Thassa's Intervention
2.5 Neither mode here is stellar, but having them both on a single card is nice. Basically if you have mana up for this when your opponent plays something you can counter, that’s probably the mode you choose. But, if your opponent doesn’t cast something you can counter and you’ve left mana up, you can at least use it to draw a couple of cards.
Hateful Eidolon
3.0 There are enough Black Aura-based removal spells in this set that Hopeful Eidolon draws you a card a little more often than you might think! That’s the most effective way to trigger its ability, but you can also do it with offensive Auras. And, the Eidolon counts itself, so if you put an Aura on it, it will at least replace itself if it dies. It is already a nice place for Auras too, as a result of lifelink.
Gray Merchant of Asphodel
3.5 So, on a base level, the Merchant is a 5-mana 2/4 that drains the opponent for two. That’s not very good. However, I think once it is draining for three, you’re getting decent value for your mana.. If you are draining 4 or more, you are in serious business. I think the Merchant has a high enough ceiling that taking it with an early pick is probably a good idea. You may have to abandon it, if your deck doesn’t end up with enough Black, but that’s fine. The upside is worth it.
Dawn Evangel
2.5 The Evangel also helps you avoid the dreaded 2-for-1, since if one of your creatures with an Aura gets killed, you get something back that puts you and your opponent at parity in terms of cards. One kind of weird thing to note about this card, is it doesn’t matter whose creature with an Aura dies, either way, you get the opportunity to put a small creature back into your hand. All that said, I feel like there is a considerable chunk of the time where this is just a 3-mana 2/3.
Scavenging Harpy
2.0 Three mana 2/1 flyers are fine and this has some minor upside that will probably be a little bit less minor in this set -- since it has the ability to exile a card from the graveyard, so taking an Escape card seems pretty nice.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Flummoxed Cyclops
2.5 A 4-mana 4/4 with Reach and downside doesn’t sound amazing, but it actually lines up fairly well in this format. It is a sizable creature, and as long as you’re just always attacking with him, the fact he can’t block a big chunk of the time doesn’t matter! It is a little annoying that he has Reach – a purely defensive ability – but won’t be able to block with it very often. He does do a good job of stonewalling a board that has like…one flyer and not much else, at least.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Dreadful Apathy
3.5 This is a nice removal spell, and unlike most Pacifism-type effects, this one can let you permanently get rid of the creature, which is worth doing any time you have the mana lying around, since if your opponent finds a way to get rid of the Aura, or if the creature has a static ability, you’re going to be in trouble. This is premium removal.
Ichthyomorphosis
2.5 Blue always get a solid, but unexciting, removal spell that transforms a creature into something else. The downside with all of them is that the creature can still do stuff, even if it is shrunk. At best, this tends to mean the creature can still chump block, and at worst it means the creature can still be sizable thanks to Auras, +1/+1 counters, and Equipment.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Pack 1 Pick 2: Inevitable End
Favored of Iroas
2.5 This can hit hard on turns when you get the Constellation going, and putting an Aura on him in particular feels pretty great.
Entrancing Lyre
3.5 This basically amounts to being colorless removal – and colorless removal that is pretty darn flexible! You can use this to lock down an opposing creature, and keep it locked down as long as you want – but once something more problematic shows up, you can shift the Lyre to locking that creature down. This might sound mostly defensive, but you can also use this quite offensively – like tap something on your opponents end step, and then again on your turn, and suddenly your opponent has no blockers!
Inevitable End
2.5 I don’t love cards like this in most scenarios. Sure, if your opponent has one creature in play it will feel like premium removal -- but most of the time, your opponent will have other creatures -- including fairly expendable ones, and sometimes playing this card will be irrelevant -- and that isn’t what premium removal is supposed to be. I don’t think this is terrible mind you, especially because this set loves Enchantments, but it should not be taken early, and you should be running a bunch of Black removal over it.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Voracious Typhon
4.0 This is an excellent common. A 4-mana 4/4 virtually always makes the cut, but this one gets to come back in the late game much larger, guaranteeing you a 2-for-1, and sometimes just being a straight up win condition.
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Starlit Mantle
2.0 The flexibility of this to feel like a combat trick that sticks around OR a counterspell against removal is pretty nice, especially in a set loaded with Enchantment payoffs.
Pack 1 Pick 3: Inevitable End
Hero of the Winds
2.0 So, a 4-mana ¼ with flying is not a playable card most of the time, but this comes with significant upside -- however, for that upside to really be obtained, you need two things: a deck that can go wide, and a deck with lots of cards that target your creatures -- this, of course, includes Auras. And while those things will happen in enough White decks, I don’t think the set up or the payoff here is so good that you take it all that early.
Eutropia the Twice-Favored
4.0 Eutropia is a great payoff for Enchantments. If she could just put counters on things or just give them flying, she would be a good card – but she does both! Keep in mind too, that even if you have nothing on board, Eutropia can pump herself.
Inevitable End
2.5 I don’t love cards like this in most scenarios. Sure, if your opponent has one creature in play it will feel like premium removal -- but most of the time, your opponent will have other creatures -- including fairly expendable ones, and sometimes playing this card will be irrelevant -- and that isn’t what premium removal is supposed to be. I don’t think this is terrible mind you, especially because this set loves Enchantments, but it should not be taken early, and you should be running a bunch of Black removal over it.
Voracious Typhon
4.0 This is an excellent common. A 4-mana 4/4 virtually always makes the cut, but this one gets to come back in the late game much larger, guaranteeing you a 2-for-1, and sometimes just being a straight up win condition.
Sunmane Pegasus
3.0 This card really overperforms. It might have some underwhelming stats to begin with, but the ability to gain Vigilance and Lifelink in the mid-to-late game turns out to be pretty good, as it makes it hard for your opponent to race you, and you can even keep it back to block!
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Pack 1 Pick 4: Shoal Kraken
Shoal Kraken
2.0 I like looting a fair bit – and it gets some extra value in this set because of the Escape mechanic. This has passable stats too, so you’ll play it in some of the grindier decks.
Threnody Singer
3.0 This can often lower an attacking creature’s power by a significant amount, and its arrival on the board increases the chances you will have of setting up a block that kills whatever it is you decided to weaken. It really isn’t that hard to find a way to make Threnody Singer and the rest of your board kill a creature, and even when you don’t, you are getting a reasonable creature.
Chainweb Aracnir
3.5 Like most Escape creatures, Aracnir tends to give you some pretty nice card advantage. Early it isn’t the most impressive creature, but even just chump blocking with it feels pretty good, since it can come back in the late game and knock a flyer out of the sky as a 4/5.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Witness of Tomorrows
2.5 Witness of Tomorrows tends to overperform. It lines up really well against most other flyers in the format as a ¾, and can be a really threatening presence in the air, and it doesn’t have the worst manasink ability either.
Flicker of Fate
1.0 Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Dreadful Apathy
3.5 This is a nice removal spell, and unlike most Pacifism-type effects, this one can let you permanently get rid of the creature, which is worth doing any time you have the mana lying around, since if your opponent finds a way to get rid of the Aura, or if the creature has a static ability, you’re going to be in trouble. This is premium removal.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Pack 1 Pick 5: Relentless Pursuit
Mischievous Chimera
3.0 This isn’t the greatest of signpost uncommons, and I think it is a big reason why UR decks fall flat sometimes. Don’t get me wrong, it has good evasive stats and a nice ability – doing 1 to the opponent and scrying when you cast a spell on their turn is nice! I’m just saying it doesn’t feel quite as pushed as the other signposts in this set.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Relentless Pursuit
2.0 This is a solid draw spell for Green, and it is nice that it puts at least three cards in the graveyard when you use it, because that will help you fuel Escape.
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Fruit of Tizerus
0.0 This card is a trap. People look at it and think it will be a worthwhile win condition in a control deck, but setting up is way too hard, the resources it asks for basically put you behind the eight-ball, even as a control deck. You’d much rather just be adding to the board and using your graveyard resources to do so.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Revoke Existence
2.5 So, your first instinct might be to think that this is just a sideboard card -- but in this set, where tons of creatures also happen to be enchantments, and there are just more Enchantments than usual in most sets, this is a reasonable card to play one of in your deck.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Pack 1 Pick 6: Sleep of the Dead
Revoke Existence
2.5 So, your first instinct might be to think that this is just a sideboard card -- but in this set, where tons of creatures also happen to be enchantments, and there are just more Enchantments than usual in most sets, this is a reasonable card to play one of in your deck.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Flummoxed Cyclops
2.5 A 4-mana 4/4 with Reach and downside doesn’t sound amazing, but it actually lines up fairly well in this format. It is a sizable creature, and as long as you’re just always attacking with him, the fact he can’t block a big chunk of the time doesn’t matter! It is a little annoying that he has Reach – a purely defensive ability – but won’t be able to block with it very often. He does do a good job of stonewalling a board that has like…one flyer and not much else, at least.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Pack 1 Pick 7: Grim Physician
The Triumph of Anax
1.0 first three chapters help make it so your creatures can attack harder and give them trample, and if you play this on turn 3 and your opponent has an empty board you can start doing a ton of damage. But, that’s the kind of ability that normally won’t scale very well as the game goes on -- sure, if you have creatures who are challenging to block it gets more interesting, but the boost to only power and Trample just isn’t something I’m that interested in. I feel like most aggro decks would rather just play a 3-mana creature than this. Now, the fourth chapter of this Saga is the most interesting one, since it gives you a fight effect -- but the fact your opponent KNOWS it is coming, means they can play around it to some extent -- it just takes so long for you to get to chapter 4 too.
Enemy of Enlightenment
1.5 It is tempting to look at this as a potential finisher in your deck, but it is harder to consistently have it be a threatening presence than you might think, and you also have to contend with the symmetrical discard, which narrows the window in which you can play it. That said, it can be a finisher, but it isn’t a great one.
Infuriate
1.5 This is an alright trick. You’ll play it sometimes in aggro decks.
Irreverent Revelers
0.5 There aren’t really enough Artifacts in this set for this to be worth it in your main deck. If you go up against someone with a few targets though, this can become a 2-for-1.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Ichthyomorphosis
2.5 Blue always get a solid, but unexciting, removal spell that transforms a creature into something else. The downside with all of them is that the creature can still do stuff, even if it is shrunk. At best, this tends to mean the creature can still chump block, and at worst it means the creature can still be sizable thanks to Auras, +1/+1 counters, and Equipment.
Pack 1 Pick 8: Rage-Scarred Berserker
Sage of Mysteries
1.0 Mill isn’t really a strategy in this format, the only cards that do it are at Uncommon or higher, so this is a pretty big dud most of the time. You need a critical mass of mill for it to be a real thing, and this format doesn’t have it.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Infuriate
1.5 This is an alright trick. You’ll play it sometimes in aggro decks.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Pack 1 Pick 9: Elite Instructor
Dawn Evangel
2.5 The Evangel also helps you avoid the dreaded 2-for-1, since if one of your creatures with an Aura gets killed, you get something back that puts you and your opponent at parity in terms of cards. One kind of weird thing to note about this card, is it doesn’t matter whose creature with an Aura dies, either way, you get the opportunity to put a small creature back into your hand. All that said, I feel like there is a considerable chunk of the time where this is just a 3-mana 2/3.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Flummoxed Cyclops
2.5 A 4-mana 4/4 with Reach and downside doesn’t sound amazing, but it actually lines up fairly well in this format. It is a sizable creature, and as long as you’re just always attacking with him, the fact he can’t block a big chunk of the time doesn’t matter! It is a little annoying that he has Reach – a purely defensive ability – but won’t be able to block with it very often. He does do a good job of stonewalling a board that has like…one flyer and not much else, at least.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Pack 1 Pick 10: Deny the Divine
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Pack 1 Pick 11: Memory Drain
Hero of the Winds
2.0 So, a 4-mana ¼ with flying is not a playable card most of the time, but this comes with significant upside -- however, for that upside to really be obtained, you need two things: a deck that can go wide, and a deck with lots of cards that target your creatures -- this, of course, includes Auras. And while those things will happen in enough White decks, I don’t think the set up or the payoff here is so good that you take it all that early.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Pack 1 Pick 12: Stern Dismissal
Flicker of Fate
1.0 Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Pack 1 Pick 13: Memory Drain
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Pack 1 Pick 14: Memory Drain
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Pack 2 Pick 1: Thassa, Deep-Dwelling
Thassa, Deep-Dwelling
4.0 Her ability to blink creatures every turn isn’t bad -- it can allow you to abuse ETB abilities, and also gives one of your creatures pseudo-vigilance every turn. It also means that she will usually have some impact on the board right away, even if only effectively untapping a creature. Additionally, every color has Enchantment-based removal spells at lower rarities, and Thassa can make those fall off of your creatures. On top of that, if you have a ton of mana lying around, she can tap stuff -- which is a powerful effect -- but it does ask for a lot of mana, though it is a nice mana sink. Then, of course, if your devotion is high enough she becomes a huge, indestructible creature. So, where does that leave us? Well, she needs to be built around a little, and her activated ability is not exactly priced to move, and I think both of those things keep her from being a straight up bomb – but she has the real potential to be a value engine.
Mystic Repeal
3.5 This can tuck a huge number of permanents in this set and it does it really efficiently, basically amounting to being premium removal.
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Callaphe, Beloved of the Sea
2.5 At worst this is a 3-mana ⅔ that makes your opponent’s removal spells cost more. Making your opponent pay more for removal means your opponent will have a much harder time finding a way to trade up with their removal spells, and obviously means it will take them longer to cast them. Then, this will frequently be at least a 3-mana 3/3 with that ability, and then you’re kind of in business -- especially because it can get even bigger than that! This basically comes down to being an efficient creature with an impactful, albeit not amazing, static ability.
Flummoxed Cyclops
2.5 A 4-mana 4/4 with Reach and downside doesn’t sound amazing, but it actually lines up fairly well in this format. It is a sizable creature, and as long as you’re just always attacking with him, the fact he can’t block a big chunk of the time doesn’t matter! It is a little annoying that he has Reach – a purely defensive ability – but won’t be able to block with it very often. He does do a good job of stonewalling a board that has like…one flyer and not much else, at least.
Scavenging Harpy
2.0 Three mana 2/1 flyers are fine and this has some minor upside that will probably be a little bit less minor in this set -- since it has the ability to exile a card from the graveyard, so taking an Escape card seems pretty nice.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Mogis's Favor
2.5 This is surprisingly useful for a one mana card! You can use it to kill X/1s, and its relatively cheap Escape cost means you can threaten X/1s with it all game long. You can also put it on one of your evasive creatures as a way of doing significantly more damage.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Ichthyomorphosis
2.5 Blue always get a solid, but unexciting, removal spell that transforms a creature into something else. The downside with all of them is that the creature can still do stuff, even if it is shrunk. At best, this tends to mean the creature can still chump block, and at worst it means the creature can still be sizable thanks to Auras, +1/+1 counters, and Equipment.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 2 Pick 2: Gray Merchant of Asphodel
Stinging Lionfish
2.0 Tapping down an opponent’s creature isn’t terrible, as it can both allow you to avoid an attack from your opponent’s best creature, and allow you to have better attacks on your turn. That said, the payoff here isn’t ultra impressive. UR is definitely going to be interested in having a bunch of Instants and cards with Flash, but I don’t think this will be one of the cards you really desperately want for that deck to work -- but it will be a solid roleplayer.
Destiny Spinner
4.0 This little two drop is good all game long. It has good stats, and it can animate your lands into pretty scary attackers in the late game, when it can often take over.
Gray Merchant of Asphodel
3.5 So, on a base level, the Merchant is a 5-mana 2/4 that drains the opponent for two. That’s not very good. However, I think once it is draining for three, you’re getting decent value for your mana.. If you are draining 4 or more, you are in serious business. I think the Merchant has a high enough ceiling that taking it with an early pick is probably a good idea. You may have to abandon it, if your deck doesn’t end up with enough Black, but that’s fine. The upside is worth it.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Warbriar Blessing
3.5 This gives a large enough boost to toughness that this enables a number of creatures to fight and survive than would have been able to without it. This often feels like a removal spell that leaves behind a permanent stats boost for one of your creatures, and that tends to feel pretty good – though it does have the usual downsides that Fight spells do – if you’re not careful, you might get 2-for-1’d.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Brine Giant
1.5 This is basically affinity for Enchantments. I think you need to consistently only be paying 5 for this for it to be worth it, and even 5 isn’t anything impressive. Lower than that and it starts to be a little more passable.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Scavenging Harpy
2.0 Three mana 2/1 flyers are fine and this has some minor upside that will probably be a little bit less minor in this set -- since it has the ability to exile a card from the graveyard, so taking an Escape card seems pretty nice.
Pack 2 Pick 3: Thirst for Meaning
Hero of the Winds
2.0 So, a 4-mana ¼ with flying is not a playable card most of the time, but this comes with significant upside -- however, for that upside to really be obtained, you need two things: a deck that can go wide, and a deck with lots of cards that target your creatures -- this, of course, includes Auras. And while those things will happen in enough White decks, I don’t think the set up or the payoff here is so good that you take it all that early.
Mirror Shield
0.5 People tend to really overrate equipment that grants Hexproof and doesn’t do much else. The main problem is that you already need your creature to be good for Mirror Shield to matter, and the best equipment helps make any creature good. As it is, Mirror Shield just isn’t worth it. You probably only run this if you have Dalakos.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Fruit of Tizerus
0.0 This card is a trap. People look at it and think it will be a worthwhile win condition in a control deck, but setting up is way too hard, the resources it asks for basically put you behind the eight-ball, even as a control deck. You’d much rather just be adding to the board and using your graveyard resources to do so.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Iroas's Blessing
3.5 This is a removal spell that also gives one of your creatures a stats boost, and that’s pretty nice. It isn’t the most efficient at removing things, but it is nice that it actually impacts your side of the board too, even if +1/+1 isn’t always going to be a major thing.
Thirst for Meaning
2.5 This is a decent draw spell. Sometimes giving up an Enchantment will be worth it, but don’t just do it automatically. Sometimes giving up a couple of lands will just be better.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Pack 2 Pick 4: Underworld Charger
Renata, Called to the Hunt
4.0 At worst she is a 4-mana 2/3 that makes your creatures come down with an additional counter – and that’s a card you would pretty much always play. But, the higher your devotion, the higher the power, and the more impressive she becomes.
Lagonna-Band Storyteller
2.5 This ETB trigger is pretty nice! There are lots of good Enchantments in this set, including Sagas which throw themselves in the graveyard, so getting something back with the Storyteller isn’t that hard to set up. People often overrate how good putting something on top of your library is – keep in mind that it is just card selection, and not card advantage. That doesn’t make the Storyteller bad, just not as good as some might think.
Phalanx Tactics
2.0 This is the kind of trick that can really produce a blowout when things line up correctly! Pumping multiple creatures with one trick can be really strong, and this is especially good if you’re going fairly wide.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Triumphant Surge
1.5 This kind of “Kill a big thing” removal spell is always fine, but generally not more than that.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Heliod's Pilgrim
3.0 This set has so many Enchantments that Heliod’s Pilgrim is a nice card in virtually every White deck, as its ETB reads “Draw your best Aura.” This can let you grab removal, or powerful offensive auras, either way, you’re getting a very meaningful card out of the trigger.
Voracious Typhon
4.0 This is an excellent common. A 4-mana 4/4 virtually always makes the cut, but this one gets to come back in the late game much larger, guaranteeing you a 2-for-1, and sometimes just being a straight up win condition.
Pack 2 Pick 5: Drag to the Underworld
Archon of Falling Stars
3.0 A 6-mana 4/4 flyer isn’t great but putting an Enchantment from your graveyard on the battlefield when it dies Is pretty nice. One thing I really like about that is that it is ANY Enchantment -- several cards in this set focus on Auras, but not the Archon, who is able to bring back any sort of Enchantment -- including Enchantment creatures. When you do that, you’re usually going to be getting a 2-for-1, and those go a long way towards shifting games in your favor.
Drag to the Underworld
4.0 Now this is premium removal. 4 mana to kill anything at instant speed is already good and obviously 3 mana is Murder and this has the potential to only cost two Black mana! Now, it does matter that this can’t exile stuff -- since Escape puts extra value on cards going to the graveyard, but I think this is so efficient that it is really nitpicky to point that out.
Captivating Unicorn
1.5 The Constellation Trigger here is alright, and the stats of the creature are passable. You’ll play this at the top of your curve in some aggressive decks.
Hyrax Tower Scout
1.5 This has solid stats, and its ETB ability will occasionally do something, though not usually anything especially meaningful.
Scavenging Harpy
2.0 Three mana 2/1 flyers are fine and this has some minor upside that will probably be a little bit less minor in this set -- since it has the ability to exile a card from the graveyard, so taking an Escape card seems pretty nice.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Pack 2 Pick 6: Soulreaper of Mogis
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Impending Doom
2.0 This gives a really nice stats boost for the cost, though it does come with some quite significant upside. If you’re an aggressive deck, slapping this on your one or two drop can often win you the game – but of course you’re going to get 2-for-1’d and Lightning Bolted if your opponent has an answer. This tends to be worth it in those aggro decks, but not really anywhere else.
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Pack 2 Pick 7: Lampad of Death's Vigil
Stinging Lionfish
2.0 Tapping down an opponent’s creature isn’t terrible, as it can both allow you to avoid an attack from your opponent’s best creature, and allow you to have better attacks on your turn. That said, the payoff here isn’t ultra impressive. UR is definitely going to be interested in having a bunch of Instants and cards with Flash, but I don’t think this will be one of the cards you really desperately want for that deck to work -- but it will be a solid roleplayer.
Klothys's Design
1.0 Six mana for a board pump effect like this honestly isn’t that impressive, especially because the boost it gives is so inconsistent, and it doesn’t even offer a keyword ability to sweeten the deal. You’ll play this in some of your Green decks, especially if you’re close to mono-green and going wide, but you’ll barely every play this.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Lampad of Death's Vigil
3 This ended up being a key card in this format. Its cheap sacrifice effect made sacrifice decks a lot better than they would otherwise have been, and the fact it drains life often allows you to get to lethal a full turn or more before you would have had it otherwise.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Pack 2 Pick 8: Nyxborn Marauder
Slaughter-Priest of Mogis
3.5 This is a nice payoff for Sacrifing and a sacrifice outlet itself! I always like when payoffs can synergize with themselves, as that makes them a lot less risky. This is a very difficult creature to block, and at the same time sometimes you can’t just take it because it can kill you. That makes him a challenging thing to face down.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Pack 2 Pick 9: Underworld Dreams
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 2 Pick 10: Temple Thief
Stinging Lionfish
2.0 Tapping down an opponent’s creature isn’t terrible, as it can both allow you to avoid an attack from your opponent’s best creature, and allow you to have better attacks on your turn. That said, the payoff here isn’t ultra impressive. UR is definitely going to be interested in having a bunch of Instants and cards with Flash, but I don’t think this will be one of the cards you really desperately want for that deck to work -- but it will be a solid roleplayer.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Pack 2 Pick 11: Deny the Divine
Mirror Shield
0.5 People tend to really overrate equipment that grants Hexproof and doesn’t do much else. The main problem is that you already need your creature to be good for Mirror Shield to matter, and the best equipment helps make any creature good. As it is, Mirror Shield just isn’t worth it. You probably only run this if you have Dalakos.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Fruit of Tizerus
0.0 This card is a trap. People look at it and think it will be a worthwhile win condition in a control deck, but setting up is way too hard, the resources it asks for basically put you behind the eight-ball, even as a control deck. You’d much rather just be adding to the board and using your graveyard resources to do so.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Pack 2 Pick 12: Rage-Scarred Berserker
Phalanx Tactics
2.0 This is the kind of trick that can really produce a blowout when things line up correctly! Pumping multiple creatures with one trick can be really strong, and this is especially good if you’re going fairly wide.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Pack 2 Pick 13: Leonin of the Lost Pride
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Pack 2 Pick 14: Wrap in Flames
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Pack 3 Pick 1: Underworld Dreams
The First Iroan Games
4.0 This is good, as it will usually be well worth the 3 mana you spend on it. Even if you have nothing going on on the board, it helps add to the board for you, then makes the creature big, and can then also draw you a card. Obviously, your creature has to survive to the third chapter to draw that card, and sometimes it won’t – but most of the time you’ll also have more than just this 1/1 in play, too! The final chapter is probably the least impressive in most cases, but hey, at least it helps you fix and ramp your mana.
Skophos Maze-Warden
3.0 So, a 4-mana ¾ that can raise its power while lowering its toughness is probably already something you’d play a reasonable chunk of the time. That ability means it can trade with anything, and also that every time you attack with it, if your opponent doesn’t block, they could be about to eat 6 damage. But the Guardian also comes with the very specific upside of making your Labyrinth of Skophos way better, since the Minotaur will now fight anything you target with it. Now, the Labyrinth is a rare and this is an uncommon, so the chances of getting them both together are pretty low, but when you do, it will feel pretty good.
Warden of the Chained
3.0 This signpost uncommon feels a bit underwhelming to me. Sure, the guy is efficient and he has trample, but I feel like I should be getting a little something else to make up for the downside here. Sure, even if you don’t have a big enough creature, the Warden is a good blocker, and sure – RG is the color pair all about having high power – but still, just not that impressed here. Will you play him in all your RG decks? Absolutely. But he shouldn’t be the card that pulls you into the color pair.
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Flicker of Fate
1.0 Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Sunmane Pegasus
3.0 This card really overperforms. It might have some underwhelming stats to begin with, but the ability to gain Vigilance and Lifelink in the mid-to-late game turns out to be pretty good, as it makes it hard for your opponent to race you, and you can even keep it back to block!
Venomous Hierophant
2.5 This loads your graveyard in a format that is interested in that, and it can trade for anything!
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Transcendent Envoy
2.5 There are lots of playable Auras in this set, and the Envoy makes them cheaper, and also happens to be a really good place to stick those Auras thanks to Flying.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Pack 3 Pick 2: Soulreaper of Mogis
Siona, Captain of the Pyleas
3.5 Siona makes it clear that GW is all about Enchantments, and more specifically - Auras. It is going to be pretty hard to wiff entirely on Enchantments in your top 7 cards in this format, so generally Siona will at least be a 3-mana 2/2 that draws you a card, something that is always solid. But then, it comes with the ability to make a creature token every time you put an Aura on one of your creatures, and that’s a nice payoff too. Auras can sometimes be risky because if your opponent has removal, you get 2-for-1’d -- but making a creature token every time you put an Aura on something helps soften the blow if that’s what happens, because at least you have a 1/1 left behind. Siona is going to draw you a card and make 1-2 creature tokens without a whole lot of help.
Cling to Dust
0.0 This isn’t worth a slot in your deck. The Escape cost is too high – in both mana and cards you have to exile – so ever being able to use this repeatedly is unlikely.
Banishing Light
5.0 This is a premium removal spell whenever we see it. Three mana to deal with any non-land permanent is incredible, especially because it is exiled -- something that really matters in a set with a graveyard matters theme. It is also an Enchantment, which gives this already very powerful cards some additional value in a set with an Enchantment theme. One thing not going for Banishing Light is the fact that this set, in addition to having way more Enchantments than normal, also has way more ways to deal with Enchantments than is the norm, meaning your opponent can get the permanent back from this more often than you might think. But still, most of the time, this will at least take care of a problem permanent for a few turns, and that will often be enough.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Flummoxed Cyclops
2.5 A 4-mana 4/4 with Reach and downside doesn’t sound amazing, but it actually lines up fairly well in this format. It is a sizable creature, and as long as you’re just always attacking with him, the fact he can’t block a big chunk of the time doesn’t matter! It is a little annoying that he has Reach – a purely defensive ability – but won’t be able to block with it very often. He does do a good job of stonewalling a board that has like…one flyer and not much else, at least.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Voracious Typhon
4.0 This is an excellent common. A 4-mana 4/4 virtually always makes the cut, but this one gets to come back in the late game much larger, guaranteeing you a 2-for-1, and sometimes just being a straight up win condition.
Pack 3 Pick 3: Agonizing Remorse
Careless Celebrant
3.5 A two mana 2/1 that is relevant all game long is always nice, and that’s what we have here. You can set up two-for-ones pretty easily with this, and that’s the ideal situation, but even if you can’t do that, you can just trade up with it – since it can take down anything with 4 toughness all on its own! Situations will be created where your opponent’s attacks just don’t work for them because of this two drop, and that’s going to feel pretty good.
Agonizing Remorse
3.0 This is a great discard spell. It allows you to really disrupt your opponent early, and in the late game it can still do something – like exile a creature from Escape from their graveyard. That gets pretty close to still being a 1-for-1 late, and that’s what allows this to be a discard spell you actually feel good about in Limited – it does something all game long.
Blood Aspirant
3.0 He gets bigger when you sacrifice permanents, and also gives you a way to do that. His ability to ping a creature and make it unable to block is pretty powerful, especially because he will be getting bigger at the same time. He will often make your attacks look much better, if yo’ure willing to give up a creature or an Enchantment. There will of course be times where you just can’t get things going with the Aspirant, and that will hurt -- but there will also be games where activating his ability twice will just win you the game.
Karametra's Blessing
1.5 This is a decent trick with nice Enchantment upside – it IS still a trick though, and you’ll only play it in the most aggressive of decks.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Warbriar Blessing
3.5 This gives a large enough boost to toughness that this enables a number of creatures to fight and survive than would have been able to without it. This often feels like a removal spell that leaves behind a permanent stats boost for one of your creatures, and that tends to feel pretty good – though it does have the usual downsides that Fight spells do – if you’re not careful, you might get 2-for-1’d.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Mogis's Favor
2.5 This is surprisingly useful for a one mana card! You can use it to kill X/1s, and its relatively cheap Escape cost means you can threaten X/1s with it all game long. You can also put it on one of your evasive creatures as a way of doing significantly more damage.
Hyrax Tower Scout
1.5 This has solid stats, and its ETB ability will occasionally do something, though not usually anything especially meaningful.
Dreadful Apathy
3.5 This is a nice removal spell, and unlike most Pacifism-type effects, this one can let you permanently get rid of the creature, which is worth doing any time you have the mana lying around, since if your opponent finds a way to get rid of the Aura, or if the creature has a static ability, you’re going to be in trouble. This is premium removal.
Pack 3 Pick 4: Underworld Dreams
Haktos the Unscarred
4.0 This 4-mana 6/1 is not easy to deal with or interact with. This is because his random ability will usually make it challenging for more than one creature to block, and sometimes he will just be straight unblockable. Worth noting that he can even blank removal spells thanks to his random ability! Now, because he is random, there will be times where he isn’t able to do a whole lot, but it seems like most fail cases will still involve him being able to attack and trade with something.
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Anax, Hardened in the Forge
4.0 At worst, he is a 3-mana 2/3 with a powerful ability who churns out creature tokens when stuff dies. Now, the fact that those creature tokens can’t block is no small thing – part of the value of creature tokens in a lot of games is that they can provide chump blockers, and these can’t do that – they are all about attacking. So yes, that is definitely a downgrade, but still – you’re getting creature tokens when stuff dies, and that’s nice value. Plus, he also likes it when extra big creatures die, and he can make two tokens. It is nice too that this ability includes himself, so it basically impossible for your opponent to straight up trade with Anax – he can even potentially get his power up to 4, in which case he would make two tokens! I think that Anax brings a lot of power for an uncommon, especially as a three drop.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Relentless Pursuit
2.0 This is a solid draw spell for Green, and it is nice that it puts at least three cards in the graveyard when you use it, because that will help you fuel Escape.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Sunmane Pegasus
3.0 This card really overperforms. It might have some underwhelming stats to begin with, but the ability to gain Vigilance and Lifelink in the mid-to-late game turns out to be pretty good, as it makes it hard for your opponent to race you, and you can even keep it back to block!
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Pack 3 Pick 5: Underworld Dreams
Sea God's Scorn
1.5 This kind of card always seems to disappoint. Don’t get me wrong, what it does is pretty powerful – it can completely reshape the board, and it will be especially nice to bounce things that cost more than 6 mana total, so you’re coming out ahead mana-wise. The problem is, it is pretty impossible to come out ahead card-wise. Sure, your opponent has to recast everything, but if you can’t win the game quickly after casting the Scorn, you’re in trouble. The other problem a card like this always has, is, most Blue decks probably aren’t that interested in an effect like this. This will mostly only be good in more aggressive decks, who can get the opening they want after casting this. Problem is, it costs 6 mana, and most aggressive decks don’t really want to go there. In a mid-rangey or control deck, it is less appealing, since setting up a situation where it wins you the game will be a little more challenging. Also worth noting that you can bounce your own stuff with this, and sometimes that’s the right thing to do.
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Thirst for Meaning
2.5 This is a decent draw spell. Sometimes giving up an Enchantment will be worth it, but don’t just do it automatically. Sometimes giving up a couple of lands will just be better.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Ichthyomorphosis
2.5 Blue always get a solid, but unexciting, removal spell that transforms a creature into something else. The downside with all of them is that the creature can still do stuff, even if it is shrunk. At best, this tends to mean the creature can still chump block, and at worst it means the creature can still be sizable thanks to Auras, +1/+1 counters, and Equipment.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Pack 3 Pick 6: Soulreaper of Mogis
Shoal Kraken
2.0 I like looting a fair bit – and it gets some extra value in this set because of the Escape mechanic. This has passable stats too, so you’ll play it in some of the grindier decks.
Chainweb Aracnir
3.5 Like most Escape creatures, Aracnir tends to give you some pretty nice card advantage. Early it isn’t the most impressive creature, but even just chump blocking with it feels pretty good, since it can come back in the late game and knock a flyer out of the sky as a 4/5.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Transcendent Envoy
2.5 There are lots of playable Auras in this set, and the Envoy makes them cheaper, and also happens to be a really good place to stick those Auras thanks to Flying.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Relentless Pursuit
2.0 This is a solid draw spell for Green, and it is nice that it puts at least three cards in the graveyard when you use it, because that will help you fuel Escape.
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Pack 3 Pick 7: Lampad of Death's Vigil
Thundering Chariot
2.5 This is pretty easy to crew, but not that easy to cast. It is a pretty good creature though when you can crew it.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Lampad of Death's Vigil
3 This ended up being a key card in this format. Its cheap sacrifice effect made sacrifice decks a lot better than they would otherwise have been, and the fact it drains life often allows you to get to lethal a full turn or more before you would have had it otherwise.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Pack 3 Pick 8: Aspect of Lamprey
Whirlwind Denial
1.5 This is a neat design for a counterspell that we haven’t really seen before. Most of the time in Limited, your opponent will just be controlling one spell or ability, so this is basically just a fancy Convolute, and that isn’t an amazing place to be. On occasion, you may be able to get more than just the one spell, but it isn’t that easy to make it happen.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Aspect of Lamprey
2.0 Lifelink + Mind Rot turns out to be a pretty decent combination in this set. This is another Discard spell that still does a thing in the late game, and that’s nice, because it gets around some significant downside.
Pack 3 Pick 9: Sleep of the Dead
Skophos Maze-Warden
3.0 So, a 4-mana ¾ that can raise its power while lowering its toughness is probably already something you’d play a reasonable chunk of the time. That ability means it can trade with anything, and also that every time you attack with it, if your opponent doesn’t block, they could be about to eat 6 damage. But the Guardian also comes with the very specific upside of making your Labyrinth of Skophos way better, since the Minotaur will now fight anything you target with it. Now, the Labyrinth is a rare and this is an uncommon, so the chances of getting them both together are pretty low, but when you do, it will feel pretty good.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Flicker of Fate
1.0 Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Pack 3 Pick 10: Rage-Scarred Berserker
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Pack 3 Pick 11: Deny the Divine
Blood Aspirant
3.0 He gets bigger when you sacrifice permanents, and also gives you a way to do that. His ability to ping a creature and make it unable to block is pretty powerful, especially because he will be getting bigger at the same time. He will often make your attacks look much better, if yo’ure willing to give up a creature or an Enchantment. There will of course be times where you just can’t get things going with the Aspirant, and that will hurt -- but there will also be games where activating his ability twice will just win you the game.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Pack 3 Pick 12: Rumbling Sentry
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Pack 3 Pick 13: Elite Instructor
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Pack 3 Pick 14: Towering-Wave Mystic
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.