Tymaret, Chosen from Death
2.5 Hating on graveyards has some real value in this format, especially against Blue/Black decks, and Theros is basically always going to have a decent stat-line and bring some incidental life gain along for the ride.
Guardian of Ghirapur
4.0 A three mana 3/3 with flying is still a very good rate, and sometimes this will even flicker something for value. You can even use this to get a blocker out of the way temporarily, so it will almost always do something.
Scorn-Blade Berserker
3.0 This is either a one mana ½ with this ability, or a one mana 0/1 that puts a counter somewhere and gives the ability to something else for a turn. Neither of those seems…amazing. Generally you don’t want to sacrifice a creature you just put a counter on, so that part of the ability is a bit awkward. I think the idea is to put that counter on something and then sacrifice the Berserker though – in which case this is sort of a two mana sorcery that puts a counter on something and draws you a card, and that’s a playable card! It has far more flexibility than that too.
Khenra Spellspear
4.0 I would already play a two mana 2/2 with Prowess and nothing else and be pretty happy with it. That card is probably a 3.0. So, adding Trample and the ability to transform into an even more imposing creature to the mix makes this absolutely incredible. It can even transform the turn after you play it, which is great. The double prowess on the transformed size is going to be a real beating, and the fact that Ward makes it harder to kill is great too.
Invasion of Muraganda
3.5 A 5-mana fight spell that gives you a +1/+1 counter isn’t bad, and it also means this is another Battle that increases your chances of being able to attack right away. With 6 defense it might take some time, but the creature you eventually get is pretty nice! Mostly you will lose it to buff your stuff, but the upside of sometimes taking away opposing abilities is definitely nice.
Stormclaw Rager
4.0 This is a powerful sacrifice outlet, even limited to Sorcery speed only! You get a card back, so it is hard not to get nice value out of this, especially if you’re sacrificing something really expendable. There’s also a cheap Threaten effect in the format that is going to combo absurdly with this, but in general, there’s plenty to sacrifice to this, making it another great signpost
Fertilid's Favor
2.0 This is an Instant speed way to both ramp your mana and buff a creature. In other words, it can be part combat trick part ramp spell. Ramp spells can be a dangerous proposition in Limited because they usually don’t add to the board at all, but this one does. It doesn’t search up the basic land as efficiently as something like Rampant Growth, but this is better in Limited in a lot of ways, because it is a much better late-game top deck and even has a bit of 2-for-1 potential. I think having both of these effects on a single Instant is enough to make this a quality card.
Saiba Cryptomancer
2.5 Been awhile since they gave us a creature at a lower rarity that just straight up has Hexproof, and I’m not sure how I feel about it! Obviously, this can lend hexproof to another creature temporarily, but because this always has Hexproof this might just be a case where you’d rather take the two mana ½ Hexproof since your opponent won’t be dealing with it that well. This is a spicy place to put +1/+1 counters and Auras, and there are going to be some games determined by someone just sticking an Aura on this in the early game and going to town.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Thrashing Frontliner
2.5 Attacking as a 3/3 trampler when it goes after battles is pretty impressive for the cost, and the baseline isn’t too bad either, especially with Backup having a significant presence in Red.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Cut Short
3.0 This is decent removal, especially because it can show up out of nowhere when you’re tapped out. It is restrictive enough that I do think it falls a bit short of premium
Oculus Whelp
2.0 A 4-mana 3/2 Flyer is a little below rate these days, but if this is replacing itself when it dies it does get significantly better. Oftentimes the problem with casting something that costs 4+ mana and has 2 or less toughness is that your opponent can get an easy tempo advantage when they point a one or two mana removal spell at it, but this hedges against that a little when you have a transformed permanent around, since getting the 2-for-1 makes that feel a little less awful. Still, even in the Blue-Green deck you won’t always be able to get this going, and the baseline just isn’t very good.
Inga Rune-Eyes
2.5 You’re mostly just paying for a 4-mana 3/3 with Scry 3. Luckily that’s a passable rate. You will be able to trigger her other ability on occasion, but don’t count on it.
Storm the Seedcore
3.0 Granting a big stats boost to a few creatures, and giving all creatures Vigilance and Trample seems like a nice deal. This lets you really upgrade your board without sacrificing the ability to block on the following turn, and that can really help turn a race around. As usual, this type of card has the downside of being very mediocre if you don’t have a well-developed board, but even then the fail case isn’t the worst.
Sun-Blessed Guardian
3.0 A two mana 2/2 is underwhelming these days, but this transforms into a creature who can be a major problem, and the fact it requires Phyrexian mana means you can end up only paying 5 for it – and you can do it even if you never have Red. The base form of the card is underwhelming enough that this isn’t amazing, but it isn’t really a two drop you’ll ever cut either.
Invasion of Regatha
3.5 Doing some direct damage with this is pretty nice, and it will feel really good when you can also pick off a small creature and/or defeat a Battle. As with most of these, the creature when you transform this is pretty amazing.
Tiller of Flesh
2.5 The stats aren’t great, but the trigger is pretty good. However, I’m not sure you’ll be targeting things enough in this format for this to really go wild. Notably, it only counts spells that target, and not abilities like Backup. If you have a critical mass of removal and combat tricks this can do a pretty good job, but the floor is pretty bad.
Stasis Field
2.0 This type of removal never feels great. This is mostly because it allows your opponent to hold on to at least some value from their creature. Sure, the best it can do most of the time is chump block, and that may not sound like much, but that makes this a lot worse than it might look.
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Bladed Battle-Fan
2.0 +1/+0 and indestructible isn’t a terrible trick-like effect, because it saves a creature in combat while helping them punch up, and it saves the creature from most removal too. Any time a card can do both of those they end up seeing play. The Equipment itself definitely isn’t exciting after the turn you cast it, and that does make it awkward in some situations, but the threat this presents as a trick is nice, and its flexible too.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Furnace Host Charger
3.0 A 6-mana 5/5 Haster is definitely medium, but it is definitely relevant on most board states, and if you draw it early and would rather have a land drop, it has you covered.
Vengeant Earth
1.0 We see this type of card every now and then, and usually its unplayable. Animating a land or incubator for a single turn usually isn’t worth doing, but this one does make things a little interesting, since it forces something to block it. This can allow this to feel like a super situational, roundabout way to remove an opposing creature. You can also animate a land and block it as a surprise, but this is usually a dangerous proposition. So yeah, It still feels like this is still far too situational to be worth using, though.
Deadly Derision
3.5 We’ve seen this card at Sorcery speed before, and it was pretty good. As an Instant, it gets significantly better! This is easily premium removal, and pretty much a lock to be one of Black’s best Commons, if not the best.
Bloodfell Caves
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 3: Ephara's Dispersal
Wicked Slumber
3.0 As usual, the best way to use this sort of thing is to tap your opponent’s stuff during their turn so that you get two attacks where those creatures are out of commission. This can often win you the game on its own, and the fact you can convoke this means casting it will be extra easy. Its also nice that you can choose a couple of different ways to use this. It always taps two creatures, but you can put one stun counter on each creature, or two on one creature if that’s better.
Phyrexian Awakening
3.0 On its own, you get a 5-mana 4/4 with Vigilance, and you can pay for it in installments. That’s not a bad deal, especially when this can also give some of your other creatures Vigilance. Vigilance seems pretty well positioned in the format too, because creatures with it can attack battles and defend them at the same time.
Invasion of Mercadia
3.5 This is basically Tormenting Voice with a bunch of upside, and that certainly seems solid. Once transformed, you get a creature that is pretty insane, as churning out elementals, buffing your board and giving it haste is amazing.
Order of the Mirror
3.0 A two mana 2/1 is below rate these days, but this can transform the turn after you play it, and a 3/3 with this ability does tend to stay relevant for most of the game.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
Portent Tracker
2.5 This is an ugly stat-line, but between ramping your mana and messing with Battles, this seems like it has some pretty real utility. Some mana dorks are all but useless late, but because this can do things with Battles, that’s less likely.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Furnace Host Charger
3.0 A 6-mana 5/5 Haster is definitely medium, but it is definitely relevant on most board states, and if you draw it early and would rather have a land drop, it has you covered.
Ephara's Dispersal
2.5 One mana to bounce an attacking creature and Surveil 2 is quite the deal, so the fact you can also target non attacking creatures for 3 mana is nice. Most of the time you don’t get an actual trade, but the card selection and tempo are nice, and the times where you do cast this in response to a trick or something will feel truly amazing.
Marauding Dreadship
1.5 So in the end, you pay 5 mana for a 2/2 and a 4/1 Vehicle with Haste and Crew 2. That’s not….the worst thing ever, but it doesn’t seem like you’re doing a great job either. The Vehicle can simply be blocked by a token or something, and Crew 2 is kind of high for a 1 toughness vehicle. It can definitely come down and do some surprise damage, but the fact that you have to tap something significant to crew it makes that a lot less appealing.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Kithkin Billyrider
2.5 A three mana 1/3 with Double Strike is actually a pretty nice rate. It is incredibly hard to attack through or block in the early game, and it is a great place to put all your +1/+1 counters.
Dina, Soul Steeper
2.5 Life gain is not a huge theme in the format, which really limits how good Dina can be. There is incidental life gain around that she certainly takes advantage of, and her ability to buff herself can be useful sometimes too.
Invasion of Azgol
3.0 A two mana Edict is usually playable, though they do drop off the longer the game goes on. If you play this early, though, it will often kill your opponent’s only creature, making it a lot easier for you to attack this battle and transform it into a creature that will get scarier all game long. Basically all of these two mana Battles are interesting, because you pay so little up front
Surge of Salvation
0.5 Granting hexproof to your creatures can be a good way to combat removal for sure, but when we’ve seen similar one mana cards actually be worth playing, they have also granted indestructibility. So you really need a card like this to also save a creature in combat consistently – not just save it from removal – and it looks like this will only do that against black or red creatures. In short, the floor is quite low, low enough that I don’t think I want to start with this in my main deck.
Phyrexian Censor
2.5 This has decent base stats, and you’ll be able to make this effect one-sided enough, especially in Black-White, that this seems like a solid card.
Corrupted Conviction
2.0 If you have expendable creatures, this is pretty good – and it always has the mode of allowing you to use it after you block or your creature is targeted with removal. If you’re only using it in those situations it definitely gets worse and more narrow, though – ideally, you consistently have bodies around you can always sacrifice and feel good about it, which gives this more room to shine.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Disturbing Conversion
2.0 Blue-Black is interested in milling both players, so this seems like a decent card for that type of deck. Only lowering a creature’s power is pretty far from actually removing that creature, but this does enable your other graveyard stuff reasonably well.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Meeting of Minds
3.0 This is an Instant, which is kind of a big deal – in many situations it can be a better version of Divination, and in a format with a spell deck that is good at convoking, this seems like exactly what the doctor ordered. You probably don’t want too many of them, as they can get awkward in multiples. But I think the first copy is something you want.
Dismal Backwater
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 5: Invasion of Pyrulea
Reyav, Master Smith
3.0 There’s a decent amount of Auras and Equipment in the set, but not so many that this is going to be super easy to trigger.
Invasion of Pyrulea
3.0 Two mana for a Scry 3 that is likely to draw you a card isn’t a terrible rate, and while this doesn’t directly help you add to the board, it is a passable rate. If you find yourself in a situation where you can attack the Invasion, you’re going to get yourself a very impressive creature too, especially because UG is the color pair the most interested in transformed creatures, so there’s lots of synergy there.
Sculpted Perfection
3.0 BW is a Phyrexia Tribal deck, with special focus on the Incubator tokens. Most creatures in Black and White are Phyrexians in the set, so this ends up feeling like an anthem a decent chunk of the time – and one that brings a creature along for the ride, even if that creature is kind of inefficient
Pyretic Prankster
3.0 A two mana 2/1 is below rate these days, but this can transform into a 3/2 that virtually always forces a 2-for-1, and it can transform pretty quickly.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Sunder the Gateway
1.5 So at worst, this is a two mana 2/2, and sometimes you’ll have another Incubator around who is bigger, and you’ll choose to turn that one into a creature. That’s probably usually what this will do, because there aren’t a boatload of targets for this in the format. When you do get to kill an artifact or Enchantment with this it will feel like a pretty sweet 2-for-1, and I think the baseline is solid. Having Artifact and Enchantment hate in your main deck is nice too.
Halo-Charged Skaab
1.5 This has some bad stats, and I don’t love the ETB ability either. Blue-Black is definitely interested in milling both players and getting value out of it, and this certainly does that, but putting a card on top of your library is always worse than it seems at first.
Golden-Scale Aeronaut
2.5 A 5-mana ¾ with Flying is acceptable, and that’s the floor here. The ability to put the counter on something else and give it flying for a turn will usually be what you want to do
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Invasion of Muraganda
3.5 A 5-mana fight spell that gives you a +1/+1 counter isn’t bad, and it also means this is another Battle that increases your chances of being able to attack right away. With 6 defense it might take some time, but the creature you eventually get is pretty nice! Mostly you will lose it to buff your stuff, but the upside of sometimes taking away opposing abilities is definitely nice.
Phyrexian Censor
2.5 This has decent base stats, and you’ll be able to make this effect one-sided enough, especially in Black-White, that this seems like a solid card.
Preening Champion
3.5 This helps you do Convoke stuff in addition to having the Knight creature type, and it is just a really good rate in general. This is one of Blue’s best Commons.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Ichor Drinker
2.5 This one drop brings a lot of value. A one mana 1/1 with Lifelink isn’t amazing, but in a format with +1/+1 counters around, among other ways to augment your creatures, it will probably play a little better than it looks. Additionally, if you mill this thing in your Blue-Black deck, or it ends up in your graveyard in any other way, it does deliver some real value in the format of the incubate token. One drops lately have pretty much all overperformed, and I think this is another one that will. It is really cheap and does stuff that all the decks in the format can take advantage of.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
Bola Slinger
3.0 This type of creature is always nice in an aggro deck, since getting blockers out of the way really changes how well you can attack. So, this is either a 4-mana 3/3 with this ability, or a 4-mana 2/2 that puts a counter on something else and gives it that ability right away.
Saiba Cryptomancer
2.5 Been awhile since they gave us a creature at a lower rarity that just straight up has Hexproof, and I’m not sure how I feel about it! Obviously, this can lend hexproof to another creature temporarily, but because this always has Hexproof this might just be a case where you’d rather take the two mana ½ Hexproof since your opponent won’t be dealing with it that well. This is a spicy place to put +1/+1 counters and Auras, and there are going to be some games determined by someone just sticking an Aura on this in the early game and going to town.
Rugged Highlands
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 7: Sigiled Sentinel
Firja, Judge of Valor
3.5 This has decent base stats, and it will net you cards sometimes. It even loads your graveyard if you’re interested in that.
Surge of Salvation
0.5 Granting hexproof to your creatures can be a good way to combat removal for sure, but when we’ve seen similar one mana cards actually be worth playing, they have also granted indestructibility. So you really need a card like this to also save a creature in combat consistently – not just save it from removal – and it looks like this will only do that against black or red creatures. In short, the floor is quite low, low enough that I don’t think I want to start with this in my main deck.
Infected Defector
2.0 This has some pretty bad stats for the cost, but getting an Incubator when it dies makes this a solid playable.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Corrupted Conviction
2.0 If you have expendable creatures, this is pretty good – and it always has the mode of allowing you to use it after you block or your creature is targeted with removal. If you’re only using it in those situations it definitely gets worse and more narrow, though – ideally, you consistently have bodies around you can always sacrifice and feel good about it, which gives this more room to shine.
Sigiled Sentinel
2.5 A three mana 3/3 with Vigilance is something you usually play, especially when the creature has a useful creature type – so the upside of putting the counter elsewhere and giving something vigilance for a turn makes this quite attractive.
Disturbing Conversion
2.0 Blue-Black is interested in milling both players, so this seems like a decent card for that type of deck. Only lowering a creature’s power is pretty far from actually removing that creature, but this does enable your other graveyard stuff reasonably well.
Blighted Burgeoning
2.0 If you play this on an untapped land, you can immediately transform the Incubator, and that’s nice – it means you can actually add something to the board when you play this, and the problem with most cards like this is they don’t do that. This also does a pretty good job of fixing and ramping your mana.
Wind-Scarred Crag
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 8: Tarkir Duneshaper
Tarkir Duneshaper
2.5 A one mana ½ isn’t very good on its own, but the fact this can become a 4/3 trampler later in the game does mean it tends to have relevance most of the time.
Kithkin Billyrider
2.5 A three mana 1/3 with Double Strike is actually a pretty nice rate. It is incredibly hard to attack through or block in the early game, and it is a great place to put all your +1/+1 counters.
Zhalfirin Shapecraft
2.0 This is a nice trick, not too different from Suit Up, a Blue trick that performed really well in the past. It probably isn’t quite as good – that cost one more mana but made the creature a 4/5, and that was a size that could win combat with almost everything, where as a 4/3 can sometimes be a little too small to survive combat – and that’s what you really want here to get a sweet 2-for-1. Still, it is relatively cheap, can create 2-for-1s, and plays well with +1/+1 counters which this set certainly has.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Mirrodin Avenged
1.5 This is a functional reprint of You Are Already Dead, which we saw in Kamigawa: Neon Dynasty. That card was kind of underwhelming. When it worked, you got a pretty sweet 2-for-1. It can’t really be an amazing card though, because there aren’t enough situations where you can do damage to something without already having to give up a card. If you can do that, this gets a lot better.
Halo Hopper
1.5 A three mana 3/2 is pretty bad, but the convoke upside here certainly makes this playable, though I’m still not very impressed.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Fertilid's Favor
2.0 This is an Instant speed way to both ramp your mana and buff a creature. In other words, it can be part combat trick part ramp spell. Ramp spells can be a dangerous proposition in Limited because they usually don’t add to the board at all, but this one does. It doesn’t search up the basic land as efficiently as something like Rampant Growth, but this is better in Limited in a lot of ways, because it is a much better late-game top deck and even has a bit of 2-for-1 potential. I think having both of these effects on a single Instant is enough to make this a quality card.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Thrashing Frontliner
2.5 Attacking as a 3/3 trampler when it goes after battles is pretty impressive for the cost, and the baseline isn’t too bad either, especially with Backup having a significant presence in Red.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Oculus Whelp
2.0 A 4-mana 3/2 Flyer is a little below rate these days, but if this is replacing itself when it dies it does get significantly better. Oftentimes the problem with casting something that costs 4+ mana and has 2 or less toughness is that your opponent can get an easy tempo advantage when they point a one or two mana removal spell at it, but this hedges against that a little when you have a transformed permanent around, since getting the 2-for-1 makes that feel a little less awful. Still, even in the Blue-Green deck you won’t always be able to get this going, and the baseline just isn’t very good.
Stasis Field
2.0 This type of removal never feels great. This is mostly because it allows your opponent to hold on to at least some value from their creature. Sure, the best it can do most of the time is chump block, and that may not sound like much, but that makes this a lot worse than it might look.
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
Vengeant Earth
1.0 We see this type of card every now and then, and usually its unplayable. Animating a land or incubator for a single turn usually isn’t worth doing, but this one does make things a little interesting, since it forces something to block it. This can allow this to feel like a super situational, roundabout way to remove an opposing creature. You can also animate a land and block it as a surprise, but this is usually a dangerous proposition. So yeah, It still feels like this is still far too situational to be worth using, though.
Bloodfell Caves
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 11: Wicked Slumber
Wicked Slumber
3.0 As usual, the best way to use this sort of thing is to tap your opponent’s stuff during their turn so that you get two attacks where those creatures are out of commission. This can often win you the game on its own, and the fact you can convoke this means casting it will be extra easy. Its also nice that you can choose a couple of different ways to use this. It always taps two creatures, but you can put one stun counter on each creature, or two on one creature if that’s better.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Kithkin Billyrider
2.5 A three mana 1/3 with Double Strike is actually a pretty nice rate. It is incredibly hard to attack through or block in the early game, and it is a great place to put all your +1/+1 counters.
Dina, Soul Steeper
2.5 Life gain is not a huge theme in the format, which really limits how good Dina can be. There is incidental life gain around that she certainly takes advantage of, and her ability to buff herself can be useful sometimes too.
Surge of Salvation
0.5 Granting hexproof to your creatures can be a good way to combat removal for sure, but when we’ve seen similar one mana cards actually be worth playing, they have also granted indestructibility. So you really need a card like this to also save a creature in combat consistently – not just save it from removal – and it looks like this will only do that against black or red creatures. In short, the floor is quite low, low enough that I don’t think I want to start with this in my main deck.
Disturbing Conversion
2.0 Blue-Black is interested in milling both players, so this seems like a decent card for that type of deck. Only lowering a creature’s power is pretty far from actually removing that creature, but this does enable your other graveyard stuff reasonably well.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Pack 1 Pick 13: Sunder the Gateway
Sunder the Gateway
1.5 So at worst, this is a two mana 2/2, and sometimes you’ll have another Incubator around who is bigger, and you’ll choose to turn that one into a creature. That’s probably usually what this will do, because there aren’t a boatload of targets for this in the format. When you do get to kill an artifact or Enchantment with this it will feel like a pretty sweet 2-for-1, and I think the baseline is solid. Having Artifact and Enchantment hate in your main deck is nice too.
Halo-Charged Skaab
1.5 This has some bad stats, and I don’t love the ETB ability either. Blue-Black is definitely interested in milling both players and getting value out of it, and this certainly does that, but putting a card on top of your library is always worse than it seems at first.
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Bola Slinger
3.0 This type of creature is always nice in an aggro deck, since getting blockers out of the way really changes how well you can attack. So, this is either a 4-mana 3/3 with this ability, or a 4-mana 2/2 that puts a counter on something else and gives it that ability right away.
Pack 1 Pick 15: Surge of Salvation
Surge of Salvation
0.5 Granting hexproof to your creatures can be a good way to combat removal for sure, but when we’ve seen similar one mana cards actually be worth playing, they have also granted indestructibility. So you really need a card like this to also save a creature in combat consistently – not just save it from removal – and it looks like this will only do that against black or red creatures. In short, the floor is quite low, low enough that I don’t think I want to start with this in my main deck.
Pack 2 Pick 1: Chrome Host Seedshark
Renata, Called to the Hunt
3.5 Renata giving your creatures a +1/+1 counter when they enter is great, especially because this set has +1/+1 counter synergy, and sometimes Renate will also have pretty high power.
Chrome Host Seedshark
4.5 This has great base stats and has the ability to give you a whole lot of creature tokens, and is certainly a must-kill threat as a result. Obviously it is best suited to Blue-Red, but it is going to be really good in any deck that plays it. I think this is a bomb.
Omen Hawker
2.0 This format does have a decent number of activated abilities, between Incubate and creatures who can transform for some amount of mana. Accelerating those things is definitely nice, but it still feels like this might be a little too narrow, even in this format.
Streetwise Negotiator
3.0 If you put the counter on the Negotiator, you basically have a two mana 3/3 – something that I’m happy to play, so the additional upside is awesome.
Blightreaper Thallid
3.5 You get a 2/2 upfront, and then on the next turn you have the option of making this a 3/3 and getting a 1/1. That’s a pretty nice thing to have around if you don’t have anything to do with three mana, and at some point you’re certainly going to have the time to transform this. It isn’t the most massive upgrade ever, but you do end up getting two Saprolings and a 3/3 in the long run.
Invasion of Eldraine
2.0 Overcosted Mind Rot is not a good starting point. It will feel nice if you play it early and you get that 2-for-1, but not adding to the board is definitely a problem, as is how bad this is as a top deck in many situations. It does synergize with itself though, because once transformed it punishes the opponent for having too few cards in hand. Still, I don’t see the front side delivering enough value, or assisting enough in transforming it, that I see this as being something great. Obviously, if you always got the creature and the effect for 4 mana it would be nuts, but I have some doubts that can be accomplished.
Etched Familiar
2.5 Trading this off and draining 2 life from your opponent is going to feel like a good deal all the time, and it isn’t terrible sacrifice fodder either.
Iridescent Blademaster
1.5 This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Thrashing Frontliner
2.5 Attacking as a 3/3 trampler when it goes after battles is pretty impressive for the cost, and the baseline isn’t too bad either, especially with Backup having a significant presence in Red.
Vanquish the Weak
3.0 This can sometimes trade up, but more often than not you break even on mana or worse when you cast this – for me, that keeps it from being a premium-level removal spell – instead it is merely solid.
Swordsworn Cavalier
2.5 A two mana 3/1 is usually a borderline playable in Limited, and this will have First Strike a big chunk of the time. If you play this on turn two, and a knight on turn three, your opponent really has no hope of blocking effectively.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Scoured Barrens
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 2: Raff, Weatherlight Stalwart
Raff, Weatherlight Stalwart
4.0 This was powerful last time we saw it, and it will be here too. Blue/White isn’t as into spells this time around, but you will have spells and this gives you the option to draw extra cards off of them, while also having a powerful mass pump effect that really alters the game when you get there.
Kami of Whispered Hopes
3.5 This being a three mana 1/1 is a big liability. It dies to basically everything, and the tempo hit can be rough. That said, it does come with some strong abilities! Giving things extra counters and ramping mana is great, and if you are putting counters on it, it will get quite large and produce lots of mana.
Lithomantic Barrage
1.5 I think you can play this in your main deck and have it perform reasonably well. There are enough X/1s that it can target in typical decks, and against Blue/White it is utterly absurd. What it does to Blue or White creatures will make it feel like a 4.0 and against everyone else it is going to feel like a 1.0 – but I think that makes this a 1.5 overall, if you have enough playables it is probably still better to start in your sideboard.
Gift of Compleation
3.0 You can sort of look at this as a 4-mana 3/3 with this Surveil effect. Obviously, it is better than that, because you can pay in installments and the Surveil effect sticks around even if the creature goes down
Aetherblade Agent
3.0 A two mana 1/1 with deathtouch is a little bit below rate, but it does trade for anything, and the creature this can become late is a big problem for your opponent.
Skittering Surveyor
3.0 This does a great job of fixing your mana, and makes for an expendable body to sacrifice in Black-Red.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Iridescent Blademaster
1.5 This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Thunderhead Squadron
2.5 Even if you only tap one creature to help you cast this, you’re getting a passable deal. If you can cast this for significantly less, it will feel even better.
Saiba Cryptomancer
2.5 Been awhile since they gave us a creature at a lower rarity that just straight up has Hexproof, and I’m not sure how I feel about it! Obviously, this can lend hexproof to another creature temporarily, but because this always has Hexproof this might just be a case where you’d rather take the two mana ½ Hexproof since your opponent won’t be dealing with it that well. This is a spicy place to put +1/+1 counters and Auras, and there are going to be some games determined by someone just sticking an Aura on this in the early game and going to town.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
Marauding Dreadship
1.5 So in the end, you pay 5 mana for a 2/2 and a 4/1 Vehicle with Haste and Crew 2. That’s not….the worst thing ever, but it doesn’t seem like you’re doing a great job either. The Vehicle can simply be blocked by a token or something, and Crew 2 is kind of high for a 1 toughness vehicle. It can definitely come down and do some surprise damage, but the fact that you have to tap something significant to crew it makes that a lot less appealing.
Infected Defector
2.0 This has some pretty bad stats for the cost, but getting an Incubator when it dies makes this a solid playable.
Tranquil Cove
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 3: Invasion of Amonkhet
Fynn, the Fangbearer
2.0 Even if you have 0 other death touch creatures in your deck, Fynn being a one mana 1/3 with Deathtouch is already acceptable, there are also a few other deathtouchers at lower rarities in the set, including two Commons. That said, you probably shouldn’t really count on poisoning someone out with this, especially because the larger set doesn’t have much in the way of poison.
Invasion of Amonkhet
3.5 We’ve already seen some of the non-battle signpost Uncommons, but every color pair has an uncommon Battle too! As we’ve seen, Blue-Black is interested in getting things in the graveyard, and the fact you draw while your opponent discards is some really nice value, and it really isn’t that far off of the three mana you’re paying, so the fact you might get a 4/4 later in the game is pretty nice.
Astral Wingspan
3.0 Auras can be really dangerous to use when they don’t give you some sort of value like that, because if your opponent can deal with the creature you put it on, you just got 2-for-1’d and there’s a good chance you’re going to lose. Now, you still have to be careful about when you use this, since they can still respond by removing the creature you target, but as long as you pick the right spot, this is going to feel pretty nice. +2/+2 and Flying is a boost that makes almost any creature into a problem, and Convoke makes casting this even easier.
Omen Hawker
2.0 This format does have a decent number of activated abilities, between Incubate and creatures who can transform for some amount of mana. Accelerating those things is definitely nice, but it still feels like this might be a little too narrow, even in this format.
Nezumi Freewheeler
4.0 A 4-mana 3/3 Menace isn’t amazing, but this can also give you a bit of graveyard value. Getting cards in the opponent’s graveyard has some upside to it in Black in this format too. This can also transform the turn after you play it into a very exciting creature that can take advantage of the graveyard quite effectively.
Searing Barb
2.0 Three mana for 2 damage at Sorcery speed isn’t very good, but you can sort of look at this as a 5-mana 2/2 that does 2 damage to something. Which…well, still isn’t that good. Still, it does have 2-for-1 potential and can hit battles.
Angelic Intervention
2.5 Two mana for a counter and protection gives your creature the ability to both dodge removal spells and succeed in combat more often.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Zhalfirin Shapecraft
2.0 This is a nice trick, not too different from Suit Up, a Blue trick that performed really well in the past. It probably isn’t quite as good – that cost one more mana but made the creature a 4/5, and that was a size that could win combat with almost everything, where as a 4/3 can sometimes be a little too small to survive combat – and that’s what you really want here to get a sweet 2-for-1. Still, it is relatively cheap, can create 2-for-1s, and plays well with +1/+1 counters which this set certainly has.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Wicked Slumber
3.0 As usual, the best way to use this sort of thing is to tap your opponent’s stuff during their turn so that you get two attacks where those creatures are out of commission. This can often win you the game on its own, and the fact you can convoke this means casting it will be extra easy. Its also nice that you can choose a couple of different ways to use this. It always taps two creatures, but you can put one stun counter on each creature, or two on one creature if that’s better.
Sun-Blessed Guardian
3.0 A two mana 2/2 is underwhelming these days, but this transforms into a creature who can be a major problem, and the fact it requires Phyrexian mana means you can end up only paying 5 for it – and you can do it even if you never have Red. The base form of the card is underwhelming enough that this isn’t amazing, but it isn’t really a two drop you’ll ever cut either.
Stormclaw Rager
4.0 This is a powerful sacrifice outlet, even limited to Sorcery speed only! You get a card back, so it is hard not to get nice value out of this, especially if you’re sacrificing something really expendable. There’s also a cheap Threaten effect in the format that is going to combo absurdly with this, but in general, there’s plenty to sacrifice to this, making it another great signpost
Negate
1.5 In most formats, this is something that should stay in your sideboard, because there just aren’t enough targets. This format does have a new non-creature card type in Battle, and I think that’s enough for this to be a little more playable, though it is probably still better as a sideboard card.
Ichor Drinker
2.5 This one drop brings a lot of value. A one mana 1/1 with Lifelink isn’t amazing, but in a format with +1/+1 counters around, among other ways to augment your creatures, it will probably play a little better than it looks. Additionally, if you mill this thing in your Blue-Black deck, or it ends up in your graveyard in any other way, it does deliver some real value in the format of the incubate token. One drops lately have pretty much all overperformed, and I think this is another one that will. It is really cheap and does stuff that all the decks in the format can take advantage of.
Portent Tracker
2.5 This is an ugly stat-line, but between ramping your mana and messing with Battles, this seems like it has some pretty real utility. Some mana dorks are all but useless late, but because this can do things with Battles, that’s less likely.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Mirran Banesplitter
1.5 The fact this Equips for free the first time is nice, and definitely has the ability to make just about anything into a much better attacker. With Flash, you may even find a way to trade a smaller creature for something larger. The fact it costs three to Equip thereafter is rough.
Oculus Whelp
2.0 A 4-mana 3/2 Flyer is a little below rate these days, but if this is replacing itself when it dies it does get significantly better. Oftentimes the problem with casting something that costs 4+ mana and has 2 or less toughness is that your opponent can get an easy tempo advantage when they point a one or two mana removal spell at it, but this hedges against that a little when you have a transformed permanent around, since getting the 2-for-1 makes that feel a little less awful. Still, even in the Blue-Green deck you won’t always be able to get this going, and the baseline just isn’t very good.
Alabaster Host Sanctifier
2.5 We have seen quite a few two mana 2/2s with Lifelink at this point, and they’re always fine. The set almost prominently features a +1/+1 mechanic in White, which might even make it a little better than usual.
Flitting Guerilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Ramosian Greatsword
3.5 This is a stats boost that makes basically any creature into a threat, and the fact you can Convoke this helps soften the blow that this costs so much mana. The Equip cost itself is super reasonable for the boost after you get it into play, too!
Glistening Deluge
0.5 This card annoys me. Mostly because it ends up being even more narrow than the other cards in this cycle. This is because it has a symmetrical effect, which means if you’re playing Black-White or Black-Green you really don’t want to play this or even side it in. If you’re in one of the other three Black decks, it is a nice sideboard card that might sometimes be a one-sided wrath, but the base effect does seem underpowered enough that it should still start in your sideboard
Invasion of Belenon
3.5 This Battle makes you overpay a bit for a 2/2 with Vigilance, but that is a body that can help you pressure your opponent and transform this into an Anthem, which is a powerful thing.
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Cut Short
3.0 This is decent removal, especially because it can show up out of nowhere when you’re tapped out. It is restrictive enough that I do think it falls a bit short of premium
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Aerial Boost
2.0 This is the kind of trick you always need to keep in mind, because your opponent will be able to cast this even with no lands untapped! It offers a reasonable boost and the upside of sometimes just letting a creature get in there because of Flying.
Halo-Charged Skaab
1.5 This has some bad stats, and I don’t love the ETB ability either. Blue-Black is definitely interested in milling both players and getting value out of it, and this certainly does that, but putting a card on top of your library is always worse than it seems at first.
Searing Barb
2.0 Three mana for 2 damage at Sorcery speed isn’t very good, but you can sort of look at this as a 5-mana 2/2 that does 2 damage to something. Which…well, still isn’t that good. Still, it does have 2-for-1 potential and can hit battles.
Fertilid's Favor
2.0 This is an Instant speed way to both ramp your mana and buff a creature. In other words, it can be part combat trick part ramp spell. Ramp spells can be a dangerous proposition in Limited because they usually don’t add to the board at all, but this one does. It doesn’t search up the basic land as efficiently as something like Rampant Growth, but this is better in Limited in a lot of ways, because it is a much better late-game top deck and even has a bit of 2-for-1 potential. I think having both of these effects on a single Instant is enough to make this a quality card.
Blossoming Sands
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 6: Sigiled Sentinel
Joyful Stormsculptor
3.5 A 5-mana ⅔ that makes two 1/1s is pretty nice, and that’s especially true when the UR archetype is about Convoke! The fact this damages Battles and players is some nice additional value that can make a real difference. The question will be whether or not there are enough Convoke spells in the format to support this, but I would guess it will work out.
Invasion of Vryn
2.5 A Sorcery speed Sift isn’t a terrible card, though if this is a format where you really need to add more meaningfully to the board, it might be a little bit too clunky. The things this transforms into also isn’t amazing, but if you double a removal spell with it, it will certainly feel pretty good.
Fearless Skald
4.0 So, this is either a 5-mana 4/3 with Double Strike, or a 5-mana 3/2 that puts a counter on something else and gives it double strike for a turn. Both modes can be pretty nice, though I think I would be more inclined to put the counter somewhere else, since even at three toughness this dies quite easily, and if you put all of your eggs in one basket the tempo might hurt! This is going to create a major threat the turn it comes down, and it is a pretty nice threat on its own.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
Sigiled Sentinel
2.5 A three mana 3/3 with Vigilance is something you usually play, especially when the creature has a useful creature type – so the upside of putting the counter elsewhere and giving something vigilance for a turn makes this quite attractive.
Bladed Battle-Fan
2.0 +1/+0 and indestructible isn’t a terrible trick-like effect, because it saves a creature in combat while helping them punch up, and it saves the creature from most removal too. Any time a card can do both of those they end up seeing play. The Equipment itself definitely isn’t exciting after the turn you cast it, and that does make it awkward in some situations, but the threat this presents as a trick is nice, and its flexible too.
Wary Thespian
2.5 Two mana for a 3/1 and a couple of Surveil triggers seems like a solid deal. That is some very nice card selection to come attached to a creature that is already close to playable based on its statline.
Tidal Terror
3.0 This 6-mana 5/6 plays well with all the token stuff going on in Blue/white, as it can sometimes be unblockable. Islandcycling is a great thing to have, as it allows you to throw this away in the early game so that you hit your land drop, and if you play it late, it isn’t a bad threat to have.
Alabaster Host Intercessor
3.5 This is a large version of Banisher Priest, and while it isn’t the most efficient thing ever, that’s still a strong effect. What makes it especially nice, though, is that it has Plainscycling. This means if you draw this early when you are really far from casting it, you can get rid of it and search up a land. This really offsets the downside of this being a 6-mana card. Basically, this gets a land when you need it, and if you have the mana to cast it, it is going to have a big impact on the board. I think this is one of White’s best Commons.
Pack 2 Pick 7: Order of the Mirror
Oracle of Tragedy
2.5 The loot ETB will be useful the most often, but it doesn’t hurt to have the other option. Either way, this isn’t much more than filler.
Order of the Mirror
3.0 A two mana 2/1 is below rate these days, but this can transform the turn after you play it, and a 3/3 with this ability does tend to stay relevant for most of the game.
Infected Defector
2.0 This has some pretty bad stats for the cost, but getting an Incubator when it dies makes this a solid playable.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Blighted Burgeoning
2.0 If you play this on an untapped land, you can immediately transform the Incubator, and that’s nice – it means you can actually add something to the board when you play this, and the problem with most cards like this is they don’t do that. This also does a pretty good job of fixing and ramping your mana.
War-Trained Slasher
2.5 A 4-mana 4/3 with Menace is probably a 2.0, so the fact this swings with eight power when it goes after battle is pretty awesome. It really puts your opponent in a horrible spot on a lot of boards, and they are likely to get 2-for-1’d at best.
Thrashing Frontliner
2.5 Attacking as a 3/3 trampler when it goes after battles is pretty impressive for the cost, and the baseline isn’t too bad either, especially with Backup having a significant presence in Red.
Invasion of Pyrulea
3.0 Two mana for a Scry 3 that is likely to draw you a card isn’t a terrible rate, and while this doesn’t directly help you add to the board, it is a passable rate. If you find yourself in a situation where you can attack the Invasion, you’re going to get yourself a very impressive creature too, especially because UG is the color pair the most interested in transformed creatures, so there’s lots of synergy there.
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Angelic Intervention
2.5 Two mana for a counter and protection gives your creature the ability to both dodge removal spells and succeed in combat more often.
Thunderhead Squadron
2.5 Even if you only tap one creature to help you cast this, you’re getting a passable deal. If you can cast this for significantly less, it will feel even better.
Mirrodin Avenged
1.5 This is a functional reprint of You Are Already Dead, which we saw in Kamigawa: Neon Dynasty. That card was kind of underwhelming. When it worked, you got a pretty sweet 2-for-1. It can’t really be an amazing card though, because there aren’t enough situations where you can do damage to something without already having to give up a card. If you can do that, this gets a lot better.
Searing Barb
2.0 Three mana for 2 damage at Sorcery speed isn’t very good, but you can sort of look at this as a 5-mana 2/2 that does 2 damage to something. Which…well, still isn’t that good. Still, it does have 2-for-1 potential and can hit battles.
Aerial Boost
2.0 This is the kind of trick you always need to keep in mind, because your opponent will be able to cast this even with no lands untapped! It offers a reasonable boost and the upside of sometimes just letting a creature get in there because of Flying.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Pack 2 Pick 9: Assimilate Essence
Renata, Called to the Hunt
3.5 Renata giving your creatures a +1/+1 counter when they enter is great, especially because this set has +1/+1 counter synergy, and sometimes Renate will also have pretty high power.
Omen Hawker
2.0 This format does have a decent number of activated abilities, between Incubate and creatures who can transform for some amount of mana. Accelerating those things is definitely nice, but it still feels like this might be a little too narrow, even in this format.
Etched Familiar
2.5 Trading this off and draining 2 life from your opponent is going to feel like a good deal all the time, and it isn’t terrible sacrifice fodder either.
Iridescent Blademaster
1.5 This is a bear that can buff itself when you have some extra mana lying around. We’ve seen many cards like this in recent years, and most of them haven’t been especially impressive. You just don’t find yourself with a bunch of mana lying around until the later stages of the game, so this is often irrelevant between about turn 2 and turn 10, and that’s a problem.
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Pack 2 Pick 10: Saiba Cryptomancer
Lithomantic Barrage
1.5 I think you can play this in your main deck and have it perform reasonably well. There are enough X/1s that it can target in typical decks, and against Blue/White it is utterly absurd. What it does to Blue or White creatures will make it feel like a 4.0 and against everyone else it is going to feel like a 1.0 – but I think that makes this a 1.5 overall, if you have enough playables it is probably still better to start in your sideboard.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
Thunderhead Squadron
2.5 Even if you only tap one creature to help you cast this, you’re getting a passable deal. If you can cast this for significantly less, it will feel even better.
Saiba Cryptomancer
2.5 Been awhile since they gave us a creature at a lower rarity that just straight up has Hexproof, and I’m not sure how I feel about it! Obviously, this can lend hexproof to another creature temporarily, but because this always has Hexproof this might just be a case where you’d rather take the two mana ½ Hexproof since your opponent won’t be dealing with it that well. This is a spicy place to put +1/+1 counters and Auras, and there are going to be some games determined by someone just sticking an Aura on this in the early game and going to town.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
Infected Defector
2.0 This has some pretty bad stats for the cost, but getting an Incubator when it dies makes this a solid playable.
Pack 2 Pick 11: Omen Hawker
Omen Hawker
2.0 This format does have a decent number of activated abilities, between Incubate and creatures who can transform for some amount of mana. Accelerating those things is definitely nice, but it still feels like this might be a little too narrow, even in this format.
Searing Barb
2.0 Three mana for 2 damage at Sorcery speed isn’t very good, but you can sort of look at this as a 5-mana 2/2 that does 2 damage to something. Which…well, still isn’t that good. Still, it does have 2-for-1 potential and can hit battles.
Redcap Heelslasher
3.0 A 4-mana ¾ with First Strike performs reasonably well, and having the ability to offer +1/+1 and temporary first strike to something already in play will usually mean that creature can attack far more effectively that turn.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Wicked Slumber
3.0 As usual, the best way to use this sort of thing is to tap your opponent’s stuff during their turn so that you get two attacks where those creatures are out of commission. This can often win you the game on its own, and the fact you can convoke this means casting it will be extra easy. Its also nice that you can choose a couple of different ways to use this. It always taps two creatures, but you can put one stun counter on each creature, or two on one creature if that’s better.
Sun-Blessed Guardian
3.0 A two mana 2/2 is underwhelming these days, but this transforms into a creature who can be a major problem, and the fact it requires Phyrexian mana means you can end up only paying 5 for it – and you can do it even if you never have Red. The base form of the card is underwhelming enough that this isn’t amazing, but it isn’t really a two drop you’ll ever cut either.
Negate
1.5 In most formats, this is something that should stay in your sideboard, because there just aren’t enough targets. This format does have a new non-creature card type in Battle, and I think that’s enough for this to be a little more playable, though it is probably still better as a sideboard card.
Bonded Herdbeast
3.0 A 5-mana 4/5 is a 2.0 at the very best, but this one transforms into a pretty scary 7/5 with Menace, something that is going to be a problem on most boards.
Halo-Charged Skaab
1.5 This has some bad stats, and I don’t love the ETB ability either. Blue-Black is definitely interested in milling both players and getting value out of it, and this certainly does that, but putting a card on top of your library is always worse than it seems at first.
Fertilid's Favor
2.0 This is an Instant speed way to both ramp your mana and buff a creature. In other words, it can be part combat trick part ramp spell. Ramp spells can be a dangerous proposition in Limited because they usually don’t add to the board at all, but this one does. It doesn’t search up the basic land as efficiently as something like Rampant Growth, but this is better in Limited in a lot of ways, because it is a much better late-game top deck and even has a bit of 2-for-1 potential. I think having both of these effects on a single Instant is enough to make this a quality card.
Pack 2 Pick 14: Scrollshift
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
Scrollshift
1.0 // 2.5 There’s definitely some nice stuff you can flicker in the format, and adding “Draw a card” here helps offset the times where this doesn’t really do anything. Still, this is a build around. You shouldn’t really be playing this if your deck doesn’t have some ETBs to abuse, because only utilizing this as a card that can save a creature from removal is a little too narrow.
Daxos, Blessed by the Sun
3.0 On its own, Daxos is a 2/2, and it will often have higher toughness than that – plus all the incidental life gain is nice. That said, this format doesn’t have a life gain deck in it – nor does it really have an Enchantment deck, nor does it have very many other cards that care about Devotion. So, it doesn’t do
Voldaren Thrillseeker
4.0 This is either a 3-mana 3/3 with this ability, or a three mana 1/1 that offers +2/+2 and this ability to something else. Either way, you’re likely to be very happy here. Two counters is a big deal that alters a lot of boards, and adding this Fling effect to the mix is great.
Fearless Skald
4.0 So, this is either a 5-mana 4/3 with Double Strike, or a 5-mana 3/2 that puts a counter on something else and gives it double strike for a turn. Both modes can be pretty nice, though I think I would be more inclined to put the counter somewhere else, since even at three toughness this dies quite easily, and if you put all of your eggs in one basket the tempo might hurt! This is going to create a major threat the turn it comes down, and it is a pretty nice threat on its own.
Nezumi Freewheeler
4.0 A 4-mana 3/3 Menace isn’t amazing, but this can also give you a bit of graveyard value. Getting cards in the opponent’s graveyard has some upside to it in Black in this format too. This can also transform the turn after you play it into a very exciting creature that can take advantage of the graveyard quite effectively.
Invasion of Muraganda
3.5 A 5-mana fight spell that gives you a +1/+1 counter isn’t bad, and it also means this is another Battle that increases your chances of being able to attack right away. With 6 defense it might take some time, but the creature you eventually get is pretty nice! Mostly you will lose it to buff your stuff, but the upside of sometimes taking away opposing abilities is definitely nice.
Phyrexian Censor
2.5 This has decent base stats, and you’ll be able to make this effect one-sided enough, especially in Black-White, that this seems like a solid card.
Preening Champion
3.5 This helps you do Convoke stuff in addition to having the Knight creature type, and it is just a really good rate in general. This is one of Blue’s best Commons.
Etched Familiar
2.5 Trading this off and draining 2 life from your opponent is going to feel like a good deal all the time, and it isn’t terrible sacrifice fodder either.
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Kithkin Billyrider
2.5 A three mana 1/3 with Double Strike is actually a pretty nice rate. It is incredibly hard to attack through or block in the early game, and it is a great place to put all your +1/+1 counters.
Oculus Whelp
2.0 A 4-mana 3/2 Flyer is a little below rate these days, but if this is replacing itself when it dies it does get significantly better. Oftentimes the problem with casting something that costs 4+ mana and has 2 or less toughness is that your opponent can get an easy tempo advantage when they point a one or two mana removal spell at it, but this hedges against that a little when you have a transformed permanent around, since getting the 2-for-1 makes that feel a little less awful. Still, even in the Blue-Green deck you won’t always be able to get this going, and the baseline just isn’t very good.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Placid Rottentail
1.5 A 1/1 with Vigilance isn’t really setting the world on fire, but it does make it a nice spot to put +1/+1 counters, and once it goes down it can provide you with some counters all on its own.
Kor Halberd
2.0 I like the efficiency here. +1/+1 and Vigilance isn’t a boost that set’s the world on fire, but when you can get it with a one mana Equip cost, I’m definitely interested.
Shanna, Sisay's Legacy
3.0 In most cases, she scales as the game goes on, and the fact she can’t be targeted by abilities comes up sometimes too.
Gift of Compleation
3.0 You can sort of look at this as a 4-mana 3/3 with this Surveil effect. Obviously, it is better than that, because you can pay in installments and the Surveil effect sticks around even if the creature goes down
Lithomantic Barrage
1.5 I think you can play this in your main deck and have it perform reasonably well. There are enough X/1s that it can target in typical decks, and against Blue/White it is utterly absurd. What it does to Blue or White creatures will make it feel like a 4.0 and against everyone else it is going to feel like a 1.0 – but I think that makes this a 1.5 overall, if you have enough playables it is probably still better to start in your sideboard.
Botanical Brawler
3.5 As it often it is, Green/White is about +1/+1 counters. So, a two mana 2/2 trampler that gains counters no matter where you put them on your board is really nice.
Pyretic Prankster
3.0 A two mana 2/1 is below rate these days, but this can transform into a 3/2 that virtually always forces a 2-for-1, and it can transform pretty quickly.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Overgrown Pest
1.5 Early, the fact this hits a land will feel pretty good. In the later game you won’t really want a land, and if you don’t have enough double-faced cards it will feel especially bad. There aren’t any DFCs at Common either, so actually getting a critical mass where this hits consistently is a challenge.
Realmbreaker's Grasp
3.5 White’s usual premium Common removal spell Is here! It shuts down most creatures entirely, though as usual cards with static ability, sacrifice effects, and bounce effects hurt when you play this card – and those things are in this set, of course.
Temporal Cleansing
2.0 A Sorcery that always did this for four mana would probably be a 1.5. It is definitely removal, but very clunky, and the fact it can’t be a more permanent answer for many creatures is definitely a problem.
Flitting Guerilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Thrashing Frontliner
2.5 Attacking as a 3/3 trampler when it goes after battles is pretty impressive for the cost, and the baseline isn’t too bad either, especially with Backup having a significant presence in Red.
Aerial Boost
2.0 This is the kind of trick you always need to keep in mind, because your opponent will be able to cast this even with no lands untapped! It offers a reasonable boost and the upside of sometimes just letting a creature get in there because of Flying.
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Artistic Refusal
2.0 Paying six for this is in no way worth it, but with Convoke around you can really discount this – heck, if your board is wide enough this can effectively be a free counterspell that gives you some card selection! Still, the set up cost is real – this is pretty bad in the early stages of the game when you can’t get your board set up, and counterspells are inherently quite narrow in Limited. Still, the option to make the cost much lower and the fact you can even just choose the draw two discard 1 option in a pinch makes it at least a solid card.
Invasion of Mercadia
3.5 This is basically Tormenting Voice with a bunch of upside, and that certainly seems solid. Once transformed, you get a creature that is pretty insane, as churning out elementals, buffing your board and giving it haste is amazing.
Pyretic Prankster
3.0 A two mana 2/1 is below rate these days, but this can transform into a 3/2 that virtually always forces a 2-for-1, and it can transform pretty quickly.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Akki Scrapchomper
1.0 I’d generally rather be able to sacrifice creatures than lands, since there are so many good expendable ones out there. Sure, if you have too many lands this provides flood insurance, but it is a pretty mediocre card early and not even that good in the late game.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Etched Familiar
2.5 Trading this off and draining 2 life from your opponent is going to feel like a good deal all the time, and it isn’t terrible sacrifice fodder either.
Realmbreaker's Grasp
3.5 White’s usual premium Common removal spell Is here! It shuts down most creatures entirely, though as usual cards with static ability, sacrifice effects, and bounce effects hurt when you play this card – and those things are in this set, of course.
Wrenn's Resolve
2.5 This is Reckless Impulse with a different name, and that was a quality draw spell in Innistrad: Crimson Vow. You’re almost always going to be able to play both cards that you hit with this before the end of your next turn, and this ends up being a two mana draw two most of the time.
Cosmic Hunger
3.5 We have seen this card before, only without the battle part, and it is always premium removal for Green because it can deal with things so efficiently. You always run the risk of getting 2-for-1’d when you cast it if you aren’t careful, but because this is an Instant, finding a spot where your opponent can’t respond is relatively easy.
Expedition Lookout
2.5 This is a two drop that lots of creatures can’t attack through, and eventually it becomes an unblockable 2/3. That’s pretty nice, because it might take awhile before you get there – since it can’t be blocked, it will be relevant on any board.
Jungle Hollow
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 3 Pick 4: Alabaster Host Intercessor
Daxos, Blessed by the Sun
3.0 On its own, Daxos is a 2/2, and it will often have higher toughness than that – plus all the incidental life gain is nice. That said, this format doesn’t have a life gain deck in it – nor does it really have an Enchantment deck, nor does it have very many other cards that care about Devotion. So, it doesn’t do
Seraph of New Capenna
3.5 A three mana 2/2 Flyer isn’t what it used to be, but when it is the baseline for a card with big upside, it still feels pretty good – and that’s certainly what we have here! The Seraph of New Phyrexia can attack really hard.
Stormclaw Rager
4.0 This is a powerful sacrifice outlet, even limited to Sorcery speed only! You get a card back, so it is hard not to get nice value out of this, especially if you’re sacrificing something really expendable. There’s also a cheap Threaten effect in the format that is going to combo absurdly with this, but in general, there’s plenty to sacrifice to this, making it another great signpost
Merciless Repurposing
3.0 6 mana is a lot, even for removal – mostly because you end up paying more than your opponent did for their creature a lot of the time, and that tempo hit can be rough. However, this is an Instant, and it gives you something that will eventually be a creature. If you have 8 mana lying around, this will feel like an 8-mana 3/3 that exiles something on ETB, and the fact you can spread it out in two installments is nice.
Skittering Surveyor
3.0 This does a great job of fixing your mana, and makes for an expendable body to sacrifice in Black-Red.
Stasis Field
2.0 This type of removal never feels great. This is mostly because it allows your opponent to hold on to at least some value from their creature. Sure, the best it can do most of the time is chump block, and that may not sound like much, but that makes this a lot worse than it might look.
Bola Slinger
3.0 This type of creature is always nice in an aggro deck, since getting blockers out of the way really changes how well you can attack. So, this is either a 4-mana 3/3 with this ability, or a 4-mana 2/2 that puts a counter on something else and gives it that ability right away.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Alabaster Host Intercessor
3.5 This is a large version of Banisher Priest, and while it isn’t the most efficient thing ever, that’s still a strong effect. What makes it especially nice, though, is that it has Plainscycling. This means if you draw this early when you are really far from casting it, you can get rid of it and search up a land. This really offsets the downside of this being a 6-mana card. Basically, this gets a land when you need it, and if you have the mana to cast it, it is going to have a big impact on the board. I think this is one of White’s best Commons.
War-Trained Slasher
2.5 A 4-mana 4/3 with Menace is probably a 2.0, so the fact this swings with eight power when it goes after battle is pretty awesome. It really puts your opponent in a horrible spot on a lot of boards, and they are likely to get 2-for-1’d at best.
Rona, Sheoldred's Faithful
3.0 Adding some incidental life loss to your spells can be nice, and Blue/Black in this format mills itself enough that her recursive ability matters too.
Glistening Deluge
0.5 This card annoys me. Mostly because it ends up being even more narrow than the other cards in this cycle. This is because it has a symmetrical effect, which means if you’re playing Black-White or Black-Green you really don’t want to play this or even side it in. If you’re in one of the other three Black decks, it is a nice sideboard card that might sometimes be a one-sided wrath, but the base effect does seem underpowered enough that it should still start in your sideboard
Tarkir Duneshaper
2.5 A one mana ½ isn’t very good on its own, but the fact this can become a 4/3 trampler later in the game does mean it tends to have relevance most of the time.
Ephara's Dispersal
2.5 One mana to bounce an attacking creature and Surveil 2 is quite the deal, so the fact you can also target non attacking creatures for 3 mana is nice. Most of the time you don’t get an actual trade, but the card selection and tempo are nice, and the times where you do cast this in response to a trick or something will feel truly amazing.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
Burning Sun's Fury
1.5 As a trick, this isn’t especially good. +2/+0 might help a creature take down something bigger, but you still end up losing your creature in most situations, and obviously to take advantage of Haste you have to cast it in your main phase. This is really cheap, and with Convoke in the picture it will be even easier to cast than it looks at first – but I think the card’s main uses will be for sending in one of your new creatures and/or finishing the opponent off, and those uses are a little too narrow. It can definitely help you do a ton of damage out of nowhere.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Sigiled Sentinel
2.5 A three mana 3/3 with Vigilance is something you usually play, especially when the creature has a useful creature type – so the upside of putting the counter elsewhere and giving something vigilance for a turn makes this quite attractive.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Thunderhead Squadron
2.5 Even if you only tap one creature to help you cast this, you’re getting a passable deal. If you can cast this for significantly less, it will feel even better.
Urn of Godfire
1.0 This is horrible at fixing your mana and is a wildly inefficient removal spell. You might run it if you’re desperate for removal, but if that’s where you’re at things really didn’t go well in the draft.
Pack 3 Pick 6: Meeting of Minds
Tangled Skyline
3.0 This looks like a nice card for helping higher-curve Green decks stabilize against aggro. It is effectively a 7-mana 5/5 with Reach that gains you 5 on ETB, except it is a little better because you don’t have to pay all that mana in the same turn. Giving Phyrexians Reach isn’t exactly the most impressive upside, I think the best part of this card is just that it gives you a beefy body and gains you some life, though Reach does mean you can stabilize against flying creatures too.
Copper Host Crusher
1.0 This is a big hard-to-kill monster, but it also costs 8 mana which simply isn’t an amount of mana you get to very consistently in Limited.
Harried Artisan
3.0 A three mana ⅔ Haste isn’t terrible, and this can transform into a ¾ flyer for a relatively cheap cost. Obviously, in terms of efficiency it isn’t amazing, but it is a nice mana sink to have around.
Phyrexian Archivist
1.0 This is a reprint, and it wasn’t very good last time. This format does have a self-mill deck, and that means this can theoretically keep you from milling out in the extreme late game, but it isn’t particularly efficient and is far too situational.
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Meeting of Minds
3.0 This is an Instant, which is kind of a big deal – in many situations it can be a better version of Divination, and in a format with a spell deck that is good at convoking, this seems like exactly what the doctor ordered. You probably don’t want too many of them, as they can get awkward in multiples. But I think the first copy is something you want.
Corrupted Conviction
2.0 If you have expendable creatures, this is pretty good – and it always has the mode of allowing you to use it after you block or your creature is targeted with removal. If you’re only using it in those situations it definitely gets worse and more narrow, though – ideally, you consistently have bodies around you can always sacrifice and feel good about it, which gives this more room to shine.
Atraxa's Fall
0.5 One thing to keep in mind is that destroying a battle doesn’t let you cast it transformed. A battle has to be “defeated” for that to happen, and the only way to make that happen is to remove the counters on it one way or another. This simply puts in the graveyard. In other words, you want to use this on a battle you are defending. This targets a whole bunch of stuff, but I’m still pretty skeptical it will find something useful to do on a regular basis, so I’m starting it in the sideboard.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
Kwende, Pride of Femeref
2.0 A 4-mana 2/2 with Double Strike isn’t a complete disaster, and this does upgrade a few other cards. Unfortunately, there aren’t very many First Strikers in this set.
Invasion of New Capenna
3.0 I don’t love that this does stone nothing on turn two a lot of the time. It would be nice to set this up on turn two and get a little something, which is what a lot of the cheap Battles do – but this one is far more situational. That said, the thing that it can do is certainly powerful, especially if you have some expendable bodies around, which isn’t a huge ask if you’re in Black-White, since that’s the color pair the most interested in Incubating. This also means that the Equipment you ultimately get can do a pretty nice job of enhancing your board.
Change the Equation
0.5 The base level of this card isn’t very good, since most opponents won’t really have enough spells this can counter. Obviously, against Red and/or Green opponents it is great, but the floor is pretty bad.
Wrenn's Resolve
2.5 This is Reckless Impulse with a different name, and that was a quality draw spell in Innistrad: Crimson Vow. You’re almost always going to be able to play both cards that you hit with this before the end of your next turn, and this ends up being a two mana draw two most of the time.
Flitting Guerilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Phyrexian Archivist
1.0 This is a reprint, and it wasn’t very good last time. This format does have a self-mill deck, and that means this can theoretically keep you from milling out in the extreme late game, but it isn’t particularly efficient and is far too situational.
Swordsworn Cavalier
2.5 A two mana 3/1 is usually a borderline playable in Limited, and this will have First Strike a big chunk of the time. If you play this on turn two, and a knight on turn three, your opponent really has no hope of blocking effectively.
War Historian
2.5 A 3-mana 3/3 with Reach is a C these days, and when it attacks a battle your opponent is going to be in a world of hurt, since you just have a free attack any time you do it.
Meeting of Minds
3.0 This is an Instant, which is kind of a big deal – in many situations it can be a better version of Divination, and in a format with a spell deck that is good at convoking, this seems like exactly what the doctor ordered. You probably don’t want too many of them, as they can get awkward in multiples. But I think the first copy is something you want.
Pack 3 Pick 8: Protocol Knight
Elspeth's Smite
3.5 This offers a pretty amazing rate, and even shuts down death triggers and other graveyard shenanigans. It is situational of course, but I think the efficiency makes up for that enough for this to sneak into “premium removal” range.
Placid Rottentail
1.5 A 1/1 with Vigilance isn’t really setting the world on fire, but it does make it a nice spot to put +1/+1 counters, and once it goes down it can provide you with some counters all on its own.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Failed Conversion
2.0 This isn’t a terrible rate - against most creatures it will be a 5-mana spell that kills the creature and then you Surveil 2. It also isn’t premium, though, as a 5-mana sorcery speed removal spell should probably be able to kill more stuff!
Unseal the Necropolis
3.0 Black usually gets a nice common that returns creatures from your graveyard to your hand, and this looks like a really good version of that to me. Milling three for both players gets your pretty close to meeting the “reverse threshold” type requirements that several cards have, and it also increases your chance of being able to get back two creatures. It is also an Instant which isn’t something we often see. This means you can use this on the end of your opponent’s turn, and then cast something you get back on your turn which is nice. You don’t usually want more than one of these, because they are so bad in the early game – but honestly, the first copy of this card looks like a must-have for most Black decks, and especially Black-Blue.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Karsus Depthguard
2.0 Just one +1/+1 counter allows this to start rumbling, and those aren’t exactly hard to come by in Red, and a 3-mana 4/3 Defender isn’t a terrible fail case.
Daxos, Blessed by the Sun
3.0 On its own, Daxos is a 2/2, and it will often have higher toughness than that – plus all the incidental life gain is nice. That said, this format doesn’t have a life gain deck in it – nor does it really have an Enchantment deck, nor does it have very many other cards that care about Devotion. So, it doesn’t do
Onakke Javelineer
3.0 A 5-mana 5/4 Reach is probably a 2.0 at best, but this activated ability means business. Using it to hurt javelins at your opponent’s dome can be a very real threat, and the fact thise can allow you to defeat battles without having to attack – and it can defeat them at instant speed – is great.
Kithkin Billyrider
2.5 A three mana 1/3 with Double Strike is actually a pretty nice rate. It is incredibly hard to attack through or block in the early game, and it is a great place to put all your +1/+1 counters.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Placid Rottentail
1.5 A 1/1 with Vigilance isn’t really setting the world on fire, but it does make it a nice spot to put +1/+1 counters, and once it goes down it can provide you with some counters all on its own.
Kor Halberd
2.0 I like the efficiency here. +1/+1 and Vigilance isn’t a boost that set’s the world on fire, but when you can get it with a one mana Equip cost, I’m definitely interested.
Shanna, Sisay's Legacy
3.0 In most cases, she scales as the game goes on, and the fact she can’t be targeted by abilities comes up sometimes too.
Lithomantic Barrage
1.5 I think you can play this in your main deck and have it perform reasonably well. There are enough X/1s that it can target in typical decks, and against Blue/White it is utterly absurd. What it does to Blue or White creatures will make it feel like a 4.0 and against everyone else it is going to feel like a 1.0 – but I think that makes this a 1.5 overall, if you have enough playables it is probably still better to start in your sideboard.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
Beamtown Beatstick
2.0 +1/+0 and Menace isn’t a terrible boost for the casting and equip cost here, and the fact it gives you treasure will also mean it will be a little easier to move around than it might look at first. Seems like a solid inclusion for Red aggro decks.
Aerial Boost
2.0 This is the kind of trick you always need to keep in mind, because your opponent will be able to cast this even with no lands untapped! It offers a reasonable boost and the upside of sometimes just letting a creature get in there because of Flying.
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
Akki Scrapchomper
1.0 I’d generally rather be able to sacrifice creatures than lands, since there are so many good expendable ones out there. Sure, if you have too many lands this provides flood insurance, but it is a pretty mediocre card early and not even that good in the late game.
Realmbreaker's Grasp
3.5 White’s usual premium Common removal spell Is here! It shuts down most creatures entirely, though as usual cards with static ability, sacrifice effects, and bounce effects hurt when you play this card – and those things are in this set, of course.
Expedition Lookout
2.5 This is a two drop that lots of creatures can’t attack through, and eventually it becomes an unblockable 2/3. That’s pretty nice, because it might take awhile before you get there – since it can’t be blocked, it will be relevant on any board.
Pack 3 Pick 12: Bola Slinger
Bola Slinger
3.0 This type of creature is always nice in an aggro deck, since getting blockers out of the way really changes how well you can attack. So, this is either a 4-mana 3/3 with this ability, or a 4-mana 2/2 that puts a counter on something else and gives it that ability right away.
Assimilate Essence
2.0 This is kind of a cool design. Early it can counter the majority of cards in your opponent’s deck, and fairly efficiently too – and then later in the game if they can pay it, you at least get a consolation prize. Obviously the better mode is actually countering the thing, but at least it isn’t utterly useless in other situations.
Ichor Shade
2.0 Its nice that this looks at both graveyard, as sometimes when we see this sort of effect it only checks yours. This will gain a counter on a significant number of turns, especially if you’re a Sacrifice deck. It does have a pretty bad baseline, but I you can definitely hold this and then play it in second main phase after something dies, and it will quickly become a ¾, and things can go crazy from there.
Glistening Deluge
0.5 This card annoys me. Mostly because it ends up being even more narrow than the other cards in this cycle. This is because it has a symmetrical effect, which means if you’re playing Black-White or Black-Green you really don’t want to play this or even side it in. If you’re in one of the other three Black decks, it is a nice sideboard card that might sometimes be a one-sided wrath, but the base effect does seem underpowered enough that it should still start in your sideboard
Burning Sun's Fury
1.5 As a trick, this isn’t especially good. +2/+0 might help a creature take down something bigger, but you still end up losing your creature in most situations, and obviously to take advantage of Haste you have to cast it in your main phase. This is really cheap, and with Convoke in the picture it will be even easier to cast than it looks at first – but I think the card’s main uses will be for sending in one of your new creatures and/or finishing the opponent off, and those uses are a little too narrow. It can definitely help you do a ton of damage out of nowhere.
Seed of Hope
1.0 Green isn’t that into milling in this format, otherwise this would be a little more interesting. As is, it has a fairly small effect, and since it is restricted only to the two cards you mill, you’re just going to wiff sometimes or get something very underwhelming.
Pack 3 Pick 14: Enduring Bondwarden
Enduring Bondwarden
2.5 A one mana ½ that puts its counter somewhere when it dies is playable in this format because there are so many nice payoffs for doing things with counters. The ability to put the counter elsewhere is good too, and you can even get away with attacking into a trade if you have Backed up the creature, because if your opponent blocks you’re going to come out ahead since you keep all those counters
Phyrexian Archivist
1.0 This is a reprint, and it wasn’t very good last time. This format does have a self-mill deck, and that means this can theoretically keep you from milling out in the extreme late game, but it isn’t particularly efficient and is far too situational.