Barad-dûr
3.0 Even if you only Amass once with this, you’re going to feel pretty good, since it means you got a full card of value out of a land that has also been producing mana for you. That kind of value is pretty real! It will enter tapped a lot, but the upside is worth it
Théoden, King of Rohan
3.5 I would already be in on a three mana ⅔ that gives something double strike when it ETBs, so the fact this triggers for your other humans – which you’ll have a lot of in Red-White – is pretty awesome.
Lost to Legend
3.0 There are enough Historic permanents in this format for Lost to Legends to be quite good. While it may not permanently get rid of a card, it is still a 1-for-1 trade, and 4 cards deep means you don’t need to worry about it for awhile.
Rise of the Witch-king
2.0 4 mana is a lot for a symmetrical edict, but the ability to return any permanent to the battlefield makes up for that some. Since it lets you get any permanent, you have a better chance than usual of having something worth bringing back, although the best thing to bring back is usually still going to be a creature. It does also take something away from your opponent, but it will frequently not be a very meaningful creature
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Generous Ent
2.5 A 6-mana 5/7 with Reach that gives you a treasure isn’t a terrible late game play. In fact, it is the kind of body that can help you stablize, especially because the Food can gain you life! And if you draw it early and need a land drop, you can always cycle it away
Wizard's Rockets
1.5 If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Took Reaper
2.0 This has mediocre stats that would make it a 1.0 at best these days. Getting tempted by the ring is nice upside, and does mean you’ll come out ahead in most trades, but it also isn’t the type of upside to get that excited over.
Gimli's Fury
1.5 +3/+2 is a decent boost for two mana, but you do need to be getting trample out of this pretty often for it to be worth it.
The Black Breath
0.5 A one-sided -1/-1 effect can be good in the right match-up, but I mostly think this needs a sideboard grade. If you’re not able to take down creatures with it consistently it just isn’t going to be worth it, as the Ring tempts you alone just won’t be enough for the cost.
Mushroom Watchdogs
3.0 This is a pretty solid food payoff. The Watchdogs can quickly become a problem, and the fact that they gain Vigilance can really help out in a race. I’m giving this a 3.
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
Orcish Medicine
1.5 This trick isn’t that likely to help your creature win combat, but it does blank an attack and gain you some life at worst, and the fact it blanks most removal isn’t too bad either. Add Amass to the mix and I think you have a card that makes the cut in your deck sometimes, but for a trick to really be worthwhile it does need to be more useful in combat than this is
Rush the Room
1.5 +1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
Pack 1 Pick 2: Éomer, Marshal of Rohan
Éomer, Marshal of Rohan
3.5 A 4-mana 4/4 with Haste is a nice starting point, and if you put your opponent in a bind where they have to kill one of your attacking legendary creatures, they will really be in trouble! You can even pull off some shenanigans, like sacrificing an attacking legendary creature to get the extra combat step. All that said, most of the time this is probably just going to play like a 4-mana 4/4 with Haste, but I’m pretty happy with that
Ringsight
0.0 Three mana tutors don’t tend to be very good in Limited. After all, the average power level of the cards in your deck isn’t all that high, and you don’t end up netting any cards – you just go down a card and get one back and that doesn’t tend to be worth three mana. Because the ring tempts you, as long as you have a creature, this will tutor for something since your ringbearer becomes legendary, but this still looks really rough
Ioreth of the Healing House
3.0 The best use for this is to ramp your mana, but the ability to untap permanents has lots of other upsides too, and I like that flexibility. A three mana ¼ isn’t amazing, but it isn’t too bad of a defensive body
Eastfarthing Farmer
2.5 A three mana ⅔ that makes a food is probably already playable, so giving +1/+1 to something when this ETBs is nice too, and sometimes it will be more than +1/+1!
Soothing of Sméagol
2.0 Two mana to bounce a nontoken creature isn’t an amazing deal these days. Remember, you’re only getting tempo and are actually going down a card. Still, this does allow you to impact the board and getting tempted by the ring is never a bad thing.
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Cirith Ungol Patrol
2.5 This is a fairly powerful sacrifice effect. Normally we just get “draw a card” on this type of thing and that ends up being fine, so also getting a Food out of it is some serious business. Gaining life on top of drawing a card can be a powerful way to pull ahead in a game. This has sort of decent stats too, and a useful creature type, and there’s plenty of good sacrifice fodder around
Knights of Dol Amroth
2.0 We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
Galadhrim Guide
2.0 Stats aren’t good, but there are enough Scry payoffs for the first copy of this to make the cut pretty often
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
Lórien Revealed
2.0 5 mana to draw 3 at sorcery speed is often a little too clunky to be something every deck wants, but the fact this can island cycle earlier in the game helps make up for that a fairly significant amount. When you do have the time to cast this, the card advantage it can give you is pretty sweet too. The only problem is sometimes tapping out and not adding to the board can mean you’re going to die
Swarming of Moria
2.5 A three mana 2/2 that gives you a treasure is decent, as is a three mana spell that puts two counters on something and gives you a Treasure. It is always nice having fixing and ramp in Red, as it doesn’t always have access to it
Generous Ent
2.5 A 6-mana 5/7 with Reach that gives you a treasure isn’t a terrible late game play. In fact, it is the kind of body that can help you stablize, especially because the Food can gain you life! And if you draw it early and need a land drop, you can always cycle it away
Pack 1 Pick 3: Goblin Fireleaper
Tom Bombadil
1.0 // 4.0 There are Sagas at Uncommon in this set, but it still seems like it will be a significant challenge getting Bombadil going. That, combined with a challenging mana cost, means only a very narrow number of decks can actually make him work. That said, if you do have great mana and 5 or more Sagas, he is completely insane. I think that means we need to use a buildaround grade
Goblin Fireleaper
3.0 A two mana 1/1 that does 1 to something when it dies is borderline playable, and this has a much higher ceiling than that! It goes great with Equipment and other buffs, and it can buff its own power, really presenting a problem for your opponent. It is a pretty nice card all game long, as you can always attack with it and threatne to buff it, which creates problems on most board states. Your opponent often has to take it or risk getting 2-for-1’d when it gets pumped
Stern Scolding
0.0 This is definitely here for constructed formats, as it is far too narrow to ever be worth including in a Limited deck. It just won’t have enough targets. There may be a corner case where your opponent has tons of creatures with 2 or less toughness and you side it in.
Hithlain Knots
2.0 This does a bunch of little stuff that will play reasonably well in multiple decks in the format. Whether you’re interesting in drawing extra cards, casting spells, or Scrying, this has you covered!
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
Easterling Vanguard
2.0 You get three 3/2 worth of stats for two mana here. And sure, you don’t get it all at the same time, but this still looks like a solid two drop.
Westfold Rider
2.0 This has passable base stats and an ability that will actually do something sometimes. It is nice to be able to have a Disenchant in your main deck without having to pay much of a cost.
Rush the Room
1.5 +1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
Lembas
2.5 This seems pretty solid. Scry 1 + Draw 1 when it ETBs is nice, and it is nice that it is Food – not only because it can gain you life, but because the format has lots of payoffs for Food – as well as things like Historic and Artifacts more generally, which it helps you with. The Scry and the extra draw also works well with decks in the format
Glorious Gale
2.5 This is a strictly better Essence Scatter, and Essence Scatter is always decent in Limited. It is cheap and counters the most common type of spell in your typical game.
Rohirrim Lancer
2.0 A one mana 1/1 with Menace can get in for a few swings in the early game, and in the later game you can give this up to get tempted by the ring
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
Pack 1 Pick 4: Erkenbrand, Lord of Westfold
Shadow Summoning
3.0 This is nothing fancy, but it is a pretty amazing rate. They do enter tapped, which matters – as this will feel pretty miserable when you’re behind. Playing this on turn two will apply some serious pressure on your opponent, though
Erkenbrand, Lord of Westfold
2.5 We’ve seen a lot of 4-mana 3/3s that give +1/+1 to your whole board in the past, and they are usually pretty medium. This doesn’t offer the toughness boost, but it does have the potential to offer multiple boosts if you have enough Humans in your deck, and it goes especially well with human creature tokens since those help you go wide and trigger this, sometimes more than once in a turn
Ent-Draught Basin
0.0 This looks pretty bad. Sure, one mana to put a counter on a 1/1 isn’t a terrible deal, and as a mana sink you could do worse, but it will eventually be fairly expensive to put counters on things, and the fact it does it only at Sorcery speed is a pretty big problem too. This just seems too clunky
Knights of Dol Amroth
2.0 We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
The Black Breath
0.5 A one-sided -1/-1 effect can be good in the right match-up, but I mostly think this needs a sideboard grade. If you’re not able to take down creatures with it consistently it just isn’t going to be worth it, as the Ring tempts you alone just won’t be enough for the cost.
Pelargir Survivor
2.0 Fixing and ramp for spells is alright, though even in a spell-heavy deck it always seems that this spell-specific ramp underperforms. The other ability is even less meaningful for the most part, as it costs a ton of mana and won’t do something meaningful most of the time.
The Torment of Gollum
2.5 So, the last time we saw Amass, there was an Amass discard spell that really overperformed. It only amassed one and cost one less mana, so the cards aren’t identical, but I am reasonably confident in saying that this is going to be a nice Common. This can net you a 2-for-1 in lots of situations. Just imagine this was a 4-mana 2/2 that lets you go after your opponents hand…because that’s basically what this is. It does feel a little less good when you just put two counters on something, but that’s still not a bad deal
Mordor Muster
3.0 Two mana 1/1s that draw you a card are always solid in Limited, and that’s certainly the case here, especially because the format has extra Orc and Army synergy all over the place
Wizard's Rockets
1.5 If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Took Reaper
2.0 This has mediocre stats that would make it a 1.0 at best these days. Getting tempted by the ring is nice upside, and does mean you’ll come out ahead in most trades, but it also isn’t the type of upside to get that excited over.
Chance-Met Elves
3.0 This looks like another quality Scry payoff. Starting as a 3/2 obviously isn’t very good, but there’s definitely a critical mass of Scry in the set, so this will do a good job of accumulating counters throughout the game.
Pack 1 Pick 5: Rally at the Hornburg
Denethor, Ruling Steward
3.5 Playing this in your second main phase after something died in combat is going to feel pretty good, as at that point Denethor is a three mana 2/4 and a 1/1 token, which is an amazing rate! Plus, he can give up creatures to drain life, and you can do that once every turn without really giving anything up, because he can just sacrifice the token every time
Old Man Willow
4.0 This is a great signpost Uncommon. It is always going to have at least decent stats, and the attack effect is really strong too. You won’t always have something to sacrifice, but there is a lot of Food in this format, and that’s the ideal thing to give up. There are going to be tons of situations where this can attack and easily remove opposing creatures by giving up sacrifice fodder
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
Rally at the Hornburg
3.0 Two mana for two 1/1s with Haste would be good in any format, but there are many cards in the format – especially in Red/White, that both like going wide and having Humans around. It can be specially spicy with the cards that give you an effect for each human who enters the battlefield
Bombadil's Song
2.5 The stats boost here isn’t great, and that means there are a more narrow number of creatures who can win a previously unwinnable combat with the help of Bombadil’s Song. It makes up for that some by also being capable of blanking removal spells and tempting you with the ring, so in the end I think you get a reasonable return on your investment
Glorious Gale
2.5 This is a strictly better Essence Scatter, and Essence Scatter is always decent in Limited. It is cheap and counters the most common type of spell in your typical game.
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Battle-Scarred Goblin
2.5 This isn’t the most exciting upside, but it does mean it can trade with X/3s and it basically can’t be blocked at all by X/1s. It can also be kind of funny to pair with death touch. It also has a useful creature type, which matters.
Easterling Vanguard
2.0 You get three 3/2 worth of stats for two mana here. And sure, you don’t get it all at the same time, but this still looks like a solid two drop.
Pack 1 Pick 6: Uruk-hai Berserker
Forge Anew
0.0 There is certainly Equipment in this set, but this card is so all in on it that it just won’t do enough in your typical White deck in the format. It isn’t like Equipment regularly ends up in the graveyard, so mostly what you’re going to get here is something that makes Equipping things a lot more flexible and efficient.
Old Man Willow
4.0 This is a great signpost Uncommon. It is always going to have at least decent stats, and the attack effect is really strong too. You won’t always have something to sacrifice, but there is a lot of Food in this format, and that’s the ideal thing to give up. There are going to be tons of situations where this can attack and easily remove opposing creatures by giving up sacrifice fodder
Westfold Rider
2.0 This has passable base stats and an ability that will actually do something sometimes. It is nice to be able to have a Disenchant in your main deck without having to pay much of a cost.
Dúnedain Blade
2.5 If you are paying three to equip this, it is basically unplayable. If you’re paying one to equip it enough of the time, it becomes a solid playable. There are certainly enough Humans in White, as well as some equipment synergies in the set.
Deceive the Messenger
2.0 Instants that temporary lower power usually aren’t very good, since they aren’t usually enough to help your creature win in combat or anything, instead they just feel like they delay the inevitable. However, Adding Amass to the mix does matter. If you think of this as a one mana 1/1 that gives a creature -3/-0 until end of turn, that sounds a lot better. It won’t always be that, but if it isn’t well, then it will put a counter on your Army, and that does increase the chances of this feeling more like a combat trick.
Dreadful as the Storm
1.0 Lately, we’ve finally been seeing cards with this type of effect actually be playable, but that’s because they have drawn a card. Once that’s the case, a boost like this can be a 2-for-1 and that’s a big deal! The Ring tempting you isn’t nearly as good as drawing a card, so I don’t think this does enough. The problem with this type of boost is that you end up overpaying for it on most creatures – like a 3/3 that gets +2/+2 from this is not a good deal. Sure, on 1/1s it feels better, but that makes this overly situational
Mushroom Watchdogs
3.0 This is a pretty solid food payoff. The Watchdogs can quickly become a problem, and the fact that they gain Vigilance can really help out in a race. I’m giving this a 3.
Captain of Umbar
2.0 This has below-rate states, but looting for one mana isn’t too bad, especially in a format with lots of payoffs for drawing an extra card during your turn.
Uruk-hai Berserker
2.0 These are definitely below-rate stats these days, and if this didn’t do anything else it would be a 1.0, even with a useful creature type. Getting tempted by the Ring is real upside, but it also isn’t so insane that I’m thrilled about the idea of playing this
Pack 1 Pick 7: Oliphaunt
The Ring Goes South
1.0 Because the Ring Tempts you upfront here, you will have at least one legendary creature, and that means you’ll get to grab the first land in your library and put it on the battlefield tapped. A 4-mana ramp spell that doesn’t usually help you fix isn’t really what you want to be doing in Limited, but it does get more interesting if you can quickly accumulate legendary creatures. The awkward thing, though, is that by the time you do have several legendary creatures, getting a bunch of mana is no longer going to be something you’re that desperate to do. I think you’re only going to end up playing this in some very specific decks
Ent-Draught Basin
0.0 This looks pretty bad. Sure, one mana to put a counter on a 1/1 isn’t a terrible deal, and as a mana sink you could do worse, but it will eventually be fairly expensive to put counters on things, and the fact it does it only at Sorcery speed is a pretty big problem too. This just seems too clunky
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Oliphaunt
2.0 A 6-mana 6/4 with Trample isn’t very good, but offering +2/+0 and Trample to something else when it attacks can result in some pretty potent attacks. Adding Mountcycling for only one mana to the mix is a big deal though, as it means you can use this to help you hit a land drop early, and if you get it later in the game it can come down and impact the board
Slip On the Ring
1.0 This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
Captain of Umbar
2.0 This has below-rate states, but looting for one mana isn’t too bad, especially in a format with lots of payoffs for drawing an extra card during your turn.
Fog on the Barrow-Downs
3.0 This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Pack 1 Pick 8: Shadow of the Enemy
Shadow of the Enemy
1.5 This can potentially give you a whole bunch of cards back. However, it is also a fairly expensive Sorcery that will usually not do anything the turn you cast it, and that seems like a pretty big liability. It has a really high ceiling, and a miserable floor.
Gift of Strands
2.5 When used as a combat trick, this can be pretty devastating. The stats boost is enough to make almost any creature win combat, and it of course sticks around in the form of an Aura. Four mana is kind of a lot, but if you can kill something with it when it comes down, you’re going to feel good about it, and it also means you won’t go behind on cards. Scry 2 is a nice bonus as well. All that said, it is still highly situational and very dangerous in situations where your opponent has mana up, so I don’t think it will be that great. You will have narrow windows to effectively use this, and that’s a problem
Esquire of the King
1.5 This ability costing only three mana is pretty sweet, especially if you’ve gone wide enough – and doing that in White certainly seems doable. The bad news is, as a one mana 1/1 it is pretty irrelevant up until the point it can use its ability, and paying 5 for that ability isn’t nearly as appealing.
Soldier of the Grey Host
2.0 This has what are well below-rate stats these days, and while the enter the battlefield ability can be useful, it also isn’t anything special. This does have Flash, so sometimes it can work like a combat trick, but a +2/+0 boost isn’t exactly the sort of thing that helps your creature survive combat a large percentage of the time.
Willow-Wind
3.0 The last time we saw a 5-mana ¾ Flyer that Scried 2 on ETB it really over-performed, and that wasn’t even in a set with a Scry deck. This is probably one of Blue’s best Commons.
Troll of Khazad-dûm
2.0 This 6/5 is pretty tough to block and can alter combat even in the later stages of the game, and if you draw it early and you need a land, it can fetch one for you
Stalwarts of Osgiliath
2.5 This starts out with bad stats, but it does have the ability to grow reasonably well. The fact the Ring tempts you could actually help you get the Stalwarts going too, since one of the Ring’s bonuses is that your creature loots when it attacks, which will mean the Stalwarts get a counter.
Pack 1 Pick 9: Orcish Medicine
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Generous Ent
2.5 A 6-mana 5/7 with Reach that gives you a treasure isn’t a terrible late game play. In fact, it is the kind of body that can help you stablize, especially because the Food can gain you life! And if you draw it early and need a land drop, you can always cycle it away
Wizard's Rockets
1.5 If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Took Reaper
2.0 This has mediocre stats that would make it a 1.0 at best these days. Getting tempted by the ring is nice upside, and does mean you’ll come out ahead in most trades, but it also isn’t the type of upside to get that excited over.
Orcish Medicine
1.5 This trick isn’t that likely to help your creature win combat, but it does blank an attack and gain you some life at worst, and the fact it blanks most removal isn’t too bad either. Add Amass to the mix and I think you have a card that makes the cut in your deck sometimes, but for a trick to really be worthwhile it does need to be more useful in combat than this is
Rush the Room
1.5 +1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
Pack 1 Pick 10: Lórien Revealed
Ioreth of the Healing House
3.0 The best use for this is to ramp your mana, but the ability to untap permanents has lots of other upsides too, and I like that flexibility. A three mana ¼ isn’t amazing, but it isn’t too bad of a defensive body
Eastfarthing Farmer
2.5 A three mana ⅔ that makes a food is probably already playable, so giving +1/+1 to something when this ETBs is nice too, and sometimes it will be more than +1/+1!
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Knights of Dol Amroth
2.0 We’ve seen this card before by a different name, and it was pretty underwhelming. Starting out as a Hill Giant is pretty rough these days, and even in a deck built around drawing extra cards, getting this to 4/4 isn’t always going to happen – and even if it does you don’t really feel like you’re getting there
Lórien Revealed
2.0 5 mana to draw 3 at sorcery speed is often a little too clunky to be something every deck wants, but the fact this can island cycle earlier in the game helps make up for that a fairly significant amount. When you do have the time to cast this, the card advantage it can give you is pretty sweet too. The only problem is sometimes tapping out and not adding to the board can mean you’re going to die
Pack 1 Pick 11: Mirkwood Spider
Bewitching Leechcraft
3.0 Obviously, this doesn’t work super well against Armies, since they will have counters to remove that allows this to untap, and there are other +1/+1 counters in the set too. However, I do think this will effectively lock down most creatures in the set, and it isn’t like if they have +1/+1 counters this goes away entirely anyway, because they have to keep removing counters from it to untap it. Obviously you want to use it on things that don’t have those counters at all, I’m just saying that even in the worst case it can be a problem for your opponent. I think this actually gets pretty close to being premium removal because it is so cheap, but even ignoring the whole +1/+1 counter part of the card, this doesn’t ever fully deal with a creature.
Rush the Room
1.5 +1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
Lembas
2.5 This seems pretty solid. Scry 1 + Draw 1 when it ETBs is nice, and it is nice that it is Food – not only because it can gain you life, but because the format has lots of payoffs for Food – as well as things like Historic and Artifacts more generally, which it helps you with. The Scry and the extra draw also works well with decks in the format
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
Pack 1 Pick 12: The Black Breath
The Black Breath
0.5 A one-sided -1/-1 effect can be good in the right match-up, but I mostly think this needs a sideboard grade. If you’re not able to take down creatures with it consistently it just isn’t going to be worth it, as the Ring tempts you alone just won’t be enough for the cost.
Wizard's Rockets
1.5 If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Took Reaper
2.0 This has mediocre stats that would make it a 1.0 at best these days. Getting tempted by the ring is nice upside, and does mean you’ll come out ahead in most trades, but it also isn’t the type of upside to get that excited over.
Pack 1 Pick 13: Snarling Warg
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Pack 1 Pick 14: Forge Anew
Forge Anew
0.0 There is certainly Equipment in this set, but this card is so all in on it that it just won’t do enough in your typical White deck in the format. It isn’t like Equipment regularly ends up in the graveyard, so mostly what you’re going to get here is something that makes Equipping things a lot more flexible and efficient.
Pack 2 Pick 1: Horn of Gondor
Horn of Gondor
4.5 This kind of reminds me of Pack Rat, and that was one of the biggest Limited bombs of all time. The turn you play this, you’re getting a three mana 1/1 token. That’s not a very good deal, but the Horn can quickly populate the board over subsequent turns, eventually completely getting out of hand. If you already have a bunch of humans in play it can get going even faster. The downside is you don’t always have the time or mana to just crank out a bunch of human tokens, and this will just be too clunky in some situations. Once you have this in play with a few humans though, spending your turn making tokens is probably what you’re going to want to be doing, as it will quickly become way better than trying to cast things. I think this is a bomb, though not quite on the level of Pack Rat – after all, it costs more and does its thing more slowly
Denethor, Ruling Steward
3.5 Playing this in your second main phase after something died in combat is going to feel pretty good, as at that point Denethor is a three mana 2/4 and a 1/1 token, which is an amazing rate! Plus, he can give up creatures to drain life, and you can do that once every turn without really giving anything up, because he can just sacrifice the token every time
March from the Black Gate
2.5 So if you don’t already have an army this gives you a one mana 1/1, and if you already have one, it puts a counter on your army, and then can put another counter on it when it attacks. That sounds pretty good, though there will certainly be times where neither effect really helps you do much, as if you aren’t able to attack with an Army this will feel pretty bad
Strider, Ranger of the North
4.0 This has solid base stats and a really strong landfall effect. He can always give the boost to himself, which means he can rumble as a 5/5 with First Strike, something that is formidable on virtually every board state! He can also spread the love around, of course, which is great because it can enable you to attack with more of your creatures
Mushroom Watchdogs
3.0 This is a pretty solid food payoff. The Watchdogs can quickly become a problem, and the fact that they gain Vigilance can really help out in a race. I’m giving this a 3.
Now for Wrath, Now for Ruin!
1.0 // 3.0 This is a nice payoff for going wide. Vigilance is a great addition to the counters, because it makes it a lot easier for you to play offense and defense with your newly buffed board. The Ring Tempting you will usually also mean you get to upgrade one of your creatures too. This probably needs a build around grade. Because if you aren’t a deck playing tons of creatures and cards that make multiple bodies, you probably don’t play this most of the time, and if you are a deck that’s good at that, you probably always want the first copy of this.
Shire Terrace
2.5 This can’t grab you a land for no mana the way Evolving Wilds can, but the fact it can tap for mana in the mean time makes up for that.
Swarming of Moria
2.5 A three mana 2/2 that gives you a treasure is decent, as is a three mana spell that puts two counters on something and gives you a Treasure. It is always nice having fixing and ramp in Red, as it doesn’t always have access to it
Willow-Wind
3.0 The last time we saw a 5-mana ¾ Flyer that Scried 2 on ETB it really over-performed, and that wasn’t even in a set with a Scry deck. This is probably one of Blue’s best Commons.
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
Stalwarts of Osgiliath
2.5 This starts out with bad stats, but it does have the ability to grow reasonably well. The fact the Ring tempts you could actually help you get the Stalwarts going too, since one of the Ring’s bonuses is that your creature loots when it attacks, which will mean the Stalwarts get a counter.
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Mirrormere Guardian
2.5 3-mana 4/2s tend to be reasonable, and in this set there are several cards that like it when you have a creature with 4 or more power, and this is one of the earliest ways you can meet that requirement. The ring tempting you when it dies is some very nice additional upside, too
Uruk-hai Berserker
2.0 These are definitely below-rate stats these days, and if this didn’t do anything else it would be a 1.0, even with a useful creature type. Getting tempted by the Ring is real upside, but it also isn’t so insane that I’m thrilled about the idea of playing this
Pack 2 Pick 2: Éomer of the Riddermark
Flame of Anor
4.0 This card would be awesome even without the Wizard upside. Three mana to do 5 damage to a creature is premium, and it offers additional options! If you do have a Wizard it can feel truly insane, as drawing 2 and killing a creature, or destroying an artifact for three mana is nuts!
Elrond, Lord of Rivendell
3.5 A three mana 3/2 with Scry 1 isn’t terrible, and adding Scry 1 to all of your creatures is a nice deal. Triggering it more than once isn’t impossible either, and the value you get from the Ring gives you even more upside
Éomer of the Riddermark
4.0 A 5-mana 5/4 Haste is decent, so the fact this can spit out a 1/1 a decent chunk of the time is pretty nice. Since Eomer himself has 5 power, there’s a pretty good chance he’ll be making that first token the turn you play him, which is great.
Errand-Rider of Gondor
2.5 If you don’t control a legendary creature this gives you some decent card selection, and if you do control one, we’re talking about a 2-for-1. Generally that seems like that means if you play this on turn three it is probably just card selection, but by the mid to late game it will usually draw you a card straight up. The stats aren’t great of course, but this definitely does enough to make the cut pretty often.
Captain of Umbar
2.0 This has below-rate states, but looting for one mana isn’t too bad, especially in a format with lots of payoffs for drawing an extra card during your turn.
Nasty End
1.5 This type of spell is never amazing, but it does often find a niche. If you have a legendary creature that is worth sacrificing this can feel particularly good, but the problem with this kind of card is always that you don’t always have something worth giving up. Using it in response to removal is often the ideal situation, and that can potentially be quite impressive. However, it still ends up being too situational to be anything special.
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Dreadful as the Storm
1.0 Lately, we’ve finally been seeing cards with this type of effect actually be playable, but that’s because they have drawn a card. Once that’s the case, a boost like this can be a 2-for-1 and that’s a big deal! The Ring tempting you isn’t nearly as good as drawing a card, so I don’t think this does enough. The problem with this type of boost is that you end up overpaying for it on most creatures – like a 3/3 that gets +2/+2 from this is not a good deal. Sure, on 1/1s it feels better, but that makes this overly situational
Rally at the Hornburg
3.0 Two mana for two 1/1s with Haste would be good in any format, but there are many cards in the format – especially in Red/White, that both like going wide and having Humans around. It can be specially spicy with the cards that give you an effect for each human who enters the battlefield
Isolation at Orthanc
3.0 This is nice removal. You always trade 1-for-1 with it, and because it is an Instant, sometimes you’ll be able to really get your opponent if you cast it in response to a trick or something.
Oliphaunt
2.0 A 6-mana 6/4 with Trample isn’t very good, but offering +2/+0 and Trample to something else when it attacks can result in some pretty potent attacks. Adding Mountcycling for only one mana to the mix is a big deal though, as it means you can use this to help you hit a land drop early, and if you get it later in the game it can come down and impact the board
Soothing of Sméagol
2.0 Two mana to bounce a nontoken creature isn’t an amazing deal these days. Remember, you’re only getting tempo and are actually going down a card. Still, this does allow you to impact the board and getting tempted by the ring is never a bad thing.
Generous Ent
2.5 A 6-mana 5/7 with Reach that gives you a treasure isn’t a terrible late game play. In fact, it is the kind of body that can help you stablize, especially because the Food can gain you life! And if you draw it early and need a land drop, you can always cycle it away
Pack 2 Pick 3: Erkenbrand, Lord of Westfold
Meneldor, Swift Savior
3.5 A 4-mana 3/3 Flyer is still a pretty good rate, and at worst this can exile itself when it hits your opponent, which also effectively gives it Vigilance. Obviously, you can get more value out of blinking things with ETB abilities and stuff, but the baseline here is already pretty nice.
Ioreth of the Healing House
3.0 The best use for this is to ramp your mana, but the ability to untap permanents has lots of other upsides too, and I like that flexibility. A three mana ¼ isn’t amazing, but it isn’t too bad of a defensive body
Erkenbrand, Lord of Westfold
2.5 We’ve seen a lot of 4-mana 3/3s that give +1/+1 to your whole board in the past, and they are usually pretty medium. This doesn’t offer the toughness boost, but it does have the potential to offer multiple boosts if you have enough Humans in your deck, and it goes especially well with human creature tokens since those help you go wide and trigger this, sometimes more than once in a turn
Rohirrim Lancer
2.0 A one mana 1/1 with Menace can get in for a few swings in the early game, and in the later game you can give this up to get tempted by the ring
Pippin's Bravery
2.0 One mana for +2/+2 is usually a decent enough trick, and the food upside here is very real. This can allow your creature to win combat very efficiently, and that’s always what you want from a combat trick
Bag End Porter
3.0 This starts with solid stats, and there are enough legendary creatures in this set for this to attack as a 5/5 or 6/6 a decent chunk of the time.
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
Arwen's Gift
2.0 Having two legendary creatures in play is very doable in this set, but you also shouldn’t always expect to be able to cast this for three. At four mana it is definitely a little bit clunky, but at least you can see up to 4 cards – which is a ton in Limited.
Banish from Edoras
2.0 This is passable removal, but certainly not premium. 5 mana is a lot to exile a creature at sorcery speed, and even though it gets a discount on a tapped creature, cards that can only kill tapped creatures at Sorcery speed are kind of rough, because it usually means your opponent got to hit you with the thing that you want to remove. It is still removal, and answers pretty much all creatures, but its so clunky it isn’t the kind of removal you’re going to prioritize.
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Inherited Envelope
1.5 Manalith doesn’t tend to be very good in Limited. Using up a card just for inefficient fixing and ramp can be rough, though adding “The Ring Tempts You” to the mix probably does enough for this to be fixing you turn to when you’re desperate
Wizard's Rockets
1.5 If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Pack 2 Pick 4: Haradrim Spearmaster
The Watcher in the Water
0.0 // 4.0 This seems like it takes a little bit too much work to work consistently in Limited. A 5-mana 9/9 that spits out 1/1s is great and all, but it enters tapped and heavily stunned, and if you don’t have several ways to draw cards on your opponents turn, you’re not going to be getting those 1/1s real often either. If you can get the 1/1s things look way better, because then you start adding to the board and making it tough for your opponent to attack, because if you can block with those 1/1s your opponent is going to deal with an untapped Watcher that will start stunning their stuff. I guess this probably needs a build around grade, because even your typical Blue deck probably isn’t going to have enough ways to draw cards on your opponents turn to make this worth it – in which case it is simply unplayable. If you can find enough ways to draw cards on your opponent’s turn though, especially repeatable ways, the Watcher will turn into a nightmare for your opponent
Shortcut to Mushrooms
2.5 Normally this kind of enchantment is kind of rough to get going. Sure, things you control leave the battlefield in Magic – no doubt about it, but they have to do it a lot for this to really deliver. There will be many turns when this does nothing, and the times where you do a counter don’t always make up for it. However, the Ring Tempting you does mean this always does something up front, and you can also wait to play the shortcut until your second main phase when it is clear it will spit out a +1/+1 counter, in which case it doesn’t feel too bad. It also works well with Food!
Erkenbrand, Lord of Westfold
2.5 We’ve seen a lot of 4-mana 3/3s that give +1/+1 to your whole board in the past, and they are usually pretty medium. This doesn’t offer the toughness boost, but it does have the potential to offer multiple boosts if you have enough Humans in your deck, and it goes especially well with human creature tokens since those help you go wide and trigger this, sometimes more than once in a turn
Olog-hai Crusher
2.5 This isn’t exactly the Goblin/Orc payoff you’re hoping for, but a 4-mana 4/4 Trampler is fairly formidable, and it will often be capable of blocking
Wizard's Rockets
1.5 If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Haradrim Spearmaster
2.0 It is a little sad it can’t buff itself, as that would have made it significantly better, but offering +1/+0 to something every turn does do enough to improve combat for you often enough for this to be fine
Enraged Huorn
2.0 A 5-mana 4/5 Trample is probably a 1.5 these days, but the ring tempting you does mean that at the very least, you can give the Huorn some extra abilities – or do the same for some other creature
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
Swarming of Moria
2.5 A three mana 2/2 that gives you a treasure is decent, as is a three mana spell that puts two counters on something and gives you a Treasure. It is always nice having fixing and ramp in Red, as it doesn’t always have access to it
Dreadful as the Storm
1.0 Lately, we’ve finally been seeing cards with this type of effect actually be playable, but that’s because they have drawn a card. Once that’s the case, a boost like this can be a 2-for-1 and that’s a big deal! The Ring tempting you isn’t nearly as good as drawing a card, so I don’t think this does enough. The problem with this type of boost is that you end up overpaying for it on most creatures – like a 3/3 that gets +2/+2 from this is not a good deal. Sure, on 1/1s it feels better, but that makes this overly situational
Oliphaunt
2.0 A 6-mana 6/4 with Trample isn’t very good, but offering +2/+0 and Trample to something else when it attacks can result in some pretty potent attacks. Adding Mountcycling for only one mana to the mix is a big deal though, as it means you can use this to help you hit a land drop early, and if you get it later in the game it can come down and impact the board
Pack 2 Pick 5: Haradrim Spearmaster
Arwen Undómiel
3.5 This is a great payoff for Scrying, which is a big part of what Blue-Green is doing in the format. Getting to put a counter anywhere is powerful, and in the late game she can fuel herself. There will be times where Arwen is just a two mana 2/2 and you don’t find your Scry stuff, but one of the nice things about Scry is, if you find a little bit of it, you increase your chances of finding more, because…you know, you Scried
Ringsight
0.0 Three mana tutors don’t tend to be very good in Limited. After all, the average power level of the cards in your deck isn’t all that high, and you don’t end up netting any cards – you just go down a card and get one back and that doesn’t tend to be worth three mana. Because the ring tempts you, as long as you have a creature, this will tutor for something since your ringbearer becomes legendary, but this still looks really rough
Revive the Shire
1.5 This type of effect usually isn’t anything special, as 9 times out of 10 you’d rather just be adding to the board, and the fact that this is almost a blank card in the early game is an issue. Using it to get back a bomb or some other powerful permanent is definitely nice, and the Food makes it a little more attractive, but this seems like the kind of card that just doesn’t make the cut most of the time because it doesn’t usually do enough
Shire Scarecrow
1.5 A two mana 0/3 defender doesn’t tend to be very good, but this does a reasonable job of filtering your mana
Deceive the Messenger
2.0 Instants that temporary lower power usually aren’t very good, since they aren’t usually enough to help your creature win in combat or anything, instead they just feel like they delay the inevitable. However, Adding Amass to the mix does matter. If you think of this as a one mana 1/1 that gives a creature -3/-0 until end of turn, that sounds a lot better. It won’t always be that, but if it isn’t well, then it will put a counter on your Army, and that does increase the chances of this feeling more like a combat trick.
Slip On the Ring
1.0 This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
Haradrim Spearmaster
2.0 It is a little sad it can’t buff itself, as that would have made it significantly better, but offering +1/+0 to something every turn does do enough to improve combat for you often enough for this to be fine
Enraged Huorn
2.0 A 5-mana 4/5 Trample is probably a 1.5 these days, but the ring tempting you does mean that at the very least, you can give the Huorn some extra abilities – or do the same for some other creature
Ent's Fury
3.5 This looks like a nice removal spell for Green. +1/+1 + Fight for two mana is a good enough rate for this to be a nice card, so the 4 toughness or greater upside is enough to push this into “premium removal” range. You do always need to be careful with fight spells and choose a spot where you don’t risk getting completely blown out – like if your opponent removes your fighter in response – but there are plenty of windows where casting this will have a big impact
Birthday Escape
2.5 This seems like a nice deal for only a single Blue mana. Most of the time getting two effects for one mana ends up being pretty nice, and I think that’s the case here.
Pack 2 Pick 6: Improvised Club
Bill Ferny, Bree Swindler
2.0 So, the Horse effect is some hilarious flavor, but this is mostly just a two mana 2/1 that makes a treasure when it gets blocked. That’s a fairly mediocre two-drop, but not a disaster either.
Arwen's Gift
2.0 Having two legendary creatures in play is very doable in this set, but you also shouldn’t always expect to be able to cast this for three. At four mana it is definitely a little bit clunky, but at least you can see up to 4 cards – which is a ton in Limited.
Battle-Scarred Goblin
2.5 This isn’t the most exciting upside, but it does mean it can trade with X/3s and it basically can’t be blocked at all by X/1s. It can also be kind of funny to pair with death touch. It also has a useful creature type, which matters.
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Improvised Club
1.5 Giving up a real creature for this is not very good, as you end up 2-for-1ing yourself, but if you have a treasure or food, or expendable body to sacrifice, this will do a decent job. Its nice that it can go after the opponent, and that will sometimes close out games. Still, it takes enough set up to actually be worthwhile that you’re not always going to play it
Bombadil's Song
2.5 The stats boost here isn’t great, and that means there are a more narrow number of creatures who can win a previously unwinnable combat with the help of Bombadil’s Song. It makes up for that some by also being capable of blanking removal spells and tempting you with the ring, so in the end I think you get a reasonable return on your investment
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Wizard's Rockets
1.5 If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Pack 2 Pick 7: Rohirrim Lancer
Rosie Cotton of South Lane
4.0 So, provided you have at least one other creature in play, she’s a three mana 1/1 that gives you a food token and puts a +1/+1 counter somewhere. That’s a decent rate, especially because creating more tokens means you can really go crazy with +1/+1 counters. I like the baseline, and the upside here is massive.
Shadowfax, Lord of Horses
2.5 This is nothing fancy, but it is a pretty amazing rate. They do enter tapped, which matters – as this will feel pretty miserable when you’re behind. Playing this on turn two will apply some serious pressure on your opponent, though
Rohirrim Lancer
2.0 A one mana 1/1 with Menace can get in for a few swings in the early game, and in the later game you can give this up to get tempted by the ring
Mushroom Watchdogs
3.0 This is a pretty solid food payoff. The Watchdogs can quickly become a problem, and the fact that they gain Vigilance can really help out in a race. I’m giving this a 3.
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Erebor Flamesmith
2.5 We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
Slip On the Ring
1.0 This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
Enraged Huorn
2.0 A 5-mana 4/5 Trample is probably a 1.5 these days, but the ring tempting you does mean that at the very least, you can give the Huorn some extra abilities – or do the same for some other creature
Pack 2 Pick 8: Relentless Rohirrim
Gift of Strands
2.5 When used as a combat trick, this can be pretty devastating. The stats boost is enough to make almost any creature win combat, and it of course sticks around in the form of an Aura. Four mana is kind of a lot, but if you can kill something with it when it comes down, you’re going to feel good about it, and it also means you won’t go behind on cards. Scry 2 is a nice bonus as well. All that said, it is still highly situational and very dangerous in situations where your opponent has mana up, so I don’t think it will be that great. You will have narrow windows to effectively use this, and that’s a problem
Surrounded by Orcs
2.0 This is either a 4-mana 3/3 that mills three, or it makes an army you already have bigger, while milling even more. Neither of those are amazing deals, but if you’re doing graveyard stuff or your opponent is low and cards, this card can do something.
Shelob's Ambush
2.5 This is a really nice trick. Death touch and the toughness boost for only one mana means many creatures will be capable of taking down an opposing creature and surviving to tell the tale, and that’s likely to give you some pretty awesome tempo since it only costs a single mana. Its great that you also get some Food out of the deal!
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Gimli's Axe
2.0 +3/+0 and Menace is enough to make just about anything into a threat, but even in a set with this many legendaries, you aren’t going to be able to always count on that. After all, they only appear at Uncommon or higher, and when this isn’t granting menace it seems pretty bad, especially when you take the casting and equip cost into account.
Revive the Shire
1.5 This type of effect usually isn’t anything special, as 9 times out of 10 you’d rather just be adding to the board, and the fact that this is almost a blank card in the early game is an issue. Using it to get back a bomb or some other powerful permanent is definitely nice, and the Food makes it a little more attractive, but this seems like the kind of card that just doesn’t make the cut most of the time because it doesn’t usually do enough
Pack 2 Pick 9: East-Mark Cavalier
Mushroom Watchdogs
3.0 This is a pretty solid food payoff. The Watchdogs can quickly become a problem, and the fact that they gain Vigilance can really help out in a race. I’m giving this a 3.
Now for Wrath, Now for Ruin!
1.0 // 3.0 This is a nice payoff for going wide. Vigilance is a great addition to the counters, because it makes it a lot easier for you to play offense and defense with your newly buffed board. The Ring Tempting you will usually also mean you get to upgrade one of your creatures too. This probably needs a build around grade. Because if you aren’t a deck playing tons of creatures and cards that make multiple bodies, you probably don’t play this most of the time, and if you are a deck that’s good at that, you probably always want the first copy of this.
Shire Terrace
2.5 This can’t grab you a land for no mana the way Evolving Wilds can, but the fact it can tap for mana in the mean time makes up for that.
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
Stalwarts of Osgiliath
2.5 This starts out with bad stats, but it does have the ability to grow reasonably well. The fact the Ring tempts you could actually help you get the Stalwarts going too, since one of the Ring’s bonuses is that your creature loots when it attacks, which will mean the Stalwarts get a counter.
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Pack 2 Pick 10: Rally at the Hornburg
Captain of Umbar
2.0 This has below-rate states, but looting for one mana isn’t too bad, especially in a format with lots of payoffs for drawing an extra card during your turn.
Brandywine Farmer
2.0 The stat-line is horrendous, but getting two foods out of one card is a nice thing in Green, and especially in Green-White, where you can find many uses for Food
Dreadful as the Storm
1.0 Lately, we’ve finally been seeing cards with this type of effect actually be playable, but that’s because they have drawn a card. Once that’s the case, a boost like this can be a 2-for-1 and that’s a big deal! The Ring tempting you isn’t nearly as good as drawing a card, so I don’t think this does enough. The problem with this type of boost is that you end up overpaying for it on most creatures – like a 3/3 that gets +2/+2 from this is not a good deal. Sure, on 1/1s it feels better, but that makes this overly situational
Rally at the Hornburg
3.0 Two mana for two 1/1s with Haste would be good in any format, but there are many cards in the format – especially in Red/White, that both like going wide and having Humans around. It can be specially spicy with the cards that give you an effect for each human who enters the battlefield
Generous Ent
2.5 A 6-mana 5/7 with Reach that gives you a treasure isn’t a terrible late game play. In fact, it is the kind of body that can help you stablize, especially because the Food can gain you life! And if you draw it early and need a land drop, you can always cycle it away
Pack 2 Pick 11: Rohirrim Lancer
Rohirrim Lancer
2.0 A one mana 1/1 with Menace can get in for a few swings in the early game, and in the later game you can give this up to get tempted by the ring
Pippin's Bravery
2.0 One mana for +2/+2 is usually a decent enough trick, and the food upside here is very real. This can allow your creature to win combat very efficiently, and that’s always what you want from a combat trick
Bag End Porter
3.0 This starts with solid stats, and there are enough legendary creatures in this set for this to attack as a 5/5 or 6/6 a decent chunk of the time.
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Pack 2 Pick 12: Olog-hai Crusher
Olog-hai Crusher
2.5 This isn’t exactly the Goblin/Orc payoff you’re hoping for, but a 4-mana 4/4 Trampler is fairly formidable, and it will often be capable of blocking
Wizard's Rockets
1.5 If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Dreadful as the Storm
1.0 Lately, we’ve finally been seeing cards with this type of effect actually be playable, but that’s because they have drawn a card. Once that’s the case, a boost like this can be a 2-for-1 and that’s a big deal! The Ring tempting you isn’t nearly as good as drawing a card, so I don’t think this does enough. The problem with this type of boost is that you end up overpaying for it on most creatures – like a 3/3 that gets +2/+2 from this is not a good deal. Sure, on 1/1s it feels better, but that makes this overly situational
Pack 2 Pick 13: Revive the Shire
Ringsight
0.0 Three mana tutors don’t tend to be very good in Limited. After all, the average power level of the cards in your deck isn’t all that high, and you don’t end up netting any cards – you just go down a card and get one back and that doesn’t tend to be worth three mana. Because the ring tempts you, as long as you have a creature, this will tutor for something since your ringbearer becomes legendary, but this still looks really rough
Revive the Shire
1.5 This type of effect usually isn’t anything special, as 9 times out of 10 you’d rather just be adding to the board, and the fact that this is almost a blank card in the early game is an issue. Using it to get back a bomb or some other powerful permanent is definitely nice, and the Food makes it a little more attractive, but this seems like the kind of card that just doesn’t make the cut most of the time because it doesn’t usually do enough
Pack 2 Pick 14: Battle-Scarred Goblin
Battle-Scarred Goblin
2.5 This isn’t the most exciting upside, but it does mean it can trade with X/3s and it basically can’t be blocked at all by X/1s. It can also be kind of funny to pair with death touch. It also has a useful creature type, which matters.
Pack 3 Pick 1: Pippin, Guard of the Citadel
Pippin, Guard of the Citadel
3.5 A two mana 2/2 with Vigilance and Ward 1 isn’t a bad starting point, and Pippin comes with a heck of an ability! Protection from an entire card type is pretty great, and means that Pippin can not only help your creatures dodge removal, he can also make your creatures unblockable in the right situation. Of course, he can’t use his ability on himself, so most of the time your opponent will prioritize getting rid of him, but at least Ward 1 makes that a little bit more challenging. Still, the fail case here is a nice card, and the ability to protect stuff is quite good
Strider, Ranger of the North
4.0 This has solid base stats and a really strong landfall effect. He can always give the boost to himself, which means he can rumble as a 5/5 with First Strike, something that is formidable on virtually every board state! He can also spread the love around, of course, which is great because it can enable you to attack with more of your creatures
Oath of the Grey Host
2.5 I don’t love giving my opponent a Food token, but the end result of this card is very efficient. You get three 1/1 Flyers, a treasure token, your opponent loses 3 life, and you get a Food – though that part is kind of a wash because your opponent does too. So, its kind of slow, but each chapter does deliver real value, and getting those 1/1s at the end is going to feel great. They do enter tapped, which makes this a lot clunkier than it would otherwise be, but I still think this looks pretty nice
Lost to Legend
3.0 There are enough Historic permanents in this format for Lost to Legends to be quite good. While it may not permanently get rid of a card, it is still a 1-for-1 trade, and 4 cards deep means you don’t need to worry about it for awhile.
Troll of Khazad-dûm
2.0 This 6/5 is pretty tough to block and can alter combat even in the later stages of the game, and if you draw it early and you need a land, it can fetch one for you
Glorious Gale
2.5 This is a strictly better Essence Scatter, and Essence Scatter is always decent in Limited. It is cheap and counters the most common type of spell in your typical game.
Gimli's Fury
1.5 +3/+2 is a decent boost for two mana, but you do need to be getting trample out of this pretty often for it to be worth it.
Hithlain Knots
2.0 This does a bunch of little stuff that will play reasonably well in multiple decks in the format. Whether you’re interesting in drawing extra cards, casting spells, or Scrying, this has you covered!
Captain of Umbar
2.0 This has below-rate states, but looting for one mana isn’t too bad, especially in a format with lots of payoffs for drawing an extra card during your turn.
Isolation at Orthanc
3.0 This is nice removal. You always trade 1-for-1 with it, and because it is an Instant, sometimes you’ll be able to really get your opponent if you cast it in response to a trick or something.
Enraged Huorn
2.0 A 5-mana 4/5 Trample is probably a 1.5 these days, but the ring tempting you does mean that at the very least, you can give the Huorn some extra abilities – or do the same for some other creature
Took Reaper
2.0 This has mediocre stats that would make it a 1.0 at best these days. Getting tempted by the ring is nice upside, and does mean you’ll come out ahead in most trades, but it also isn’t the type of upside to get that excited over.
Esquire of the King
1.5 This ability costing only three mana is pretty sweet, especially if you’ve gone wide enough – and doing that in White certainly seems doable. The bad news is, as a one mana 1/1 it is pretty irrelevant up until the point it can use its ability, and paying 5 for that ability isn’t nearly as appealing.
Mordor Trebuchet
2.0 Obviously you’re going to be happiest with this in a Black-Red deck, but in that deck this seems like a pretty legit payoff. A three mana ¼ isn’t anything to write home about, but throwing a 2/1 Boulder at your opponent every time you attack with a Goblin or Orc is pretty sweet. It also works quite well alongside sacrifice outlets
Pack 3 Pick 2: Orcish Bowmasters
Orcish Bowmasters
4.0 A two mana 1/1 with Flash that pings something and Amasses 1 is a pretty awesome rate! You won’t often be able to trigger this multiple times in a game, but the times you do are going to feel amazing
Old Man Willow
4.0 This is a great signpost Uncommon. It is always going to have at least decent stats, and the attack effect is really strong too. You won’t always have something to sacrifice, but there is a lot of Food in this format, and that’s the ideal thing to give up. There are going to be tons of situations where this can attack and easily remove opposing creatures by giving up sacrifice fodder
Nazgûl
3.5 This is effectively a three mana ⅔ with Deathtouch, and because the ring tempts you you’re also going to have the option of giving it or something else some additional abilities. Black has a lot of tempted by the ring effects for it to feed off of, too.
Uglúk of the White Hand
3.0 Black-Red has lots of creatures with these types, and some sacrifice stuff going on, but I’m still kind of worried that growing this simply won’t be all that easy, and that’s a problem since it starts as a 4-mana 3/3
Olog-hai Crusher
2.5 This isn’t exactly the Goblin/Orc payoff you’re hoping for, but a 4-mana 4/4 Trampler is fairly formidable, and it will often be capable of blocking
Wizard's Rockets
1.5 If you need fixing, there are worse ways to do it. In total, you end up spending one more mana than you get back, but the fact that they replace themselves helps soften the blow. Still, it doesn’t really feel like this is a card that will make the cut in all of your decks or anything
Quarrel's End
1.5 This is an interesting take on the obligatory Tormenting Voice effect. It costs one more, but you also get to add something to the board, and I think that’s pretty nice. Still, it is the kind of card that gets cut a lot as it doesn’t actually do that much
Swarming of Moria
2.5 A three mana 2/2 that gives you a treasure is decent, as is a three mana spell that puts two counters on something and gives you a Treasure. It is always nice having fixing and ramp in Red, as it doesn’t always have access to it
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Sam's Desperate Rescue
2.0 One mana to return a creature from your graveyard to your hand is a passable card, though I’d usually pay three mana to get two things back, as that gives you a more significant advantage by the later stages of the game. That said, paying one will often mean you can play the thing you get back right away, and getting tempted by the ring even makes this have a decent fail case if you don’t have something in your graveyard
Battle-Scarred Goblin
2.5 This isn’t the most exciting upside, but it does mean it can trade with X/3s and it basically can’t be blocked at all by X/1s. It can also be kind of funny to pair with death touch. It also has a useful creature type, which matters.
Deceive the Messenger
2.0 Instants that temporary lower power usually aren’t very good, since they aren’t usually enough to help your creature win in combat or anything, instead they just feel like they delay the inevitable. However, Adding Amass to the mix does matter. If you think of this as a one mana 1/1 that gives a creature -3/-0 until end of turn, that sounds a lot better. It won’t always be that, but if it isn’t well, then it will put a counter on your Army, and that does increase the chances of this feeling more like a combat trick.
Uruk-hai Berserker
2.0 These are definitely below-rate stats these days, and if this didn’t do anything else it would be a 1.0, even with a useful creature type. Getting tempted by the Ring is real upside, but it also isn’t so insane that I’m thrilled about the idea of playing this
Pack 3 Pick 3: Dunland Crebain
Strider, Ranger of the North
4.0 This has solid base stats and a really strong landfall effect. He can always give the boost to himself, which means he can rumble as a 5/5 with First Strike, something that is formidable on virtually every board state! He can also spread the love around, of course, which is great because it can enable you to attack with more of your creatures
Reprieve
2.5 This is basically a White Remand, and that’s pretty nice! Sure, your opponent gets the card back and can cast it in the future, but Reprieve also replaces itself, so getting some nice tempo is actually a reasonable deal. There will be times in the late game where your opponent can just cast the thing you bounce without a whole lot of effort, but the fail case is still that you get to draw a card.
Lost to Legend
3.0 There are enough Historic permanents in this format for Lost to Legends to be quite good. While it may not permanently get rid of a card, it is still a 1-for-1 trade, and 4 cards deep means you don’t need to worry about it for awhile.
Treason of Isengard
2.0 A three mana 2/2 that puts a spell on top of your library is an okay card. This is an effect players often overrate, as they imagine getting back a really great spell – and when you can do that it is pretty good. However, the fact you have to wait to draw that card really makes it significantly worse
Dunland Crebain
3.5 This looks like a nice Common. A three mana 1/1 Flyer that also gives you a 2/2, or alternatively, puts two counters on a creature you already control, is a very nice rate.
Willow-Wind
3.0 The last time we saw a 5-mana ¾ Flyer that Scried 2 on ETB it really over-performed, and that wasn’t even in a set with a Scry deck. This is probably one of Blue’s best Commons.
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Lash of the Balrog
3.0 This is another nice removal spell for Black decks. This is Bone Splinters when that’s what you need, but having the option of paying 5 to kill something with it is nice, since it means in the later stages of the game you don’t need to give up a creature. Neither mode is super efficient of course – individually each of those cards is probably a 2.0 or a 2.5, but I think the modality – plus the presence of good sacrifice fodder makes it a 3.
Mordor Trebuchet
2.0 Obviously you’re going to be happiest with this in a Black-Red deck, but in that deck this seems like a pretty legit payoff. A three mana ¼ isn’t anything to write home about, but throwing a 2/1 Boulder at your opponent every time you attack with a Goblin or Orc is pretty sweet. It also works quite well alongside sacrifice outlets
Slip On the Ring
1.0 This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
Enraged Huorn
2.0 A 5-mana 4/5 Trample is probably a 1.5 these days, but the ring tempting you does mean that at the very least, you can give the Huorn some extra abilities – or do the same for some other creature
Mirkwood Spider
2.5 One mana 1/1 deathtouchers are pretty much always playable, since they are relevant all game long thanks to their ability to trade with anything. Sometimes this will also be able to grant a problematic legendary creature death touch, and that’s some nice additional upside
Pack 3 Pick 4: The Balrog, Durin's Bane
The Balrog, Durin's Bane
4.0 Decreasing the Balrog’s cost is possible, but it isn’t that easy to pull off without spending mana to do it, so the discount isn’t as appealing as it looks at first. Still, a 7-mana 7/5 with Haste that is hard to block and destroys something when it dies is a pretty darn good card. Hard for you not to get a 2-for-1 out of it, and it can do a ton of damage in a hurry
Samwise the Stouthearted
3.5 This might look completely insane at first, but we’ve seen these sort of reanimator effects before and they are usually worse than they look. There is only a very narrow window in which you can reanimate something with this, and even with Flash you’re going to find yourself with no target for the effect pretty often. That said, even if Samwise doesn’t reanimate something, the ring tempting you is definitely worth some value! The times where this is a 2-for-1 it will seem nuts, but even the fail case is fairly reasonable.
Bill Ferny, Bree Swindler
2.0 So, the Horse effect is some hilarious flavor, but this is mostly just a two mana 2/1 that makes a treasure when it gets blocked. That’s a fairly mediocre two-drop, but not a disaster either.
Tale of Tinúviel
2.0 This has a pretty high ceiling, mostly as a result of Chapter II. If you can set it up to reanimate something nice, that’s going to be great. Chapter I and III deliver some value too of course, and is value that is more easily accessible, but it is decidedly less. Making something indestructible for a couple of turns is usually going to have at least some impact on the game, whether it allows you to attack or block more effectively, and lifelink can help alter a race. However, if you aren’t able to reanimate something reasonable with Chapter II, this is going to feel pretty bad overall. I think that really limits just how good this Saga can be. Sometimes it will feel amazing, when you reanimate a bomb or something – other times it will have two medium effects that don’t really get close to being worth the mana.
The Torment of Gollum
2.5 So, the last time we saw Amass, there was an Amass discard spell that really overperformed. It only amassed one and cost one less mana, so the cards aren’t identical, but I am reasonably confident in saying that this is going to be a nice Common. This can net you a 2-for-1 in lots of situations. Just imagine this was a 4-mana 2/2 that lets you go after your opponents hand…because that’s basically what this is. It does feel a little less good when you just put two counters on something, but that’s still not a bad deal
Soldier of the Grey Host
2.0 This has what are well below-rate stats these days, and while the enter the battlefield ability can be useful, it also isn’t anything special. This does have Flash, so sometimes it can work like a combat trick, but a +2/+0 boost isn’t exactly the sort of thing that helps your creature survive combat a large percentage of the time.
Rush the Room
1.5 +1/+0 and First Strike can help a creature win a decent number of combats, but not so many that I’m super excited about this as a trick. The extra Goblin/Orc upside is good, and occasionally giving something Haste will make a difference, but this seems pretty weak overall
Deceive the Messenger
2.0 Instants that temporary lower power usually aren’t very good, since they aren’t usually enough to help your creature win in combat or anything, instead they just feel like they delay the inevitable. However, Adding Amass to the mix does matter. If you think of this as a one mana 1/1 that gives a creature -3/-0 until end of turn, that sounds a lot better. It won’t always be that, but if it isn’t well, then it will put a counter on your Army, and that does increase the chances of this feeling more like a combat trick.
Elven Farsight
2.5 This is a surprisingly powerful draw spell for green. You get to see up to four cards and you should be able to make sure you draw a creature most of the time when you play it. On top of that, Scrying is something you’re going to want to do a lot of when you’re playing Green. It doesn’t effect the board, but this feels like it is going to do such a good job of making your draws smoother and more consistent for so little mana that I’m tempted to go all the way up to a 3
Eagles of the North
2.5 The stat-line is ugly, but the ETB ability will often be enough to drastically alter combat. +1/+0 and First Strike together makes a whole lot of your board into effective attackers. Of course, you do need to have a significant board for it to really make a difference, but that’s not the biggest ask by the time you have six mana. The fact it has Plainscycling is really nice, because in the early game this is going to feel really bad in your opening hand, especially when you need to get your hands on some more land drops.
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Pack 3 Pick 5: Gothmog, Morgul Lieutenant
The Battle of Bywater
3.5 Not killing everything is a little bit of a bummer, but this will usually be able to kill the best things on the battlefield. You can build around it to some extent too, but not having a bunch of creatures who get destroyed by it, and it isn’t like that’s super hard to do in White. Getting some Food is some nice upside to have too. Overall I think this looks pretty good. IT will be a bit awkward sometimes, as sweepers often are in Limited, and there will be times where it hurts you more than your opponent. However, you will find enough board states where you come out ahead when the dust settles.
Gothmog, Morgul Lieutenant
4.0 So if you don’t already have an Orc Army, this is 4-mana for a 3/3 and a 1/1 with death touch, and if you do have one, this is 4-mana for a 3/3 and a +1/+1 counter on your Army. That’s a pretty good rate all around. It works with all the other tokens too!
Shortcut to Mushrooms
2.5 Normally this kind of enchantment is kind of rough to get going. Sure, things you control leave the battlefield in Magic – no doubt about it, but they have to do it a lot for this to really deliver. There will be many turns when this does nothing, and the times where you do a counter don’t always make up for it. However, the Ring Tempting you does mean this always does something up front, and you can also wait to play the shortcut until your second main phase when it is clear it will spit out a +1/+1 counter, in which case it doesn’t feel too bad. It also works well with Food!
Mordor Trebuchet
2.0 Obviously you’re going to be happiest with this in a Black-Red deck, but in that deck this seems like a pretty legit payoff. A three mana ¼ isn’t anything to write home about, but throwing a 2/1 Boulder at your opponent every time you attack with a Goblin or Orc is pretty sweet. It also works quite well alongside sacrifice outlets
Hobbit's Sting
3.0 White has a decent amount of food and lots of cards that help it go wide, so this will often have no problem doing at leas three damage. There are of course the awkward times where your board isn’t where it needs to be to take full advantage, and that probably prevents this from being premium removal.
Erebor Flamesmith
2.5 We see this type of spell payoff pretty often, and they are always pretty reasonable, especially when you can get multiples of them. Pinging your opponent can really add up if you’re doing a good job casting instants and sorceries.
Eagles of the North
2.5 The stat-line is ugly, but the ETB ability will often be enough to drastically alter combat. +1/+0 and First Strike together makes a whole lot of your board into effective attackers. Of course, you do need to have a significant board for it to really make a difference, but that’s not the biggest ask by the time you have six mana. The fact it has Plainscycling is really nice, because in the early game this is going to feel really bad in your opening hand, especially when you need to get your hands on some more land drops.
Lembas
2.5 This seems pretty solid. Scry 1 + Draw 1 when it ETBs is nice, and it is nice that it is Food – not only because it can gain you life, but because the format has lots of payoffs for Food – as well as things like Historic and Artifacts more generally, which it helps you with. The Scry and the extra draw also works well with decks in the format
Pippin's Bravery
2.0 One mana for +2/+2 is usually a decent enough trick, and the food upside here is very real. This can allow your creature to win combat very efficiently, and that’s always what you want from a combat trick
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Pack 3 Pick 6: The Ring Goes South
The Ring Goes South
1.0 Because the Ring Tempts you upfront here, you will have at least one legendary creature, and that means you’ll get to grab the first land in your library and put it on the battlefield tapped. A 4-mana ramp spell that doesn’t usually help you fix isn’t really what you want to be doing in Limited, but it does get more interesting if you can quickly accumulate legendary creatures. The awkward thing, though, is that by the time you do have several legendary creatures, getting a bunch of mana is no longer going to be something you’re that desperate to do. I think you’re only going to end up playing this in some very specific decks
Ent-Draught Basin
0.0 This looks pretty bad. Sure, one mana to put a counter on a 1/1 isn’t a terrible deal, and as a mana sink you could do worse, but it will eventually be fairly expensive to put counters on things, and the fact it does it only at Sorcery speed is a pretty big problem too. This just seems too clunky
Saruman the White
3.0 I don’t love the stat-line here, even with Ward 2, but getting to Amass every time you cast a second spell is great.
Bag End Porter
3.0 This starts with solid stats, and there are enough legendary creatures in this set for this to attack as a 5/5 or 6/6 a decent chunk of the time.
Morgul-Knife Wound
0.0 I don’t think this is very good. I know it looks like a really cheap removal spell, but it has some serious problems. It is basically a Black version of the kind of removal spell Blue usually gets that makes a creature into a 0/2 or whatever, and those are always pretty underwhelming. So, let’s go through this card’s problems: The biggest thing is that it it doesn’t entirely remove a creature on its own. That effectively means you’re going down a card, and not taking a full card from your opponent.. Just lowering a creature’s power means that it can still block – perhaps even really effectively since its toughness is unaffected. It can also use all of its abilities. And heck, if it has high enough power it might still be a decent attacker! All of that is bad news. Additionally, giving your opponent an option about whether to pay life or exile the creature is way worse than it looks, because your opponent can always choose whichever option doesn’t really matter for them, and most of the time – neither of them will matter. Basically, even when this does operate as removal it isn’t going to give you a full card of value, and there will be plenty of times where it is far worse than that
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Dúnedain Blade
2.5 If you are paying three to equip this, it is basically unplayable. If you’re paying one to equip it enough of the time, it becomes a solid playable. There are certainly enough Humans in White, as well as some equipment synergies in the set.
Dreadful as the Storm
1.0 Lately, we’ve finally been seeing cards with this type of effect actually be playable, but that’s because they have drawn a card. Once that’s the case, a boost like this can be a 2-for-1 and that’s a big deal! The Ring tempting you isn’t nearly as good as drawing a card, so I don’t think this does enough. The problem with this type of boost is that you end up overpaying for it on most creatures – like a 3/3 that gets +2/+2 from this is not a good deal. Sure, on 1/1s it feels better, but that makes this overly situational
Many Partings
2.5 This offers some quality fixing while also helping you up your deck’s Food count, something that certainly matters in Green
Pack 3 Pick 7: Mauhúr, Uruk-hai Captain
You Cannot Pass!
1.5 It is a little sad that they chose this card to represent such an epic moment, because it is mediocre at best. Even in a set with lots of legendaries, this sort of removal spell tends to just be too narrow, even at one mana! This set has lots of legendaries, and making your creature into a ring-bearer also makes it legendary, but you still can’t always count on having one around, and even when you do, setting up an advantageous situation where this actually does something can be a challenge.
Mauhúr, Uruk-hai Captain
3.5 This is mostly useful alongside Amass, but the good news is there’s a ton of that in Black and Red in this set. A two mana 2/2 with Menace that gives you some extra counters here and there definitely makes for a nice signpost Uncommon
Gwaihir the Windlord
3.0 If this always costs 6 mana, it would probably be a 1.5. There are some other birds to give vigilance too, and a 6-mana 4/4 with Flying and Vigilance isn’t a disaster, though it also isn’t something that will always make your deck. The good news is, paying 4 for this is pretty awesome, and that’s fairly easy to do in a Blue-White deck. The bad news is, you probably had to spend some extra mana to draw that extra card, so that probably still means this won’t be coming down on turn 4 all that often, instead, it will be something that helps you double spell on turn 6 or so. Your ringbearer may help you draw that extra card too
Fog on the Barrow-Downs
3.0 This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
Fire of Orthanc
1.0 Demolish is almost never worth it in Limited, and tacking on this unblockable angle doesn’t do enough to change that.
Improvised Club
1.5 Giving up a real creature for this is not very good, as you end up 2-for-1ing yourself, but if you have a treasure or food, or expendable body to sacrifice, this will do a decent job. Its nice that it can go after the opponent, and that will sometimes close out games. Still, it takes enough set up to actually be worthwhile that you’re not always going to play it
Eagles of the North
2.5 The stat-line is ugly, but the ETB ability will often be enough to drastically alter combat. +1/+0 and First Strike together makes a whole lot of your board into effective attackers. Of course, you do need to have a significant board for it to really make a difference, but that’s not the biggest ask by the time you have six mana. The fact it has Plainscycling is really nice, because in the early game this is going to feel really bad in your opening hand, especially when you need to get your hands on some more land drops.
Nasty End
1.5 This type of spell is never amazing, but it does often find a niche. If you have a legendary creature that is worth sacrificing this can feel particularly good, but the problem with this kind of card is always that you don’t always have something worth giving up. Using it in response to removal is often the ideal situation, and that can potentially be quite impressive. However, it still ends up being too situational to be anything special.
Pack 3 Pick 8: Reprieve
Reprieve
2.5 This is basically a White Remand, and that’s pretty nice! Sure, your opponent gets the card back and can cast it in the future, but Reprieve also replaces itself, so getting some nice tempo is actually a reasonable deal. There will be times in the late game where your opponent can just cast the thing you bounce without a whole lot of effort, but the fail case is still that you get to draw a card.
Gift of Strands
2.5 When used as a combat trick, this can be pretty devastating. The stats boost is enough to make almost any creature win combat, and it of course sticks around in the form of an Aura. Four mana is kind of a lot, but if you can kill something with it when it comes down, you’re going to feel good about it, and it also means you won’t go behind on cards. Scry 2 is a nice bonus as well. All that said, it is still highly situational and very dangerous in situations where your opponent has mana up, so I don’t think it will be that great. You will have narrow windows to effectively use this, and that’s a problem
Soldier of the Grey Host
2.0 This has what are well below-rate stats these days, and while the enter the battlefield ability can be useful, it also isn’t anything special. This does have Flash, so sometimes it can work like a combat trick, but a +2/+0 boost isn’t exactly the sort of thing that helps your creature survive combat a large percentage of the time.
Gimli's Fury
1.5 +3/+2 is a decent boost for two mana, but you do need to be getting trample out of this pretty often for it to be worth it.
Great Hall of the Citadel
1.5 This can certainly help you splash some powerful legendary creatures, but I’m a little skeptical. Most of these lands that normally only produce colorless, but can produce colored mana for a certain type of card end up not being worth it. Producing only colorless for the majority of cards in your deck can be a liability for your mana base, so it ends up sort of canceling out any upside you might get out of it when you have your legendaries around. You’re going to want to go after different fixing than this most of the time
Many Partings
2.5 This offers some quality fixing while also helping you up your deck’s Food count, something that certainly matters in Green
Ithilien Kingfisher
3.0 This isn’t quite as good as a three mana 2/1 with Flying that draws when it enters the battlefield, but it is still quite good. It is a reasonable threat in the air, and it can deliver a two-for-one pretty often.
Pack 3 Pick 9: Lost to Legend
Lost to Legend
3.0 There are enough Historic permanents in this format for Lost to Legends to be quite good. While it may not permanently get rid of a card, it is still a 1-for-1 trade, and 4 cards deep means you don’t need to worry about it for awhile.
Hithlain Knots
2.0 This does a bunch of little stuff that will play reasonably well in multiple decks in the format. Whether you’re interesting in drawing extra cards, casting spells, or Scrying, this has you covered!
Captain of Umbar
2.0 This has below-rate states, but looting for one mana isn’t too bad, especially in a format with lots of payoffs for drawing an extra card during your turn.
Enraged Huorn
2.0 A 5-mana 4/5 Trample is probably a 1.5 these days, but the ring tempting you does mean that at the very least, you can give the Huorn some extra abilities – or do the same for some other creature
Took Reaper
2.0 This has mediocre stats that would make it a 1.0 at best these days. Getting tempted by the ring is nice upside, and does mean you’ll come out ahead in most trades, but it also isn’t the type of upside to get that excited over.
Esquire of the King
1.5 This ability costing only three mana is pretty sweet, especially if you’ve gone wide enough – and doing that in White certainly seems doable. The bad news is, as a one mana 1/1 it is pretty irrelevant up until the point it can use its ability, and paying 5 for that ability isn’t nearly as appealing.
Pack 3 Pick 10: Uglúk of the White Hand
Uglúk of the White Hand
3.0 Black-Red has lots of creatures with these types, and some sacrifice stuff going on, but I’m still kind of worried that growing this simply won’t be all that easy, and that’s a problem since it starts as a 4-mana 3/3
Olog-hai Crusher
2.5 This isn’t exactly the Goblin/Orc payoff you’re hoping for, but a 4-mana 4/4 Trampler is fairly formidable, and it will often be capable of blocking
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Sam's Desperate Rescue
2.0 One mana to return a creature from your graveyard to your hand is a passable card, though I’d usually pay three mana to get two things back, as that gives you a more significant advantage by the later stages of the game. That said, paying one will often mean you can play the thing you get back right away, and getting tempted by the ring even makes this have a decent fail case if you don’t have something in your graveyard
Battle-Scarred Goblin
2.5 This isn’t the most exciting upside, but it does mean it can trade with X/3s and it basically can’t be blocked at all by X/1s. It can also be kind of funny to pair with death touch. It also has a useful creature type, which matters.
Pack 3 Pick 11: Mordor Trebuchet
Lost to Legend
3.0 There are enough Historic permanents in this format for Lost to Legends to be quite good. While it may not permanently get rid of a card, it is still a 1-for-1 trade, and 4 cards deep means you don’t need to worry about it for awhile.
Mordor Trebuchet
2.0 Obviously you’re going to be happiest with this in a Black-Red deck, but in that deck this seems like a pretty legit payoff. A three mana ¼ isn’t anything to write home about, but throwing a 2/1 Boulder at your opponent every time you attack with a Goblin or Orc is pretty sweet. It also works quite well alongside sacrifice outlets
Slip On the Ring
1.0 This is cheaper than most versions of this effect that we see, but most versions of this effect also draw you a card, and The Ring Tempts You isn’t quite as good as that. Still, this will be effective in decks that end up with enough cards with ETBs. It is a bit of a bummer it can only hit creatures, as blinking Sagas can be particularly valuable. You can of course use it to help a creature dodge removal and stuff like that too. But Still, it seems like this type of card basically never makes the cut in Limited formats these days. It isn’t a disaster in the right deck, but actually generating a card of value with it is harder than you think. We’ve seen this be the case with basically every version of this effect in countless Limited formats at this point. While the list of situations where this is good seems long, the percentage of the time they come up just isn’t enough.
Enraged Huorn
2.0 A 5-mana 4/5 Trample is probably a 1.5 these days, but the ring tempting you does mean that at the very least, you can give the Huorn some extra abilities – or do the same for some other creature
Pack 3 Pick 12: The Torment of Gollum
The Torment of Gollum
2.5 So, the last time we saw Amass, there was an Amass discard spell that really overperformed. It only amassed one and cost one less mana, so the cards aren’t identical, but I am reasonably confident in saying that this is going to be a nice Common. This can net you a 2-for-1 in lots of situations. Just imagine this was a 4-mana 2/2 that lets you go after your opponents hand…because that’s basically what this is. It does feel a little less good when you just put two counters on something, but that’s still not a bad deal
Soldier of the Grey Host
2.0 This has what are well below-rate stats these days, and while the enter the battlefield ability can be useful, it also isn’t anything special. This does have Flash, so sometimes it can work like a combat trick, but a +2/+0 boost isn’t exactly the sort of thing that helps your creature survive combat a large percentage of the time.
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
Pack 3 Pick 13: Relentless Rohirrim
Eagles of the North
2.5 The stat-line is ugly, but the ETB ability will often be enough to drastically alter combat. +1/+0 and First Strike together makes a whole lot of your board into effective attackers. Of course, you do need to have a significant board for it to really make a difference, but that’s not the biggest ask by the time you have six mana. The fact it has Plainscycling is really nice, because in the early game this is going to feel really bad in your opening hand, especially when you need to get your hands on some more land drops.
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Pack 3 Pick 14: Second Breakfast
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.