Lobelia Sackville-Baggins
3.5 A three mana ⅔ with Flash and Menace is already a playable card. It has the right kind of size to come down and ambush block a decent number of creatures, and Menace means that it can also come out of nowhere and represent two more damage your opponent didn’t account for. So, its pretty great that she can also exile a creature from a graveyard and generate a bunch of treasure. You won’t always have a target for that effect, but you’ll have one often enough that this looks pretty good. If you can get a couple of treasure for your turn four, you’re going to have a huge turn
Prince Imrahil the Fair
3.0 This is a nice signpost for Blue-White, which is obviously about drawing two cards a turn. Getting a 1/1 is a very real return on that type of investment
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
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
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!
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
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
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
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.
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.
Cast into the Fire
0.5 This has two modes that aren’t useful often enough, and while the fact that you can choose between them helps offset how narrow each effect is, we’re still looking at a card that won’t do anything meaningful far too often. This feels like sideboard material.
Mirkwood Bats
3.0 This stat-line is well below rate these days, but this ability has the potential to be fairly strong, especially if you have some Food or Treasure tokens around since they are tokens that you create with built-in sacrifice effects
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
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
Pack 1 Pick 2: Hobbit's Sting
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.
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
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!
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.
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!
Nimble Hobbit
2.0 Tapping opposing creatures tends to be pretty good in aggro decks, but paying three for the effect is kind of rough. Giving up a Food is more appealing, but you’re still attacking with a 1/3, and there’s a pretty good chance that even when you tap down an opposing creature with this, your opponent can easily take it down in combat, especially after the early stages of the game.
Wose Pathfinder
3.0 This is fragile and inefficient when it comes to stats, but it also fixes and ramps your mana, and in the extreme late game it has an effect that isn’t a terrible one to sink your mana into
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.
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!
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
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.
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
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 3: Samwise the Stouthearted
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
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.
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
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
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.
Cast into the Fire
0.5 This has two modes that aren’t useful often enough, and while the fact that you can choose between them helps offset how narrow each effect is, we’re still looking at a card that won’t do anything meaningful far too often. This feels like sideboard material.
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!
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.
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
Lothlórien Lookout
1.5 This card’s pretty awkward, because 1/3 doesn’t exactly scream “Attack with me!” While Scrying is definitely important for Green decks in the format, there are lots of better ways to do it, so I don’t think this will usually make the cut unless you’re desperate for the synergy or two drops
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.
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.
Pack 1 Pick 4: Errand-Rider of Gondor
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.
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
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
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.
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.
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
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
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.
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
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
Warbeast of Gorgoroth
2.0 On its own, this is a 5-mana 5/4 that Amasses 2 when it dies. That’s not bad, but not really anything to write home about either. Obviously, it does get better the more 4 power or more creatures you have, and it makes any trades you make with those creatures into a pretty decent deal, but its still expensive and has mediocre stats
Pack 1 Pick 5: Stalwarts of Osgiliath
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.
Rising of the Day
1.0 We’ve seen many cards like this over the years, and they just don’t do enough to be worth a card in Limited. Haste is nice and all, as is buffing your legendary creatures, but I don’t really want to spend three mana on an Enchantment that does both of those things. Legendaries are certainly prevalent in the set so the buff will matter, but it won’t matter enough, and Haste is only something that matters about half the time
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.
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
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
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
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
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.
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
Warbeast of Gorgoroth
2.0 On its own, this is a 5-mana 5/4 that Amasses 2 when it dies. That’s not bad, but not really anything to write home about either. Obviously, it does get better the more 4 power or more creatures you have, and it makes any trades you make with those creatures into a pretty decent deal, but its still expensive and has mediocre stats
Pack 1 Pick 6: Eagles of the North
Legolas, Counter of Kills
2.5 His ability to untap is reasonably easy to trigger in Blue-Green, but also not the most exciting thing ever. His ability to grow is where the real value is, but Green/blue is awkwardly a color pair that isn’t that good at killing things outside of combat, which limits just how good this can be. Additionally, his base stats are not remotely impressive
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.
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
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.
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.
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.
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.
Escape from Orthanc
2.0 This gives a reasonable boost for only one mana, and the toughness means it will do enough to save it from a decent amount of removal too. The fact it gives Flying also means you can use this sometimes before you attack to get in for lethal. It is cheap and has enough different uses that it seems like a quality trick for white aggressive deck.
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
Pack 1 Pick 7: Took Reaper
Gandalf's Sanction
3.5 This looks like a nice signpost Uncommon. It can be kind of a blank card in the early game, but by the mid-to-late game, this is going to be capable of killing most stuff. Doing excess damage to the opponent is pretty sweet too, because sometimes when we see cards like this you’re doing crazy overkill damage with them in the later stages of the game, and this gives you something extra when that happens.
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.
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.
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.
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.
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.
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
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.
Pack 1 Pick 8: Sam's Desperate Rescue
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
Mirror of Galadriel
2.0 Even in a set with this many legendaries, it is hard to imagine getting the cost on this ability down low enough consistently enough to be super happy with this. I guess if you can get it down to 3 the effect will feel passable, but you really need to go to 2 or less for it to feel like you’re getting a good deal, and the floor on the card is pretty miserable
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
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.
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.
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.
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.
Pack 1 Pick 9: Stone of Erech
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
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
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!
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
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
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
Pack 1 Pick 10: Snarling Warg
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!
Nimble Hobbit
2.0 Tapping opposing creatures tends to be pretty good in aggro decks, but paying three for the effect is kind of rough. Giving up a Food is more appealing, but you’re still attacking with a 1/3, and there’s a pretty good chance that even when you tap down an opposing creature with this, your opponent can easily take it down in combat, especially after the early stages of the game.
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
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.
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
Pack 1 Pick 11: Bewitching Leechcraft
Cast into the Fire
0.5 This has two modes that aren’t useful often enough, and while the fact that you can choose between them helps offset how narrow each effect is, we’re still looking at a card that won’t do anything meaningful far too often. This feels like sideboard material.
Lothlórien Lookout
1.5 This card’s pretty awkward, because 1/3 doesn’t exactly scream “Attack with me!” While Scrying is definitely important for Green decks in the format, there are lots of better ways to do it, so I don’t think this will usually make the cut unless you’re desperate for the synergy or two drops
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.
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.
Pack 1 Pick 12: Shire Terrace
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
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
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.
Pack 1 Pick 13: Shire Scarecrow
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
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
Pack 1 Pick 14: Shower of Arrows
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
Pack 2 Pick 1: Banish from Edoras
Rivendell
3.0 A land that Scries is always a nice thing to have, and this has a fairly reasonable hoop for you to jump through, as by the time you want to start Scrying with this you’re fairly likely to have a legendary creature in play
Barrow-Blade
2.5 A +1/+1 Equipment that costs one to play and one to Equip is usually a C- level card. It offers a decent boost at a decent rate. The additional upside here does matter though, as it makes it more difficult for your opponent to find an advantageous way to block or attack through your creatures. The fact the abilities are lost until end of turn will often have ramifications outside of combat too.
Dúnedain Rangers
3.0 A 4-mana 4/4 is a solid stat-line, but the landfall trigger isn’t amazing. If it was just straight up you get tempted every time you play a land that would be awesome, but this only triggers if you don’t already have a Ringbearer. That said, getting The Ring going or offering a big upgrade to a creature if you already have been tempted a bunch is pretty big. Still, sometimes this landfall trigger is meaningless, and I don’t love that
Saruman's Trickery
2.5 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.
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
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
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.
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
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.
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
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.
Wose Pathfinder
3.0 This is fragile and inefficient when it comes to stats, but it also fixes and ramps your mana, and in the extreme late game it has an effect that isn’t a terrible one to sink your mana into
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
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.
Pack 2 Pick 2: Claim the Precious
Delighted Halfling
3.5 This looks really good. One mana creatures who tap for mana tend to be incredible on turn one, as you can quickly power out bigger things than your opponent can, and the fact this can even fix mana for legendary stuff is pretty nice. It does have the downside of most mana dorks though, as it gets less and less useful the longer the game goes on. Still, that early game upside is worth a lot.
Legolas, Counter of Kills
2.5 His ability to untap is reasonably easy to trigger in Blue-Green, but also not the most exciting thing ever. His ability to grow is where the real value is, but Green/blue is awkwardly a color pair that isn’t that good at killing things outside of combat, which limits just how good this can be. Additionally, his base stats are not remotely impressive
Gollum's Bite
3.5 A one mana instant that gives -2/-2 is already premium removal. You can trade up with it super easy, so the fact that you can also get the Ring to tempt you from the graveyard is amazing upside to have on an already very good card.
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
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
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.
Claim the Precious
3.5 This is Murder, except it gets downgraded to a Sorcery and you get tempted by the ring in exchange. Either way, this is definitely premium removal as it can deal with almost anything efficiently while giving you a bonus effect. It does cost double black, and that does actually matter on premium removal, because the ones that only have one colored symbol are easily splashable, and that won’t be the case here
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.
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
Protector of Gondor
2.5 We see versions of this card a lot, and its always fine. It is pretty much exactly what you expect to get from a 4-mana Common – 4/4 of stats spread across two bodies.
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
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
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
Pack 2 Pick 3: Hobbit's Sting
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.
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.
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
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
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!
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.
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
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.
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
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.
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.
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
Pack 2 Pick 4: Dunland Crebain
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.
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
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.
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.
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
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
Cast into the Fire
0.5 This has two modes that aren’t useful often enough, and while the fact that you can choose between them helps offset how narrow each effect is, we’re still looking at a card that won’t do anything meaningful far too often. This feels like sideboard material.
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.
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.
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 2 Pick 5: Haunt of the Dead Marshes
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
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.
Haunt of the Dead Marshes
2.0 Having a legendary creature isn’t a guarantee in this format, but it is easier than normal because of both the Ring Tempts You and a large number of legendary creatures in general. I like that you get to Scry 1 every time too!
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
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.
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.
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.
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.
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.
Pack 2 Pick 6: Uruk-hai Berserker
Celeborn the Wise
3.0 Scrying is a well-supported theme in Blue-Green, and Celeborn is another nice payoff for doing so. He will always attack as a 4/4, since he counts himself, and there are going to plenty of times where you can Scry additional times to buff him, especially because his Scry ability will theoretically allow you to find even more Scry! He will largely be a Hill Giant on your opponents turn, but some instant speed scry can also cause some problems for your opponent
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
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.
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.
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
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!
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
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
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 2 Pick 7: Stalwarts of Osgiliath
The Grey Havens
2.0 This seems like it will be able to add at least one color of mana to your mana pool by the middle stages of the game, and that’s not bad on a land that also Scries and has the potential upside of tapping for more colors. Still, there will be some awkward situations where you can only get colorless mana out of this, and that’s kind of rough
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.
Nimble Hobbit
2.0 Tapping opposing creatures tends to be pretty good in aggro decks, but paying three for the effect is kind of rough. Giving up a Food is more appealing, but you’re still attacking with a 1/3, and there’s a pretty good chance that even when you tap down an opposing creature with this, your opponent can easily take it down in combat, especially after the early stages of the game.
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.
Grey Havens Navigator
2.0 We’ve seen three mana 3/2s with Flash that Scry a lot lately, and they haven’t been that good – but in the other sets there wasn’t a Scry deck like there is in this one. That probably does enough for this to be solid
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!
Galadhrim Bow
1.5 Thanks to Flash and the fact it attaches for free on ETB this can function as a trick. The bad news is, three mana for +1/+2, reach, and an untap normally isn’t very good. The good news is, that equation changes a bit when the +1/+2 and Reach, as well as an Equipment in general, sticks around.
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.
Pack 2 Pick 8: Morgul-Knife Wound
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
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
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.
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
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
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
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
Pack 2 Pick 9: Lembas
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
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
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
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.
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.
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.
Pack 2 Pick 10: Hobbit's Sting
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
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.
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
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
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
Pack 2 Pick 11: East-Mark Cavalier
Shower of Arrows
0.5 We see this type of effect all the time, and it is generally better to leave it in your sideboard. You just don’t have enough targets consistently enough.
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
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.
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
Pack 2 Pick 12: Elven Farsight
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
Cast into the Fire
0.5 This has two modes that aren’t useful often enough, and while the fact that you can choose between them helps offset how narrow each effect is, we’re still looking at a card that won’t do anything meaningful far too often. This feels like sideboard material.
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 13: Stone of Erech
Stone of Erech
0.5 There’s some graveyard stuff going on in this format, but not really enough for this to be main deck material. Sure, it replaces itself in a worst case, but that’s not really enough
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.
Pack 2 Pick 14: Bombadil's Song
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
Pack 3 Pick 1: Phial of Galadriel
Phial of Galadriel
3.0 A three-mana mana rock that can tap for one mana of any color usually isn’t very good in Limited. If a format turns out to be more ramp or multicolor heavy it gets better, but Manalith on its own definitely isn’t very good. This does have additional upside, but both are pretty narrow. The life gain part especially so, since you need to both have 5 or less life and something to gain you life. It will happen sometimes, but not very often. I’m more interested in the Phial drawing extra cards, as that’s where the real power is. Most games that go relatively long result in you having an empty hand, and it also means that you’ll probably be able to play both things you draw a lot of the time and keep on drawing extra. So, early this is an almost-passable mana rock, and then in the late game it can grind you out a win, and maybe gain you some extra life
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
Horses of the Bruinen
1.0 You usually go down a card when you cast this without taking any cards away from your opponent. You might get some tempo, provided you bounce things that are expensive enough, but that is far from guaranteed. This can bounce Armies, which might feel pretty good when the Army is particularly large, but overall this doesn’t feel like it can consistently give you what it needs to when you’re spending 5 mana and using up a card.
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.
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
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.
Nimrodel Watcher
3.0 This is a nice Common payoff for scrying. There seems to be a critical mass of Scry at lower rarities, so imagining that you can get in with this an unblockable 3/1 a couple of times isn’t a pipe dream. Sometimes it will be a very real win condition.
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.
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
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.
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
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.
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.
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.
Pack 3 Pick 2: Errand-Rider of Gondor
Legolas, Master Archer
4.0 A three mana ¼ Reach isn’t a terrible starting point, especially since you can grow Legolas by targeting it with stuff. That isn’t always something that comes naturally in Limited, but Green does tend to be the best at that sort of thing since their removal often targets their creatures and they have access to good combat tricks. Its also pretty neat that he chips in for at least one damage every time you target something your opponent controls. This can mean picking off an X/1 while removing another creature, or helping you do enough damage to finish a creature off
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.
Ioreth of the Houses of Healing
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
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.
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
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.
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
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.
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
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.
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.
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.
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 3: Mirkwood Bats
Bill the Pony
3.0 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.
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.
Grey Havens Navigator
2.0 We’ve seen three mana 3/2s with Flash that Scry a lot lately, and they haven’t been that good – but in the other sets there wasn’t a Scry deck like there is in this one. That probably does enough for this to be solid
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
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
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.
Mirkwood Bats
3.0 This stat-line is well below rate these days, but this ability has the potential to be fairly strong, especially if you have some Food or Treasure tokens around since they are tokens that you create with built-in sacrifice effects
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.
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
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
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.
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 3 Pick 4: Ringsight
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
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
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
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
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
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
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.
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.
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
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!
Pack 3 Pick 5: Shelob's Ambush
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
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
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!
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.
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
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.
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.
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.
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
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
Pack 3 Pick 6: Errand-Rider of Gondor
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.
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
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.
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.
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.
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
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
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!
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 3 Pick 7: Orcish Medicine
Gandalf's Sanction
3.5 This looks like a nice signpost Uncommon. It can be kind of a blank card in the early game, but by the mid-to-late game, this is going to be capable of killing most stuff. Doing excess damage to the opponent is pretty sweet too, because sometimes when we see cards like this you’re doing crazy overkill damage with them in the later stages of the game, and this gives you something extra when that happens.
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
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.
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.
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.
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
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
Pack 3 Pick 8: Took Reaper
The Grey Havens
2.0 This seems like it will be able to add at least one color of mana to your mana pool by the middle stages of the game, and that’s not bad on a land that also Scries and has the potential upside of tapping for more colors. Still, there will be some awkward situations where you can only get colorless mana out of this, and that’s kind of rough
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.
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.
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
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.
Nimble Hobbit
2.0 Tapping opposing creatures tends to be pretty good in aggro decks, but paying three for the effect is kind of rough. Giving up a Food is more appealing, but you’re still attacking with a 1/3, and there’s a pretty good chance that even when you tap down an opposing creature with this, your opponent can easily take it down in combat, especially after the early stages of the game.
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.
Pack 3 Pick 9: Esquire of the King
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
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.
Nimrodel Watcher
3.0 This is a nice Common payoff for scrying. There seems to be a critical mass of Scry at lower rarities, so imagining that you can get in with this an unblockable 3/1 a couple of times isn’t a pipe dream. Sometimes it will be a very real win condition.
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
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
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.
Pack 3 Pick 10: Stalwarts of Osgiliath
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.
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
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.
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.
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 3 Pick 11: Stalwarts of Osgiliath
Grey Havens Navigator
2.0 We’ve seen three mana 3/2s with Flash that Scry a lot lately, and they haven’t been that good – but in the other sets there wasn’t a Scry deck like there is in this one. That probably does enough for this to be solid
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
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.
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 3 Pick 12: Eastfarthing Farmer
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
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.
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!
Pack 3 Pick 13: Surrounded by Orcs
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
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.
Pack 3 Pick 14: Shelob's Ambush
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!