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.
Invasion of New Phyrexia
5.0 If you are paying 2 or more for this you’re getting a great deal upfront, even without discussing its ability to transform. The synergy here is awesome too, because all of those bodies should make it easier for you to attack this Battle and get Teferi. He’s not the most amazing planeswalker for being this difficult to get, but he’s still pretty great! His -2 buffs all of your tokens and makes them harder to kill, his +1 can help you find stuff, and his -3 can allow you to really mess with your opponent’s board – especially if you still have those knights around. I think this is a bomb.
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.
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
Furnace Gremlin
3.0 A two mana ½ that can pump its power for two mana isn’t always great, mostly because just to trade with other two drops you end up having to pay some extra mana. However, the Gremlin here gets around that downside, at least partially! Because if you do pump it to trade with a 2/2 or something, you end up getting an Incubator token with two counters on it. No matter how this thing goes down, it ends up leaving something behind, and even attacking into it will be a real problem for your opponent sometimes.
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
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!
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.
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.
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.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
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.
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.
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.
Blossoming Sands
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 2: Imoti, Celebrant of Bounty
Imoti, Celebrant of Bounty
4.0 A 5-mana 3/1 isn’t good, but this has Cascade – so you’re also going to get something else, and even if it is just a one mana spell you’re getting a decent deal – if you hit something that costs 4 it will feel pretty insane. Granting Cascade to your expensive stuff is a nice thing to have around too, and if you can follow this by casting a six drop on the next turn its pretty hard for you to lose.
Invasion of Moag
4.0 The Invasion will often significantly upgrade your board – which in turn means you can go after this Battle right away in lots of situations, and don’t forget that GW is into +1/+1 counters, so there is definitely some extra value to be had! The creature you get after you do that is going to continue to offer a nice upgrade to your board every turn.
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.
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
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
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.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
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.
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.
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
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.
Dina, Soul Steeper
2.5 Life gain is not a huge theme in the format, which really limits how good Dina can be. There is incidental life gain around that she certainly takes advantage of, and her ability to buff herself can be useful sometimes too.
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!
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.
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.
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.
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.
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.
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
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.
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.
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.
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.
Rugged Highlands
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 4: Invasion of Xerex
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.
Invasion of Xerex
3.0 I like this one. It bounces something, upping your chances of successfully attacking and transforming this quickly, and you get a pretty powerful creature when you can make that happen.
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.
Portent Tracker
2.5 This is an ugly stat-line, but between ramping your mana and messing with Battles, this seems like it has some pretty real utility. Some mana dorks are all but useless late, but because this can do things with Battles, that’s less likely.
Traumatic Revelation
1.5 Hitting creatures and battles means you can hit most nonlands in your opponent’s deck, and if you wiff you sort of end up with a Hill Giant. While that’s not awesome, the main problem with discard spells is how weak they are when you get them late or you wiff, and the consolation prize is enough here for this to be a 1.5. Basically you get the upside discard spells offer with very minimal downside.
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.
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
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.
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.
Alabaster Host Intercessor
3.5 This is a large version of Banisher Priest, and while it isn’t the most efficient thing ever, that’s still a strong effect. What makes it especially nice, though, is that it has Plainscycling. This means if you draw this early when you are really far from casting it, you can get rid of it and search up a land. This really offsets the downside of this being a 6-mana card. Basically, this gets a land when you need it, and if you have the mana to cast it, it is going to have a big impact on the board. I think this is one of White’s best Commons.
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.
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.
Herbology Instructor
3.5 A two mana ⅓ that gains 3 on ETB is usually a 2.5, so the fact this has late game upside that turns it into a 3/3 that will kill something is pretty nice.
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.
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
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.
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.
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.
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.
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.
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.
Inga Rune-Eyes
2.5 You’re mostly just paying for a 4-mana 3/3 with Scry 3. Luckily that’s a passable rate. You will be able to trigger her other ability on occasion, but don’t count on it.
Invasion of Ergamon
3.5 Two mana to make a treasure and loot isn’t the most amazing thing, and I’m a little less into all the Battles that don’t actually help you attack the Battle inherently. Now, this can sort of help in that regard by giving you more mana to cast creatures and helping you find more things that attack, but it is still a little too indirect to be great. Still, once you can transform this it becomes amazing, finding you another Battle or a land while having a very relevant body
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.
Preening Champion
3.5 This helps you do Convoke stuff in addition to having the Knight creature type, and it is just a really good rate in general. This is one of Blue’s best Commons.
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.
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.
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.
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.
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.
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 7: Invasion of Xerex
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.
Tandem Takedown
3.5 An Instant speed effect that has your creature damage an opponent’s creature is usually a very nice card and this simultaneously gets around two downsides this kind of card often has. First, because you get to use two of your creatures, you will be able to take down even very large creatures with two smaller ones. Second, because it uses two creatures, you can set it up so that you don’t get 2-for-1’d if your opponent can interact in response. Add in the fact that this can also damage battles and you have an amazing removal spell that is quite easily premium.
Invasion of Xerex
3.0 I like this one. It bounces something, upping your chances of successfully attacking and transforming this quickly, and you get a pretty powerful creature when you can make that happen.
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.
War Historian
2.5 A 3-mana 3/3 with Reach is a C these days, and when it attacks a battle your opponent is going to be in a world of hurt, since you just have a free attack any time you do it.
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.
Protocol Knight
1.5 // 3.5 The baseline here is a little bit below rate, but a creature that comes down and stuns something usually plays quite well in Limited, since you add to the board and really downgrade your opponent’s board. If you’re in Blue-White setting this up so it does that is going to feel great. It will feel well above rate when you can pull that off. I I think the gap in how good this is wide enough that I’m going to give it a build around grade.
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.
Swiftwater Cliffs
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: Eyes of Gitaxias
Halo Forager
3.5 UB is a mill deck in this format – interested both in self-mill and milling the opponent and getting value out of it, so that does mean having cards in your graveyard for this is pretty likely. A three mana 3/1 flyer is already passable, and the fact that you can cast an instant or Sorcery from either graveyard is a pretty big deal. You won’t always have the mana to do that, and the graveyard’s won’t always be stocked even in Blue-Black, but even just getting a one mana spell out of it is going to feel amazing, and it sort of scales the longer the game goes.
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.
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.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
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.
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.
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.
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.
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
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!
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.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
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.
Blossoming Sands
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 1 Pick 10: Streetwise Negotiator
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.
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.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
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.
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.
Dina, Soul Steeper
2.5 Life gain is not a huge theme in the format, which really limits how good Dina can be. There is incidental life gain around that she certainly takes advantage of, and her ability to buff herself can be useful sometimes too.
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.
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.
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.
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.
Pack 1 Pick 12: Portent Tracker
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.
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.
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.
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.
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.
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.
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 1 Pick 15: Surge of Salvation
Surge of Salvation
0.5 Granting hexproof to your creatures can be a good way to combat removal for sure, but when we’ve seen similar one mana cards actually be worth playing, they have also granted indestructibility. So you really need a card like this to also save a creature in combat consistently – not just save it from removal – and it looks like this will only do that against black or red creatures. In short, the floor is quite low, low enough that I don’t think I want to start with this in my main deck.
Pack 2 Pick 1: Invasion of Fiora
Radha, Coalition Warlord
2.0 Radha isn’t going to be as good in this format as she was in Dominaria United. That format was well set up for you to get multiple land types in play. This one’s not. So she is mostly a Hill Giant that offers +2/+2 when she attacks.
Invasion of Fiora
4.5 A six mana modal Wrath is pretty nice, especially because you’ll be able to choose an option that works the best for you. It can get awkward of course in a deck that is interested in curving out and winning quickly, but a card like this can reshape the game in a way few other cards can. Now, it is likely to be harder to transform this than some of the other Battles, because if you just nuked the board, it isn’t likely you can do 4 damage really easily. There might be the occasional situation where you can blow up your opponents only blockers and hold on to your legendary creature who can attack it right away, but I wouldn’t count on that lining up perfectly.
Phyrexian Gargantua
3.0 This is a nice reprint. It is basically two Phyrexian Ragers! It has the potential be a three-for-one, and the trade off is playing something below-rate that also hurts you a little bit. Still, the first copy of this seems like a solid inclusion.
Furnace Gremlin
3.0 A two mana ½ that can pump its power for two mana isn’t always great, mostly because just to trade with other two drops you end up having to pay some extra mana. However, the Gremlin here gets around that downside, at least partially! Because if you do pump it to trade with a 2/2 or something, you end up getting an Incubator token with two counters on it. No matter how this thing goes down, it ends up leaving something behind, and even attacking into it will be a real problem for your opponent sometimes.
Storm the Seedcore
3.0 Granting a big stats boost to a few creatures, and giving all creatures Vigilance and Trample seems like a nice deal. This lets you really upgrade your board without sacrificing the ability to block on the following turn, and that can really help turn a race around. As usual, this type of card has the downside of being very mediocre if you don’t have a well-developed board, but even then the fail case isn’t the worst.
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.
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.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
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.
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.
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.
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.
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.
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.
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.
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 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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
Tandem Takedown
3.5 An Instant speed effect that has your creature damage an opponent’s creature is usually a very nice card and this simultaneously gets around two downsides this kind of card often has. First, because you get to use two of your creatures, you will be able to take down even very large creatures with two smaller ones. Second, because it uses two creatures, you can set it up so that you don’t get 2-for-1’d if your opponent can interact in response. Add in the fact that this can also damage battles and you have an amazing removal spell that is quite easily premium.
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
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.
Dreg Recycler
2.5 Life drain does a great job of helping you stay alive while also pressuring your opponent, and it even has passable stats.
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.
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.
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.
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.
Alabaster Host Intercessor
3.5 This is a large version of Banisher Priest, and while it isn’t the most efficient thing ever, that’s still a strong effect. What makes it especially nice, though, is that it has Plainscycling. This means if you draw this early when you are really far from casting it, you can get rid of it and search up a land. This really offsets the downside of this being a 6-mana card. Basically, this gets a land when you need it, and if you have the mana to cast it, it is going to have a big impact on the board. I think this is one of White’s best Commons.
Bloodfell Caves
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 2 Pick 4: Timberland Ancient
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
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.
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.
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.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
War Historian
2.5 A 3-mana 3/3 with Reach is a C these days, and when it attacks a battle your opponent is going to be in a world of hurt, since you just have a free attack any time you do it.
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.
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.
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.
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.
Dreg Recycler
2.5 Life drain does a great job of helping you stay alive while also pressuring your opponent, and it even has passable stats.
Pack 2 Pick 5: Expedition Lookout
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.
Furnace Reins
1.5 // 4.0 A Threaten effect seems particularly interesting in this set, because getting a blocker out of the way and sending it at your opponent for a single turn is going to be more meaningful in a world where you can attack Battles. I think this does make this type of effect better, but the best place for this card will still be a deck that can also sacrifice the creature you can steal. The format does have a ton of cheap sacrifice outlets, especially in Black – and in the Black-Red deck this will be amazing. It has the upside these all have – that it can produce lethal out of nowhere – but in a Black-Red sacrifice deck you can use it earlier in the game and sacrifice the thing you steal, meaning you can use this a lot more often and a lot more effectively.
Invasion of Moag
4.0 The Invasion will often significantly upgrade your board – which in turn means you can go after this Battle right away in lots of situations, and don’t forget that GW is into +1/+1 counters, so there is definitely some extra value to be had! The creature you get after you do that is going to continue to offer a nice upgrade to your board every turn.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
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.
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.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
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.
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!
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.
Botanical Brawler
3.5 As it often it is, Green/White is about +1/+1 counters. So, a two mana 2/2 trampler that gains counters no matter where you put them on your board is really nice.
Converter Beast
2.5 You can look at this as a 6-mana 0/1 that makes a 5/5. That’s an acceptable rate, and this has the usual upside Incubator tokens have – you have the option of paying for it in installments. The downside here is the times where you can’t get that 5/5 really quickly, you’re playing a 0/1 for a 4 which will feel like you are barely adding to the board.
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.
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.
Kitesail
2.0 This offers a reasonable boost for how much it takes to Equip. Adding Flying to creatures is a nice upgrade.
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.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
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
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
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.
Furnace Gremlin
3.0 A two mana ½ that can pump its power for two mana isn’t always great, mostly because just to trade with other two drops you end up having to pay some extra mana. However, the Gremlin here gets around that downside, at least partially! Because if you do pump it to trade with a 2/2 or something, you end up getting an Incubator token with two counters on it. No matter how this thing goes down, it ends up leaving something behind, and even attacking into it will be a real problem for your opponent sometimes.
Phyrexian Censor
2.5 This has decent base stats, and you’ll be able to make this effect one-sided enough, especially in Black-White, that this seems like a solid card.
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.
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.
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.
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.
Flitting Guerrilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
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.
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.
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
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.
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.
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.
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.
Pack 2 Pick 9: Flywheel Racer
Radha, Coalition Warlord
2.0 Radha isn’t going to be as good in this format as she was in Dominaria United. That format was well set up for you to get multiple land types in play. This one’s not. So she is mostly a Hill Giant that offers +2/+2 when she attacks.
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.
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.
Gloomfang Mauler
3.0 When you actually cast this thing, it has a big impact on the board – either coming down as a monstrous 7/7 with Menace, or coming down as a 5/5 that gives something else two counters as well as Menace until end of turn. This gives it the ability to immediately impact the board when it comes down, while still sporting a sizable and problematic body. The downside here is that you just don’t always get 7 mana in Limited, but this makes sure that isn’t too much of a problem for you, since you can just pitch it to search up a Swamp if that’s what you need to do
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
Pack 2 Pick 12: Assimilate Essence
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
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.
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.
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.
Pack 2 Pick 13: Kithkin Billyrider
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.
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.
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.
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.
Chrome Host Seedshark
4.5 This has great base stats and has the ability to give you a whole lot of creature tokens, and is certainly a must-kill threat as a result. Obviously it is best suited to Blue-Red, but it is going to be really good in any deck that plays it. I think this is a bomb.
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
Herbology Instructor
3.5 A two mana ⅓ that gains 3 on ETB is usually a 2.5, so the fact this has late game upside that turns it into a 3/3 that will kill something is pretty nice.
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.
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.
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.
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.
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.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
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.
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.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
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 3 Pick 2: Preening Champion
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.
Invasion of Xerex
3.0 I like this one. It bounces something, upping your chances of successfully attacking and transforming this quickly, and you get a pretty powerful creature when you can make that happen.
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
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.
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.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
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.
Flitting Guerrilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
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.
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.
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.
Preening Champion
3.5 This helps you do Convoke stuff in addition to having the Knight creature type, and it is just a really good rate in general. This is one of Blue’s best Commons.
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.
Furnace Gremlin
3.0 A two mana ½ that can pump its power for two mana isn’t always great, mostly because just to trade with other two drops you end up having to pay some extra mana. However, the Gremlin here gets around that downside, at least partially! Because if you do pump it to trade with a 2/2 or something, you end up getting an Incubator token with two counters on it. No matter how this thing goes down, it ends up leaving something behind, and even attacking into it will be a real problem for your opponent sometimes.
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
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.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Cut Short
3.0 This is decent removal, especially because it can show up out of nowhere when you’re tapped out. It is restrictive enough that I do think it falls a bit short of premium
Dreg Recycler
2.5 Life drain does a great job of helping you stay alive while also pressuring your opponent, and it even has passable stats.
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.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
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.
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.
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.
Blossoming Sands
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 3 Pick 4: Dismal Backwater
Tymaret, Chosen from Death
2.5 Hating on graveyards has some real value in this format, especially against Blue/Black decks, and Theros is basically always going to have a decent stat-line and bring some incidental life gain along for the ride.
Seraph of New Capenna
3.5 A three mana 2/2 Flyer isn’t what it used to be, but when it is the baseline for a card with big upside, it still feels pretty good – and that’s certainly what we have here! The Seraph of New Phyrexia can attack really hard.
Invasion of Kamigawa
3.5 Stunning something for a turn is a nice effect, especially when it can help you more quickly get Rooftop Saboteurs on the battlefield. Once you’ve done that, you have a great creature that will net you impressive card advantage.
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
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.
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.
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.
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
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.
War Historian
2.5 A 3-mana 3/3 with Reach is a C these days, and when it attacks a battle your opponent is going to be in a world of hurt, since you just have a free attack any time you do it.
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.
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 3 Pick 5: Preening Champion
Tandem Takedown
3.5 An Instant speed effect that has your creature damage an opponent’s creature is usually a very nice card and this simultaneously gets around two downsides this kind of card often has. First, because you get to use two of your creatures, you will be able to take down even very large creatures with two smaller ones. Second, because it uses two creatures, you can set it up so that you don’t get 2-for-1’d if your opponent can interact in response. Add in the fact that this can also damage battles and you have an amazing removal spell that is quite easily premium.
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.
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.
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.
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.
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.
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.
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.
Preening Champion
3.5 This helps you do Convoke stuff in addition to having the Knight creature type, and it is just a really good rate in general. This is one of Blue’s best Commons.
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.
Daxos, Blessed by the Sun
3.0 On its own, Daxos is a 2/2, and it will often have higher toughness than that – plus all the incidental life gain is nice. That said, this format doesn’t have a life gain deck in it – nor does it really have an Enchantment deck, nor does it have very many other cards that care about Devotion. So, it doesn’t do
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.
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
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.
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.
Trailblazing Historian
2.5 We’ve seen several one mana 1/1s with Haste that can tap and give things Haste, and they tend to work out reasonably well. Making this cost one more mana, but also giving it two more toughness, is a reasonable trade off, and Haste can play particularly well in a world of Battles.
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.
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.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.
Jungle Hollow
2.5 These always enter tapped, but producing two different colors and gaining a life is always nice value. If you’re in their two colors or trying to splash something, you’re going to be happy playing these.
Pack 3 Pick 7: Meeting of Minds
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.
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.
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
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.
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.
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.
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.
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
Furnace Gremlin
3.0 A two mana ½ that can pump its power for two mana isn’t always great, mostly because just to trade with other two drops you end up having to pay some extra mana. However, the Gremlin here gets around that downside, at least partially! Because if you do pump it to trade with a 2/2 or something, you end up getting an Incubator token with two counters on it. No matter how this thing goes down, it ends up leaving something behind, and even attacking into it will be a real problem for your opponent sometimes.
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.
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.
Saiba Cryptomancer
2.5 Been awhile since they gave us a creature at a lower rarity that just straight up has Hexproof, and I’m not sure how I feel about it! Obviously, this can lend hexproof to another creature temporarily, but because this always has Hexproof this might just be a case where you’d rather take the two mana ½ Hexproof since your opponent won’t be dealing with it that well. This is a spicy place to put +1/+1 counters and Auras, and there are going to be some games determined by someone just sticking an Aura on this in the early game and going to town.
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.
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.
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.
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.
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.
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.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
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.
Shatter the Source
3.0 This looks pretty nice. 6 mana for 6 damage at Instant speed is usually a 2.0, and with Convoke you’re going to be able to cast this in many more situations than you would normally be able to. Sometimes you can blow up a problem Artifact with this too.
Consuming Aetherborn
2.5 Giving a counter and lifelink until end of turn to something on ETB isn’t too bad, but a 4-mana 3/3 with Lifelink is not a good deal. It sort of feels like both options are a little overcosted here.
Pack 3 Pick 10: Render Inert
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
Flitting Guerrilla
1.5 Wind Drakes aren’t what they used to be, and this ability is something you’ll only use a small percentage of the time.
Arachnoid Adaptation
1.5 One mana for +2/+2 always has me a little bit interested, since it offers a big enough boost for a creature to win a significant number of combats, and It comes at a very low cost. The tempo you get when you use this kind of trick can be amazing! The creature even gets pseudo-vigilance. You can also use this defensively of course, and that’s the only way that Reach will be useful, but you should really only do that in an emergency. It is always dangerous to use a trick on your opponents turn, since during combat they probably have lots of mana untapped. In the end, this seems solid for aggressive Green decks, though I don’t think it will always make the cut.
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.
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.
Flywheel Racer
2.5 This is a reasonably efficient vehicle, and the fact it fixes and ramps is nice too, even if you do have to Crew it.
Cut Short
3.0 This is decent removal, especially because it can show up out of nowhere when you’re tapped out. It is restrictive enough that I do think it falls a bit short of premium
Coming In Hot
1.5 This is a decent trick that we’ve seen before. +1/+0 and First Strike is enough to help a lot of creatures kill an opposing creature and survive combat, the Scry is some nice additional upside. It IS a trick that is only useful in combat, which certainly hurts its stock a bit, but its fine.
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.
Expedition Lookout
2.5 This is a two drop that lots of creatures can’t attack through, and eventually it becomes an unblockable 2/3. That’s pretty nice, because it might take awhile before you get there – since it can’t be blocked, it will be relevant on any board.
Pack 3 Pick 12: Flywheel Racer
Render Inert
1.5 You can use this to “defeat” a battle, which is probably the strongest thing you can do with it – and you can also use it to get rid of an incubator token in most cases, and there are a variety of other random uses in the format too. The fact it replaces itself is nice, but I still feel like this is probably too narrow to make the cut very often.
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.
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.
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.
Pack 3 Pick 13: Invasion of Dominaria
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.
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.
Furtive Analyst
1.5 Paying 2 to loot is kind of a lot – it is hard to have that kind of mana available consistently, and while a three mana ¼ with Vigilance is acceptable, the whole package here seems a little overcosted.
Attentive Skywarden
2.5 This has passable base stats, and sometimes it will let you transform an incubator for free.