Reyav, Master Smith
3.0 There’s a decent amount of Auras and Equipment in the set, but not so many that this is going to be super easy to trigger.
Bloodfeather Phoenix
2.5 This is a nice aggressive two drop, and it has the upside of coming back from the graveyard. Triggering that upside isn’t necessarily going to be that easy, though. First, you need to target damaging spells at players and battles, and while you’ll do that, you’ll certainly find yourself wanting to remove creatures with them more often. Basically, you can get this back, but it won’t be automatic, or even close to it.
Marshal of Zhalfir
3.5 This is a very nice Knight lord, and at two mana it will often do a nice job of immediately upgrading your board. The tap effect is a nice thing to have around too, especially when it only costs two mana.
Elspeth's Smite
3.5 This offers a pretty amazing rate, and even shuts down death triggers and other graveyard shenanigans. It is situational of course, but I think the efficiency makes up for that enough for this to sneak into “premium removal” range.
Harried Artisan
3.0 A three mana ⅔ Haste isn’t terrible, and this can transform into a ¾ flyer for a relatively cheap cost. Obviously, in terms of efficiency it isn’t amazing, but it is a nice mana sink to have around.
Invasion of Eldraine
2.0 Overcosted Mind Rot is not a good starting point. It will feel nice if you play it early and you get that 2-for-1, but not adding to the board is definitely a problem, as is how bad this is as a top deck in many situations. It does synergize with itself though, because once transformed it punishes the opponent for having too few cards in hand. Still, I don’t see the front side delivering enough value, or assisting enough in transforming it, that I see this as being something great. Obviously, if you always got the creature and the effect for 4 mana it would be nuts, but I have some doubts that can be accomplished.
Swordsworn Cavalier
2.5 A two mana 3/1 is usually a borderline playable in Limited, and this will have First Strike a big chunk of the time. If you play this on turn two, and a knight on turn three, your opponent really has no hope of blocking effectively.
Eyes of Gitaxias
2.0 You can sort of look at this as a 5-mana 3/3 that draws you a card, and you can pay for it in installments. That’s not too bad, but it isn’t exactly something special either.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Overgrown Pest
1.5 Early, the fact this hits a land will feel pretty good. In the later game you won’t really want a land, and if you don’t have enough double-faced cards it will feel especially bad. There aren’t any DFCs at Common either, so actually getting a critical mass where this hits consistently is a challenge.
Bladed Battle-Fan
2.0 +1/+0 and indestructible isn’t a terrible trick-like effect, because it saves a creature in combat while helping them punch up, and it saves the creature from most removal too. Any time a card can do both of those they end up seeing play. The Equipment itself definitely isn’t exciting after the turn you cast it, and that does make it awkward in some situations, but the threat this presents as a trick is nice, and its flexible too.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Vengeant Earth
1.0 We see this type of card every now and then, and usually its unplayable. Animating a land or incubator for a single turn usually isn’t worth doing, but this one does make things a little interesting, since it forces something to block it. This can allow this to feel like a super situational, roundabout way to remove an opposing creature. You can also animate a land and block it as a surprise, but this is usually a dangerous proposition. So yeah, It still feels like this is still far too situational to be worth using, though.
Corrupted Conviction
2.0 If you have expendable creatures, this is pretty good – and it always has the mode of allowing you to use it after you block or your creature is targeted with removal. If you’re only using it in those situations it definitely gets worse and more narrow, though – ideally, you consistently have bodies around you can always sacrifice and feel good about it, which gives this more room to shine.
Keruga, the Macrosage
4.0 Making this your Companion is going to be a challenge, especially if the format is one where you need to add to the board by turn two, and it probably is. The good news? Keruga is great in your main deck. Even if it just draws you one card on ETB you’ll be very happy, and it can often draw you multiple cards
Phyrexian Awakening
3.0 On its own, you get a 5-mana 4/4 with Vigilance, and you can pay for it in installments. That’s not a bad deal, especially when this can also give some of your other creatures Vigilance. Vigilance seems pretty well positioned in the format too, because creatures with it can attack battles and defend them at the same time.
Seraph of New Capenna
3.5 A three mana 2/2 Flyer isn’t what it used to be, but when it is the baseline for a card with big upside, it still feels pretty good – and that’s certainly what we have here! The Seraph of New Phyrexia can attack really hard.
Invasion of Lorwyn
3.5 The front side of this is a removal spell that will kill almost everything, and when it transforms it is a creature that is all but guaranteed to be the biggest thing on the field. Six mana is a lot, but the fact this is removal is great, since it also means you’ve got a good chance to attack the Battle right away.
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Alabaster Host Intercessor
3.5 This is a large version of Banisher Priest, and while it isn’t the most efficient thing ever, that’s still a strong effect. What makes it especially nice, though, is that it has Plainscycling. This means if you draw this early when you are really far from casting it, you can get rid of it and search up a land. This really offsets the downside of this being a 6-mana card. Basically, this gets a land when you need it, and if you have the mana to cast it, it is going to have a big impact on the board. I think this is one of White’s best Commons.
Skittering Surveyor
3.0 This does a great job of fixing your mana, and makes for an expendable body to sacrifice in Black-Red.
Infected Defector
2.0 This has some pretty bad stats for the cost, but getting an Incubator when it dies makes this a solid playable.
Negate
1.5 In most formats, this is something that should stay in your sideboard, because there just aren’t enough targets. This format does have a new non-creature card type in Battle, and I think that’s enough for this to be a little more playable, though it is probably still better as a sideboard card.
War-Trained Slasher
2.5 A 4-mana 4/3 with Menace is probably a 2.0, so the fact this swings with eight power when it goes after battle is pretty awesome. It really puts your opponent in a horrible spot on a lot of boards, and they are likely to get 2-for-1’d at best.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Overgrown Pest
1.5 Early, the fact this hits a land will feel pretty good. In the later game you won’t really want a land, and if you don’t have enough double-faced cards it will feel especially bad. There aren’t any DFCs at Common either, so actually getting a critical mass where this hits consistently is a challenge.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Jungle Hollow
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 3: Protocol Knight
Shanna, Sisay's Legacy
3.0 In most cases, she scales as the game goes on, and the fact she can’t be targeted by abilities comes up sometimes too.
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Invasion of Azgol
3.0 A two mana Edict is usually playable, though they do drop off the longer the game goes on. If you play this early, though, it will often kill your opponent’s only creature, making it a lot easier for you to attack this battle and transform it into a creature that will get scarier all game long. Basically all of these two mana Battles are interesting, because you pay so little up front
Mirror-Shield Hoplite
3.5 Red/White is a Backup Aggro deck, so doubling Backup abilities is massively powerful, especially when attached to a creature with solid stats
Aetherblade Agent
3.0 A two mana 1/1 with deathtouch is a little bit below rate, but it does trade for anything, and the creature this can become late is a big problem for your opponent.
War-Trained Slasher
2.5 A 4-mana 4/3 with Menace is probably a 2.0, so the fact this swings with eight power when it goes after battle is pretty awesome. It really puts your opponent in a horrible spot on a lot of boards, and they are likely to get 2-for-1’d at best.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Flitting Guerrilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Fertilid's Favor
2.0 This is an Instant speed way to both ramp your mana and buff a creature. In other words, it can be part combat trick part ramp spell. Ramp spells can be a dangerous proposition in Limited because they usually don’t add to the board at all, but this one does. It doesn’t search up the basic land as efficiently as something like Rampant Growth, but this is better in Limited in a lot of ways, because it is a much better late-game top deck and even has a bit of 2-for-1 potential. I think having both of these effects on a single Instant is enough to make this a quality card.
Sunder the Gateway
1.5 So at worst, this is a two mana 2/2, and sometimes you’ll have another Incubator around who is bigger, and you’ll choose to turn that one into a creature. That’s probably usually what this will do, because there aren’t a boatload of targets for this in the format. When you do get to kill an artifact or Enchantment with this it will feel like a pretty sweet 2-for-1, and I think the baseline is solid. Having Artifact and Enchantment hate in your main deck is nice too.
Scoured Barrens
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 4: Wicked Slumber
Juri, Master of the Revue
3.5 Again, sacrifice decks in this format look legit, so this is an incredibly nice payoff for that deck. Even if it never grows, the fail case is a two mana 1/1 that pings something when it dies. That isn’t great, but that’s the fail case, and this becomes more and more of a problem as the game goes on.
Sandstalker Moloch
3.0 A three mana 4/2 with Flash is something you’ll pretty much always play, so the fact that this will be a straight up 2-for-1 against some opponents is amazing. If this always drew you a card it would be a 4.0. In Limited, the chances you run into someone playing one of these colors is pretty significant, too. Basically, this will feel amazing against the right opponent and solid against everyone else.
Wicked Slumber
3.0 As usual, the best way to use this sort of thing is to tap your opponent’s stuff during their turn so that you get two attacks where those creatures are out of commission. This can often win you the game on its own, and the fact you can convoke this means casting it will be extra easy. Its also nice that you can choose a couple of different ways to use this. It always taps two creatures, but you can put one stun counter on each creature, or two on one creature if that’s better.
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Marauding Dreadship
1.5 So in the end, you pay 5 mana for a 2/2 and a 4/1 Vehicle with Haste and Crew 2. That’s not….the worst thing ever, but it doesn’t seem like you’re doing a great job either. The Vehicle can simply be blocked by a token or something, and Crew 2 is kind of high for a 1 toughness vehicle. It can definitely come down and do some surprise damage, but the fact that you have to tap something significant to crew it makes that a lot less appealing.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Halo-Charged Skaab
1.5 This has some bad stats, and I don’t love the ETB ability either. Blue-Black is definitely interested in milling both players and getting value out of it, and this certainly does that, but putting a card on top of your library is always worse than it seems at first.
Placid Rottentail
1.5 A 1/1 with Vigilance isn’t really setting the world on fire, but it does make it a nice spot to put +1/+1 counters, and once it goes down it can provide you with some counters all on its own.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
Bola Slinger
3.0 This type of creature is always nice in an aggro deck, since getting blockers out of the way really changes how well you can attack. So, this is either a 4-mana 3/3 with this ability, or a 4-mana 2/2 that puts a counter on something else and gives it that ability right away.
Wind-Scarred Crag
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 5: Order of the Mirror
Firja, Judge of Valor
3.5 This has decent base stats, and it will net you cards sometimes. It even loads your graveyard if you’re interested in that.
Order of the Mirror
3.0 A two mana 2/1 is below rate these days, but this can transform the turn after you play it, and a 3/3 with this ability does tend to stay relevant for most of the game.
Serpent-Blade Assailant
2.5 A three mana 3/2 with Deathtouch is passable, as is giving the counter and deathtouch to something else. It will often allow a creature to be a much more problematic attacker. Also works well with the fight and bight spells Green always has.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
Portent Tracker
2.5 This is an ugly stat-line, but between ramping your mana and messing with Battles, this seems like it has some pretty real utility. Some mana dorks are all but useless late, but because this can do things with Battles, that’s less likely.
Wrenn's Resolve
2.5 This is Reckless Impulse with a different name, and that was a quality draw spell in Innistrad: Crimson Vow. You’re almost always going to be able to play both cards that you hit with this before the end of your next turn, and this ends up being a two mana draw two most of the time.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Thornwood Falls
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 6: Sigiled Sentinel
Phyrexian Gargantua
3.0 This is a nice reprint. It is basically two Phyrexian Ragers! It has the potential be a three-for-one, and the trade off is playing something below-rate that also hurts you a little bit. Still, the first copy of this seems like a solid inclusion.
Joyful Stormsculptor
3.5 A 5-mana ⅔ that makes two 1/1s is pretty nice, and that’s especially true when the UR archetype is about Convoke! The fact this damages Battles and players is some nice additional value that can make a real difference. The question will be whether or not there are enough Convoke spells in the format to support this, but I would guess it will work out.
Invasion of Kamigawa
3.5 Stunning something for a turn is a nice effect, especially when it can help you more quickly get Rooftop Saboteurs on the battlefield. Once you’ve done that, you have a great creature that will net you impressive card advantage.
Halo-Charged Skaab
1.5 This has some bad stats, and I don’t love the ETB ability either. Blue-Black is definitely interested in milling both players and getting value out of it, and this certainly does that, but putting a card on top of your library is always worse than it seems at first.
Skittering Surveyor
3.0 This does a great job of fixing your mana, and makes for an expendable body to sacrifice in Black-Red.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
Sigiled Sentinel
2.5 A three mana 3/3 with Vigilance is something you usually play, especially when the creature has a useful creature type – so the upside of putting the counter elsewhere and giving something vigilance for a turn makes this quite attractive.
Etched Familiar
2.5 Trading this off and draining 2 life from your opponent is going to feel like a good deal all the time, and it isn’t terrible sacrifice fodder either.
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Mirrodin Avenged
1.5 This is a functional reprint of You Are Already Dead, which we saw in Kamigawa: Neon Dynasty. That card was kind of underwhelming. When it worked, you got a pretty sweet 2-for-1. It can’t really be an amazing card though, because there aren’t enough situations where you can do damage to something without already having to give up a card. If you can do that, this gets a lot better.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Thunderhead Squadron
2.5 Even if you only tap one creature to help you cast this, you’re getting a passable deal. If you can cast this for significantly less, it will feel even better.
Dina, Soul Steeper
2.5 Life gain is not a huge theme in the format, which really limits how good Dina can be. There is incidental life gain around that she certainly takes advantage of, and her ability to buff herself can be useful sometimes too.
Invasion of New Capenna
3.0 I don’t love that this does stone nothing on turn two a lot of the time. It would be nice to set this up on turn two and get a little something, which is what a lot of the cheap Battles do – but this one is far more situational. That said, the thing that it can do is certainly powerful, especially if you have some expendable bodies around, which isn’t a huge ask if you’re in Black-White, since that’s the color pair the most interested in Incubating. This also means that the Equipment you ultimately get can do a pretty nice job of enhancing your board.
Furnace Gremlin
3.0 A two mana ½ that can pump its power for two mana isn’t always great, mostly because just to trade with other two drops you end up having to pay some extra mana. However, the Gremlin here gets around that downside, at least partially! Because if you do pump it to trade with a 2/2 or something, you end up getting an Incubator token with two counters on it. No matter how this thing goes down, it ends up leaving something behind, and even attacking into it will be a real problem for your opponent sometimes.
Harried Artisan
3.0 A three mana ⅔ Haste isn’t terrible, and this can transform into a ¾ flyer for a relatively cheap cost. Obviously, in terms of efficiency it isn’t amazing, but it is a nice mana sink to have around.
Flitting Guerrilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Etched Host Doombringer
2.5 This is an interesting design. Obviously the stats are bad, but even if this could only drain 2 life on ETB it would probably be playable, so having this Battle upside is pretty nice. If you can use this to defeat a battle and transform it, its going to feel pretty close to a 2-for-1 – and the fact you can also use it to subtract counters from your battles or add counters to your opponents battles is pretty sweet. If you can use this to defeat a battle on ETB, it is going to feel pretty close to a 2-for-1
Atraxa's Fall
0.5 One thing to keep in mind is that destroying a battle doesn’t let you cast it transformed. A battle has to be “defeated” for that to happen, and the only way to make that happen is to remove the counters on it one way or another. This simply puts in the graveyard. In other words, you want to use this on a battle you are defending. This targets a whole bunch of stuff, but I’m still pretty skeptical it will find something useful to do on a regular basis, so I’m starting it in the sideboard.
Swiftwater Cliffs
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 9: Shatter the Source
Reyav, Master Smith
3.0 There’s a decent amount of Auras and Equipment in the set, but not so many that this is going to be super easy to trigger.
Harried Artisan
3.0 A three mana ⅔ Haste isn’t terrible, and this can transform into a ¾ flyer for a relatively cheap cost. Obviously, in terms of efficiency it isn’t amazing, but it is a nice mana sink to have around.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Bladed Battle-Fan
2.0 +1/+0 and indestructible isn’t a terrible trick-like effect, because it saves a creature in combat while helping them punch up, and it saves the creature from most removal too. Any time a card can do both of those they end up seeing play. The Equipment itself definitely isn’t exciting after the turn you cast it, and that does make it awkward in some situations, but the threat this presents as a trick is nice, and its flexible too.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Corrupted Conviction
2.0 If you have expendable creatures, this is pretty good – and it always has the mode of allowing you to use it after you block or your creature is targeted with removal. If you’re only using it in those situations it definitely gets worse and more narrow, though – ideally, you consistently have bodies around you can always sacrifice and feel good about it, which gives this more room to shine.
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Skittering Surveyor
3.0 This does a great job of fixing your mana, and makes for an expendable body to sacrifice in Black-Red.
Infected Defector
2.0 This has some pretty bad stats for the cost, but getting an Incubator when it dies makes this a solid playable.
Negate
1.5 In most formats, this is something that should stay in your sideboard, because there just aren’t enough targets. This format does have a new non-creature card type in Battle, and I think that’s enough for this to be a little more playable, though it is probably still better as a sideboard card.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Jungle Hollow
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 11: Shanna, Sisay's Legacy
Shanna, Sisay's Legacy
3.0 In most cases, she scales as the game goes on, and the fact she can’t be targeted by abilities comes up sometimes too.
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Flitting Guerrilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Pack 1 Pick 12: Bonded Herdbeast
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Placid Rottentail
1.5 A 1/1 with Vigilance isn’t really setting the world on fire, but it does make it a nice spot to put +1/+1 counters, and once it goes down it can provide you with some counters all on its own.
Pack 1 Pick 13: Firja, Judge of Valor
Firja, Judge of Valor
3.5 This has decent base stats, and it will net you cards sometimes. It even loads your graveyard if you’re interested in that.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Wrenn's Resolve
2.5 This is Reckless Impulse with a different name, and that was a quality draw spell in Innistrad: Crimson Vow. You’re almost always going to be able to play both cards that you hit with this before the end of your next turn, and this ends up being a two mana draw two most of the time.
Pack 1 Pick 14: Moment of Truth
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
Judith, the Scourge Diva
4.5 This is going to be great in this format. Black/Red looks like a strong sacrifice deck, so adding a ping every time one of your things dies is great. She does stay nontoken, so she doesn’t let you go crazy with Incubators, but she still has a massive amount of upside – and the fact she buffs all your stuff right away is great too. Going to combat when Judith is in play is going to give your opponent nightmares. She even counts herself, so it is hard for your opponent to ever escape without something getting pinged.
Chrome Host Seedshark
4.5 This has great base stats and has the ability to give you a whole lot of creature tokens, and is certainly a must-kill threat as a result. Obviously it is best suited to Blue-Red, but it is going to be really good in any deck that plays it. I think this is a bomb.
Omen Hawker
2.0 This format does have a decent number of activated abilities, between Incubate and creatures who can transform for some amount of mana. Accelerating those things is definitely nice, but it still feels like this might be a little too narrow, even in this format.
Blightreaper Thallid
3.5 You get a 2/2 upfront, and then on the next turn you have the option of making this a 3/3 and getting a 1/1. That’s a pretty nice thing to have around if you don’t have anything to do with three mana, and at some point you’re certainly going to have the time to transform this. It isn’t the most massive upgrade ever, but you do end up getting two Saprolings and a 3/3 in the long run.
Invasion of Regatha
3.5 Doing some direct damage with this is pretty nice, and it will feel really good when you can also pick off a small creature and/or defeat a Battle. As with most of these, the creature when you transform this is pretty amazing.
Rampaging Geoderm
3.5 This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Converter Beast
2.5 You can look at this as a 6-mana 0/1 that makes a 5/5. That’s an acceptable rate, and this has the usual upside Incubator tokens have – you have the option of paying for it in installments. The downside here is the times where you can’t get that 5/5 really quickly, you’re playing a 0/1 for a 4 which will feel like you are barely adding to the board.
Expedition Lookout
2.5 This is a two drop that lots of creatures can’t attack through, and eventually it becomes an unblockable 2/3. That’s pretty nice, because it might take awhile before you get there – since it can’t be blocked, it will be relevant on any board.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Hangar Scrounger
2.0 This is either a three mana 3/2 that rummages when it taps, or a three mana 2/1 that puts a counter somewhere else that lets you rummage when it taps that turn. That’s certainly fine, but I’m also not blown away by either option.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Ichor Drinker
2.5 This one drop brings a lot of value. A one mana 1/1 with Lifelink isn’t amazing, but in a format with +1/+1 counters around, among other ways to augment your creatures, it will probably play a little better than it looks. Additionally, if you mill this thing in your Blue-Black deck, or it ends up in your graveyard in any other way, it does deliver some real value in the format of the incubate token. One drops lately have pretty much all overperformed, and I think this is another one that will. It is really cheap and does stuff that all the decks in the format can take advantage of.
Radha, Coalition Warlord
2.0 Radha isn’t going to be as good in this format as she was in Dominaria United. That format was well set up for you to get multiple land types in play. This one’s not. So she is mostly a Hill Giant that offers +2/+2 when she attacks.
Invasion of Ergamon
3.5 Two mana to make a treasure and loot isn’t the most amazing thing, and I’m a little less into all the Battles that don’t actually help you attack the Battle inherently. Now, this can sort of help in that regard by giving you more mana to cast creatures and helping you find more things that attack, but it is still a little too indirect to be great. Still, once you can transform this it becomes amazing, finding you another Battle or a land while having a very relevant body
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Rampaging Geoderm
3.5 This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Gnottvold Hermit
4.0 A 4-mana 4/4 is a pretty solid rate, and this can transform into a creature that can drastically upgrade another attacker every time it gets in there.
Ichor Drinker
2.5 This one drop brings a lot of value. A one mana 1/1 with Lifelink isn’t amazing, but in a format with +1/+1 counters around, among other ways to augment your creatures, it will probably play a little better than it looks. Additionally, if you mill this thing in your Blue-Black deck, or it ends up in your graveyard in any other way, it does deliver some real value in the format of the incubate token. One drops lately have pretty much all overperformed, and I think this is another one that will. It is really cheap and does stuff that all the decks in the format can take advantage of.
Deadly Derision
3.5 We’ve seen this card at Sorcery speed before, and it was pretty good. As an Instant, it gets significantly better! This is easily premium removal, and pretty much a lock to be one of Black’s best Commons, if not the best.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
Volcanic Spite
4.0 This is a great removal spell. Two mana for 3 damage is premium even at Sorcery speed, and this is an Instant that also gives you a bit of card selection. The ability to hit more than just creatures is great upside too.
Angelic Intervention
2.5 Two mana for a counter and protection gives your creature the ability to both dodge removal spells and succeed in combat more often.
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
Tranquil Cove
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 3: Heliod, the Radiant Dawn
Heliod, the Radiant Dawn
4.5 For the front side to be worth it on its own, you’re going to need to have some Enchantments in your graveyard, and that is not a foregone conclusion. The good news is, any deck is going to be able to transform Heliod, which basically makes it a 4-mana 4/4 with big upside – which makes for a great card! Giving all your spells Flash and making them cost at least 1 less during your opponent’s turn is incredible!
Invasion of Azgol
3.0 A two mana Edict is usually playable, though they do drop off the longer the game goes on. If you play this early, though, it will often kill your opponent’s only creature, making it a lot easier for you to attack this battle and transform it into a creature that will get scarier all game long. Basically all of these two mana Battles are interesting, because you pay so little up front
Omen Hawker
2.0 This format does have a decent number of activated abilities, between Incubate and creatures who can transform for some amount of mana. Accelerating those things is definitely nice, but it still feels like this might be a little too narrow, even in this format.
Stormclaw Rager
4.0 This is a powerful sacrifice outlet, even limited to Sorcery speed only! You get a card back, so it is hard not to get nice value out of this, especially if you’re sacrificing something really expendable. There’s also a cheap Threaten effect in the format that is going to combo absurdly with this, but in general, there’s plenty to sacrifice to this, making it another great signpost
War-Trained Slasher
2.5 A 4-mana 4/3 with Menace is probably a 2.0, so the fact this swings with eight power when it goes after battle is pretty awesome. It really puts your opponent in a horrible spot on a lot of boards, and they are likely to get 2-for-1’d at best.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Mirrodin Avenged
1.5 This is a functional reprint of You Are Already Dead, which we saw in Kamigawa: Neon Dynasty. That card was kind of underwhelming. When it worked, you got a pretty sweet 2-for-1. It can’t really be an amazing card though, because there aren’t enough situations where you can do damage to something without already having to give up a card. If you can do that, this gets a lot better.
Vengeant Earth
1.0 We see this type of card every now and then, and usually its unplayable. Animating a land or incubator for a single turn usually isn’t worth doing, but this one does make things a little interesting, since it forces something to block it. This can allow this to feel like a super situational, roundabout way to remove an opposing creature. You can also animate a land and block it as a surprise, but this is usually a dangerous proposition. So yeah, It still feels like this is still far too situational to be worth using, though.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Searing Barb
2.0 Three mana for 2 damage at Sorcery speed isn’t very good, but you can sort of look at this as a 5-mana 2/2 that does 2 damage to something. Which…well, still isn’t that good. Still, it does have 2-for-1 potential and can hit battles.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Jungle Hollow
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 4: Angelic Intervention
Aegar, the Freezing Flame
2.5 This was a powerhouse in Kaldheim Limited, pretty much an Uncommon bomb -- but that set had a heavy spell theme and Giant tribal all over the place. Blue-Red only has spells as a sub-theme this time around, and the set only has two Giants in it – and one of them is Mythic. Mostly in this format, we’re talking about a three mana 3/3 that draws you a card when you do excess damage with a spell.
Sun-Blessed Guardian
3.0 A two mana 2/2 is underwhelming these days, but this transforms into a creature who can be a major problem, and the fact it requires Phyrexian mana means you can end up only paying 5 for it – and you can do it even if you never have Red. The base form of the card is underwhelming enough that this isn’t amazing, but it isn’t really a two drop you’ll ever cut either.
Invasion of Kaladesh
3.0 While a two mana 1/1 Flyer isn’t the best deal, it does mean this Battle gives you an evasive creature that can help you transform this into a solid Vehicle. It will at least be a ¼ Flyer with Crew 1, and that’s not too bad – and sometimes it will be a much bigger problem than that.
Wildwood Escort
3.0 I like this. It is a built-in 2-for-1, and the first copy of this is going to be something you virtually always want in Green.
Etched Host Doombringer
2.5 This is an interesting design. Obviously the stats are bad, but even if this could only drain 2 life on ETB it would probably be playable, so having this Battle upside is pretty nice. If you can use this to defeat a battle and transform it, its going to feel pretty close to a 2-for-1 – and the fact you can also use it to subtract counters from your battles or add counters to your opponents battles is pretty sweet. If you can use this to defeat a battle on ETB, it is going to feel pretty close to a 2-for-1
Angelic Intervention
2.5 Two mana for a counter and protection gives your creature the ability to both dodge removal spells and succeed in combat more often.
Furnace Host Charger
3.0 A 6-mana 5/5 Haster is definitely medium, but it is definitely relevant on most board states, and if you draw it early and would rather have a land drop, it has you covered.
Kithkin Billyrider
2.5 A three mana 1/3 with Double Strike is actually a pretty nice rate. It is incredibly hard to attack through or block in the early game, and it is a great place to put all your +1/+1 counters.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Negate
1.5 In most formats, this is something that should stay in your sideboard, because there just aren’t enough targets. This format does have a new non-creature card type in Battle, and I think that’s enough for this to be a little more playable, though it is probably still better as a sideboard card.
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Daxos, Blessed by the Sun
3.0 On its own, Daxos is a 2/2, and it will often have higher toughness than that – plus all the incidental life gain is nice. That said, this format doesn’t have a life gain deck in it – nor does it really have an Enchantment deck, nor does it have very many other cards that care about Devotion. So, it doesn’t do
Invasion of Kaladesh
3.0 While a two mana 1/1 Flyer isn’t the best deal, it does mean this Battle gives you an evasive creature that can help you transform this into a solid Vehicle. It will at least be a ¼ Flyer with Crew 1, and that’s not too bad – and sometimes it will be a much bigger problem than that.
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Halo-Charged Skaab
1.5 This has some bad stats, and I don’t love the ETB ability either. Blue-Black is definitely interested in milling both players and getting value out of it, and this certainly does that, but putting a card on top of your library is always worse than it seems at first.
Nezumi Informant
2.0 Adding to the board and taking an opposing card is pretty sweet. This isn’t exactly Virus Beetle though, which is probably the best version of these we’ve ever seen. That particular card happened to be an Artifact in a format where that mattered, and it was also in a format with lots of Ninjas so it was easier to abuse the ETB. In this format this does provide some decent sacrifice fodder, since it gives you a 1-for-1 up front, but it does have diminishing returns the longer that games go on.
Alabaster Host Sanctifier
2.5 We have seen quite a few two mana 2/2s with Lifelink at this point, and they’re always fine. The set almost prominently features a +1/+1 mechanic in White, which might even make it a little better than usual.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Atraxa's Fall
0.5 One thing to keep in mind is that destroying a battle doesn’t let you cast it transformed. A battle has to be “defeated” for that to happen, and the only way to make that happen is to remove the counters on it one way or another. This simply puts in the graveyard. In other words, you want to use this on a battle you are defending. This targets a whole bunch of stuff, but I’m still pretty skeptical it will find something useful to do on a regular basis, so I’m starting it in the sideboard.
Chomping Kavu
2.5 This is either a 4-mana 4/4 that can’t be blocked by small stuff, or a 4-mana 3/3 that gives something else a counter and makes it harder to block for a turn. I think both of those modes are going to feel like a pretty good investment.
Blossoming Sands
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 6: Swordsworn Cavalier
Imoti, Celebrant of Bounty
4.0 A 5-mana 3/1 isn’t good, but this has Cascade – so you’re also going to get something else, and even if it is just a one mana spell you’re getting a decent deal – if you hit something that costs 4 it will feel pretty insane. Granting Cascade to your expensive stuff is a nice thing to have around too, and if you can follow this by casting a six drop on the next turn its pretty hard for you to lose.
Compleated Huntmaster
3.5 You can sort of look at this as paying 3 mana, sacrificing something, and getting a 3/3 – that wouldn’t be a bad deal, and this is better because you can pay for the Incubator on a separate turn. This doesn’t have the worst stats for a card with this strong of an ability, either. Cards like this really make it feel like the sacrifice deck in this format is going to have some legs
Invasion of Belenon
3.5 This Battle makes you overpay a bit for a 2/2 with Vigilance, but that is a body that can help you pressure your opponent and transform this into an Anthem, which is a powerful thing.
Mutagen Connoisseur
3.5 Blue-Green is all about transforming things. This plays well with Incubator and Battles, as well as all the creatures that can transform for Phyrexian mana. Even with just 1 power, this is going to feel like a fairly powerful card, and it can get a lot sillier than that.
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Overgrown Pest
1.5 Early, the fact this hits a land will feel pretty good. In the later game you won’t really want a land, and if you don’t have enough double-faced cards it will feel especially bad. There aren’t any DFCs at Common either, so actually getting a critical mass where this hits consistently is a challenge.
Swordsworn Cavalier
2.5 A two mana 3/1 is usually a borderline playable in Limited, and this will have First Strike a big chunk of the time. If you play this on turn two, and a knight on turn three, your opponent really has no hope of blocking effectively.
Hangar Scrounger
2.0 This is either a three mana 3/2 that rummages when it taps, or a three mana 2/1 that puts a counter somewhere else that lets you rummage when it taps that turn. That’s certainly fine, but I’m also not blown away by either option.
Bladed Battle-Fan
2.0 +1/+0 and indestructible isn’t a terrible trick-like effect, because it saves a creature in combat while helping them punch up, and it saves the creature from most removal too. Any time a card can do both of those they end up seeing play. The Equipment itself definitely isn’t exciting after the turn you cast it, and that does make it awkward in some situations, but the threat this presents as a trick is nice, and its flexible too.
Serpent-Blade Assailant
2.5 A three mana 3/2 with Deathtouch is passable, as is giving the counter and deathtouch to something else. It will often allow a creature to be a much more problematic attacker. Also works well with the fight and bight spells Green always has.
Pack 2 Pick 7: Golden-Scale Aeronaut
Invasion of Ulgrotha
3.5 5 mana to do 3 to anything and gain 3 is already playable, so like most of the Battles this has a decent enough baseline. Keep in mind this can even hit other battles! If you transform this, you end up a fairly imposing creature, though on some boards she won’t exactly feel insane.
Fearless Skald
4.0 So, this is either a 5-mana 4/3 with Double Strike, or a 5-mana 3/2 that puts a counter on something else and gives it double strike for a turn. Both modes can be pretty nice, though I think I would be more inclined to put the counter somewhere else, since even at three toughness this dies quite easily, and if you put all of your eggs in one basket the tempo might hurt! This is going to create a major threat the turn it comes down, and it is a pretty nice threat on its own.
Pyretic Prankster
3.0 A two mana 2/1 is below rate these days, but this can transform into a 3/2 that virtually always forces a 2-for-1, and it can transform pretty quickly.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Corrupted Conviction
2.0 If you have expendable creatures, this is pretty good – and it always has the mode of allowing you to use it after you block or your creature is targeted with removal. If you’re only using it in those situations it definitely gets worse and more narrow, though – ideally, you consistently have bodies around you can always sacrifice and feel good about it, which gives this more room to shine.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Wary Thespian
2.5 Two mana for a 3/1 and a couple of Surveil triggers seems like a solid deal. That is some very nice card selection to come attached to a creature that is already close to playable based on its statline.
Thornwood Falls
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 8: Swordsworn Cavalier
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Invasion of New Capenna
3.0 I don’t love that this does stone nothing on turn two a lot of the time. It would be nice to set this up on turn two and get a little something, which is what a lot of the cheap Battles do – but this one is far more situational. That said, the thing that it can do is certainly powerful, especially if you have some expendable bodies around, which isn’t a huge ask if you’re in Black-White, since that’s the color pair the most interested in Incubating. This also means that the Equipment you ultimately get can do a pretty nice job of enhancing your board.
Tarkir Duneshaper
2.5 A one mana ½ isn’t very good on its own, but the fact this can become a 4/3 trampler later in the game does mean it tends to have relevance most of the time.
Flitting Guerrilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Phyrexian Archivist
1.0 This is a reprint, and it wasn’t very good last time. This format does have a self-mill deck, and that means this can theoretically keep you from milling out in the extreme late game, but it isn’t particularly efficient and is far too situational.
Furnace Host Charger
3.0 A 6-mana 5/5 Haster is definitely medium, but it is definitely relevant on most board states, and if you draw it early and would rather have a land drop, it has you covered.
Swordsworn Cavalier
2.5 A two mana 3/1 is usually a borderline playable in Limited, and this will have First Strike a big chunk of the time. If you play this on turn two, and a knight on turn three, your opponent really has no hope of blocking effectively.
Rampaging Geoderm
3.5 This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Expedition Lookout
2.5 This is a two drop that lots of creatures can’t attack through, and eventually it becomes an unblockable 2/3. That’s pretty nice, because it might take awhile before you get there – since it can’t be blocked, it will be relevant on any board.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
Hangar Scrounger
2.0 This is either a three mana 3/2 that rummages when it taps, or a three mana 2/1 that puts a counter somewhere else that lets you rummage when it taps that turn. That’s certainly fine, but I’m also not blown away by either option.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Radha, Coalition Warlord
2.0 Radha isn’t going to be as good in this format as she was in Dominaria United. That format was well set up for you to get multiple land types in play. This one’s not. So she is mostly a Hill Giant that offers +2/+2 when she attacks.
Invasion of Ergamon
3.5 Two mana to make a treasure and loot isn’t the most amazing thing, and I’m a little less into all the Battles that don’t actually help you attack the Battle inherently. Now, this can sort of help in that regard by giving you more mana to cast creatures and helping you find more things that attack, but it is still a little too indirect to be great. Still, once you can transform this it becomes amazing, finding you another Battle or a land while having a very relevant body
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Rampaging Geoderm
3.5 This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Ichor Drinker
2.5 This one drop brings a lot of value. A one mana 1/1 with Lifelink isn’t amazing, but in a format with +1/+1 counters around, among other ways to augment your creatures, it will probably play a little better than it looks. Additionally, if you mill this thing in your Blue-Black deck, or it ends up in your graveyard in any other way, it does deliver some real value in the format of the incubate token. One drops lately have pretty much all overperformed, and I think this is another one that will. It is really cheap and does stuff that all the decks in the format can take advantage of.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Pack 2 Pick 11: Omen Hawker
Invasion of Azgol
3.0 A two mana Edict is usually playable, though they do drop off the longer the game goes on. If you play this early, though, it will often kill your opponent’s only creature, making it a lot easier for you to attack this battle and transform it into a creature that will get scarier all game long. Basically all of these two mana Battles are interesting, because you pay so little up front
Omen Hawker
2.0 This format does have a decent number of activated abilities, between Incubate and creatures who can transform for some amount of mana. Accelerating those things is definitely nice, but it still feels like this might be a little too narrow, even in this format.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Mirrodin Avenged
1.5 This is a functional reprint of You Are Already Dead, which we saw in Kamigawa: Neon Dynasty. That card was kind of underwhelming. When it worked, you got a pretty sweet 2-for-1. It can’t really be an amazing card though, because there aren’t enough situations where you can do damage to something without already having to give up a card. If you can do that, this gets a lot better.
Vengeant Earth
1.0 We see this type of card every now and then, and usually its unplayable. Animating a land or incubator for a single turn usually isn’t worth doing, but this one does make things a little interesting, since it forces something to block it. This can allow this to feel like a super situational, roundabout way to remove an opposing creature. You can also animate a land and block it as a surprise, but this is usually a dangerous proposition. So yeah, It still feels like this is still far too situational to be worth using, though.
Pack 2 Pick 12: Golden-Scale Aeronaut
Invasion of Kaladesh
3.0 While a two mana 1/1 Flyer isn’t the best deal, it does mean this Battle gives you an evasive creature that can help you transform this into a solid Vehicle. It will at least be a ¼ Flyer with Crew 1, and that’s not too bad – and sometimes it will be a much bigger problem than that.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Atraxa's Fall
0.5 One thing to keep in mind is that destroying a battle doesn’t let you cast it transformed. A battle has to be “defeated” for that to happen, and the only way to make that happen is to remove the counters on it one way or another. This simply puts in the graveyard. In other words, you want to use this on a battle you are defending. This targets a whole bunch of stuff, but I’m still pretty skeptical it will find something useful to do on a regular basis, so I’m starting it in the sideboard.
Pack 2 Pick 14: Mutagen Connoisseur
Mutagen Connoisseur
3.5 Blue-Green is all about transforming things. This plays well with Incubator and Battles, as well as all the creatures that can transform for Phyrexian mana. Even with just 1 power, this is going to feel like a fairly powerful card, and it can get a lot sillier than that.
Serpent-Blade Assailant
2.5 A three mana 3/2 with Deathtouch is passable, as is giving the counter and deathtouch to something else. It will often allow a creature to be a much more problematic attacker. Also works well with the fight and bight spells Green always has.
Pack 2 Pick 15: Coming In Hot
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
Pack 3 Pick 1: Boon-Bringer Valkyrie
Kroxa, Titan of Death's Hunger
3.5 Playing this on turn two is pretty decent. If it was just a Sorcery that did that it would probably be a 1.5 -- However, if it ever Escapes the graveyard, it is a complete and utter beating, since the effect keeps triggering and eventually is a real problem for your opponent. Black has lots of ways to mill itself in the format too, so I think getting Kroxa to come back once is fairly doable – it does still take some pretty real work, though.
Boon-Bringer Valkyrie
5.0 A 5-mana 4/4 with these keywords is already pretty close to a bomb, so the fact that you get to put a counter on something and give it those same keywords until end of turn really means this is a bomb. It gives you some serious value up front, so even if it goes down, you’re going to be coming out ahead most of the time, and if it doesn’t go down – you’re just going to win.
Collective Nightmare
4.0 This is a great deal whichever way you cast it. Without Convoke this would be good. With it, its great.
Invasion of Lorwyn
3.5 The front side of this is a removal spell that will kill almost everything, and when it transforms it is a creature that is all but guaranteed to be the biggest thing on the field. Six mana is a lot, but the fact this is removal is great, since it also means you’ve got a good chance to attack the Battle right away.
Joyful Stormsculptor
3.5 A 5-mana ⅔ that makes two 1/1s is pretty nice, and that’s especially true when the UR archetype is about Convoke! The fact this damages Battles and players is some nice additional value that can make a real difference. The question will be whether or not there are enough Convoke spells in the format to support this, but I would guess it will work out.
Pyretic Prankster
3.0 A two mana 2/1 is below rate these days, but this can transform into a 3/2 that virtually always forces a 2-for-1, and it can transform pretty quickly.
Expedition Lookout
2.5 This is a two drop that lots of creatures can’t attack through, and eventually it becomes an unblockable 2/3. That’s pretty nice, because it might take awhile before you get there – since it can’t be blocked, it will be relevant on any board.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Akki Scrapchomper
1.0 I’d generally rather be able to sacrifice creatures than lands, since there are so many good expendable ones out there. Sure, if you have too many lands this provides flood insurance, but it is a pretty mediocre card early and not even that good in the late game.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Realmbreaker's Grasp
3.5 White’s usual premium Common removal spell Is here! It shuts down most creatures entirely, though as usual cards with static ability, sacrifice effects, and bounce effects hurt when you play this card – and those things are in this set, of course.
Final Flourish
3.0 This is a nice removal spell. The base card is probably a C, but the kicker upside here is massive. As we’ve seen, Black has good sacrifice outlets and lots of other good reasons to sacrifice creatures, so this card will be right at home in that type of deck. That said, this will probably only be capable of -2/-2 a little too often to be an amazing removal spell.
Wary Thespian
2.5 Two mana for a 3/1 and a couple of Surveil triggers seems like a solid deal. That is some very nice card selection to come attached to a creature that is already close to playable based on its statline.
Daxos, Blessed by the Sun
3.0 On its own, Daxos is a 2/2, and it will often have higher toughness than that – plus all the incidental life gain is nice. That said, this format doesn’t have a life gain deck in it – nor does it really have an Enchantment deck, nor does it have very many other cards that care about Devotion. So, it doesn’t do
Fearless Skald
4.0 So, this is either a 5-mana 4/3 with Double Strike, or a 5-mana 3/2 that puts a counter on something else and gives it double strike for a turn. Both modes can be pretty nice, though I think I would be more inclined to put the counter somewhere else, since even at three toughness this dies quite easily, and if you put all of your eggs in one basket the tempo might hurt! This is going to create a major threat the turn it comes down, and it is a pretty nice threat on its own.
Invasion of Kaladesh
3.0 While a two mana 1/1 Flyer isn’t the best deal, it does mean this Battle gives you an evasive creature that can help you transform this into a solid Vehicle. It will at least be a ¼ Flyer with Crew 1, and that’s not too bad – and sometimes it will be a much bigger problem than that.
Rampaging Geoderm
3.5 This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Tarkir Duneshaper
2.5 A one mana ½ isn’t very good on its own, but the fact this can become a 4/3 trampler later in the game does mean it tends to have relevance most of the time.
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Wary Thespian
2.5 Two mana for a 3/1 and a couple of Surveil triggers seems like a solid deal. That is some very nice card selection to come attached to a creature that is already close to playable based on its statline.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Ichor Drinker
2.5 This one drop brings a lot of value. A one mana 1/1 with Lifelink isn’t amazing, but in a format with +1/+1 counters around, among other ways to augment your creatures, it will probably play a little better than it looks. Additionally, if you mill this thing in your Blue-Black deck, or it ends up in your graveyard in any other way, it does deliver some real value in the format of the incubate token. One drops lately have pretty much all overperformed, and I think this is another one that will. It is really cheap and does stuff that all the decks in the format can take advantage of.
Dreg Recycler
2.5 Life drain does a great job of helping you stay alive while also pressuring your opponent, and it even has passable stats.
Cut Short
3.0 This is decent removal, especially because it can show up out of nowhere when you’re tapped out. It is restrictive enough that I do think it falls a bit short of premium
Seal from Existence
4.0 Wow this is a good Oblivion Ring variant. It is harder to cast than Oblivion Ring, but the Ward 3 upside is very, very nice. It always stinks when your opponent manages to have the removal to hit your Enchantment, but this makes it a lot less likely they’ll be able to do that in the early game, and even in the late game that 3 mana tax can really soften the blow.
Harried Artisan
3.0 A three mana ⅔ Haste isn’t terrible, and this can transform into a ¾ flyer for a relatively cheap cost. Obviously, in terms of efficiency it isn’t amazing, but it is a nice mana sink to have around.
Invasion of Azgol
3.0 A two mana Edict is usually playable, though they do drop off the longer the game goes on. If you play this early, though, it will often kill your opponent’s only creature, making it a lot easier for you to attack this battle and transform it into a creature that will get scarier all game long. Basically all of these two mana Battles are interesting, because you pay so little up front
Collective Nightmare
4.0 This is a great deal whichever way you cast it. Without Convoke this would be good. With it, its great.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
Wary Thespian
2.5 Two mana for a 3/1 and a couple of Surveil triggers seems like a solid deal. That is some very nice card selection to come attached to a creature that is already close to playable based on its statline.
Nezumi Informant
2.0 Adding to the board and taking an opposing card is pretty sweet. This isn’t exactly Virus Beetle though, which is probably the best version of these we’ve ever seen. That particular card happened to be an Artifact in a format where that mattered, and it was also in a format with lots of Ninjas so it was easier to abuse the ETB. In this format this does provide some decent sacrifice fodder, since it gives you a 1-for-1 up front, but it does have diminishing returns the longer that games go on.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Timberland Ancient
3.0 A 6-mana 6/5 with Reach and Trample is right around a 2.0 these days, but don’t underestimate Forestcycling! Unlike your other 6 drops, you can throw this one away if you draw it early and grab a land drop you desperately need, and when it comes time to cast it, it isn’t usually a creature your opponent can just ignore.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
Scoured Barrens
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 3 Pick 4: Seal from Existence
Renata, Called to the Hunt
3.5 Renata giving your creatures a +1/+1 counter when they enter is great, especially because this set has +1/+1 counter synergy, and sometimes Renate will also have pretty high power.
Invasion of Dominaria
3.0 Three mana for 4 life and a card isn’t the worst deal ever, and you have the potential to get a Serra Angel. Obviously that’s insane value for the investment, but I do think it will take some work to transform this.
Seal from Existence
4.0 Wow this is a good Oblivion Ring variant. It is harder to cast than Oblivion Ring, but the Ward 3 upside is very, very nice. It always stinks when your opponent manages to have the removal to hit your Enchantment, but this makes it a lot less likely they’ll be able to do that in the early game, and even in the late game that 3 mana tax can really soften the blow.
Order of the Mirror
3.0 A two mana 2/1 is below rate these days, but this can transform the turn after you play it, and a 3/3 with this ability does tend to stay relevant for most of the game.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Timberland Ancient
3.0 A 6-mana 6/5 with Reach and Trample is right around a 2.0 these days, but don’t underestimate Forestcycling! Unlike your other 6 drops, you can throw this one away if you draw it early and grab a land drop you desperately need, and when it comes time to cast it, it isn’t usually a creature your opponent can just ignore.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Fertilid's Favor
2.0 This is an Instant speed way to both ramp your mana and buff a creature. In other words, it can be part combat trick part ramp spell. Ramp spells can be a dangerous proposition in Limited because they usually don’t add to the board at all, but this one does. It doesn’t search up the basic land as efficiently as something like Rampant Growth, but this is better in Limited in a lot of ways, because it is a much better late-game top deck and even has a bit of 2-for-1 potential. I think having both of these effects on a single Instant is enough to make this a quality card.
Meeting of Minds
3.0 This is an Instant, which is kind of a big deal – in many situations it can be a better version of Divination, and in a format with a spell deck that is good at convoking, this seems like exactly what the doctor ordered. You probably don’t want too many of them, as they can get awkward in multiples. But I think the first copy is something you want.
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Invasion of Regatha
3.5 Doing some direct damage with this is pretty nice, and it will feel really good when you can also pick off a small creature and/or defeat a Battle. As with most of these, the creature when you transform this is pretty amazing.
Elspeth's Smite
3.5 This offers a pretty amazing rate, and even shuts down death triggers and other graveyard shenanigans. It is situational of course, but I think the efficiency makes up for that enough for this to sneak into “premium removal” range.
Vengeant Earth
1.0 We see this type of card every now and then, and usually its unplayable. Animating a land or incubator for a single turn usually isn’t worth doing, but this one does make things a little interesting, since it forces something to block it. This can allow this to feel like a super situational, roundabout way to remove an opposing creature. You can also animate a land and block it as a surprise, but this is usually a dangerous proposition. So yeah, It still feels like this is still far too situational to be worth using, though.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Etched Host Doombringer
2.5 This is an interesting design. Obviously the stats are bad, but even if this could only drain 2 life on ETB it would probably be playable, so having this Battle upside is pretty nice. If you can use this to defeat a battle and transform it, its going to feel pretty close to a 2-for-1 – and the fact you can also use it to subtract counters from your battles or add counters to your opponents battles is pretty sweet. If you can use this to defeat a battle on ETB, it is going to feel pretty close to a 2-for-1
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
Wind-Scarred Crag
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 3 Pick 6: Cut Short
Zada, Hedron Grinder
1.5 // 3.5 Zada is really sweet if you are a deck that uses combat tricks and goes wide because using a combat trick on every one of your creatures look insane, and that does look like something many Red decks will do in the format. That said, the base level thing you get here is a Hill Giant, and this is probably another one that needs a build around.
Botanical Brawler
3.5 As it often it is, Green/White is about +1/+1 counters. So, a two mana 2/2 trampler that gains counters no matter where you put them on your board is really nice.
Gnottvold Hermit
4.0 A 4-mana 4/4 is a pretty solid rate, and this can transform into a creature that can drastically upgrade another attacker every time it gets in there.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Cut Short
3.0 This is decent removal, especially because it can show up out of nowhere when you’re tapped out. It is restrictive enough that I do think it falls a bit short of premium
Expedition Lookout
2.5 This is a two drop that lots of creatures can’t attack through, and eventually it becomes an unblockable 2/3. That’s pretty nice, because it might take awhile before you get there – since it can’t be blocked, it will be relevant on any board.
Portent Tracker
2.5 This is an ugly stat-line, but between ramping your mana and messing with Battles, this seems like it has some pretty real utility. Some mana dorks are all but useless late, but because this can do things with Battles, that’s less likely.
Corrupted Conviction
2.0 If you have expendable creatures, this is pretty good – and it always has the mode of allowing you to use it after you block or your creature is targeted with removal. If you’re only using it in those situations it definitely gets worse and more narrow, though – ideally, you consistently have bodies around you can always sacrifice and feel good about it, which gives this more room to shine.
Pack 3 Pick 7: Saiba Cryptomancer
Invasion of Kamigawa
3.5 Stunning something for a turn is a nice effect, especially when it can help you more quickly get Rooftop Saboteurs on the battlefield. Once you’ve done that, you have a great creature that will net you impressive card advantage.
Searing Barb
2.0 Three mana for 2 damage at Sorcery speed isn’t very good, but you can sort of look at this as a 5-mana 2/2 that does 2 damage to something. Which…well, still isn’t that good. Still, it does have 2-for-1 potential and can hit battles.
Chomping Kavu
2.5 This is either a 4-mana 4/4 that can’t be blocked by small stuff, or a 4-mana 3/3 that gives something else a counter and makes it harder to block for a turn. I think both of those modes are going to feel like a pretty good investment.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Saiba Cryptomancer
2.5 Been awhile since they gave us a creature at a lower rarity that just straight up has Hexproof, and I’m not sure how I feel about it! Obviously, this can lend hexproof to another creature temporarily, but because this always has Hexproof this might just be a case where you’d rather take the two mana ½ Hexproof since your opponent won’t be dealing with it that well. This is a spicy place to put +1/+1 counters and Auras, and there are going to be some games determined by someone just sticking an Aura on this in the early game and going to town.
Blighted Burgeoning
2.0 If you play this on an untapped land, you can immediately transform the Incubator, and that’s nice – it means you can actually add something to the board when you play this, and the problem with most cards like this is they don’t do that. This also does a pretty good job of fixing and ramping your mana.
Mirrodin Avenged
1.5 This is a functional reprint of You Are Already Dead, which we saw in Kamigawa: Neon Dynasty. That card was kind of underwhelming. When it worked, you got a pretty sweet 2-for-1. It can’t really be an amazing card though, because there aren’t enough situations where you can do damage to something without already having to give up a card. If you can do that, this gets a lot better.
Radha, Coalition Warlord
2.0 Radha isn’t going to be as good in this format as she was in Dominaria United. That format was well set up for you to get multiple land types in play. This one’s not. So she is mostly a Hill Giant that offers +2/+2 when she attacks.
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Invasion of Xerex
3.0 I like this one. It bounces something, upping your chances of successfully attacking and transforming this quickly, and you get a pretty powerful creature when you can make that happen.
Blighted Burgeoning
2.0 If you play this on an untapped land, you can immediately transform the Incubator, and that’s nice – it means you can actually add something to the board when you play this, and the problem with most cards like this is they don’t do that. This also does a pretty good job of fixing and ramping your mana.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
Thunderhead Squadron
2.5 Even if you only tap one creature to help you cast this, you’re getting a passable deal. If you can cast this for significantly less, it will feel even better.
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Expedition Lookout
2.5 This is a two drop that lots of creatures can’t attack through, and eventually it becomes an unblockable 2/3. That’s pretty nice, because it might take awhile before you get there – since it can’t be blocked, it will be relevant on any board.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Akki Scrapchomper
1.0 I’d generally rather be able to sacrifice creatures than lands, since there are so many good expendable ones out there. Sure, if you have too many lands this provides flood insurance, but it is a pretty mediocre card early and not even that good in the late game.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Realmbreaker's Grasp
3.5 White’s usual premium Common removal spell Is here! It shuts down most creatures entirely, though as usual cards with static ability, sacrifice effects, and bounce effects hurt when you play this card – and those things are in this set, of course.
Tarkir Duneshaper
2.5 A one mana ½ isn’t very good on its own, but the fact this can become a 4/3 trampler later in the game does mean it tends to have relevance most of the time.
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
Pack 3 Pick 12: Enduring Bondwarden
Timberland Ancient
3.0 A 6-mana 6/5 with Reach and Trample is right around a 2.0 these days, but don’t underestimate Forestcycling! Unlike your other 6 drops, you can throw this one away if you draw it early and grab a land drop you desperately need, and when it comes time to cast it, it isn’t usually a creature your opponent can just ignore.
Fertilid's Favor
2.0 This is an Instant speed way to both ramp your mana and buff a creature. In other words, it can be part combat trick part ramp spell. Ramp spells can be a dangerous proposition in Limited because they usually don’t add to the board at all, but this one does. It doesn’t search up the basic land as efficiently as something like Rampant Growth, but this is better in Limited in a lot of ways, because it is a much better late-game top deck and even has a bit of 2-for-1 potential. I think having both of these effects on a single Instant is enough to make this a quality card.
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Vengeant Earth
1.0 We see this type of card every now and then, and usually its unplayable. Animating a land or incubator for a single turn usually isn’t worth doing, but this one does make things a little interesting, since it forces something to block it. This can allow this to feel like a super situational, roundabout way to remove an opposing creature. You can also animate a land and block it as a surprise, but this is usually a dangerous proposition. So yeah, It still feels like this is still far too situational to be worth using, though.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Etched Host Doombringer
2.5 This is an interesting design. Obviously the stats are bad, but even if this could only drain 2 life on ETB it would probably be playable, so having this Battle upside is pretty nice. If you can use this to defeat a battle and transform it, its going to feel pretty close to a 2-for-1 – and the fact you can also use it to subtract counters from your battles or add counters to your opponents battles is pretty sweet. If you can use this to defeat a battle on ETB, it is going to feel pretty close to a 2-for-1
Pack 3 Pick 14: Expedition Lookout
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
Expedition Lookout
2.5 This is a two drop that lots of creatures can’t attack through, and eventually it becomes an unblockable 2/3. That’s pretty nice, because it might take awhile before you get there – since it can’t be blocked, it will be relevant on any board.