Dryad of the Ilysian Grove
3.5 This has alright stats and the Dryad’s ability to let you play additional lands, and make your lands into every basic land type is pretty nice. The former helps you ramp some, and the latter is pretty amazing fixing. Now, I think people sometimes overrate effects that let you play additional lands in Limited. This is because that ability becomes increasingly pointless pretty quickly – you just will be out of extra lands to play in a hurry – though, if your deck has lots of ways to draw cards, it probably does get a little better. Don’t get me wrong, the ability is nice, but I think a lot of people imagine just playing two lands a turn every turn with this, and that just won’t happen. The fixing this provides is also pretty incredible.
Nyx Herald
3.5 On its own, this is a 3-mana ¾ with Trample, and in most ways it is better than that, because it can spread that stats boost and keyword ability to other creatures.
Threnody Singer
3.0 This can often lower an attacking creature’s power by a significant amount, and its arrival on the board increases the chances you will have of setting up a block that kills whatever it is you decided to weaken. It really isn’t that hard to find a way to make Threnody Singer and the rest of your board kill a creature, and even when you don’t, you are getting a reasonable creature.
Klothys's Design
1.0 Six mana for a board pump effect like this honestly isn’t that impressive, especially because the boost it gives is so inconsistent, and it doesn’t even offer a keyword ability to sweeten the deal. You’ll play this in some of your Green decks, especially if you’re close to mono-green and going wide, but you’ll barely every play this.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Funeral Rites
2.5 This is Black’s solid-but-unexciting draw spell in this format. It is nice it adds three cards to the graveyard for Escape.
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Heliod's Pilgrim
3.0 This set has so many Enchantments that Heliod’s Pilgrim is a nice card in virtually every White deck, as its ETB reads “Draw your best Aura.” This can let you grab removal, or powerful offensive auras, either way, you’re getting a very meaningful card out of the trigger.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Witness of Tomorrows
2.5 Witness of Tomorrows tends to overperform. It lines up really well against most other flyers in the format as a ¾, and can be a really threatening presence in the air, and it doesn’t have the worst manasink ability either.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Pack 1 Pick 2: Banishing Light
Agonizing Remorse
3.0 This is a great discard spell. It allows you to really disrupt your opponent early, and in the late game it can still do something – like exile a creature from Escape from their graveyard. That gets pretty close to still being a 1-for-1 late, and that’s what allows this to be a discard spell you actually feel good about in Limited – it does something all game long.
Pharika's Spawn
4.0 If you can trade using that ¾ body, and then later in the game pay 6 mana and helps this Escape from your graveyard, you end up with a ⅚ body that has an edict effect. One nice thing here is that because the Spawn is a Gorgon itself, if it is your only creature, you won’t have to sacrifice anything. The Spawn also asks for less cards to be exiled than most cards with Escape, so it doesn’t require as much additional effort to load the graveyard as many of these do. So, look -- if this was just a 4-mana ¾ that you could get back in the late game as a 6-mana ⅚, that would be a very playable card. While neither side is efficient, the fact that you get TWO creatures out of one card is some real value. And, obviously enough, this comes with the addition of an Edict effect.
Banishing Light
5.0 This is a premium removal spell whenever we see it. Three mana to deal with any non-land permanent is incredible, especially because it is exiled -- something that really matters in a set with a graveyard matters theme. It is also an Enchantment, which gives this already very powerful cards some additional value in a set with an Enchantment theme. One thing not going for Banishing Light is the fact that this set, in addition to having way more Enchantments than normal, also has way more ways to deal with Enchantments than is the norm, meaning your opponent can get the permanent back from this more often than you might think. But still, most of the time, this will at least take care of a problem permanent for a few turns, and that will often be enough.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Witness of Tomorrows
2.5 Witness of Tomorrows tends to overperform. It lines up really well against most other flyers in the format as a ¾, and can be a really threatening presence in the air, and it doesn’t have the worst manasink ability either.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Mogis's Favor
2.5 This is surprisingly useful for a one mana card! You can use it to kill X/1s, and its relatively cheap Escape cost means you can threaten X/1s with it all game long. You can also put it on one of your evasive creatures as a way of doing significantly more damage.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Pack 1 Pick 3: Mystic Repeal
Stinging Lionfish
2.0 Tapping down an opponent’s creature isn’t terrible, as it can both allow you to avoid an attack from your opponent’s best creature, and allow you to have better attacks on your turn. That said, the payoff here isn’t ultra impressive. UR is definitely going to be interested in having a bunch of Instants and cards with Flash, but I don’t think this will be one of the cards you really desperately want for that deck to work -- but it will be a solid roleplayer.
Mystic Repeal
3.5 This can tuck a huge number of permanents in this set and it does it really efficiently, basically amounting to being premium removal.
Thirst for Meaning
2.5 This is a decent draw spell. Sometimes giving up an Enchantment will be worth it, but don’t just do it automatically. Sometimes giving up a couple of lands will just be better.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Omen of the Dead
2.0 This is nice and cheap, which is good news for Constellation. That said, unlike the other Omens, which can largely be played at any time for decent value, Omen of the Dead demands you have a creature in your graveyard, which means it can be a dead card for the first several turns. Like the other Omens, it can cash in and Scry, which isn’t too bad.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Vexing Gull
2.5 Three mana for a 2/2 flyer used to sort of be the quintessential common for Blue, and these days, as creatures continue to get stronger, that stat-line isn’t quite as impressive – but by adding Flash to the mix here, you have a pretty nice card. Flash creatures can of course be used to come into play and ambush an attacker, but a 2/2 isn’t going to be doing that a ton. Still, being able to play this at Instant speed has its bonuses – the most obvious one being that this set’s UR archetype is all about playing stuff on your opponent’s turn. It also doesn’t hurt that you can flash this in at the end of your opponent’s turn, and, if they are tapped out, you can put an Aura on it on your turn. Then of course, Flash just makes it so you can leave up instants and activated abilities without really taking a hit on tempo, and all of that’s pretty nice!
Glory Bearers
1.5 This has kind of okay stats and a kind of okay ability. Pumping toughness on attacks isn’t a huge deal, but it makes a difference sometimes.
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Pack 1 Pick 4: Transcendent Envoy
Furious Rise
1.0 // 3.5 This is a powerful 4-power build around that basically draws you a card every turn when you meet the requirement. Your deck has to have the right composition, but when it does, this will win you games.
Sweet Oblivion
0.5 You can use this to mill yourself -- something that might be worth doing in a deck with lots of graveyard synergy -- or you can mill your opponent, something that might be worth doing in a control deck that plans on winning hte game by milling the opponent. Mill decks don’t always come together in formats, but it is nice that this particular mill card can be repeatedly cast from the graveyard. In other words, if you are really good at milling yourself, and you can provide the cards to fuel Escape, this one card could be enough to win you the game by milling your opponent. If this were at Common, it would kind of be a nightmare, since Mill decks would be pretty easy to draft, since getting 2 or 3 of these would be no problem -- at uncommon, getting multiples of this might be tricky.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Transcendent Envoy
2.5 There are lots of playable Auras in this set, and the Envoy makes them cheaper, and also happens to be a really good place to stick those Auras thanks to Flying.
Pack 1 Pick 5: Moss Viper
Hero of the Winds
2.0 So, a 4-mana ¼ with flying is not a playable card most of the time, but this comes with significant upside -- however, for that upside to really be obtained, you need two things: a deck that can go wide, and a deck with lots of cards that target your creatures -- this, of course, includes Auras. And while those things will happen in enough White decks, I don’t think the set up or the payoff here is so good that you take it all that early.
Enemy of Enlightenment
1.5 It is tempting to look at this as a potential finisher in your deck, but it is harder to consistently have it be a threatening presence than you might think, and you also have to contend with the symmetrical discard, which narrows the window in which you can play it. That said, it can be a finisher, but it isn’t a great one.
Glory Bearers
1.5 This has kind of okay stats and a kind of okay ability. Pumping toughness on attacks isn’t a huge deal, but it makes a difference sometimes.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Fruit of Tizerus
0.0 This card is a trap. People look at it and think it will be a worthwhile win condition in a control deck, but setting up is way too hard, the resources it asks for basically put you behind the eight-ball, even as a control deck. You’d much rather just be adding to the board and using your graveyard resources to do so.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Pack 1 Pick 6: Nylea's Huntmaster
Threnody Singer
3.0 This can often lower an attacking creature’s power by a significant amount, and its arrival on the board increases the chances you will have of setting up a block that kills whatever it is you decided to weaken. It really isn’t that hard to find a way to make Threnody Singer and the rest of your board kill a creature, and even when you don’t, you are getting a reasonable creature.
Mirror Shield
0.5 People tend to really overrate equipment that grants Hexproof and doesn’t do much else. The main problem is that you already need your creature to be good for Mirror Shield to matter, and the best equipment helps make any creature good. As it is, Mirror Shield just isn’t worth it. You probably only run this if you have Dalakos.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Pack 1 Pick 7: Chainweb Aracnir
Chainweb Aracnir
3.5 Like most Escape creatures, Aracnir tends to give you some pretty nice card advantage. Early it isn’t the most impressive creature, but even just chump blocking with it feels pretty good, since it can come back in the late game and knock a flyer out of the sky as a 4/5.
Vexing Gull
2.5 Three mana for a 2/2 flyer used to sort of be the quintessential common for Blue, and these days, as creatures continue to get stronger, that stat-line isn’t quite as impressive – but by adding Flash to the mix here, you have a pretty nice card. Flash creatures can of course be used to come into play and ambush an attacker, but a 2/2 isn’t going to be doing that a ton. Still, being able to play this at Instant speed has its bonuses – the most obvious one being that this set’s UR archetype is all about playing stuff on your opponent’s turn. It also doesn’t hurt that you can flash this in at the end of your opponent’s turn, and, if they are tapped out, you can put an Aura on it on your turn. Then of course, Flash just makes it so you can leave up instants and activated abilities without really taking a hit on tempo, and all of that’s pretty nice!
Infuriate
1.5 This is an alright trick. You’ll play it sometimes in aggro decks.
Transcendent Envoy
2.5 There are lots of playable Auras in this set, and the Envoy makes them cheaper, and also happens to be a really good place to stick those Auras thanks to Flying.
Scavenging Harpy
2.0 Three mana 2/1 flyers are fine and this has some minor upside that will probably be a little bit less minor in this set -- since it has the ability to exile a card from the graveyard, so taking an Escape card seems pretty nice.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Pack 1 Pick 8: Sentinel's Eyes
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Loathsome Chimera
3.0 Another nice Escape creature, the Chimera offers the ability to trade as a result of its high power, and then it can just keep coming back and threatening the opponent as a 5/2.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Pack 1 Pick 9: Skola Grovedancer
Klothys's Design
1.0 Six mana for a board pump effect like this honestly isn’t that impressive, especially because the boost it gives is so inconsistent, and it doesn’t even offer a keyword ability to sweeten the deal. You’ll play this in some of your Green decks, especially if you’re close to mono-green and going wide, but you’ll barely every play this.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Funeral Rites
2.5 This is Black’s solid-but-unexciting draw spell in this format. It is nice it adds three cards to the graveyard for Escape.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 1 Pick 10: Leonin of the Lost Pride
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Pack 1 Pick 11: Stinging Lionfish
Stinging Lionfish
2.0 Tapping down an opponent’s creature isn’t terrible, as it can both allow you to avoid an attack from your opponent’s best creature, and allow you to have better attacks on your turn. That said, the payoff here isn’t ultra impressive. UR is definitely going to be interested in having a bunch of Instants and cards with Flash, but I don’t think this will be one of the cards you really desperately want for that deck to work -- but it will be a solid roleplayer.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Pack 1 Pick 12: Sweet Oblivion
Sweet Oblivion
0.5 You can use this to mill yourself -- something that might be worth doing in a deck with lots of graveyard synergy -- or you can mill your opponent, something that might be worth doing in a control deck that plans on winning hte game by milling the opponent. Mill decks don’t always come together in formats, but it is nice that this particular mill card can be repeatedly cast from the graveyard. In other words, if you are really good at milling yourself, and you can provide the cards to fuel Escape, this one card could be enough to win you the game by milling your opponent. If this were at Common, it would kind of be a nightmare, since Mill decks would be pretty easy to draft, since getting 2 or 3 of these would be no problem -- at uncommon, getting multiples of this might be tricky.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Pack 1 Pick 13: Leonin of the Lost Pride
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 1 Pick 14: Sleep of the Dead
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Pack 2 Pick 1: Nylea, Keen-Eyed
Nylea, Keen-Eyed
4.5 A 3 mana enchantment that makes creatures cheaper, and has a useful mana sink ability usually plays pretty nicely, as it is a great way to grind out longer games. And obviously, if your devotion gets high enough, Nylea becomes a huge indestructible creature.
Setessan Petitioner
1.5 This seems like kind of a waste for an uncommon slot to me. While life gain can sometimes really help you stabilize, I think you are paying a big price for it with a fairly inefficient creature.
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Pharika's Spawn
4.0 If you can trade using that ¾ body, and then later in the game pay 6 mana and helps this Escape from your graveyard, you end up with a ⅚ body that has an edict effect. One nice thing here is that because the Spawn is a Gorgon itself, if it is your only creature, you won’t have to sacrifice anything. The Spawn also asks for less cards to be exiled than most cards with Escape, so it doesn’t require as much additional effort to load the graveyard as many of these do. So, look -- if this was just a 4-mana ¾ that you could get back in the late game as a 6-mana ⅚, that would be a very playable card. While neither side is efficient, the fact that you get TWO creatures out of one card is some real value. And, obviously enough, this comes with the addition of an Edict effect.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Glory Bearers
1.5 This has kind of okay stats and a kind of okay ability. Pumping toughness on attacks isn’t a huge deal, but it makes a difference sometimes.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Relentless Pursuit
2.0 This is a solid draw spell for Green, and it is nice that it puts at least three cards in the graveyard when you use it, because that will help you fuel Escape.
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Brine Giant
1.5 This is basically affinity for Enchantments. I think you need to consistently only be paying 5 for this for it to be worth it, and even 5 isn’t anything impressive. Lower than that and it starts to be a little more passable.
Pack 2 Pick 2: Hydra's Growth
Threnody Singer
3.0 This can often lower an attacking creature’s power by a significant amount, and its arrival on the board increases the chances you will have of setting up a block that kills whatever it is you decided to weaken. It really isn’t that hard to find a way to make Threnody Singer and the rest of your board kill a creature, and even when you don’t, you are getting a reasonable creature.
Hydra's Growth
1.5 This comes with all the downside of Auras – it can lead to card disadvantage from those 2-for-1s and so forth, and the initial boost it gives for three mana is not worth that risk. A single +1/+1 counter just isn’t enough – and I don’t think two is enough either to offset the risk. This means there are two turns where your investment looks ugly, which gives your opponent extra time to get rid of this before you’ve gotten a reasonable amount of value out of it. Once it has added 4 counters you’re probably getting there, but that just takes so long.
Wolfwillow Haven
3.0 This gives you a nice mana boost in the early game, and then in the late game – when such an effect doesn’t feel especially useful – it gives you something that can actually impact the board in the form of a wolf token.
Mogis's Favor
2.5 This is surprisingly useful for a one mana card! You can use it to kill X/1s, and its relatively cheap Escape cost means you can threaten X/1s with it all game long. You can also put it on one of your evasive creatures as a way of doing significantly more damage.
Iroas's Blessing
3.5 This is a removal spell that also gives one of your creatures a stats boost, and that’s pretty nice. It isn’t the most efficient at removing things, but it is nice that it actually impacts your side of the board too, even if +1/+1 isn’t always going to be a major thing.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Omen of the Sea
2.5 Two mana to Scry 2 and draw a card at instant speed is already kind of a reasonable thing -- compare it to Anticipate. Here, the fact that you can use it to Scry later on in the game, and the fact that it will be right at home in a few different decks in this format -- both those interested in Enchantments, and those interested in doing stuff on the opponent’s turn -- is enough for this to be a solid playable.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Pack 2 Pick 3: Anax, Hardened in the Forge
Stinging Lionfish
2.0 Tapping down an opponent’s creature isn’t terrible, as it can both allow you to avoid an attack from your opponent’s best creature, and allow you to have better attacks on your turn. That said, the payoff here isn’t ultra impressive. UR is definitely going to be interested in having a bunch of Instants and cards with Flash, but I don’t think this will be one of the cards you really desperately want for that deck to work -- but it will be a solid roleplayer.
Anax, Hardened in the Forge
4.0 At worst, he is a 3-mana 2/3 with a powerful ability who churns out creature tokens when stuff dies. Now, the fact that those creature tokens can’t block is no small thing – part of the value of creature tokens in a lot of games is that they can provide chump blockers, and these can’t do that – they are all about attacking. So yes, that is definitely a downgrade, but still – you’re getting creature tokens when stuff dies, and that’s nice value. Plus, he also likes it when extra big creatures die, and he can make two tokens. It is nice too that this ability includes himself, so it basically impossible for your opponent to straight up trade with Anax – he can even potentially get his power up to 4, in which case he would make two tokens! I think that Anax brings a lot of power for an uncommon, especially as a three drop.
Commanding Presence
3.0 This set has lots of good Auras in it, and this is one of them. This is expensive, but the stats boost it offers is big enough that it completely alters your game plan, and once you start getting tokens out of it you’ll be far ahead of your opponent.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Final Death
3.0 It isn’t fancy, but Final Death is a nice common removal spell for Black. 5-mana to exile any creature at instant speed is nice, especially because this format loves the graveyard. For me, I think it still falls a little short of “premium” territory, but not by much.
Blight-Breath Catoblepas
3.0 This typically lets you add to the board while subtracting from your opponents – even just killing a 2/2 with it, which it will always be able to do, is reasonable, and if you get your devotion higher it can be even more potent. That said, you don’t usually want more than one copy of this because its so expensive.
Glory Bearers
1.5 This has kind of okay stats and a kind of okay ability. Pumping toughness on attacks isn’t a huge deal, but it makes a difference sometimes.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Mogis's Favor
2.5 This is surprisingly useful for a one mana card! You can use it to kill X/1s, and its relatively cheap Escape cost means you can threaten X/1s with it all game long. You can also put it on one of your evasive creatures as a way of doing significantly more damage.
Pack 2 Pick 4: Omen of the Sun
Thundering Chariot
2.5 This is pretty easy to crew, but not that easy to cast. It is a pretty good creature though when you can crew it.
Tymaret, Chosen from Death
3.5 Like a lot of graveyard hate in this format, Tymaret overperforms. He can really mess up the game plan of the many decks in the format that rely on their graveyard, while giving you some pretty efficient stats.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Infuriate
1.5 This is an alright trick. You’ll play it sometimes in aggro decks.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Pack 2 Pick 5: Revoke Existence
Archon of Falling Stars
3.0 A 6-mana 4/4 flyer isn’t great but putting an Enchantment from your graveyard on the battlefield when it dies Is pretty nice. One thing I really like about that is that it is ANY Enchantment -- several cards in this set focus on Auras, but not the Archon, who is able to bring back any sort of Enchantment -- including Enchantment creatures. When you do that, you’re usually going to be getting a 2-for-1, and those go a long way towards shifting games in your favor.
Rise to Glory
3.5 So, this can get pretty silly when you can get a graveyard to have both an Aura and a creature, and that isn’t that hard to do in this format. You will pretty much always get more than 5 mana worth of value when you do it, and it gets especially silly with Constellation and bombs. This can help you get back ahead from behind, which is awesome! The trade off is that it can be pretty terrible early, though.
Dreamshaper Shaman
1.0 So, as usual, let’s start with the stats – 6 mana 5/4 is not good. But of course, this guy has a huge block of text, which allows you to sacrifice a permanent at each of your end steps, and then it does a typical Red chaotic thing – you get to put the top nonland card in your library on to the battlefield. Note, by the way, that he can sacrifice himself to the effect – that might come up in some scenarios. Anyway, how good is this type of effect? I don’t love it, mostly because of how random it is. Sure, you could get something awesome – but if you sacrifice a creature and pay 3 mana and get like, a medium Common, that’s not going to feel too good. Remember, when thinking about whether or not you’re getting a discount on getting something into play, you should be adding the CMC of the permanent you sacrifice and the 3 mana – and that just means it will be hard to make this work. Now, there are times when it could – namely, if your deck can make creature tokens, or if it has creatures that have nice abilities that trigger when they die, or even creatures with Escape. But still, I think it will be very difficult to come out ahead with this thing.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Revoke Existence
2.5 So, your first instinct might be to think that this is just a sideboard card -- but in this set, where tons of creatures also happen to be enchantments, and there are just more Enchantments than usual in most sets, this is a reasonable card to play one of in your deck.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Heliod's Pilgrim
3.0 This set has so many Enchantments that Heliod’s Pilgrim is a nice card in virtually every White deck, as its ETB reads “Draw your best Aura.” This can let you grab removal, or powerful offensive auras, either way, you’re getting a very meaningful card out of the trigger.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Minion's Return
1.5 Situational cards are not your friend in Limited, and that’s definitely what this ends up being. It is tempting to imagine using this to steal your opponents’ bomb, or keep yours alive, but there are plenty of games where things just won’t line up the way you want them to and this ends up being an underwhelming or worse – useless card.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Hyrax Tower Scout
1.5 This has solid stats, and its ETB ability will occasionally do something, though not usually anything especially meaningful.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Pack 2 Pick 7: Siona, Captain of the Pyleas
Hero of the Nyxborn
3.5 This gives you a 2/2 and a 1/1 for three mana, and then pays you off for going wide with its “Heroic” trigger. That’s a pretty good deal overall, especially in a deck going wide.
Hero of the Winds
2.0 So, a 4-mana ¼ with flying is not a playable card most of the time, but this comes with significant upside -- however, for that upside to really be obtained, you need two things: a deck that can go wide, and a deck with lots of cards that target your creatures -- this, of course, includes Auras. And while those things will happen in enough White decks, I don’t think the set up or the payoff here is so good that you take it all that early.
Siona, Captain of the Pyleas
3.5 Siona makes it clear that GW is all about Enchantments, and more specifically - Auras. It is going to be pretty hard to wiff entirely on Enchantments in your top 7 cards in this format, so generally Siona will at least be a 3-mana 2/2 that draws you a card, something that is always solid. But then, it comes with the ability to make a creature token every time you put an Aura on one of your creatures, and that’s a nice payoff too. Auras can sometimes be risky because if your opponent has removal, you get 2-for-1’d -- but making a creature token every time you put an Aura on something helps soften the blow if that’s what happens, because at least you have a 1/1 left behind. Siona is going to draw you a card and make 1-2 creature tokens without a whole lot of help.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Pack 2 Pick 8: Nyxborn Colossus
Whirlwind Denial
1.5 This is a neat design for a counterspell that we haven’t really seen before. Most of the time in Limited, your opponent will just be controlling one spell or ability, so this is basically just a fancy Convolute, and that isn’t an amazing place to be. On occasion, you may be able to get more than just the one spell, but it isn’t that easy to make it happen.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Triumphant Surge
1.5 This kind of “Kill a big thing” removal spell is always fine, but generally not more than that.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Pack 2 Pick 9: Setessan Petitioner
Setessan Petitioner
1.5 This seems like kind of a waste for an uncommon slot to me. While life gain can sometimes really help you stabilize, I think you are paying a big price for it with a fairly inefficient creature.
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Relentless Pursuit
2.0 This is a solid draw spell for Green, and it is nice that it puts at least three cards in the graveyard when you use it, because that will help you fuel Escape.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Pack 2 Pick 10: Omen of the Sun
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Pack 2 Pick 11: Glory Bearers
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Glory Bearers
1.5 This has kind of okay stats and a kind of okay ability. Pumping toughness on attacks isn’t a huge deal, but it makes a difference sometimes.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Pack 2 Pick 12: Altar of the Pantheon
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Pack 2 Pick 13: Hero of the Pride
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Pack 3 Pick 1: Nessian Boar
Nessian Boar
3.5 This has some pretty impressive stats, and a lure effect. Basically if you attack with your whole board, your opponent can only block the Boar so you know everything else will get in, and that’s great! What won’t feel so great sometimes is the fact that every creature your opponent has to put in front of the boar draws them a card – so they end up sort of breaking even on the exchange, or potentially doing even better if they can take down the Boar. If the boar does survive to do its thing again on the next turn, you probably win, as a second attack with your whole board should mean the end of your opponent. If your opponent survives this initial attack though, they’ll often be able to stabilize thanks to the cards you gave them. In other words, the Boar is really swingy and inconsistent, but the ceiling is high enough that I like it a fair bit.
Favored of Iroas
2.5 This can hit hard on turns when you get the Constellation going, and putting an Aura on him in particular feels pretty great.
One with the Stars
2.5 This is a pretty clunky removal spell, but it is nice that it can shut down most creatures – for the most part. Abilities will still stick around, but it at least makes a creature unable to attack or block, and those are the key things in most Limited games anyway.
Minion's Return
1.5 Situational cards are not your friend in Limited, and that’s definitely what this ends up being. It is tempting to imagine using this to steal your opponents’ bomb, or keep yours alive, but there are plenty of games where things just won’t line up the way you want them to and this ends up being an underwhelming or worse – useless card.
Ichthyomorphosis
2.5 Blue always get a solid, but unexciting, removal spell that transforms a creature into something else. The downside with all of them is that the creature can still do stuff, even if it is shrunk. At best, this tends to mean the creature can still chump block, and at worst it means the creature can still be sizable thanks to Auras, +1/+1 counters, and Equipment.
Transcendent Envoy
2.5 There are lots of playable Auras in this set, and the Envoy makes them cheaper, and also happens to be a really good place to stick those Auras thanks to Flying.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Venomous Hierophant
2.5 This loads your graveyard in a format that is interested in that, and it can trade for anything!
Blight-Breath Catoblepas
3.0 This typically lets you add to the board while subtracting from your opponents – even just killing a 2/2 with it, which it will always be able to do, is reasonable, and if you get your devotion higher it can be even more potent. That said, you don’t usually want more than one copy of this because its so expensive.
Omen of the Forge
3.0 Two mana to do two to anything at Instant speed is usually a solid card, if not premium removal. Adding some scry to the later game doesn’t hurt either. Then this gets a little bonus for both being an Enchantment, and a card with Flash -- since there are decks in this format interested in both things. This is cheap enough too, that killing 3 and 4 mana creatures who have two toughness with it will happen a decent chunk of the time. Sometimes you’ll break even on it, but I think you’ll trade up enough that this will feel really good.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Omen of the Dead
2.0 This is nice and cheap, which is good news for Constellation. That said, unlike the other Omens, which can largely be played at any time for decent value, Omen of the Dead demands you have a creature in your graveyard, which means it can be a dead card for the first several turns. Like the other Omens, it can cash in and Scry, which isn’t too bad.
Pack 3 Pick 2: Ilysian Caryatid
Heroes of the Revel
3.5 So, this is 5-mana for a 4/4 and a 1/1, and it comes with the “Hero” clause – pumping the power of all of your creatures when you target it. That’s a pretty good deal, especially because the Heroes themselves help you go wide in the first place.
Shimmerwing Chimera
3.5 A 4-mana 3/2 with Flying is a good starting point, and adding the ability to bounce your stuff is nice. Now, it is important to note that it says “up to one” which means you don’t have to bounce any Enchantments if you don’t want to, and that’s good, because it means that the upkeep ability of the Chimera is only ever going to be upside, and upside on a 4-mana 3/2 Flyer is pretty nice. Now, there will be plenty of times where this is nothing more than a 3/2 Flyer, but you can combine this with some other things to be pretty nasty – this includes the Omen cycle, as well as Sagas, Constellation, and Enchantment creatures with ETB abilities.
Shoal Kraken
2.0 I like looting a fair bit – and it gets some extra value in this set because of the Escape mechanic. This has passable stats too, so you’ll play it in some of the grindier decks.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Brine Giant
1.5 This is basically affinity for Enchantments. I think you need to consistently only be paying 5 for this for it to be worth it, and even 5 isn’t anything impressive. Lower than that and it starts to be a little more passable.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Revoke Existence
2.5 So, your first instinct might be to think that this is just a sideboard card -- but in this set, where tons of creatures also happen to be enchantments, and there are just more Enchantments than usual in most sets, this is a reasonable card to play one of in your deck.
Ilysian Caryatid
3.0 This gives you some nice fixing that gets better if you have a big guy around. It is super vulnerable and dies to every removal in the set, which is especially painful when your opponent spend only one mana to kill it, but it is still a high quality common.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Fruit of Tizerus
0.0 This card is a trap. People look at it and think it will be a worthwhile win condition in a control deck, but setting up is way too hard, the resources it asks for basically put you behind the eight-ball, even as a control deck. You’d much rather just be adding to the board and using your graveyard resources to do so.
Return to Nature
2.5 You can main deck this pretty easily in this format – there are Enchantments everywhere, and sometimes exiling an Escape creature is worth it.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Pack 3 Pick 3: Hydra's Growth
Tymaret Calls the Dead
3.5 It is surprisingly easy to get two 2/2 Zombie tokens out of this, and that’s good for the investment, especially because it also loads your graveyard for your other purposes, scries, and gains you some life.
Hydra's Growth
1.5 This comes with all the downside of Auras – it can lead to card disadvantage from those 2-for-1s and so forth, and the initial boost it gives for three mana is not worth that risk. A single +1/+1 counter just isn’t enough – and I don’t think two is enough either to offset the risk. This means there are two turns where your investment looks ugly, which gives your opponent extra time to get rid of this before you’ve gotten a reasonable amount of value out of it. Once it has added 4 counters you’re probably getting there, but that just takes so long.
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Flicker of Fate
1.0 Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Pack 3 Pick 4: Karametra's Blessing
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Dreamstalker Manticore
3.5 This starts with solid stats, and then has the ability to ping stuff if you cast a spell on an opponents’ turn. That ability often really complicates the board state for your opponent, especially if you have cards in hand on their turn. You can of course threaten to kill X/1s, but the Manticore can also help take down an attacker who was blocked, and can even go after the opponent when you need the reach.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Aspect of Manticore
2.0 This is another Aura that feels like a combat trick that leaves some value behind, and the boost it often gives is well worth it in aggro decks. Still risky of course, so keep that in mind.
Lampad of Death's Vigil
3 This ended up being a key card in this format. Its cheap sacrifice effect made sacrifice decks a lot better than they would otherwise have been, and the fact it drains life often allows you to get to lethal a full turn or more before you would have had it otherwise.
Karametra's Blessing
1.5 This is a decent trick with nice Enchantment upside – it IS still a trick though, and you’ll only play it in the most aggressive of decks.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Pack 3 Pick 5: Sunmane Pegasus
Enigmatic Incarnation
0.0 This is too situational and difficult to build around to be worth it in Limited.
Impending Doom
2.0 This gives a really nice stats boost for the cost, though it does come with some quite significant upside. If you’re an aggressive deck, slapping this on your one or two drop can often win you the game – but of course you’re going to get 2-for-1’d and Lightning Bolted if your opponent has an answer. This tends to be worth it in those aggro decks, but not really anywhere else.
Minion's Return
1.5 Situational cards are not your friend in Limited, and that’s definitely what this ends up being. It is tempting to imagine using this to steal your opponents’ bomb, or keep yours alive, but there are plenty of games where things just won’t line up the way you want them to and this ends up being an underwhelming or worse – useless card.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Sunmane Pegasus
3.0 This card really overperforms. It might have some underwhelming stats to begin with, but the ability to gain Vigilance and Lifelink in the mid-to-late game turns out to be pretty good, as it makes it hard for your opponent to race you, and you can even keep it back to block!
Discordant Piper
2.5 This starts as a two-mana 2/1, which is fine, and making an additional body is always a nice upgrade, even if the body is as irrelevant as a 0/1 goat. That is still a useful resource – either because you can use it to chump block, or maybe you can sacrifice it to something for value.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Pack 3 Pick 6: Nexus Wardens
Acolyte of Affliction
4.0 This loads your graveyard for you while also returning a permanent, and that effect feels pretty great in a format with lots of graveyard antics. It has reasonable enough stats to represent a 2-for-1, too.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Funeral Rites
2.5 This is Black’s solid-but-unexciting draw spell in this format. It is nice it adds three cards to the graveyard for Escape.
Flicker of Fate
1.0 Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Flummoxed Cyclops
2.5 A 4-mana 4/4 with Reach and downside doesn’t sound amazing, but it actually lines up fairly well in this format. It is a sizable creature, and as long as you’re just always attacking with him, the fact he can’t block a big chunk of the time doesn’t matter! It is a little annoying that he has Reach – a purely defensive ability – but won’t be able to block with it very often. He does do a good job of stonewalling a board that has like…one flyer and not much else, at least.
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Setessan Training
2.5 This replaces itself, and that’s quite nice. The +1/+0 and Trample boost probably wouldn’t have been enough, even in a format with Enchantmetn synergy, but because it draws you a card, you get to avoid the danger of a 2-for-1.
Pack 3 Pick 7: Setessan Training
Sea God's Scorn
1.5 This kind of card always seems to disappoint. Don’t get me wrong, what it does is pretty powerful – it can completely reshape the board, and it will be especially nice to bounce things that cost more than 6 mana total, so you’re coming out ahead mana-wise. The problem is, it is pretty impossible to come out ahead card-wise. Sure, your opponent has to recast everything, but if you can’t win the game quickly after casting the Scorn, you’re in trouble. The other problem a card like this always has, is, most Blue decks probably aren’t that interested in an effect like this. This will mostly only be good in more aggressive decks, who can get the opening they want after casting this. Problem is, it costs 6 mana, and most aggressive decks don’t really want to go there. In a mid-rangey or control deck, it is less appealing, since setting up a situation where it wins you the game will be a little more challenging. Also worth noting that you can bounce your own stuff with this, and sometimes that’s the right thing to do.
Impending Doom
2.0 This gives a really nice stats boost for the cost, though it does come with some quite significant upside. If you’re an aggressive deck, slapping this on your one or two drop can often win you the game – but of course you’re going to get 2-for-1’d and Lightning Bolted if your opponent has an answer. This tends to be worth it in those aggro decks, but not really anywhere else.
Starlit Mantle
2.0 The flexibility of this to feel like a combat trick that sticks around OR a counterspell against removal is pretty nice, especially in a set loaded with Enchantment payoffs.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Setessan Training
2.5 This replaces itself, and that’s quite nice. The +1/+0 and Trample boost probably wouldn’t have been enough, even in a format with Enchantmetn synergy, but because it draws you a card, you get to avoid the danger of a 2-for-1.
Vexing Gull
2.5 Three mana for a 2/2 flyer used to sort of be the quintessential common for Blue, and these days, as creatures continue to get stronger, that stat-line isn’t quite as impressive – but by adding Flash to the mix here, you have a pretty nice card. Flash creatures can of course be used to come into play and ambush an attacker, but a 2/2 isn’t going to be doing that a ton. Still, being able to play this at Instant speed has its bonuses – the most obvious one being that this set’s UR archetype is all about playing stuff on your opponent’s turn. It also doesn’t hurt that you can flash this in at the end of your opponent’s turn, and, if they are tapped out, you can put an Aura on it on your turn. Then of course, Flash just makes it so you can leave up instants and activated abilities without really taking a hit on tempo, and all of that’s pretty nice!
Pack 3 Pick 8: Omen of the Hunt
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Lampad of Death's Vigil
3 This ended up being a key card in this format. Its cheap sacrifice effect made sacrifice decks a lot better than they would otherwise have been, and the fact it drains life often allows you to get to lethal a full turn or more before you would have had it otherwise.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Pack 3 Pick 9: Nylea's Huntmaster
Transcendent Envoy
2.5 There are lots of playable Auras in this set, and the Envoy makes them cheaper, and also happens to be a really good place to stick those Auras thanks to Flying.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Omen of the Dead
2.0 This is nice and cheap, which is good news for Constellation. That said, unlike the other Omens, which can largely be played at any time for decent value, Omen of the Dead demands you have a creature in your graveyard, which means it can be a dead card for the first several turns. Like the other Omens, it can cash in and Scry, which isn’t too bad.
Pack 3 Pick 10: Shoal Kraken
Shoal Kraken
2.0 I like looting a fair bit – and it gets some extra value in this set because of the Escape mechanic. This has passable stats too, so you’ll play it in some of the grindier decks.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Pack 3 Pick 11: Underworld Dreams
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Pack 3 Pick 12: Deny the Divine
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Aspect of Manticore
2.0 This is another Aura that feels like a combat trick that leaves some value behind, and the boost it often gives is well worth it in aggro decks. Still risky of course, so keep that in mind.
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Pack 3 Pick 13: Stern Dismissal
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Pack 3 Pick 14: Nyxborn Courser
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.