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.
Rampaging Raptor
4.5 A 4-mana 4/4 with Trample and Haste is a pretty easy 4.0, so the fact this can buff its power and threaten to go after battles even when it does damage to your opponent is awesome. One of the awkward things about battles is that sometimes you’d rather damage your opponent than transform a battle, and the Raptor makes it so you don’t have to choose. And yes, it can go after planeswalkers too, but that won’t come up nearly as often.
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.
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.
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 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.
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.
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.
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.
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.
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.
Eyes of Gitaxias
2.0 You can sort of look at this as a 5-mana 3/3 that draws you a card, and you can pay for it in installments. That’s not too bad, but it isn’t exactly something special either.
Timberland Ancient
3.0 A 6-mana 6/5 with Reach and Trample is right around a 2.0 these days, but don’t underestimate Forestcycling! Unlike your other 6 drops, you can throw this one away if you draw it early and grab a land drop you desperately need, and when it comes time to cast it, it isn’t usually a creature your opponent can just ignore.
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.
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 2: Harried Artisan
Aegar, the Freezing Flame
2.5 This was a powerhouse in Kaldheim Limited, pretty much an Uncommon bomb -- but that set had a heavy spell theme and Giant tribal all over the place. Blue-Red only has spells as a sub-theme this time around, and the set only has two Giants in it – and one of them is Mythic. Mostly in this format, we’re talking about a three mana 3/3 that draws you a card when you do excess damage with a spell.
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.
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.
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
Zhalfirin Lancer
3.5 This will often be able to attack as a 4/4 with Vigilance which is pretty nice. Lots of cards make Knight tokens too, so it may get buffed more than once! It has a very reasonable floor too, so it is a quality card.
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.
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.
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.
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.
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.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
Hangar Scrounger
2.0 This is either a three mana 3/2 that rummages when it taps, or a three mana 2/1 that puts a counter somewhere else that lets you rummage when it taps that turn. That’s certainly fine, but I’m also not blown away by either option.
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.
Invasion of Kylem
2.5 The base effect on this card generally isn’t worth the four mana it asks you for. However, because this also comes into play and has to be defended, it synergizes quite well with itself. +2/+0 and Vigilance on two creatures will allow you to attack this fairly effectively right away on many boards. In other words, there will definitely be turns where this costs 4-mana to give +2/+0, vigilance, and haste to two creatures, and then you also get those two really powerful 3/2 tokens on the same turn. Yeah, that’s an insane card. Now, we do have to take into account the situations where this doesn’t do much, and the fact this doesn’t do something permanent to the board does mean sometimes this will do stone nothing.
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.
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.
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.
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.
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.
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.
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.
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.
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
Valduk, Keeper of the Flame
1.5 // 3.0 I don’t think every Red deck will automatically have the things it needs for this to spit out a Spark elemental every turn, and its pretty bad when you’re not doing 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.
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
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.
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.
Crystal Carapace
2.0 As an Aura, this isn’t the most efficient thing ever, but it wouldn’t be completely unplayable either. +3/+3 is a big upgrade, and Ward 2 allows you to really decrease the chance your opponent can interact in some way before you get some value out of attacking with a creature this is attached to. If you find yourself in a situation where you just can’t risk playing this or playing it doesn’t make a difference, or you’re mana screwed, you can just Cycle it away. That Cycle part is what really makes this borderline playable card into something solid.
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.
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.
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.
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.
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 1 Pick 6: Khenra Spellspear
Juri, Master of the Revue
3.5 Again, sacrifice decks in this format look legit, so this is an incredibly nice payoff for that deck. Even if it never grows, the fail case is a two mana 1/1 that pings something when it dies. That isn’t great, but that’s the fail case, and this becomes more and more of a problem as the game goes on.
Compleated Huntmaster
3.5 You can sort of look at this as paying 3 mana, sacrificing something, and getting a 3/3 – that wouldn’t be a bad deal, and this is better because you can pay for the Incubator on a separate turn. This doesn’t have the worst stats for a card with this strong of an ability, either. Cards like this really make it feel like the sacrifice deck in this format is going to have some legs
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 Dominaria
3.0 Three mana for 4 life and a card isn’t the worst deal ever, and you have the potential to get a Serra Angel. Obviously that’s insane value for the investment, but I do think it will take some work to transform this.
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.
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
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.
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.
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
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.
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.
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.
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.
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.
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.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
Thornwood Falls
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: Blightreaper Thallid
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.
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.
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.
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.
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.
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.
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
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.
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.
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.
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.
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.
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.
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 10: Etched Familiar
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.
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.
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.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
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.
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.
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.
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.
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.
Invasion of Kylem
2.5 The base effect on this card generally isn’t worth the four mana it asks you for. However, because this also comes into play and has to be defended, it synergizes quite well with itself. +2/+0 and Vigilance on two creatures will allow you to attack this fairly effectively right away on many boards. In other words, there will definitely be turns where this costs 4-mana to give +2/+0, vigilance, and haste to two creatures, and then you also get those two really powerful 3/2 tokens on the same turn. Yeah, that’s an insane card. Now, we do have to take into account the situations where this doesn’t do much, and the fact this doesn’t do something permanent to the board does mean sometimes this will do stone nothing.
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.
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.
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.
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.
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.
Pack 1 Pick 14: Bladed Battle-Fan
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.
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.
Pack 2 Pick 1: Grimgrin, Corpse-Born
Grimgrin, Corpse-Born
4.0 Entering tapped is a big problem, but there is plenty of sacrifice fodder in the format that lets this untap, and it is a free sacrifice effect which is always very threatening – and the fact it can destroy something when it attacks is really nice. This can really go wild if the board is set up correctly for it, but it does take some work.
Deeproot Wayfinder
3.5 This has nice stats, and if it ever hits your opponent it is going to generate some significant value. It even has the potential to ramp you if you can get a land in your graveyard – something Surveil helps you do. It definitely has diminishing returns the longer the game goes on and the less able it is to get in for some damage.
Elvish Vatkeeper
3.5 A three mana 3/3 that makes an Incubator is sweet – if you have five mana available you can just do it all, and pay 5 for a 3/3 and a 2/2, which is a nice deal! The other ability is fairly expensive, but if you have the mana to sink into it, it certainly makes your Incubator a lot scarier.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
Zada, Hedron Grinder
1.5 // 3.5 Zada is really sweet if you are a deck that uses combat tricks and goes wide because using a combat trick on every one of your creatures look insane, and that does look like something many Red decks will do in the format. That said, the base level thing you get here is a Hill Giant, and this is probably another one that needs a build around.
Corruption of Towashi
1.0 // 3.5 This looks like a very strong payoff for transforming things, and it comes with a built-in way to draw you that first card. On its own, that makes this a 7-mana 4/4 that draws you a card. That isn’t…amazing, but it is a passable baseline! Plus, as with all of these, you pay in installments and it offers some extra upside. That said, if you aren’t in a deck that really got there on transforming creatures, this probably isn’t very good.
Invasion of Zendikar
2.0 Lately, a 4-mana card that gets you two lands from your graveyard has been too clunky to work effectively in Limited. However, unlike most cards that do that, this does have the potential to add meaningfully to the board. If you can play this and flip it in the near future, getting that 4/4 body will make a big deal. That said, you won’t always be able to get that done consistently in Limited.
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.
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.
Knight of the New Coalition
3.0 4-mana for two 2/2s with Vigilance is an excellent rate – this helps you go wide like the RW deck wants you to do, while also producing two bodies with a very useful creature type. I think this looks like a very good Common.
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.
Volcanic Spite
4.0 This is a great removal spell. Two mana for 3 damage is premium even at Sorcery speed, and this is an Instant that also gives you a bit of card selection. The ability to hit more than just creatures is great upside too.
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.
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.
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.
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.
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.
Tetsuko Umezawa, Fugitive
2.0 At worst, Testuko is a an unblockable 1/3, and most Blue decks will have a few other creatures who can benefit.
Captive Weird
3.5 This looks good. A one mana ⅓ with Defender isn’t exactly impressive, but this transforms quite easily. You can play it on turn one and block a little bit, and you effectively get to draw a card when it transforms. Because of Phyrexian Mana, in the later part of the game you can look at this as a 4-mana 3/3 you pay 2 life for that draws you that card, which is also great. So yeah, this is good whether you do it all at once or in installments.
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.
Scrappy Bruiser
1.5 This can definitely make something else – or itself – into a much better attacker, but I actually don’t love that it makes you return the thing you target to your hand. Sometimes you’ll get some sweet value as a result of that, like if you return something with Backup, but the tempo you lose is a big deal.
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.
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.
Serpent-Blade Assailant
2.5 A three mana 3/2 with Deathtouch is passable, as is giving the counter and deathtouch to something else. It will often allow a creature to be a much more problematic attacker. Also works well with the fight and bight spells Green always has.
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.
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.
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.
Skittering Surveyor
3.0 This does a great job of fixing your mana, and makes for an expendable body to sacrifice in Black-Red.
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.
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.
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.
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.
Volcanic Spite
4.0 This is a great removal spell. Two mana for 3 damage is premium even at Sorcery speed, and this is an Instant that also gives you a bit of card selection. The ability to hit more than just creatures is great upside too.
Serpent-Blade Assailant
2.5 A three mana 3/2 with Deathtouch is passable, as is giving the counter and deathtouch to something else. It will often allow a creature to be a much more problematic attacker. Also works well with the fight and bight spells Green always has.
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.
Ral's Reinforcements
2.5 Going wide and Convoke are two of Red’s big themes in the set, so this seems to do exactly what you want to be doing in Red.
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.
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.
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.
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 5: Volcanic Spite
Yargle, Glutton of Urborg
1.0 If you want a big vanilla creature, Yargle does the job. But…you really shouldn’t want that. The low toughness makes him a real liability.
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.
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.
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.
Volcanic Spite
4.0 This is a great removal spell. Two mana for 3 damage is premium even at Sorcery speed, and this is an Instant that also gives you a bit of card selection. The ability to hit more than just creatures is great upside too.
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.
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.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
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.
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.
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 2 Pick 6: Vanquish the Weak
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.
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.
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.
Hangar Scrounger
2.0 This is either a three mana 3/2 that rummages when it taps, or a three mana 2/1 that puts a counter somewhere else that lets you rummage when it taps that turn. That’s certainly fine, but I’m also not blown away by either option.
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.
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.
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.
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.
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.
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!
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.
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.
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.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
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.
Timberland Ancient
3.0 A 6-mana 6/5 with Reach and Trample is right around a 2.0 these days, but don’t underestimate Forestcycling! Unlike your other 6 drops, you can throw this one away if you draw it early and grab a land drop you desperately need, and when it comes time to cast it, it isn’t usually a creature your opponent can just ignore.
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.
Scrappy Bruiser
1.5 This can definitely make something else – or itself – into a much better attacker, but I actually don’t love that it makes you return the thing you target to your hand. Sometimes you’ll get some sweet value as a result of that, like if you return something with Backup, but the tempo you lose is a big deal.
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.
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.
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.
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.
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.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
Pack 2 Pick 9: Invasion of Regatha
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.
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.
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.
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.
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.
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.
Zada, Hedron Grinder
1.5 // 3.5 Zada is really sweet if you are a deck that uses combat tricks and goes wide because using a combat trick on every one of your creatures look insane, and that does look like something many Red decks will do in the format. That said, the base level thing you get here is a Hill Giant, and this is probably another one that needs a build around.
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.
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.
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.
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.
Scrappy Bruiser
1.5 This can definitely make something else – or itself – into a much better attacker, but I actually don’t love that it makes you return the thing you target to your hand. Sometimes you’ll get some sweet value as a result of that, like if you return something with Backup, but the tempo you lose is a big deal.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 13: Kor Halberd
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.
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.
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.
Pack 2 Pick 14: Swamp
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.
Tetsuko Umezawa, Fugitive
2.0 At worst, Testuko is a an unblockable 1/3, and most Blue decks will have a few other creatures who can benefit.
Invasion of Karsus
3.5 This looks really good. Doing 3 damage to everything has a good chance of impacting the board, and if you know this is coming, you can find a way to make it so it doesn’t effect you too severely. If you manage to transform this, it becomes a very problematic creature too. Sometimes, you’ll have a situation where you wipe away an opponent’s blockers and just attack right away to transform the Invasion.
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
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
Mirror-Shield Hoplite
3.5 Red/White is a Backup Aggro deck, so doubling Backup abilities is massively powerful, especially when attached to a creature with solid stats
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.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
Final Flourish
3.0 This is a nice removal spell. The base card is probably a C, but the kicker upside here is massive. As we’ve seen, Black has good sacrifice outlets and lots of other good reasons to sacrifice creatures, so this card will be right at home in that type of deck. That said, this will probably only be capable of -2/-2 a little too often to be an amazing removal spell.
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.
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.
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.
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.
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
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
Thornwood Falls
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 2: Compleated Huntmaster
Tribute to the World Tree
3.0 Triple Green can be a bit challenging in Limited, but if you can cast this, it gives you a ton of value, either making your creatures far better or helping you rip through your library. It is true that it doesn’t add to the board immediately, but it is cheap enough and has enough upside that I think it is worth the downside. If this were 2 generic and a Green, I think I would have a hard time not giving it at least a 4.5 – but we do have to factor in the challenge presented by the mana value, especially because you want to get a card like this down pretty early to take full advantage, and outside of mono-Green that’s going to be a challenge.
Compleated Huntmaster
3.5 You can sort of look at this as paying 3 mana, sacrificing something, and getting a 3/3 – that wouldn’t be a bad deal, and this is better because you can pay for the Incubator on a separate turn. This doesn’t have the worst stats for a card with this strong of an ability, either. Cards like this really make it feel like the sacrifice deck in this format is going to have some legs
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 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.
Shivan Branch-Burner
3.0 You probably need to paying 5 or less actual mana for this to really feel like you’re getting there. Luckily, that’s quite doable! And getting this down even easier than that isn’t impossible either.
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.
Chomping Kavu
2.5 This is either a 4-mana 4/4 that can’t be blocked by small stuff, or a 4-mana 3/3 that gives something else a counter and makes it harder to block for a turn. I think both of those modes are going to feel like a pretty good investment.
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.
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.
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.
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
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.
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.
Zhalfirin Lancer
3.5 This will often be able to attack as a 4/4 with Vigilance which is pretty nice. Lots of cards make Knight tokens too, so it may get buffed more than once! It has a very reasonable floor too, so it is a quality card.
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.
Invasion of Dominaria
3.0 Three mana for 4 life and a card isn’t the worst deal ever, and you have the potential to get a Serra Angel. Obviously that’s insane value for the investment, but I do think it will take some work to transform this.
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.
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.
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.
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.
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.
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.
Final Flourish
3.0 This is a nice removal spell. The base card is probably a C, but the kicker upside here is massive. As we’ve seen, Black has good sacrifice outlets and lots of other good reasons to sacrifice creatures, so this card will be right at home in that type of deck. That said, this will probably only be capable of -2/-2 a little too often to be an amazing removal spell.
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.
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.
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 3 Pick 4: Corrupted Conviction
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.
Invasion of Kylem
2.5 The base effect on this card generally isn’t worth the four mana it asks you for. However, because this also comes into play and has to be defended, it synergizes quite well with itself. +2/+0 and Vigilance on two creatures will allow you to attack this fairly effectively right away on many boards. In other words, there will definitely be turns where this costs 4-mana to give +2/+0, vigilance, and haste to two creatures, and then you also get those two really powerful 3/2 tokens on the same turn. Yeah, that’s an insane card. Now, we do have to take into account the situations where this doesn’t do much, and the fact this doesn’t do something permanent to the board does mean sometimes this will do stone nothing.
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.
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.
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.
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.
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
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
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.
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.
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.
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 3 Pick 5: Khenra Spellspear
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.
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.
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.
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.
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.
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.
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.
Etched Host Doombringer
2.5 This is an interesting design. Obviously the stats are bad, but even if this could only drain 2 life on ETB it would probably be playable, so having this Battle upside is pretty nice. If you can use this to defeat a battle and transform it, its going to feel pretty close to a 2-for-1 – and the fact you can also use it to subtract counters from your battles or add counters to your opponents battles is pretty sweet. If you can use this to defeat a battle on ETB, it is going to feel pretty close to a 2-for-1
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.
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.
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.
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.
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.
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.
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.
Knight of the New Coalition
3.0 4-mana for two 2/2s with Vigilance is an excellent rate – this helps you go wide like the RW deck wants you to do, while also producing two bodies with a very useful creature type. I think this looks like a very good Common.
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.
Serpent-Blade Assailant
2.5 A three mana 3/2 with Deathtouch is passable, as is giving the counter and deathtouch to something else. It will often allow a creature to be a much more problematic attacker. Also works well with the fight and bight spells Green always has.
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.
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.
Rampaging Geoderm
3.5 This can target itself, so it does attack as a 4-mana 4/4 Trample and Haste if you want it to. It also doesn’t have to be attacking for this trigger to happen – as long as you attack with at least one thing, the Geoderm’s ability will go off. Red-Green is the color pair the most interested in battles too, so you have other incentives to attack them – and getting a permanent +1/+1 is a pretty massive upgrade! Of course, haste and trample are themselves great for attacking battles.
Zhalfirin Lancer
3.5 This will often be able to attack as a 4/4 with Vigilance which is pretty nice. Lots of cards make Knight tokens too, so it may get buffed more than once! It has a very reasonable floor too, so it is a quality card.
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.
Chomping Kavu
2.5 This is either a 4-mana 4/4 that can’t be blocked by small stuff, or a 4-mana 3/3 that gives something else a counter and makes it harder to block for a turn. I think both of those modes are going to feel like a pretty good investment.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
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.
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.
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.
Pack 3 Pick 8: Aerial Boost
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.
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.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
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.
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.
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
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.
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!
Pack 3 Pick 9: Glistening Deluge
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.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.
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.
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.
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
Tenured Oilcaster
2.0 A 4-mana 2/4 Menace isn’t too bad, so if you add in the fact it mills you and pays you off for milling is pretty nice. The times when this is a 5/4 menace for 4 will feel pretty nice!
Pack 3 Pick 10: Traumatic Revelation
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.
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.
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.
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.
Moment of Truth
1.5 This is a nice upgrade on Anticipate, since now you get to put something in your graveyard. It still isn’t amazing, but if you’re a deck interested in spells or the graveyard, it will be something you play
Zhalfirin Lancer
3.5 This will often be able to attack as a 4/4 with Vigilance which is pretty nice. Lots of cards make Knight tokens too, so it may get buffed more than once! It has a very reasonable floor too, so it is a quality card.
Invasion of Dominaria
3.0 Three mana for 4 life and a card isn’t the worst deal ever, and you have the potential to get a Serra Angel. Obviously that’s insane value for the investment, but I do think it will take some work to transform this.
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.
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.
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 3 Pick 12: Shanna, Sisay's Legacy
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.
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.
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.
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
Pack 3 Pick 13: Blighted Burgeoning
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.
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.
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.
Inspired Charge
1.5 // 3.0 We see this all the time, and its always a build around-type card that works great in decks that can go wide, and pretty bad everywhere else. The good news is, both Red/White and Blue/White look like they’ll be interested in this.