Fangorn, Tree Shepherd
3.0 Fangorn counts himself with these abilities, so he’ll have Vigilance and generate two green mana every time he attacks, and a 4/10 is going to be able to attack on many boards without being too concerned. You won’t always have things to use that mana on, of course – after all, we’re talking about Limited – but this is still a huge creature that can attack and block reasonbly well while generating some additional value if you have more Treefolk. Still, it is expensive and isn’t exactly a card that swings a game wildly in your favor
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
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
Mauhúr, Uruk-hai Captain
3.5 This is mostly useful alongside Amass, but the good news is there’s a ton of that in Black and Red in this set. A two mana 2/2 with Menace that gives you some extra counters here and there definitely makes for a nice signpost Uncommon
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
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.
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
Breaking of the Fellowship
1.5 We have seen cards like this before, and they are always surprisingly difficult to set up correctly. First your opponent needs to have two creatures, second one has to be able to kill the other. That sounds simple enough, but the stat-lines don’t always line up correctly. The fact this is a Sorcery makes it even harder to make it work. Basically, this is a removal spell that asks too much to be very good. Especially because you don’t have that much control over what its asking for
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.
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.
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
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.
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
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.
Pack 1 Pick 2: Gollum, Patient Plotter
Goldberry, River-Daughter
2.5 If you have some counters around, she can be a pretty cool value engine. Moving counters to her is nice, especially if you can get a +1/+1 counter from one of your Armies or something – but her ability to move her counters from herself to other stuff while drawing you cards is what really intrigues me. Unfortunately, you end up having to have the right board state and the time to use both of these activated abilities before she really starts delivering, and that seems like a pretty big ask. Maybe the coolest thing you can do with her is remove lore counters from Sagas, so that you can keep triggering their effects. So, she has a passable baseline, and if you have enough counters you’ll probably play her. But even in those situations she won’t be amazing that often because she’s so slow.
Gollum, Patient Plotter
3.0 A two mana 3/1 is usually borderline playable with nothing else going on, and Gollum definitely has some other stuff going on. Getting tempted by the Ring is a pretty nice effect, and you can keep bringing Gollum back. Bringing him back won’t really be worth it unless you have some sacrifice fodder lying around, but that’s not a huge ask
Quickbeam, Upstart Ent
3.5 On its own, Quickbeam is a 6-mana 5/6 that can give two things +2/+2 and trample until end of turn. That’s enough to make the board a lot more favorable for you to attack. Even if Quickbeam hase bad base-stats, I think that ETB ability is enough to make this a nice card. One that gets even better if you have some more Treefolk
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
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
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
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.
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
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.
Fog on the Barrow-Downs
3.0 This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
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
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
Easterling Vanguard
2.0 You get three 3/2 worth of stats for two mana here. And sure, you don’t get it all at the same time, but this still looks like a solid two drop.
Pack 1 Pick 3: Uruk-hai Berserker
Meriadoc Brandybuck
3.0 Meriadoc itself is a Halfling so at worst it is a two mana 2/2 that makes a food when it attacks, and that’s a solid card to have around. It gets even better when you’ve got more Halflings and food payoffs, and neither of those seems like a big stretch for Green
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
Council's Deliberation
3.5 This is kind of an interesting take on Think Twice and similar cards. Drawing a card for two mana isn’t really worth it, but if you have a few cards with Scry in your deck, this suddenly turns into an impressive 2-for-1 that you only spend two mana on. Scry is definitely available in the set too, and it seems very doable to make this work in most Blue decks.
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.
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.
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
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.
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.
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!
Cirith Ungol Patrol
2.5 This is a fairly powerful sacrifice effect. Normally we just get “draw a card” on this type of thing and that ends up being fine, so also getting a Food out of it is some serious business. Gaining life on top of drawing a card can be a powerful way to pull ahead in a game. This has sort of decent stats too, and a useful creature type, and there’s plenty of good sacrifice fodder around
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
Chance-Met Elves
3.0 This looks like another quality Scry payoff. Starting as a 3/2 obviously isn’t very good, but there’s definitely a critical mass of Scry in the set, so this will do a good job of accumulating counters throughout the game.
Pack 1 Pick 4: Haunt of the Dead Marshes
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
Grond, the Gatebreaker
2.0 If your deck can’t make an Army, this doesn’t look especially good. Crew 3 is higher than you might think, and the payoff – while certainly a large creature, isn’t exactly amazing. Even if you do have an Army, the absolute ceiling of this card is a 4-mana 5/5 Trampler – and that’s certainly efficient, but you have to keep in mind the times where you won’t be able to crew it and you don’t have an army. And, trust me, those times will come.
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
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!
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.
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
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
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
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
Arwen's Gift
2.0 Having two legendary creatures in play is very doable in this set, but you also shouldn’t always expect to be able to cast this for three. At four mana it is definitely a little bit clunky, but at least you can see up to 4 cards – which is a ton in Limited.
Pack 1 Pick 5: Uruk-hai Berserker
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
Quickbeam, Upstart Ent
3.5 On its own, Quickbeam is a 6-mana 5/6 that can give two things +2/+2 and trample until end of turn. That’s enough to make the board a lot more favorable for you to attack. Even if Quickbeam hase bad base-stats, I think that ETB ability is enough to make this a nice card. One that gets even better if you have some more Treefolk
Council's Deliberation
3.5 This is kind of an interesting take on Think Twice and similar cards. Drawing a card for two mana isn’t really worth it, but if you have a few cards with Scry in your deck, this suddenly turns into an impressive 2-for-1 that you only spend two mana on. Scry is definitely available in the set too, and it seems very doable to make this work in most Blue decks.
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
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.
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
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
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
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.
Breaking of the Fellowship
1.5 We have seen cards like this before, and they are always surprisingly difficult to set up correctly. First your opponent needs to have two creatures, second one has to be able to kill the other. That sounds simple enough, but the stat-lines don’t always line up correctly. The fact this is a Sorcery makes it even harder to make it work. Basically, this is a removal spell that asks too much to be very good. Especially because you don’t have that much control over what its asking for
Pack 1 Pick 6: Lash of the Balrog
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.
Gwaihir the Windlord
3.0 If this always costs 6 mana, it would probably be a 1.5. There are some other birds to give vigilance too, and a 6-mana 4/4 with Flying and Vigilance isn’t a disaster, though it also isn’t something that will always make your deck. The good news is, paying 4 for this is pretty awesome, and that’s fairly easy to do in a Blue-White deck. The bad news is, you probably had to spend some extra mana to draw that extra card, so that probably still means this won’t be coming down on turn 4 all that often, instead, it will be something that helps you double spell on turn 6 or so. Your ringbearer may help you draw that extra card too
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
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.
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.
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.
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
Lash of the Balrog
3.0 This is another nice removal spell for Black decks. This is Bone Splinters when that’s what you need, but having the option of paying 5 to kill something with it is nice, since it means in the later stages of the game you don’t need to give up a creature. Neither mode is super efficient of course – individually each of those cards is probably a 2.0 or a 2.5, but I think the modality – plus the presence of good sacrifice fodder makes it a 3.
Fog on the Barrow-Downs
3.0 This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
Pack 1 Pick 7: Landroval, Horizon Witness
Landroval, Horizon Witness
3.5 A 5-mana ¾ Flyer is borderline playable, and sometimes this will give Flying to other stuff too! If you can attack with two things the turn it comes down you will get an immediate return on your investment, and if Landroval makes it to your next turn, it is very easy for you to attack with two things, since Landroval counts itself!
Long List of the Ents
1.0 This is a really neat and flavorful design, and sometimes it will give you a ton of value. Imagine playing it on turn one with a hand that can curve out. Theoretically, if you name the right creatures, you can have all of those come down with extra counters. Of course, problem is, getting this late makes it pretty close to a dead card, and it will really only shine if you play it on turn one and have a hand full of creatures. That makes it too narrow
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
Fog on the Barrow-Downs
3.0 This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
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.
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
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
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 1 Pick 8: Great Hall of the Citadel
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.
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.
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.
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
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
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.
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 1 Pick 9: Errand-Rider of Gondor
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
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.
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
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.
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.
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.
Pack 1 Pick 10: Fog on the Barrow-Downs
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
Snarling Warg
2.5 A 4-mana ¾ Menace isn’t the worst stat-line, and this will be a 4/4 sometimes
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
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.
Fog on the Barrow-Downs
3.0 This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
Pack 1 Pick 11: Stalwarts of Osgiliath
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.
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.
Cirith Ungol Patrol
2.5 This is a fairly powerful sacrifice effect. Normally we just get “draw a card” on this type of thing and that ends up being fine, so also getting a Food out of it is some serious business. Gaining life on top of drawing a card can be a powerful way to pull ahead in a game. This has sort of decent stats too, and a useful creature type, and there’s plenty of good sacrifice fodder around
Chance-Met Elves
3.0 This looks like another quality Scry payoff. Starting as a 3/2 obviously isn’t very good, but there’s definitely a critical mass of Scry in the set, so this will do a good job of accumulating counters throughout the game.
Pack 1 Pick 12: Slip On the Ring
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.
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.
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
Pack 1 Pick 13: Dúnedain Blade
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.
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 1 Pick 14: Fog on the Barrow-Downs
Fog on the Barrow-Downs
3.0 This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
Pack 2 Pick 1: Oath of the Grey Host
Forge Anew
0.0 There is certainly Equipment in this set, but this card is so all in on it that it just won’t do enough in your typical White deck in the format. It isn’t like Equipment regularly ends up in the graveyard, so mostly what you’re going to get here is something that makes Equipping things a lot more flexible and efficient.
Arwen Undómiel
3.5 This is a great payoff for Scrying, which is a big part of what Blue-Green is doing in the format. Getting to put a counter anywhere is powerful, and in the late game she can fuel herself. There will be times where Arwen is just a two mana 2/2 and you don’t find your Scry stuff, but one of the nice things about Scry is, if you find a little bit of it, you increase your chances of finding more, because…you know, you Scried
Fiery Inscription
1.0 // 2.5 Obviously, this is a build around. You need a lot of instants or sorceries, because three mana to get tempted by the ring just isn’t enough. If you do end up in a spell deck – which is very possible in Red – and I’m talking like 7+ instants and sorceries, it does became a pretty nice win condition. However, I don’t thinkt he ceiling on it is that high, since it only hits players
Oath of the Grey Host
2.5 I don’t love giving my opponent a Food token, but the end result of this card is very efficient. You get three 1/1 Flyers, a treasure token, your opponent loses 3 life, and you get a Food – though that part is kind of a wash because your opponent does too. So, its kind of slow, but each chapter does deliver real value, and getting those 1/1s at the end is going to feel great. They do enter tapped, which makes this a lot clunkier than it would otherwise be, but I still think this looks pretty nice
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
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
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.
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
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
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.
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
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
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.
Smite the Deathless
4.0 As usual, Red has a really good Common removal spell. Two mana for 3 damage at instant speed is always premium, so the fact this can exile the things it kills and shut down indestructibility is just gravy
Pack 2 Pick 2: Shire Shirriff
Landroval, Horizon Witness
3.5 A 5-mana ¾ Flyer is borderline playable, and sometimes this will give Flying to other stuff too! If you can attack with two things the turn it comes down you will get an immediate return on your investment, and if Landroval makes it to your next turn, it is very easy for you to attack with two things, since Landroval counts itself!
Uglúk of the White Hand
3.0 Black-Red has lots of creatures with these types, and some sacrifice stuff going on, but I’m still kind of worried that growing this simply won’t be all that easy, and that’s a problem since it starts as a 4-mana 3/3
Shire Shirriff
3.5 You won’t always be able to exile something with the Sheriff, but there are enough tokens in this set that this will function as removal often enough, and the baseline isn’t a terrible card anyway. Obviously giving up food is the ideal thing, but sometimes giving up a 1/1 or an Army will be worth it too.
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
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
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.
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.
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
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!
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
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.
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.
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.
Pack 2 Pick 3: Rosie Cotton of South Lane
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
Rosie Cotton of South Lane
4.0 So, provided you have at least one other creature in play, she’s a three mana 1/1 that gives you a food token and puts a +1/+1 counter somewhere. That’s a decent rate, especially because creating more tokens means you can really go crazy with +1/+1 counters. I like the baseline, and the upside here is massive.
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.
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.
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!
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.
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!
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.
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.
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
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.
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
Pack 2 Pick 4: Errand-Rider of Gondor
Scroll of Isildur
4.0 Chapter I won’t always have a target – but at least you get tempted by the ring, Chapter II isn’t always meaningful, and Chapter III is likely to draw you at least two cards. I think if you get to steal something with Chapter I, and you’re in a spot to take advantage of stunning a couple of creatures, this will feel pretty good, but there are definitely going to be situations where this is too slow and doesn’t impact the board enough. In the end, you get great value for your mana investment.
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.
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.
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.
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.
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
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.
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.
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.
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
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
Pack 2 Pick 5: Troll of Khazad-dûm
Arwen Undómiel
3.5 This is a great payoff for Scrying, which is a big part of what Blue-Green is doing in the format. Getting to put a counter anywhere is powerful, and in the late game she can fuel herself. There will be times where Arwen is just a two mana 2/2 and you don’t find your Scry stuff, but one of the nice things about Scry is, if you find a little bit of it, you increase your chances of finding more, because…you know, you Scried
The Mouth of Sauron
3.5 If you get Amass 2 or more out of this, it is going to feel like a great deal, and by the later stages of the game it could make your Army absolutely massive or just create a massive Army for you. There will be some awkward times where you can only Amass 0 or 1, but you do have two separate graveyards to rely on, so your chances of getting good value out of this are pretty high
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.
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
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.
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
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
Troll of Khazad-dûm
2.0 This 6/5 is pretty tough to block and can alter combat even in the later stages of the game, and if you draw it early and you need a land, it can fetch one for you
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
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 2 Pick 6: Troll of Khazad-dûm
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.
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.
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.
Troll of Khazad-dûm
2.0 This 6/5 is pretty tough to block and can alter combat even in the later stages of the game, and if you draw it early and you need a land, it can fetch one for you
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!
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
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.
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
Breaking of the Fellowship
1.5 We have seen cards like this before, and they are always surprisingly difficult to set up correctly. First your opponent needs to have two creatures, second one has to be able to kill the other. That sounds simple enough, but the stat-lines don’t always line up correctly. The fact this is a Sorcery makes it even harder to make it work. Basically, this is a removal spell that asks too much to be very good. Especially because you don’t have that much control over what its asking for
Pack 2 Pick 7: Fog on the Barrow-Downs
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
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
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
Fog on the Barrow-Downs
3.0 This is solid removal. Three mana Pacifisms tend to be fine, though they aren’t usually amazing because they don’t entirely get rid of 100% of creatures, since they don’t stop things like activated or triggered abilities. Enchantment-based removal also isn’t great against things like bounce or flicker effects. Still, this does shut down most creatures for a fairly reasonable cost.
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
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.
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
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!
Pack 2 Pick 8: You Cannot Pass!
You Cannot Pass!
1.5 It is a little sad that they chose this card to represent such an epic moment, because it is mediocre at best. Even in a set with lots of legendaries, this sort of removal spell tends to just be too narrow, even at one mana! This set has lots of legendaries, and making your creature into a ring-bearer also makes it legendary, but you still can’t always count on having one around, and even when you do, setting up an advantageous situation where this actually does something can be a challenge.
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
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
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.
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
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.
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 2 Pick 9: Mirkwood Bats
Forge Anew
0.0 There is certainly Equipment in this set, but this card is so all in on it that it just won’t do enough in your typical White deck in the format. It isn’t like Equipment regularly ends up in the graveyard, so mostly what you’re going to get here is something that makes Equipping things a lot more flexible and efficient.
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
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.
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.
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 10: Shelob's Ambush
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.
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!
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.
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.
Pack 2 Pick 11: Eastfarthing Farmer
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
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.
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!
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.
Pack 2 Pick 12: Now for Wrath, Now for Ruin!
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.
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.
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.
Pack 2 Pick 13: Mirkwood Bats
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
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 2 Pick 14: Nimble Hobbit
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.
Pack 3 Pick 1: The Balrog, Durin's Bane
The Balrog, Durin's Bane
4.0 Decreasing the Balrog’s cost is possible, but it isn’t that easy to pull off without spending mana to do it, so the discount isn’t as appealing as it looks at first. Still, a 7-mana 7/5 with Haste that is hard to block and destroys something when it dies is a pretty darn good card. Hard for you not to get a 2-for-1 out of it, and it can do a ton of damage in a hurry
Mauhúr, Uruk-hai Captain
3.5 This is mostly useful alongside Amass, but the good news is there’s a ton of that in Black and Red in this set. A two mana 2/2 with Menace that gives you some extra counters here and there definitely makes for a nice signpost Uncommon
Reprieve
2.5 This is basically a White Remand, and that’s pretty nice! Sure, your opponent gets the card back and can cast it in the future, but Reprieve also replaces itself, so getting some nice tempo is actually a reasonable deal. There will be times in the late game where your opponent can just cast the thing you bounce without a whole lot of effort, but the fail case is still that you get to draw a card.
Fiery Inscription
1.0 // 2.5 Obviously, this is a build around. You need a lot of instants or sorceries, because three mana to get tempted by the ring just isn’t enough. If you do end up in a spell deck – which is very possible in Red – and I’m talking like 7+ instants and sorceries, it does became a pretty nice win condition. However, I don’t thinkt he ceiling on it is that high, since it only hits players
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
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
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
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.
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
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.
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.
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!
Arwen's Gift
2.0 Having two legendary creatures in play is very doable in this set, but you also shouldn’t always expect to be able to cast this for three. At four mana it is definitely a little bit clunky, but at least you can see up to 4 cards – which is a ton in Limited.
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 2: Éomer, Marshal of Rohan
Éomer, Marshal of Rohan
3.5 A 4-mana 4/4 with Haste is a nice starting point, and if you put your opponent in a bind where they have to kill one of your attacking legendary creatures, they will really be in trouble! You can even pull off some shenanigans, like sacrificing an attacking legendary creature to get the extra combat step. All that said, most of the time this is probably just going to play like a 4-mana 4/4 with Haste, but I’m pretty happy with that
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
Entish Restoration
3.0 We’ve seen cards like this before, and they tend to be pretty good at fixing your mana and ramping. What we haven’t seen before is the “power 4 or greater” upside. When you can trigger that, this will really be a nice way to ramp and fix, although a lot of the time by the time you have a creature with power 4 or greater you won’t be as interested in fixing anyway. This does look like the kind of fixing you’re going to want to pick up if you’re splashing a third color or going with more than two colors, but you probably don’t play it beyond that. Worth noting that this can even potentially help you splash cards with double-costed mana, which isn’t always the case
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.
Cirith Ungol Patrol
2.5 This is a fairly powerful sacrifice effect. Normally we just get “draw a card” on this type of thing and that ends up being fine, so also getting a Food out of it is some serious business. Gaining life on top of drawing a card can be a powerful way to pull ahead in a game. This has sort of decent stats too, and a useful creature type, and there’s plenty of good sacrifice fodder around
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
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.
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
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.
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.
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.
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.
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 3 Pick 3: Oliphaunt
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
Gwaihir the Windlord
3.0 If this always costs 6 mana, it would probably be a 1.5. There are some other birds to give vigilance too, and a 6-mana 4/4 with Flying and Vigilance isn’t a disaster, though it also isn’t something that will always make your deck. The good news is, paying 4 for this is pretty awesome, and that’s fairly easy to do in a Blue-White deck. The bad news is, you probably had to spend some extra mana to draw that extra card, so that probably still means this won’t be coming down on turn 4 all that often, instead, it will be something that helps you double spell on turn 6 or so. Your ringbearer may help you draw that extra card too
Butterbur, Bree Innkeeper
3.0 The stats aren’t good, but being able to get a food token any time you don’t have one seems pretty nice, especially if you have something to sacrifice it to every turn. You can also just sacrifice it to gain life every turn too, of course.
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.
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
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.
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
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Gimli's Axe
2.0 +3/+0 and Menace is enough to make just about anything into a threat, but even in a set with this many legendaries, you aren’t going to be able to always count on that. After all, they only appear at Uncommon or higher, and when this isn’t granting menace it seems pretty bad, especially when you take the casting and equip cost into account.
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
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.
Pack 3 Pick 4: Eagles of the North
Horn of the Mark
3.0 This doesn’t do anything on its own, but if you can trigger it, you’re pretty much always going to draw a card off of its effect. Attacking with two or more creatures isn’t always easy, though it does become easier when you know you’re going to get a card back out of the trigger. It is nice this is fairly cheap too, as you can play it on a turn, attack with two or more things to get the extra creature, and then you might just have mana left over to cast it. There will be times where you can’t do anything with this, make no mistake – but I think it will be able to give you extra cards often enough to be worth taking fairly highly
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
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
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
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
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.
Lash of the Balrog
3.0 This is another nice removal spell for Black decks. This is Bone Splinters when that’s what you need, but having the option of paying 5 to kill something with it is nice, since it means in the later stages of the game you don’t need to give up a creature. Neither mode is super efficient of course – individually each of those cards is probably a 2.0 or a 2.5, but I think the modality – plus the presence of good sacrifice fodder makes it a 3.
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.
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
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
Pack 3 Pick 5: Relentless Rohirrim
Sharkey, Tyrant of the Shire
0.0 Sharkey won’t do a whole lot in Limited. There are some rare lands that he can shut down and steal the abilities of, and there’s a couple of Commons too, but the ones that aren’t Rare don’t really matter very much, and gaining and shutting down their abilities is meaningless. That, combined with a bad stat-line means that this isn’t something you’re going to play in Limited
You Cannot Pass!
1.5 It is a little sad that they chose this card to represent such an epic moment, because it is mediocre at best. Even in a set with lots of legendaries, this sort of removal spell tends to just be too narrow, even at one mana! This set has lots of legendaries, and making your creature into a ring-bearer also makes it legendary, but you still can’t always count on having one around, and even when you do, setting up an advantageous situation where this actually does something can be a challenge.
Gimli, Counter of Kills
2.5 A 4-mana 4/3 Trampler just isn’t enough these days, and while his ability will allow you to get in some extra damage, the only time it will feel significant is when you find yourself in a spot where you can attack with everything, at which point it can wreak havoc on combat. Meanwhile, Gimli dies to lots of cheap removal and that ceiling you’re hoping for just won’t happen that 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
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.
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
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.
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.
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.
Relentless Rohirrim
2.5 These aren’t great stats these days, but because the ring tempts you on ETB you are at worst going to give this one extra ability – although if it’s the first time the ring has tempted you it isn’t going to feel very good. If it is the second time or later though, the Rohirrim will feel like a solid card
Pack 3 Pick 6: Boromir, Warden of the Tower
Boromir, Warden of the Tower
3.5 A three mana 3/3 with Vigilance is usually a playable card, and while his ability to counter free spells will basically never come up in Limited, his ability to give indestructibility to all of your creatures and have the Ring tempt you is pretty good.
You Cannot Pass!
1.5 It is a little sad that they chose this card to represent such an epic moment, because it is mediocre at best. Even in a set with lots of legendaries, this sort of removal spell tends to just be too narrow, even at one mana! This set has lots of legendaries, and making your creature into a ring-bearer also makes it legendary, but you still can’t always count on having one around, and even when you do, setting up an advantageous situation where this actually does something can be a challenge.
Eagles of the North
2.5 The stat-line is ugly, but the ETB ability will often be enough to drastically alter combat. +1/+0 and First Strike together makes a whole lot of your board into effective attackers. Of course, you do need to have a significant board for it to really make a difference, but that’s not the biggest ask by the time you have six mana. The fact it has Plainscycling is really nice, because in the early game this is going to feel really bad in your opening hand, especially when you need to get your hands on some more land drops.
East-Mark Cavalier
1.5 This has passable stats as a two mana 2/2 with Vigilance, but the other upside it has is very underwhelming. There will be some occasions where it lines up nicely since it can trade with a larger Goblin or Orc, but a lot of the time the ability doesn’t matter, and even when your opponent does have a creature with one of those types, they are often already just going to trade with the cavalier.
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.
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
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
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
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.
Pack 3 Pick 7: Took Reaper
Gimli, Counter of Kills
2.5 A 4-mana 4/3 Trampler just isn’t enough these days, and while his ability will allow you to get in some extra damage, the only time it will feel significant is when you find yourself in a spot where you can attack with everything, at which point it can wreak havoc on combat. Meanwhile, Gimli dies to lots of cheap removal and that ceiling you’re hoping for just won’t happen that often.
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
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
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.
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
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.
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.
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.
Pack 3 Pick 8: Lash of the Balrog
You Cannot Pass!
1.5 It is a little sad that they chose this card to represent such an epic moment, because it is mediocre at best. Even in a set with lots of legendaries, this sort of removal spell tends to just be too narrow, even at one mana! This set has lots of legendaries, and making your creature into a ring-bearer also makes it legendary, but you still can’t always count on having one around, and even when you do, setting up an advantageous situation where this actually does something can be a challenge.
Lash of the Balrog
3.0 This is another nice removal spell for Black decks. This is Bone Splinters when that’s what you need, but having the option of paying 5 to kill something with it is nice, since it means in the later stages of the game you don’t need to give up a creature. Neither mode is super efficient of course – individually each of those cards is probably a 2.0 or a 2.5, but I think the modality – plus the presence of good sacrifice fodder makes it a 3.
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.
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
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
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
Esquire of the King
1.5 This ability costing only three mana is pretty sweet, especially if you’ve gone wide enough – and doing that in White certainly seems doable. The bad news is, as a one mana 1/1 it is pretty irrelevant up until the point it can use its ability, and paying 5 for that ability isn’t nearly as appealing.
Pack 3 Pick 9: Shelob's Ambush
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
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
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.
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.
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.
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!
Pack 3 Pick 10: Théoden, King of Rohan
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
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.
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.
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.
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 3 Pick 11: Escape from Orthanc
Gwaihir the Windlord
3.0 If this always costs 6 mana, it would probably be a 1.5. There are some other birds to give vigilance too, and a 6-mana 4/4 with Flying and Vigilance isn’t a disaster, though it also isn’t something that will always make your deck. The good news is, paying 4 for this is pretty awesome, and that’s fairly easy to do in a Blue-White deck. The bad news is, you probably had to spend some extra mana to draw that extra card, so that probably still means this won’t be coming down on turn 4 all that often, instead, it will be something that helps you double spell on turn 6 or so. Your ringbearer may help you draw that extra card too
Second Breakfast
2.0 Sometimes this kind of trick can generate a 2-for-1, which is obviously great – but with a toughness boost of only one, more often than not at least one of the creatures is going to die. Three mana is a lot to spend on a trick too! It is nice it gives you some food at least.
Gimli's Axe
2.0 +3/+0 and Menace is enough to make just about anything into a threat, but even in a set with this many legendaries, you aren’t going to be able to always count on that. After all, they only appear at Uncommon or higher, and when this isn’t granting menace it seems pretty bad, especially when you take the casting and equip cost into account.
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.
Pack 3 Pick 12: Inherited Envelope
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
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.
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
Pack 3 Pick 13: Stalwarts of Osgiliath
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.
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 14: Escape from Orthanc
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.