Polukranos, Unchained
5.0 Well, Polukranos is Back, and he is undead and super powerful. A 4-mana 6/6 is already greatand while Poukranos does have an ability that is mostly a downside -- preventing damage and removing that many +1/+1 counters -- he comes with enough additional upside that you shouldn’t really care. His ability to fight anything means he can kill multiple creatures if he can stay in play, and he can Escape later in the game, and come back as a 12/12, which will allow him to fight a lot more things!
Sea God's Scorn
1.5 This kind of card always seems to disappoint. Don’t get me wrong, what it does is pretty powerful – it can completely reshape the board, and it will be especially nice to bounce things that cost more than 6 mana total, so you’re coming out ahead mana-wise. The problem is, it is pretty impossible to come out ahead card-wise. Sure, your opponent has to recast everything, but if you can’t win the game quickly after casting the Scorn, you’re in trouble. The other problem a card like this always has, is, most Blue decks probably aren’t that interested in an effect like this. This will mostly only be good in more aggressive decks, who can get the opening they want after casting this. Problem is, it costs 6 mana, and most aggressive decks don’t really want to go there. In a mid-rangey or control deck, it is less appealing, since setting up a situation where it wins you the game will be a little more challenging. Also worth noting that you can bounce your own stuff with this, and sometimes that’s the right thing to do.
Siona, Captain of the Pyleas
3.5 Siona makes it clear that GW is all about Enchantments, and more specifically - Auras. It is going to be pretty hard to wiff entirely on Enchantments in your top 7 cards in this format, so generally Siona will at least be a 3-mana 2/2 that draws you a card, something that is always solid. But then, it comes with the ability to make a creature token every time you put an Aura on one of your creatures, and that’s a nice payoff too. Auras can sometimes be risky because if your opponent has removal, you get 2-for-1’d -- but making a creature token every time you put an Aura on something helps soften the blow if that’s what happens, because at least you have a 1/1 left behind. Siona is going to draw you a card and make 1-2 creature tokens without a whole lot of help.
Heroes of the Revel
3.5 So, this is 5-mana for a 4/4 and a 1/1, and it comes with the “Hero” clause – pumping the power of all of your creatures when you target it. That’s a pretty good deal, especially because the Heroes themselves help you go wide in the first place.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Vexing Gull
2.5 Three mana for a 2/2 flyer used to sort of be the quintessential common for Blue, and these days, as creatures continue to get stronger, that stat-line isn’t quite as impressive – but by adding Flash to the mix here, you have a pretty nice card. Flash creatures can of course be used to come into play and ambush an attacker, but a 2/2 isn’t going to be doing that a ton. Still, being able to play this at Instant speed has its bonuses – the most obvious one being that this set’s UR archetype is all about playing stuff on your opponent’s turn. It also doesn’t hurt that you can flash this in at the end of your opponent’s turn, and, if they are tapped out, you can put an Aura on it on your turn. Then of course, Flash just makes it so you can leave up instants and activated abilities without really taking a hit on tempo, and all of that’s pretty nice!
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Flicker of Fate
1.0 Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Mire's Grasp
3.5 This is premium removal. Two mana for -3/-3 is a good deal, and while I would probably prefer it to be an Instant rather than an Enchantment, the fact that you can only cast it at Sorcery speed is made up for, at least a little bit, by having the useful Enchantment type.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Thirst for Meaning
2.5 This is a decent draw spell. Sometimes giving up an Enchantment will be worth it, but don’t just do it automatically. Sometimes giving up a couple of lands will just be better.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Pack 1 Pick 2: Mire's Grasp
Sweet Oblivion
0.5 You can use this to mill yourself -- something that might be worth doing in a deck with lots of graveyard synergy -- or you can mill your opponent, something that might be worth doing in a control deck that plans on winning hte game by milling the opponent. Mill decks don’t always come together in formats, but it is nice that this particular mill card can be repeatedly cast from the graveyard. In other words, if you are really good at milling yourself, and you can provide the cards to fuel Escape, this one card could be enough to win you the game by milling your opponent. If this were at Common, it would kind of be a nightmare, since Mill decks would be pretty easy to draft, since getting 2 or 3 of these would be no problem -- at uncommon, getting multiples of this might be tricky.
Careless Celebrant
3.5 A two mana 2/1 that is relevant all game long is always nice, and that’s what we have here. You can set up two-for-ones pretty easily with this, and that’s the ideal situation, but even if you can’t do that, you can just trade up with it – since it can take down anything with 4 toughness all on its own! Situations will be created where your opponent’s attacks just don’t work for them because of this two drop, and that’s going to feel pretty good.
Devourer of Memory
3.5 As a two mana 2/1, it doesn’t do so well on the vanilla test, but this set is loaded up with self-mill cards, especially in Blue and Black, and that will make it a 3/2 unblockable on your turn a lot of the time, especially because it comes with a built-in way to start milling yourself, which is not a bad place to sink mana in the later part of the game. The Devourer can represent some serious inevitability, and I am definitely interested in that.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Aspect of Lamprey
2.0 Lifelink + Mind Rot turns out to be a pretty decent combination in this set. This is another Discard spell that still does a thing in the late game, and that’s nice, because it gets around some significant downside.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Triumphant Surge
1.5 This kind of “Kill a big thing” removal spell is always fine, but generally not more than that.
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Mire's Grasp
3.5 This is premium removal. Two mana for -3/-3 is a good deal, and while I would probably prefer it to be an Instant rather than an Enchantment, the fact that you can only cast it at Sorcery speed is made up for, at least a little bit, by having the useful Enchantment type.
Flummoxed Cyclops
2.5 A 4-mana 4/4 with Reach and downside doesn’t sound amazing, but it actually lines up fairly well in this format. It is a sizable creature, and as long as you’re just always attacking with him, the fact he can’t block a big chunk of the time doesn’t matter! It is a little annoying that he has Reach – a purely defensive ability – but won’t be able to block with it very often. He does do a good job of stonewalling a board that has like…one flyer and not much else, at least.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Pack 1 Pick 3: Inevitable End
Inevitable End
2.5 I don’t love cards like this in most scenarios. Sure, if your opponent has one creature in play it will feel like premium removal -- but most of the time, your opponent will have other creatures -- including fairly expendable ones, and sometimes playing this card will be irrelevant -- and that isn’t what premium removal is supposed to be. I don’t think this is terrible mind you, especially because this set loves Enchantments, but it should not be taken early, and you should be running a bunch of Black removal over it.
Commanding Presence
3.0 This set has lots of good Auras in it, and this is one of them. This is expensive, but the stats boost it offers is big enough that it completely alters your game plan, and once you start getting tokens out of it you’ll be far ahead of your opponent.
Hero of the Nyxborn
3.5 This gives you a 2/2 and a 1/1 for three mana, and then pays you off for going wide with its “Heroic” trigger. That’s a pretty good deal overall, especially in a deck going wide.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Final Death
3.0 It isn’t fancy, but Final Death is a nice common removal spell for Black. 5-mana to exile any creature at instant speed is nice, especially because this format loves the graveyard. For me, I think it still falls a little short of “premium” territory, but not by much.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Dreadful Apathy
3.5 This is a nice removal spell, and unlike most Pacifism-type effects, this one can let you permanently get rid of the creature, which is worth doing any time you have the mana lying around, since if your opponent finds a way to get rid of the Aura, or if the creature has a static ability, you’re going to be in trouble. This is premium removal.
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Pack 1 Pick 4: Cling to Dust
Setessan Petitioner
1.5 This seems like kind of a waste for an uncommon slot to me. While life gain can sometimes really help you stabilize, I think you are paying a big price for it with a fairly inefficient creature.
Cling to Dust
0.0 This isn’t worth a slot in your deck. The Escape cost is too high – in both mana and cards you have to exile – so ever being able to use this repeatedly is unlikely.
Hyrax Tower Scout
1.5 This has solid stats, and its ETB ability will occasionally do something, though not usually anything especially meaningful.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 1 Pick 5: Nessian Hornbeetle
Nessian Hornbeetle
3.5 This is a great payoff for the 4-power deck, as it will often grow in size quickly enough to represent a real problem for your opponent, and it starts with decent stats to begin with!
Whirlwind Denial
1.5 This is a neat design for a counterspell that we haven’t really seen before. Most of the time in Limited, your opponent will just be controlling one spell or ability, so this is basically just a fancy Convolute, and that isn’t an amazing place to be. On occasion, you may be able to get more than just the one spell, but it isn’t that easy to make it happen.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Warbriar Blessing
3.5 This gives a large enough boost to toughness that this enables a number of creatures to fight and survive than would have been able to without it. This often feels like a removal spell that leaves behind a permanent stats boost for one of your creatures, and that tends to feel pretty good – though it does have the usual downsides that Fight spells do – if you’re not careful, you might get 2-for-1’d.
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Pack 1 Pick 6: Nylea's Forerunner
Escape Velocity
2.0 This is a cheap Aura with Escape, and Escape really helps it get around the downside some Auras have – you won’t really be getting 2-for-1’d if they kill the creature you put this on, because it will keep coming back!
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Fruit of Tizerus
0.0 This card is a trap. People look at it and think it will be a worthwhile win condition in a control deck, but setting up is way too hard, the resources it asks for basically put you behind the eight-ball, even as a control deck. You’d much rather just be adding to the board and using your graveyard resources to do so.
Aspect of Manticore
2.0 This is another Aura that feels like a combat trick that leaves some value behind, and the boost it often gives is well worth it in aggro decks. Still risky of course, so keep that in mind.
Scavenging Harpy
2.0 Three mana 2/1 flyers are fine and this has some minor upside that will probably be a little bit less minor in this set -- since it has the ability to exile a card from the graveyard, so taking an Escape card seems pretty nice.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Pack 1 Pick 7: Discordant Piper
Field of Ruin
0.0 This is unplayable, as usual. There aren’t enough non-basics in this set for it to be worth running. If there were, it would actually be kind of interesting -- since it can also fix for you, but if it doesn’t’ have a target, it is just a land that produces only colorless mana, and that’s liability in Limited, where mana bases usually aren’t very good to begin with.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Discordant Piper
2.5 This starts as a two-mana 2/1, which is fine, and making an additional body is always a nice upgrade, even if the body is as irrelevant as a 0/1 goat. That is still a useful resource – either because you can use it to chump block, or maybe you can sacrifice it to something for value.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Pack 1 Pick 8: Moss Viper
Sweet Oblivion
0.5 You can use this to mill yourself -- something that might be worth doing in a deck with lots of graveyard synergy -- or you can mill your opponent, something that might be worth doing in a control deck that plans on winning hte game by milling the opponent. Mill decks don’t always come together in formats, but it is nice that this particular mill card can be repeatedly cast from the graveyard. In other words, if you are really good at milling yourself, and you can provide the cards to fuel Escape, this one card could be enough to win you the game by milling your opponent. If this were at Common, it would kind of be a nightmare, since Mill decks would be pretty easy to draft, since getting 2 or 3 of these would be no problem -- at uncommon, getting multiples of this might be tricky.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Ichthyomorphosis
2.5 Blue always get a solid, but unexciting, removal spell that transforms a creature into something else. The downside with all of them is that the creature can still do stuff, even if it is shrunk. At best, this tends to mean the creature can still chump block, and at worst it means the creature can still be sizable thanks to Auras, +1/+1 counters, and Equipment.
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Blight-Breath Catoblepas
3.0 This typically lets you add to the board while subtracting from your opponents – even just killing a 2/2 with it, which it will always be able to do, is reasonable, and if you get your devotion higher it can be even more potent. That said, you don’t usually want more than one copy of this because its so expensive.
Pack 1 Pick 9: Siona, Captain of the Pyleas
Siona, Captain of the Pyleas
3.5 Siona makes it clear that GW is all about Enchantments, and more specifically - Auras. It is going to be pretty hard to wiff entirely on Enchantments in your top 7 cards in this format, so generally Siona will at least be a 3-mana 2/2 that draws you a card, something that is always solid. But then, it comes with the ability to make a creature token every time you put an Aura on one of your creatures, and that’s a nice payoff too. Auras can sometimes be risky because if your opponent has removal, you get 2-for-1’d -- but making a creature token every time you put an Aura on something helps soften the blow if that’s what happens, because at least you have a 1/1 left behind. Siona is going to draw you a card and make 1-2 creature tokens without a whole lot of help.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Flicker of Fate
1.0 Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Pack 1 Pick 10: Aspect of Lamprey
Sweet Oblivion
0.5 You can use this to mill yourself -- something that might be worth doing in a deck with lots of graveyard synergy -- or you can mill your opponent, something that might be worth doing in a control deck that plans on winning hte game by milling the opponent. Mill decks don’t always come together in formats, but it is nice that this particular mill card can be repeatedly cast from the graveyard. In other words, if you are really good at milling yourself, and you can provide the cards to fuel Escape, this one card could be enough to win you the game by milling your opponent. If this were at Common, it would kind of be a nightmare, since Mill decks would be pretty easy to draft, since getting 2 or 3 of these would be no problem -- at uncommon, getting multiples of this might be tricky.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Aspect of Lamprey
2.0 Lifelink + Mind Rot turns out to be a pretty decent combination in this set. This is another Discard spell that still does a thing in the late game, and that’s nice, because it gets around some significant downside.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Pack 1 Pick 11: Nylea's Forerunner
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Pack 1 Pick 12: Setessan Petitioner
Setessan Petitioner
1.5 This seems like kind of a waste for an uncommon slot to me. While life gain can sometimes really help you stabilize, I think you are paying a big price for it with a fairly inefficient creature.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 1 Pick 13: Nyxborn Colossus
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Pack 1 Pick 14: Underworld Dreams
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Pack 2 Pick 1: Nightmare Shepherd
Nightmare Shepherd
4.5 This starts with really strong stats that can end the game on their own, and then it adds an extremely powerful ability to the mix. When any of your creatures die you get a 1/1 copy of it. Now, this can sometimes be a little bit of a nonbo, like if you lose an Escape creature as a result, but it is still mostly going to be worth it.
Daxos, Blessed by the Sun
3.0 On his own, with no help, he is a 2-mana 2/2 with a nice lifegain ability. With just a few more White symbols lying around on your board, he becomes a fairly reasonable blocker who can also do some attacking if he needs to. Meanwhile, he is also gaining you a bit of life here and there. That’s all nice value on a two-drop, even if he does cost double White.
Mire Triton
3.0 A two mana 2/1 that can kill anything in combat thanks to death touch is usually enough to be playable, but this brings some serious additional value -- both gaining you life and helping you stock your graveyard. Self-mill is very useful in this format thanks to Escape, and the UB archetype also seems focused on loading up the graveyard more generally.
Shoal Kraken
2.0 I like looting a fair bit – and it gets some extra value in this set because of the Escape mechanic. This has passable stats too, so you’ll play it in some of the grindier decks.
Heliod's Pilgrim
3.0 This set has so many Enchantments that Heliod’s Pilgrim is a nice card in virtually every White deck, as its ETB reads “Draw your best Aura.” This can let you grab removal, or powerful offensive auras, either way, you’re getting a very meaningful card out of the trigger.
Mogis's Favor
2.5 This is surprisingly useful for a one mana card! You can use it to kill X/1s, and its relatively cheap Escape cost means you can threaten X/1s with it all game long. You can also put it on one of your evasive creatures as a way of doing significantly more damage.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Captivating Unicorn
1.5 The Constellation Trigger here is alright, and the stats of the creature are passable. You’ll play this at the top of your curve in some aggressive decks.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Pack 2 Pick 2: Mire's Grasp
Staggering Insight
3.5 I like this a lot, especially the idea of putting it on an evasive creature. Auras can be super risky because of 2-for-1s, but any Aura that can help mitigate against that is going to be nice, and this certainly does that -- drawing you a card every single time your creature hits your opponent. As long as your deck has a reasonable number of flyers -- and it will in UW -- there are going to be times where you just stick this on a flier and run away with the game. Putting it on a creature on the ground makes it harder to get the full value out of it, but it can still present a real threat.
Glimpse of Freedom
1.5 This isn’t the most efficient card-draw spell ever – for 5 mana you end up drawing only two cards. It tries to make up for that by having Escape, but in a typical game you’re not going to have the time or resources to do it more than once anyway.
Commanding Presence
3.0 This set has lots of good Auras in it, and this is one of them. This is expensive, but the stats boost it offers is big enough that it completely alters your game plan, and once you start getting tokens out of it you’ll be far ahead of your opponent.
Aspect of Lamprey
2.0 Lifelink + Mind Rot turns out to be a pretty decent combination in this set. This is another Discard spell that still does a thing in the late game, and that’s nice, because it gets around some significant downside.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Karametra's Blessing
1.5 This is a decent trick with nice Enchantment upside – it IS still a trick though, and you’ll only play it in the most aggressive of decks.
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Mire's Grasp
3.5 This is premium removal. Two mana for -3/-3 is a good deal, and while I would probably prefer it to be an Instant rather than an Enchantment, the fact that you can only cast it at Sorcery speed is made up for, at least a little bit, by having the useful Enchantment type.
Infuriate
1.5 This is an alright trick. You’ll play it sometimes in aggro decks.
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Omen of the Sea
2.5 Two mana to Scry 2 and draw a card at instant speed is already kind of a reasonable thing -- compare it to Anticipate. Here, the fact that you can use it to Scry later on in the game, and the fact that it will be right at home in a few different decks in this format -- both those interested in Enchantments, and those interested in doing stuff on the opponent’s turn -- is enough for this to be a solid playable.
Pack 2 Pick 3: Mystic Repeal
Mischievous Chimera
3.0 This isn’t the greatest of signpost uncommons, and I think it is a big reason why UR decks fall flat sometimes. Don’t get me wrong, it has good evasive stats and a nice ability – doing 1 to the opponent and scrying when you cast a spell on their turn is nice! I’m just saying it doesn’t feel quite as pushed as the other signposts in this set.
Mystic Repeal
3.5 This can tuck a huge number of permanents in this set and it does it really efficiently, basically amounting to being premium removal.
Entrancing Lyre
3.5 This basically amounts to being colorless removal – and colorless removal that is pretty darn flexible! You can use this to lock down an opposing creature, and keep it locked down as long as you want – but once something more problematic shows up, you can shift the Lyre to locking that creature down. This might sound mostly defensive, but you can also use this quite offensively – like tap something on your opponents end step, and then again on your turn, and suddenly your opponent has no blockers!
Ilysian Caryatid
3.0 This gives you some nice fixing that gets better if you have a big guy around. It is super vulnerable and dies to every removal in the set, which is especially painful when your opponent spend only one mana to kill it, but it is still a high quality common.
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Aspect of Lamprey
2.0 Lifelink + Mind Rot turns out to be a pretty decent combination in this set. This is another Discard spell that still does a thing in the late game, and that’s nice, because it gets around some significant downside.
Brine Giant
1.5 This is basically affinity for Enchantments. I think you need to consistently only be paying 5 for this for it to be worth it, and even 5 isn’t anything impressive. Lower than that and it starts to be a little more passable.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Karametra's Blessing
1.5 This is a decent trick with nice Enchantment upside – it IS still a trick though, and you’ll only play it in the most aggressive of decks.
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Funeral Rites
2.5 This is Black’s solid-but-unexciting draw spell in this format. It is nice it adds three cards to the graveyard for Escape.
Pack 2 Pick 4: Soulreaper of Mogis
Stinging Lionfish
2.0 Tapping down an opponent’s creature isn’t terrible, as it can both allow you to avoid an attack from your opponent’s best creature, and allow you to have better attacks on your turn. That said, the payoff here isn’t ultra impressive. UR is definitely going to be interested in having a bunch of Instants and cards with Flash, but I don’t think this will be one of the cards you really desperately want for that deck to work -- but it will be a solid roleplayer.
Shimmerwing Chimera
3.5 A 4-mana 3/2 with Flying is a good starting point, and adding the ability to bounce your stuff is nice. Now, it is important to note that it says “up to one” which means you don’t have to bounce any Enchantments if you don’t want to, and that’s good, because it means that the upkeep ability of the Chimera is only ever going to be upside, and upside on a 4-mana 3/2 Flyer is pretty nice. Now, there will be plenty of times where this is nothing more than a 3/2 Flyer, but you can combine this with some other things to be pretty nasty – this includes the Omen cycle, as well as Sagas, Constellation, and Enchantment creatures with ETB abilities.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Omen of the Dead
2.0 This is nice and cheap, which is good news for Constellation. That said, unlike the other Omens, which can largely be played at any time for decent value, Omen of the Dead demands you have a creature in your graveyard, which means it can be a dead card for the first several turns. Like the other Omens, it can cash in and Scry, which isn’t too bad.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Heliod's Pilgrim
3.0 This set has so many Enchantments that Heliod’s Pilgrim is a nice card in virtually every White deck, as its ETB reads “Draw your best Aura.” This can let you grab removal, or powerful offensive auras, either way, you’re getting a very meaningful card out of the trigger.
Hyrax Tower Scout
1.5 This has solid stats, and its ETB ability will occasionally do something, though not usually anything especially meaningful.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Pack 2 Pick 5: Chainweb Aracnir
Chainweb Aracnir
3.5 Like most Escape creatures, Aracnir tends to give you some pretty nice card advantage. Early it isn’t the most impressive creature, but even just chump blocking with it feels pretty good, since it can come back in the late game and knock a flyer out of the sky as a 4/5.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Glory Bearers
1.5 This has kind of okay stats and a kind of okay ability. Pumping toughness on attacks isn’t a huge deal, but it makes a difference sometimes.
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Pack 2 Pick 6: Loathsome Chimera
Impending Doom
2.0 This gives a really nice stats boost for the cost, though it does come with some quite significant upside. If you’re an aggressive deck, slapping this on your one or two drop can often win you the game – but of course you’re going to get 2-for-1’d and Lightning Bolted if your opponent has an answer. This tends to be worth it in those aggro decks, but not really anywhere else.
Dreamshaper Shaman
1.0 So, as usual, let’s start with the stats – 6 mana 5/4 is not good. But of course, this guy has a huge block of text, which allows you to sacrifice a permanent at each of your end steps, and then it does a typical Red chaotic thing – you get to put the top nonland card in your library on to the battlefield. Note, by the way, that he can sacrifice himself to the effect – that might come up in some scenarios. Anyway, how good is this type of effect? I don’t love it, mostly because of how random it is. Sure, you could get something awesome – but if you sacrifice a creature and pay 3 mana and get like, a medium Common, that’s not going to feel too good. Remember, when thinking about whether or not you’re getting a discount on getting something into play, you should be adding the CMC of the permanent you sacrifice and the 3 mana – and that just means it will be hard to make this work. Now, there are times when it could – namely, if your deck can make creature tokens, or if it has creatures that have nice abilities that trigger when they die, or even creatures with Escape. But still, I think it will be very difficult to come out ahead with this thing.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Loathsome Chimera
3.0 Another nice Escape creature, the Chimera offers the ability to trade as a result of its high power, and then it can just keep coming back and threatening the opponent as a 5/2.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Pack 2 Pick 7: Ilysian Caryatid
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Irreverent Revelers
0.5 There aren’t really enough Artifacts in this set for this to be worth it in your main deck. If you go up against someone with a few targets though, this can become a 2-for-1.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Ilysian Caryatid
3.0 This gives you some nice fixing that gets better if you have a big guy around. It is super vulnerable and dies to every removal in the set, which is especially painful when your opponent spend only one mana to kill it, but it is still a high quality common.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Pack 2 Pick 8: Relentless Pursuit
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Relentless Pursuit
2.0 This is a solid draw spell for Green, and it is nice that it puts at least three cards in the graveyard when you use it, because that will help you fuel Escape.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Triumphant Surge
1.5 This kind of “Kill a big thing” removal spell is always fine, but generally not more than that.
Pack 2 Pick 9: Nyxborn Colossus
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Captivating Unicorn
1.5 The Constellation Trigger here is alright, and the stats of the creature are passable. You’ll play this at the top of your curve in some aggressive decks.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Pack 2 Pick 10: Pharika's Libation
Glimpse of Freedom
1.5 This isn’t the most efficient card-draw spell ever – for 5 mana you end up drawing only two cards. It tries to make up for that by having Escape, but in a typical game you’re not going to have the time or resources to do it more than once anyway.
Aspect of Lamprey
2.0 Lifelink + Mind Rot turns out to be a pretty decent combination in this set. This is another Discard spell that still does a thing in the late game, and that’s nice, because it gets around some significant downside.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Pack 2 Pick 11: Nylea's Forerunner
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Brine Giant
1.5 This is basically affinity for Enchantments. I think you need to consistently only be paying 5 for this for it to be worth it, and even 5 isn’t anything impressive. Lower than that and it starts to be a little more passable.
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Pack 2 Pick 12: Temple Thief
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Pack 2 Pick 13: Sleep of the Dead
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Pack 2 Pick 14: Triton Waverider
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Pack 3 Pick 1: Ilysian Caryatid
Protean Thaumaturge
3.0 This is incredibly vulnerable at first, but the Constellation ability to turn into whatever the best creature on the battlefield is pretty darn good. It either means you have an additional copy of your best creature, or a creature that can at least compete with your opponents’ best creature.
Dawn Evangel
2.5 The Evangel also helps you avoid the dreaded 2-for-1, since if one of your creatures with an Aura gets killed, you get something back that puts you and your opponent at parity in terms of cards. One kind of weird thing to note about this card, is it doesn’t matter whose creature with an Aura dies, either way, you get the opportunity to put a small creature back into your hand. All that said, I feel like there is a considerable chunk of the time where this is just a 3-mana 2/3.
Staggering Insight
3.5 I like this a lot, especially the idea of putting it on an evasive creature. Auras can be super risky because of 2-for-1s, but any Aura that can help mitigate against that is going to be nice, and this certainly does that -- drawing you a card every single time your creature hits your opponent. As long as your deck has a reasonable number of flyers -- and it will in UW -- there are going to be times where you just stick this on a flier and run away with the game. Putting it on a creature on the ground makes it harder to get the full value out of it, but it can still present a real threat.
Skophos Maze-Warden
3.0 So, a 4-mana ¾ that can raise its power while lowering its toughness is probably already something you’d play a reasonable chunk of the time. That ability means it can trade with anything, and also that every time you attack with it, if your opponent doesn’t block, they could be about to eat 6 damage. But the Guardian also comes with the very specific upside of making your Labyrinth of Skophos way better, since the Minotaur will now fight anything you target with it. Now, the Labyrinth is a rare and this is an uncommon, so the chances of getting them both together are pretty low, but when you do, it will feel pretty good.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Witness of Tomorrows
2.5 Witness of Tomorrows tends to overperform. It lines up really well against most other flyers in the format as a ¾, and can be a really threatening presence in the air, and it doesn’t have the worst manasink ability either.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Funeral Rites
2.5 This is Black’s solid-but-unexciting draw spell in this format. It is nice it adds three cards to the graveyard for Escape.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Ilysian Caryatid
3.0 This gives you some nice fixing that gets better if you have a big guy around. It is super vulnerable and dies to every removal in the set, which is especially painful when your opponent spend only one mana to kill it, but it is still a high quality common.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Irreverent Revelers
0.5 There aren’t really enough Artifacts in this set for this to be worth it in your main deck. If you go up against someone with a few targets though, this can become a 2-for-1.
Iroas's Blessing
3.5 This is a removal spell that also gives one of your creatures a stats boost, and that’s pretty nice. It isn’t the most efficient at removing things, but it is nice that it actually impacts your side of the board too, even if +1/+1 isn’t always going to be a major thing.
Pack 3 Pick 2: Elspeth's Nightmare
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Setessan Petitioner
1.5 This seems like kind of a waste for an uncommon slot to me. While life gain can sometimes really help you stabilize, I think you are paying a big price for it with a fairly inefficient creature.
Elspeth's Nightmare
3.5 This can kill a large percentage of the creatures in the format with chapter I, and chapter II going after a card is some nice additional value. Chapter III is the one that really overperforms here because of the context of the format. Exiling a whole graveyard is a big deal, because there are a lot of graveyard things in this format. This is actually really good both early and late – early because it basically guarantees a 2-for-1, and late because it will kill something and then nuke the graveyard.
Triumphant Surge
1.5 This kind of “Kill a big thing” removal spell is always fine, but generally not more than that.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Aspect of Manticore
2.0 This is another Aura that feels like a combat trick that leaves some value behind, and the boost it often gives is well worth it in aggro decks. Still risky of course, so keep that in mind.
Infuriate
1.5 This is an alright trick. You’ll play it sometimes in aggro decks.
Voracious Typhon
4.0 This is an excellent common. A 4-mana 4/4 virtually always makes the cut, but this one gets to come back in the late game much larger, guaranteeing you a 2-for-1, and sometimes just being a straight up win condition.
Loathsome Chimera
3.0 Another nice Escape creature, the Chimera offers the ability to trade as a result of its high power, and then it can just keep coming back and threatening the opponent as a 5/2.
Mire's Grasp
3.5 This is premium removal. Two mana for -3/-3 is a good deal, and while I would probably prefer it to be an Instant rather than an Enchantment, the fact that you can only cast it at Sorcery speed is made up for, at least a little bit, by having the useful Enchantment type.
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Pack 3 Pick 3: Warbriar Blessing
Pheres-Band Brawler
3.5 Creatuers with an ETB removal effect always feel great in Limited, since they allow you to develop your board while taking away from your opponents’. As a 4/4, the Brawler will be able to take down a big chunk of creatures in the set while it sticks around to trade with something else. That goes a long way towards helping you pull back even with an opponent who was ahead of you.
Devourer of Memory
3.5 As a two mana 2/1, it doesn’t do so well on the vanilla test, but this set is loaded up with self-mill cards, especially in Blue and Black, and that will make it a 3/2 unblockable on your turn a lot of the time, especially because it comes with a built-in way to start milling yourself, which is not a bad place to sink mana in the later part of the game. The Devourer can represent some serious inevitability, and I am definitely interested in that.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Warbriar Blessing
3.5 This gives a large enough boost to toughness that this enables a number of creatures to fight and survive than would have been able to without it. This often feels like a removal spell that leaves behind a permanent stats boost for one of your creatures, and that tends to feel pretty good – though it does have the usual downsides that Fight spells do – if you’re not careful, you might get 2-for-1’d.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Lampad of Death's Vigil
3 This ended up being a key card in this format. Its cheap sacrifice effect made sacrifice decks a lot better than they would otherwise have been, and the fact it drains life often allows you to get to lethal a full turn or more before you would have had it otherwise.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Aspect of Manticore
2.0 This is another Aura that feels like a combat trick that leaves some value behind, and the boost it often gives is well worth it in aggro decks. Still risky of course, so keep that in mind.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Pack 3 Pick 4: Nessian Hornbeetle
Minion's Return
1.5 Situational cards are not your friend in Limited, and that’s definitely what this ends up being. It is tempting to imagine using this to steal your opponents’ bomb, or keep yours alive, but there are plenty of games where things just won’t line up the way you want them to and this ends up being an underwhelming or worse – useless card.
Nessian Hornbeetle
3.5 This is a great payoff for the 4-power deck, as it will often grow in size quickly enough to represent a real problem for your opponent, and it starts with decent stats to begin with!
Lampad of Death's Vigil
3 This ended up being a key card in this format. Its cheap sacrifice effect made sacrifice decks a lot better than they would otherwise have been, and the fact it drains life often allows you to get to lethal a full turn or more before you would have had it otherwise.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Mire's Grasp
3.5 This is premium removal. Two mana for -3/-3 is a good deal, and while I would probably prefer it to be an Instant rather than an Enchantment, the fact that you can only cast it at Sorcery speed is made up for, at least a little bit, by having the useful Enchantment type.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Blight-Breath Catoblepas
3.0 This typically lets you add to the board while subtracting from your opponents – even just killing a 2/2 with it, which it will always be able to do, is reasonable, and if you get your devotion higher it can be even more potent. That said, you don’t usually want more than one copy of this because its so expensive.
Ilysian Caryatid
3.0 This gives you some nice fixing that gets better if you have a big guy around. It is super vulnerable and dies to every removal in the set, which is especially painful when your opponent spend only one mana to kill it, but it is still a high quality common.
Pack 3 Pick 5: Tymaret, Chosen from Death
Nessian Hornbeetle
3.5 This is a great payoff for the 4-power deck, as it will often grow in size quickly enough to represent a real problem for your opponent, and it starts with decent stats to begin with!
Tymaret, Chosen from Death
3.5 Like a lot of graveyard hate in this format, Tymaret overperforms. He can really mess up the game plan of the many decks in the format that rely on their graveyard, while giving you some pretty efficient stats.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Mire's Grasp
3.5 This is premium removal. Two mana for -3/-3 is a good deal, and while I would probably prefer it to be an Instant rather than an Enchantment, the fact that you can only cast it at Sorcery speed is made up for, at least a little bit, by having the useful Enchantment type.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Pack 3 Pick 6: Voracious Typhon
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Devourer of Memory
3.5 As a two mana 2/1, it doesn’t do so well on the vanilla test, but this set is loaded up with self-mill cards, especially in Blue and Black, and that will make it a 3/2 unblockable on your turn a lot of the time, especially because it comes with a built-in way to start milling yourself, which is not a bad place to sink mana in the later part of the game. The Devourer can represent some serious inevitability, and I am definitely interested in that.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Voracious Typhon
4.0 This is an excellent common. A 4-mana 4/4 virtually always makes the cut, but this one gets to come back in the late game much larger, guaranteeing you a 2-for-1, and sometimes just being a straight up win condition.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Scavenging Harpy
2.0 Three mana 2/1 flyers are fine and this has some minor upside that will probably be a little bit less minor in this set -- since it has the ability to exile a card from the graveyard, so taking an Escape card seems pretty nice.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Pack 3 Pick 7: Moss Viper
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Elspeth's Nightmare
3.5 This can kill a large percentage of the creatures in the format with chapter I, and chapter II going after a card is some nice additional value. Chapter III is the one that really overperforms here because of the context of the format. Exiling a whole graveyard is a big deal, because there are a lot of graveyard things in this format. This is actually really good both early and late – early because it basically guarantees a 2-for-1, and late because it will kill something and then nuke the graveyard.
Phalanx Tactics
2.0 This is the kind of trick that can really produce a blowout when things line up correctly! Pumping multiple creatures with one trick can be really strong, and this is especially good if you’re going fairly wide.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Ilysian Caryatid
3.0 This gives you some nice fixing that gets better if you have a big guy around. It is super vulnerable and dies to every removal in the set, which is especially painful when your opponent spend only one mana to kill it, but it is still a high quality common.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Hyrax Tower Scout
1.5 This has solid stats, and its ETB ability will occasionally do something, though not usually anything especially meaningful.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Pack 3 Pick 8: Moss Viper
Field of Ruin
0.0 This is unplayable, as usual. There aren’t enough non-basics in this set for it to be worth running. If there were, it would actually be kind of interesting -- since it can also fix for you, but if it doesn’t’ have a target, it is just a land that produces only colorless mana, and that’s liability in Limited, where mana bases usually aren’t very good to begin with.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Mogis's Favor
2.5 This is surprisingly useful for a one mana card! You can use it to kill X/1s, and its relatively cheap Escape cost means you can threaten X/1s with it all game long. You can also put it on one of your evasive creatures as a way of doing significantly more damage.
Pack 3 Pick 9: Sentinel's Eyes
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Irreverent Revelers
0.5 There aren’t really enough Artifacts in this set for this to be worth it in your main deck. If you go up against someone with a few targets though, this can become a 2-for-1.
Pack 3 Pick 10: Nexus Wardens
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Setessan Petitioner
1.5 This seems like kind of a waste for an uncommon slot to me. While life gain can sometimes really help you stabilize, I think you are paying a big price for it with a fairly inefficient creature.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Loathsome Chimera
3.0 Another nice Escape creature, the Chimera offers the ability to trade as a result of its high power, and then it can just keep coming back and threatening the opponent as a 5/2.
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Pack 3 Pick 11: Grim Physician
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Pack 3 Pick 12: Minion's Return
Minion's Return
1.5 Situational cards are not your friend in Limited, and that’s definitely what this ends up being. It is tempting to imagine using this to steal your opponents’ bomb, or keep yours alive, but there are plenty of games where things just won’t line up the way you want them to and this ends up being an underwhelming or worse – useless card.
Lampad of Death's Vigil
3 This ended up being a key card in this format. Its cheap sacrifice effect made sacrifice decks a lot better than they would otherwise have been, and the fact it drains life often allows you to get to lethal a full turn or more before you would have had it otherwise.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Pack 3 Pick 13: Nexus Wardens
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Pack 3 Pick 14: Soulreaper of Mogis
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.