
1.0 This is cheap and gives you some decent card selection. But…it also doesn’t really do a whole lot, and cards like that seem to be getting worse and worse in Limited these days. It seems like it will be easy to cut this.
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Debt to the Kami
2.5 Keep in mind, your opponent chooses what gets exiled when you use this. So, mostly, it will feel like a three mana edict effect, and those have waning value as the game goes on and your opponent is more and more likely to have something very expendable to give up. It can be pretty potent early. And, because you choose the option, you can at least choose the one that is the toughest for them to decide – for example if they have only one creature or one enchantment the choice is easy – but its also pretty easy if they only have two of one of them and so forth. The fact its an Instant means you can deploy it at the exact right time a little more easily too – but still. Its removal that you don’t really have enough control over.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Reito Sentinel
1.0 Milling doesn’t seem to be a major component of this format for the most part, whether you’re miling yourself or someone else. BG definitely has some graveyard stuff going on, and that’s probably where this will be at its best, but I’m still not overly impressed with a 3-mana 3/3 Defender. The cool thing you can do with it in the extreme late game is start using its ability to draw whatever you want to every single turn, but I’m always skeptical that type of strategy will end up working out in Limited. It doesn’t very often!
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
The Wandering Emperor
5.0 We finally know who The Wanderer is after first seeing her in War of the Spark! This time around, she packs a lot more power – which makes sense. She’s a Mythic Rare this time, and she was Uncommon last time! The fact she has Flash is quite powerful, especially because her +1 is the kind of thing that will make a lot of creatures just wreck another creature in combat. A stats boost plus First Strike has a tendency to do that – you can basically use her as a combat trick on your turn, or use her on your opponent’s turn. You can of course also her other two abilities immediately and at Instant speed that first turn, which is amazing. You can kill an attacker or make a 2/2 to block a 1/1 or something. So uh, yeah. She’s insane. She’s a 4-mana planeswalker who can pretty much do it all – she can kill stuff and protect herself – and that’s usually enough to be a bomb in Limited.
Hotshot Mechanic
3.0 So in the early game this has nice efficient stats, and once it can’t attack effectively any more, it can crew stuff. And…it can crew virtually any vehicle in the format, which means it is going to have a late of late-game viability, especially in the UW deck – but most White decks will have enough Vehicles that he will be good late.
Nezumi Prowler
3.5 The thing I really like is that its good whether or not you’re Ninjutsuing. A two mana 3/1 that gives death touch to something when it ETBs is just a good rate. You won’t always be able to take advantage of it of course, but most of the time it will change how your turn goes. Then adding the Ninjutsu angle is a big deal, because you can use it to give death touch to one of your blocked creatures out of nowhere.
Leech Gauntlet
3.0 A two mana 2/2 with Lifelink always makes the cut, and this one can reconfigure to give something else lifelink later in the game. It is a little sad it doesn’t also give a stats boost, but the idea is that you’ll have something sizable enough to put it on late – and if you don’t this can still just sit around as a creature.
Skyswimmer Koi
3.0 This has pretty nice stats as a 4-mana 3/3 Flyer, and while its artifact pay off ability isn’t amazing, adding a loot effect to all of your artifacts is definitely relevant upside.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Careful Cultivation
2.5 In a lot of formats, a two mana 1/1 that can tap for Green mana is very playable, and this is better than that in a lot of ways, since you can stick it out there at Instant speed. Meanwhile, the Aura side of things does a pretty good of ramping you too, and offers a solid stat boost. I do sort of feel like you’re going to be more interesting in Channeling this the most of the time, as I think that’s the best deal you can get here.
Ironhoof Boar
2.5 This really reminds me of the Bloodrush Mechanic, which allowed you to pay some mana and discard a creature card for a trick – so, yeah. This isn’t the greatest as a creature or a trick – the small toughness boost does limit the number of combats you can win with the boar’s channel, but it also has the upside of really letting you run over a creature and do a ton of damage. I like the flexibility here.
Era of Enlightenment
2.0 Like most of these saga-creatures, it is slow at adding to the board – so getting in the late game will sometimes be a bummer, but at least this one has some use right away, even late, as Scry 2 can help you dry what you really need to draw. The life gain can also help you survive the fact that you couldn’t add to the board right away too. Then, it becomes a 2/2 with First Strike, and that’s a creature is relevant all game long in most cases. While its a bit slow, the value this generates will feel nice – its spread out, but ultimately you get a 2/2 with First Strike that scries 2 and gains you 2 life, and that’s a pretty nice investment.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Go-Shintai of Hidden Cruelty
3.0 A 4-mana 2/2 with death touch is not a great statline, but obviously being able to pick off 1 toughness creatures when your opponent has one is definitely going to feel pretty huge, and there will be a decent number of them lying around. Once you get to where you can kill X/2s, though, is where this thing can really get silly. Like the other Shrines in this set, this card is perfectly fine even if its your only shrine, and I’m glad they designed them this way, as opposed to the way we’ve seen them in the past. Because yeah, the fail case of a 4-mana 2/2 that can trade with anything and pick off X/1s is a pretty good floor, while the ceiling is pretty amazing.
Okiba Salvage
2.0 We see 5 mana reanimation spells a lot, and they tend to be kind of mediocre. This is because you don’t often have something in your graveyard that is worth paying 5 mana to reanimate. In other words, you not only need a large enough creature, it also needs to be in the graveyard. When you add +1/+1 counters to the mix, like this does, it does become easier to feel like you’re getting your 5 mana’s worth out of the card. However, you do need to have an Artifact and Enchantment to get those. I would be much happier with this card if it gave you one +1/+1 counter if you had an artifact, and another if you had an Enchantment, but it is all or nothing – and that certainly hurts it a little bit, even in a format where it seems getting one of each of those is fairly doable. If you have a couple of crazy good bombs, it does get better than that.
When We Were Young
1.5 This trick has the potential to create some 2-for-1 blow outs, but its also pretty expensive, and we’ve seen similar tricks that always grant key words like lifelink not be all that impressive. I think running one of these in your aggressive White decks with a decent number of artifacts and enchantments is fine, but I can see it getting cut a decent percentage of the time too.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Spirited Companion
2.5 Well, it looks like White got an Elvish Visionary! That’s always a pretty nice card in Limited – as adding something to the board and getting a card out of it feels pretty good.
Ninja's Kunai
2.5 You pay a total of 3 mana for Lightning, and that’s not a bad rate in Limited. What’s more is, it also lets you get some synergy – and not only the obvious artifact and Equipment synergy – but also some sacrifice synergy for the RB deck
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
Searchlight Companion
3.0 This gives you some reasonable value for the cost, and its also a great card to combine with Ninjas, since it is not only evasive, but it also has an ETB ability, so recasting it will give you another token, and that’s some nice value to get on top of whatever it is you did with Ninjutsu.
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Satsuki, the Living Lore
3.0 So, there are a lot of Sagas in this set, including some at Common, and GW is the color pair that is the most into Enchantments, so Satsuki looks like she can do some pretty nice stuff for you. Accelerating your Sagas is a big deal in this set since they all eventually become Creatures, so getting them to add to the board as quickly as you can is quite good. And then, her death trigger will stand a reasonable chance at getting you something back from your graveyard. She definitely takes a little bit of work to get going, but because GW will fairly organically end up with the kinds of cards she’s good with, I don’t think she needs a build around grade.
Nezumi Prowler
3.5 The thing I really like is that its good whether or not you’re Ninjutsuing. A two mana 3/1 that gives death touch to something when it ETBs is just a good rate. You won’t always be able to take advantage of it of course, but most of the time it will change how your turn goes. Then adding the Ninjutsu angle is a big deal, because you can use it to give death touch to one of your blocked creatures out of nowhere.
Dragonspark Reactor
1.5 // 4.0 The total mana investment here won’t always feel great, and it does sit around on the table for awhile before it does its thing, but accumulating counters on this seems very doable in Red in this format, and it seems like a nice removal spell that can sometimes double as a win condition. I do think that it probably needs a build around grade, as some of the Red decks in the format aren’t going to be great abusing this – UR and BR are both very interested in artifacts, but the other color pairs not so much.
Iron Apprentice
2.0 This format has plenty of counters, so putting more on this thing isn’t a huge stretch. It also gives you a creature that enters the battlefield modified, which powers up a bunch of cards in this format.
Bearer of Memory
1.5 This doesn’t have great base stats, and its ability is incredibly costly, and even not that impressive in the extreme late game. This isn’t something you’ll play most of the time.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Thundersteel Colossus
2.0 This is a pretty neat design for an Equipment. It isn’t nearly as discounted as most of them are, but it is also massive and very easy to crew – coming with Trample and Haste generally means it is going to wreck face pretty significantly the turn it comes down, and it’s a big enough threat that your opponent will usually need to find a way to deal with it. I don’t think the most aggressive decks will be remotely interested in this, but as a top-curve win condition for grindier or controlling decks, I could see this pulling some weight.
Seven-Tail Mentor
2.5 This will immediately add a counter to the board, which can really alter the way your turn goes in your favor, and you get another counter out of it when it dies. Sure, it would be nice if it was like the Armorer from a few sets back and you got both counters right away – but I still think this is a quality card. Having a useful creature type and also “Modifying” creatures gets some extra points too.
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Scrapyard Steelbreaker
2.0 This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
Gravelighter
4.0 This is a Wind Drake with some excellent upside. Most of the time, I think you would want to draw a card with it, as a Wind Drake that cantrips is pretty awesome. But, you won’t always be able to set up situations where it does that, and having a symmetrical edict effect as af all back isn’t too bad – and in fact in the earlier part of the game – like when your opponent has one creature – the edict on Gravelighter is probably better than drawing a card anyway. And that’s kind of how this will shake out. It is harder to make something die early to trigger its card draw effect, but that’s okay because the Edict will probably be pretty good in that situation! Whereas, in the mid-to-late game, things are a little more likely to die, and an edict effect is also probably a lot worse, so yeah.
Naomi, Pillar of Order
3.0 I don’t love the stat-line here, but if you can consistently generate 2/2 tokens with it, its going to feel pretty good. That said, a 5-mana 4/4 will frequently be an underwhelming attacker, so counting on it doing its thing more than twice is probably a little too optimistic. Now, this set does have a lot of Equipment and Auras – both things that this card also synergizes with, so maybe it will be a good attacker more often than I think – but it still has the not insignificant set-up cost that demands you have both an artifact and enchantment around in the first place. Which, while doable, does further limit a card that has a pretty ugly floor as a 5-mana 4/4. It is definitely going to generate some serious value in decks that really get there with it, but right now I’m not ultra impressed with this signpost Uncommon.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Explosive Entry
3.0 This is better in this format than it is in most, because there are artifacts everywhere. I think you can count on most opponents having at least 5 targets for this, and many will have more. Adding the +1/+1 counter to the mix is pretty nice. Against the most artifact-centric of decks it is just going to feel like one of your best cards, and against an opponent only playing a few artifacts, it will feel a bit like Plummet – but I think that range is still enough to play the first copy in the main deck of most Red decks.
Virus Beetle
1.5 Adding to the board and taking something away from your opponents’ hand isn’t a bad play in the early to mid game, though it does get less impressive late. It comes with the Artifact type too, which is a useful thing.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Twisted Embrace
3.5 Wow, this is really good for a Common! 4 mana to kill a creature and give +1/+1 to one of your creature’s is a great deal. Now, the downside here is that your opponent could blow up whatever you target in response, which will be backbreaking, so it is sort of like a Black Fight spell, in the sense that you need to pick your spot carefully – when you do though, it will feel amazing. If you’re worried your opponent will kill your creature, you can also stick it on an artifact. Its also an Enchantment, which this format cares a lot about – this will be premium removal for any deck, but the BW deck can get even more mileage out of it.
Favor of Jukai
2.0 Channeling this will be the better deal most of the time, as the tricks we see that offer that same boost and reach always tend to be pretty playable, but it is nice that you can also use this as a more permanent boost in situations where that’s better.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Orochi Merge-Keeper
3.0 This can accelerate your mana, and when it gets modified it can do it even more quickly! Being able to play your 4 mana cards a turn earlier than your opponent is pretty nice! Mana dorks do of course always have the downside of being pretty mediocre in the later part of the game, but the upside they give you early tends to make them pretty nice.
Walking Skyscraper
3.0 You probably want to be casting this for 6 consistently to play it in your deck – but I actually don’t think that’s a huge hurdle in this format. There’s lots of things that modify your creatures, and playing a 6-mana 8/8 with Trample and Hexproof when its untapped is pretty spicy! I think this will probably be a nice playable for just about any deck that isn’t super aggressive.
Norika Yamazaki, the Poet
3.0 A 3-mana 3/2 with Vigilance is usually reasonable playable, and this one comes with a very nice ability. You won’t always have an Enchantment in your graveyard of course, but there are enough Enchantments in this set that you’ll have them reasonably often, and obviously casting one off of this ability is like drawing a card, and that’s pretty darn powerful. Like with all of these, its great that they designed them so that they can trigger the ability on their own – but you can also use other Samurais/Warriors to trigger the ability if you’ve got them around.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Network Terminal
2.0 3 mana manarocks, even those that tap for any color, are sometimes a bit clunky in Limited – but the ability that is tacked on here isn’t an irrelevant one – it gives you some very real card selection in the late game, and it does it fairly cheaply. You do of course need another artifact around, but that’s not asking that much. Having this around will sort of feel like you are playing the RB Blood deck from Crimson Vow, and it also fixes your mana, so I think this will make the cut reasonably often – though probably only if you’re splashing a third color.
Greater Tanuki
3.0 This seems pretty nice. In the early game you can use it to fix and ramp your mana, and in the late game it can be a big beater that helps you close things out. It isn’t super incredible at doing either thing, but effectively being a split card with a worse Rampant Growth on one side and a worse Colossal Dreadmaw on the other gives you a decent option all game long.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Towashi Songshaper
2.0 It won’t be hard for it to be a 3/2 attacker on many turns, and that’s not too shabby as an artifact payoff.
Fade into Antiquity
2.5 There are so many Artifacts and Enchantments in this set that this will virtually always have a target, and is something you’ll basically always want one of in your main deck. It even kills a ton of creatures! I do still think that it is a little too restrictive to be straight up premium, but its pretty close.
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
Regent's Authority
1.5 A 3-mana 3/2 with Vigilance is usually reasonable playable, and this one comes with a very nice ability. You won’t always have an Enchantment in your graveyard of course, but there are enough Enchantments in this set that you’ll have them reasonably often, and obviously casting one off of this ability is like drawing a card, and that’s pretty darn powerful. Like with all of these, its great that they designed them so that they can trigger the ability on their own – but you can also use other Samurais/Warriors to trigger the ability if you’ve got them around. 32 – Regent’s Authority – 1.5 This is a solid trick. One mana for +2/+2 tends to be a good rate in general, and the additional enchantment/legendary creature upside is something you’ll be able to take advantage often enough.
Mnemonic Sphere
2.5 This is basically an Artifact-based version of Hieroglyphic Illumination, which was an Instant you could pay 4 for to draw two cards, and it had cycling for one Blue mana. Hard for a card like this to ever be bad, since at worst it replaces itself really efficiently. Then there’s this format artifact synergy and so forth!
Geothermal Kami
2.0 It is a fine 4-mana 4/3 in a worst-case, but it comes with an effect that can be pretty sweet in some situations. Returning something like a Saga you want to go back to chapter one on, or an Aura you wanted to move anyway – will be particularly nice, and the fact this tacks on 3 life is nice too.
Virus Beetle
1.5 Adding to the board and taking something away from your opponents’ hand isn’t a bad play in the early to mid game, though it does get less impressive late. It comes with the Artifact type too, which is a useful thing.
Papercraft Decoy
2.0 This is another card where the trigger only requires it to leave the battlefield, so it getting blinked, or going back to your hand for ninjutsu will also give you the option of paying 2 to draw a card. You won’t always have the mana vailable to do it of course, but I think you’ll have it often enough that this is a pretty solid two drop in most decks.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Mothrider Patrol
2.0 So, this has a couple of nice synergy things going on. First, it is a Warrior with Flying, so it will frequently be able to attack alone and trigger those sorts of effects. Second, the fact it has Flying means it pairs nicely with Ninjutsu. And yeah, White has only one Ninja, but you’re not going to be playing Monowhite, so it could come up! Those things definitely help the card – it is a decent early game attacker that can then Master Decoy things in the late game. The cost of 4 mana is pretty steep for the effect, but it is still a nice on to have around in the late game.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.
Network Disruptor
3.0 This does enough to be a nice little one drop. Tapping a permanent won’t always matter, but there will be turns where doing that allows you to get a much better attack in. Meanwhile, being a one mana 1/1 Flyer in this set is better than normal anyway – both because of Ninjutsu and the plethora of ways that there are to modify creatures. Its also an artifact, and that’s a nice thing to have too. This seems like a Common that overlaps into tons of different Blue archetypes, and that’s great.
Pack 3 Pick 7: Brute Suit
Boon of Boseiju
2.0 This looks like a solid trick. It will often give a significant buff for the cost, and untapping your attacking creature can matter sometimes too, since it enables it to hang back and block. The untap part also means you can try to use it to ambush an opposing attacker, but that’s generally a riskier way to use this sort of thing, since your opponent is more likely to have mana up.
Ancestral Katana
3.0 This reminds me a bit of Pirate’s Cutlass, a card that really overperformed in its Limited format. Now, this isn’t colorless, and it doesn’t equip for free – and it equipping at a discount is also more conditional for sure – but I think this will still be a really nice Common. If you’re just Equipping this the old fashioned way it won’t be great, but if you have Warriors and Samurai around, the fact that this can just keep moving on to your best attacker for only one mana is going to feel pretty good, and it doesn’t hurt that it can still be Equipped the normal way when that works out for you. Plus, Equipment have some additional upside in this format.
Kaito's Pursuit
2.0 This trend of them giving us Mind rots that have some other small effect continues! Paying three to make your opponent discard two is usually about a 1.5 It gives you a 2-for-1, but you also don’t add to the board, and it can be a pretty bad top deck in the late game. But, if you’re in a Ninja deck – which will usually mean Blue-Black – the fact this will give Menace to some of your creatures is pretty nice. If you’re in Black in general, you’ll be hard pressed not to end up without at least a few ninjas, so I think you end up playing this a reasonable chunk of the time.
Brute Suit
2.5 This is a nice little Vehicle at Common. 1 to crew is super easy, and its no joke as an attacker. As we’ve seen, there’s lots of Vehicle stuff going on this set too.
Tamiyo's Safekeeping
1.0 I’m not a big fan of this type of card. It can save your creatures from a lot of stuff for sure, but the fact it doesn’t buff the creature at all means that, when it comes to combat, this isn’t necessarily going to do enough to be worth using, since your creature is less likely to be able to kill an opposing creature. So, this is the most useful at countering a removal spell, which is certainly a nice effect, but it’s a narrow enough use that I don’t love running this. If you have some bombs or other late game win conditions it does get a little better, but I don’t think its very good overall.
Armguard Familiar
2.5 This is a very solid playable. A two mana 2/1 with Ward 2 is already pretty close to passable, so adding the Reconfigure upside is really nice. It is a nice little creature early, and in the late game it can lend a much-needed stats boost, as well as a little bit of protection, for a more relevant creature.
Automated Artificer
2.0 There are enough artifacts in this set that this will actually be able to ramp your mana reasonably well, and it has some decent stats.
Tales of Master Seshiro
3.5 Chapter I and II actually give a fairly significant buff. +1/+1 counter + Vigilance for a turn is pretty sweet, because it not only enables a better attack, it allows you to alter how a race is going. Now, sometimes paying 5 for chapter one is going to feel pretty rough – like if getting the counter and vigilance doesn’t do much for you, but at the stage in the game that you play this, it is pretty likely to be useful. Then, you end up with a pretty nice creature – with haste and Vigilance – which will mean it can swing right away, unlike most of these saga-creatures. I think this might be Green’s best Common. It gives you a ton of very real value up front, and then a very nice creature.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Shrine Steward
1.0 // 2.5 This has some ugly stats, but if your deck has even 2 Shrines and/or Auras, it is probably worth running. While this set does have plenty of Enchantments, it doesn’t have so many Auras and Shrines that you’ll always end up with enough of them to run the Steward.
Peerless Samurai
3.0 This is a nice little Common. A 3-mana ⅔ with Menace is a decent starting point, and adding an “attack alone” payoff to the card is nice, and the one you get here is going to be pretty relevant, especially if you play the Samurai on turn 3. It is likely to help you either double spell or play a 4-drop on turn 4, and either of those are pretty appealing.
Repel the Vile
2.5 This is much better in this format than it would be in your typical one. There are so many Enchantments around that that mode might actually be the one that is available to you the most often, and the fact it can take down large creatures is no small thing either. It isn’t quite premium, giving the restrictions and the cost, but it seems like a fine Common.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Short Circuit
1.5 This is fairly mediocre. It doesn’t stop enough of what a card can do for it to be that effective as removal. Sure, it has less power and it can’t fly – but it still lets the creature block, it can still have a death trigger, it can still have an activated ability, it can still have a static ability, and heck – it can even still attack, just less effectively! It having Flash does mean sometimes you can set this up so that you can kill an attacking creature with a double block, and when you can do that it will feel alright, but you just won’t always be able to make that happen.
Grafted Growth
1.5 We have seen similar cards before, and the fact they fix and ramp for you while adding a little something to the board always makes them pretty reasonable, especially if you’re in the market for mana of any color. You probably don’t play it in a two-color deck, though.
Pack 3 Pick 9: Kitsune Ace
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Return to Action
2.0 Black often gets this kind of trick that returns a creature to the battlefield when it dies these days, and then tend to be alright, although I prefer it when they cost a single Black mana. Still, this one does actually increase your creature’s power, which means you can use it to help you take down the other creature in combat a little more effectively, and it will even gain you some life! Its useful against removal too, of course. But, its still situational enough that I’m not super high on it.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Futurist Sentinel
2.0 We have seen a Colorless version of this in the past – I think it was called Irontread Crusher or something – and it was alright, but nothing special. It is pretty reasonably costed both to cast and to crew – it lets you rumble with a much larger creature than you would normally be able to on turn 5!
Akki Ronin
1.5 If you need a two drop Samurai it is certainly that, though adding rummage to an attack isn’t super exciting in this format, it does allow you to sift through your library a bit.
Kitsune Ace
3.0 I like that this gives you some vehicle payoffs even if it isn’t the card that is doing the crewing. Lending first strike makes a lot of vehicles hard to block, and you can untap it with its ability so that even if it crewed a vehicle it can be a blocker on your opponents turn. That’s all some pretty good upside on a two drop.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Spirited Companion
2.5 Well, it looks like White got an Elvish Visionary! That’s always a pretty nice card in Limited – as adding something to the board and getting a card out of it feels pretty good.
Crackling Emergence
1.5 This is a neat take on a land animation spell – making it so the land doesn’t die when the creature does is definitely a nice little upgrade, but these types of spells basically always underperform. They are the most impressive in the early game in a lot of ways – but you also don’t want to be hindering the way you develop your board, and by turning a land into a creature, you might be doing just that. It is kind of exciting to think about your opponent trading a real creature for this, but it isn’t as good of a deal as it seems – you’re still just trading 1-for-1.
Reckoner's Bargain
2.0 This type of effect tends to do alright, especially in decks with a sacrifice theme – which in this format will mostly mean Black-Red. It is sort of an Instant speed Tormenting Voice, in the sense that you give up two cards to draw two cards – its just that one of them is an artifact or creature in play. Using this in response to a removal spell, or to get rid of something expendable will always feel nice, but there are also situations where you can’t find a spot to use this because you just don’t have the resources to make it worth it. The life gain is a nice addition, but doesn’t power it up a ton.
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Disruption Protocol
2.0 If you have enough Artifacts around and consistent access to Blue mana, this seems reasonable. If you are paying 1UU for it, then you’re not getting a very good deal – Cancel is just so much worse than Counterspell! There are enough Artifacts in this set, though, that I think this will be Counterspell often enough that I just want to give it a C. Counterspells have their problems in Limited – namely that you have to have the mana up at the right time – which in a way makes them very conditional removal – but when the mana you need to leave up is two or less, we see the Counterspells end up being fairly playable, and I think that’s what we have here.
Inkrise Infiltrator
2.0 If this format didn’t have Ninjutsu, this would be a lot worse. It doesn’t have the best starting stats, and the ability to buff it, while sometimes useful late, certainly isn’t especially efficient. However, in a world where you want to play an early evasive creature that you can use to get in with a Ninja, well – its a solid playable.
Scrapyard Steelbreaker
2.0 This will slot pretty well into the Black-Red deck, which is mosty about sacrificing artifacts. With enough mana and artifacts in play, this creature becomes a real pain to block.
Spell Pierce
0.0 We see this reprinted a lot, and while it tends to be a key sideboard card in constructed, it is pretty bad in Limited. Most decks have very few things it can actually counter, and you also have to hope that when they do cast something you can counter you have your one Blue mana up and they can’t pay the 2 additional mana. This just won’t do anything far too often. Even as a sideboard card, I’m not interested.
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
Planar Incision
1.0 This kind of card always seems to underperform. Sure, you can reuse an ETB ability, or save a creature from removal, but those situations aren’t exactly a dime a dozen, and you have to have the mana up at precisely the right time! There are a few cards in the set – like Circuit Mender – that have abilities that trigger when they leave play, and I guess if you end up with a few of those, this starts to get a little more interesting, since you rebuy the leaves play ability as well as the enters the battlefield ability, but I’m still not really convinced.
Kami of Industry
1.5 There will be too many situations where you either have no Artifact to reanimate, or you have one that you can bring back but it doesn’t really do anything on the board at the stage of the game yo’ure in. A five mana 3/6 as a baseline doesn’t help the card out either, even though that isn’t disastrous. I think the idea is that in the BR deck, you can easily sacrifice whatever it is you bring back, but I still have a hard time seeing this work out often enough.
Coiling Stalker
3.0 If you Ninjutsu this in, you end up paying two for a 2/1 that puts a counter somewhere. Note, by the way, that “somewhere” can be on itself, too! Now you obviously also returned a thing to your hand, so it isn’t all upside, but still, it seems like a reasonable deal. And it is the kind of creature that is a pretty real problem if your opponent can’t get blocks in front of it.
Dokuchi Shadow-Walker
2.0 This seems like the kind of Ninja who will only make your deck if you’re really loaded up with payoffs for Ninjas and Ninjutsu. It just isn’t that impressive either way you play it.
Secluded Courtyard
1.0 // 2.5 So, this set does have a bit of a tribal element, but I think it will still be a bit difficult to make this actually produce mana of any color consistently enough that I don’t love this card in most Limited decks in this format. If it is producing colorless almost all the time, it isn’t worth it, because that makes your mana base way worse. You need a critical mass of creatures with the same type – and that’s doable – but it isn’t a forgone conclusion.
The Shattered States Era
1.5 I like most of these creature-sagas a reasonable amount. Most of them are at least a 2.5…but not this one. 5 mana for a Threaten is costly. That type of effect is always so situational. Sometimes it will let you attack in ways you couldn’t before – and unlike a lot of Threatens you do eventually actually add to the board with this one – but I still don’t love it. Chapter II will only be meaningful on like half of your board states. You do ultimately get a 3/3 with Trample and Haste, but that’s not exactly a big deal by turn 7, and Chapters I and II are highly situational.