Eidolon of Obstruction
3.0 So, the Planeswalker part is not going to come up very much in Limited, but this has a nice baseline as a two mana 2/1 with First Strike who happens to be an Enchantment.
Setessan Petitioner
1.5 This seems like kind of a waste for an uncommon slot to me. While life gain can sometimes really help you stabilize, I think you are paying a big price for it with a fairly inefficient creature.
Fateful End
3.5 Well, it isn’t Lightning Bolt, or even Lightning Strike – but that’s ok, this is still premium removal. . It can kill stuff in response to Auras – which will be extra good in this format, as well as in response to combat tricks and other shenanigans, and it can kill the majority of creatures you’re going to see in this format, frequently trading up. Scry 1 might just seem like small value, and I guess it kind of is, but adding a little bit of card selection to a great removal spell is nice.
Alirios, Enraptured
4.0 This gives you a great rate – you get 5/5 worth of stats for three mana! And sure, generally only one of them is going to be untapped, but when Alirios dies he leaves behind significant value. This is one of the best ETB abilities to abuse in this entire set too, so if you have ways to do that, considering utilizing them here.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Captivating Unicorn
1.5 The Constellation Trigger here is alright, and the stats of the creature are passable. You’ll play this at the top of your curve in some aggressive decks.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Return to Nature
2.5 You can main deck this pretty easily in this format – there are Enchantments everywhere, and sometimes exiling an Escape creature is worth it.
Final Death
3.0 It isn’t fancy, but Final Death is a nice common removal spell for Black. 5-mana to exile any creature at instant speed is nice, especially because this format loves the graveyard. For me, I think it still falls a little short of “premium” territory, but not by much.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Brine Giant
1.5 This is basically affinity for Enchantments. I think you need to consistently only be paying 5 for this for it to be worth it, and even 5 isn’t anything impressive. Lower than that and it starts to be a little more passable.
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Pack 1 Pick 2: Dreadful Apathy
Underworld Fires
0.5 This is mostly a sideboard card. It just doesn’t kill enough in this format to really make it worth it in the main deck.
One with the Stars
2.5 This is a pretty clunky removal spell, but it is nice that it can shut down most creatures – for the most part. Abilities will still stick around, but it at least makes a creature unable to attack or block, and those are the key things in most Limited games anyway.
Shoal Kraken
2.0 I like looting a fair bit – and it gets some extra value in this set because of the Escape mechanic. This has passable stats too, so you’ll play it in some of the grindier decks.
Glory Bearers
1.5 This has kind of okay stats and a kind of okay ability. Pumping toughness on attacks isn’t a huge deal, but it makes a difference sometimes.
Scavenging Harpy
2.0 Three mana 2/1 flyers are fine and this has some minor upside that will probably be a little bit less minor in this set -- since it has the ability to exile a card from the graveyard, so taking an Escape card seems pretty nice.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Setessan Training
2.5 This replaces itself, and that’s quite nice. The +1/+0 and Trample boost probably wouldn’t have been enough, even in a format with Enchantmetn synergy, but because it draws you a card, you get to avoid the danger of a 2-for-1.
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Dreadful Apathy
3.5 This is a nice removal spell, and unlike most Pacifism-type effects, this one can let you permanently get rid of the creature, which is worth doing any time you have the mana lying around, since if your opponent finds a way to get rid of the Aura, or if the creature has a static ability, you’re going to be in trouble. This is premium removal.
Pack 1 Pick 3: Fateful End
Fateful End
3.5 Well, it isn’t Lightning Bolt, or even Lightning Strike – but that’s ok, this is still premium removal. . It can kill stuff in response to Auras – which will be extra good in this format, as well as in response to combat tricks and other shenanigans, and it can kill the majority of creatures you’re going to see in this format, frequently trading up. Scry 1 might just seem like small value, and I guess it kind of is, but adding a little bit of card selection to a great removal spell is nice.
Lagonna-Band Storyteller
2.5 This ETB trigger is pretty nice! There are lots of good Enchantments in this set, including Sagas which throw themselves in the graveyard, so getting something back with the Storyteller isn’t that hard to set up. People often overrate how good putting something on top of your library is – keep in mind that it is just card selection, and not card advantage. That doesn’t make the Storyteller bad, just not as good as some might think.
Hero of the Winds
2.0 So, a 4-mana ¼ with flying is not a playable card most of the time, but this comes with significant upside -- however, for that upside to really be obtained, you need two things: a deck that can go wide, and a deck with lots of cards that target your creatures -- this, of course, includes Auras. And while those things will happen in enough White decks, I don’t think the set up or the payoff here is so good that you take it all that early.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Infuriate
1.5 This is an alright trick. You’ll play it sometimes in aggro decks.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Transcendent Envoy
2.5 There are lots of playable Auras in this set, and the Envoy makes them cheaper, and also happens to be a really good place to stick those Auras thanks to Flying.
Omen of the Forge
3.0 Two mana to do two to anything at Instant speed is usually a solid card, if not premium removal. Adding some scry to the later game doesn’t hurt either. Then this gets a little bonus for both being an Enchantment, and a card with Flash -- since there are decks in this format interested in both things. This is cheap enough too, that killing 3 and 4 mana creatures who have two toughness with it will happen a decent chunk of the time. Sometimes you’ll break even on it, but I think you’ll trade up enough that this will feel really good.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Lampad of Death's Vigil
3 This ended up being a key card in this format. Its cheap sacrifice effect made sacrifice decks a lot better than they would otherwise have been, and the fact it drains life often allows you to get to lethal a full turn or more before you would have had it otherwise.
Pack 1 Pick 4: Daybreak Chimera
Nyx Herald
3.5 On its own, this is a 3-mana ¾ with Trample, and in most ways it is better than that, because it can spread that stats boost and keyword ability to other creatures.
Sage of Mysteries
1.0 Mill isn’t really a strategy in this format, the only cards that do it are at Uncommon or higher, so this is a pretty big dud most of the time. You need a critical mass of mill for it to be a real thing, and this format doesn’t have it.
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Daybreak Chimera
3.0 This isn’t great if you have 0 devotion to White, but all you need is one devotion for this to become a 4-mana 3/3 Flyer, which is a great deal in Limited, and sometimes it will only cost three!
Lampad of Death's Vigil
3 This ended up being a key card in this format. Its cheap sacrifice effect made sacrifice decks a lot better than they would otherwise have been, and the fact it drains life often allows you to get to lethal a full turn or more before you would have had it otherwise.
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Pack 1 Pick 5: Aspect of Manticore
Nyx Herald
3.5 On its own, this is a 3-mana ¾ with Trample, and in most ways it is better than that, because it can spread that stats boost and keyword ability to other creatures.
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Aspect of Manticore
2.0 This is another Aura that feels like a combat trick that leaves some value behind, and the boost it often gives is well worth it in aggro decks. Still risky of course, so keep that in mind.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Ilysian Caryatid
3.0 This gives you some nice fixing that gets better if you have a big guy around. It is super vulnerable and dies to every removal in the set, which is especially painful when your opponent spend only one mana to kill it, but it is still a high quality common.
Blight-Breath Catoblepas
3.0 This typically lets you add to the board while subtracting from your opponents – even just killing a 2/2 with it, which it will always be able to do, is reasonable, and if you get your devotion higher it can be even more potent. That said, you don’t usually want more than one copy of this because its so expensive.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 1 Pick 6: Underworld Charger
Blood Aspirant
3.0 He gets bigger when you sacrifice permanents, and also gives you a way to do that. His ability to ping a creature and make it unable to block is pretty powerful, especially because he will be getting bigger at the same time. He will often make your attacks look much better, if yo’ure willing to give up a creature or an Enchantment. There will of course be times where you just can’t get things going with the Aspirant, and that will hurt -- but there will also be games where activating his ability twice will just win you the game.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Aspect of Lamprey
2.0 Lifelink + Mind Rot turns out to be a pretty decent combination in this set. This is another Discard spell that still does a thing in the late game, and that’s nice, because it gets around some significant downside.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Pack 1 Pick 7: Scavenging Harpy
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Scavenging Harpy
2.0 Three mana 2/1 flyers are fine and this has some minor upside that will probably be a little bit less minor in this set -- since it has the ability to exile a card from the graveyard, so taking an Escape card seems pretty nice.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Pack 1 Pick 8: Underworld Charger
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Flicker of Fate
1.0 Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Pack 1 Pick 9: Underworld Rage-Hound
Setessan Petitioner
1.5 This seems like kind of a waste for an uncommon slot to me. While life gain can sometimes really help you stabilize, I think you are paying a big price for it with a fairly inefficient creature.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Pack 1 Pick 10: Oread of Mountain's Blaze
Underworld Fires
0.5 This is mostly a sideboard card. It just doesn’t kill enough in this format to really make it worth it in the main deck.
Glory Bearers
1.5 This has kind of okay stats and a kind of okay ability. Pumping toughness on attacks isn’t a huge deal, but it makes a difference sometimes.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Pack 1 Pick 11: Infuriate
Infuriate
1.5 This is an alright trick. You’ll play it sometimes in aggro decks.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Pack 1 Pick 12: Lampad of Death's Vigil
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Lampad of Death's Vigil
3 This ended up being a key card in this format. Its cheap sacrifice effect made sacrifice decks a lot better than they would otherwise have been, and the fact it drains life often allows you to get to lethal a full turn or more before you would have had it otherwise.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Pack 1 Pick 13: Portent of Betrayal
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 1 Pick 14: Portent of Betrayal
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 2 Pick 1: Inevitable End
The First Iroan Games
4.0 This is good, as it will usually be well worth the 3 mana you spend on it. Even if you have nothing going on on the board, it helps add to the board for you, then makes the creature big, and can then also draw you a card. Obviously, your creature has to survive to the third chapter to draw that card, and sometimes it won’t – but most of the time you’ll also have more than just this 1/1 in play, too! The final chapter is probably the least impressive in most cases, but hey, at least it helps you fix and ramp your mana.
Staggering Insight
3.5 I like this a lot, especially the idea of putting it on an evasive creature. Auras can be super risky because of 2-for-1s, but any Aura that can help mitigate against that is going to be nice, and this certainly does that -- drawing you a card every single time your creature hits your opponent. As long as your deck has a reasonable number of flyers -- and it will in UW -- there are going to be times where you just stick this on a flier and run away with the game. Putting it on a creature on the ground makes it harder to get the full value out of it, but it can still present a real threat.
Inevitable End
2.5 I don’t love cards like this in most scenarios. Sure, if your opponent has one creature in play it will feel like premium removal -- but most of the time, your opponent will have other creatures -- including fairly expendable ones, and sometimes playing this card will be irrelevant -- and that isn’t what premium removal is supposed to be. I don’t think this is terrible mind you, especially because this set loves Enchantments, but it should not be taken early, and you should be running a bunch of Black removal over it.
Renata, Called to the Hunt
4.0 At worst she is a 4-mana 2/3 that makes your creatures come down with an additional counter – and that’s a card you would pretty much always play. But, the higher your devotion, the higher the power, and the more impressive she becomes.
Sunmane Pegasus
3.0 This card really overperforms. It might have some underwhelming stats to begin with, but the ability to gain Vigilance and Lifelink in the mid-to-late game turns out to be pretty good, as it makes it hard for your opponent to race you, and you can even keep it back to block!
Flummoxed Cyclops
2.5 A 4-mana 4/4 with Reach and downside doesn’t sound amazing, but it actually lines up fairly well in this format. It is a sizable creature, and as long as you’re just always attacking with him, the fact he can’t block a big chunk of the time doesn’t matter! It is a little annoying that he has Reach – a purely defensive ability – but won’t be able to block with it very often. He does do a good job of stonewalling a board that has like…one flyer and not much else, at least.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Fruit of Tizerus
0.0 This card is a trap. People look at it and think it will be a worthwhile win condition in a control deck, but setting up is way too hard, the resources it asks for basically put you behind the eight-ball, even as a control deck. You’d much rather just be adding to the board and using your graveyard resources to do so.
Blight-Breath Catoblepas
3.0 This typically lets you add to the board while subtracting from your opponents – even just killing a 2/2 with it, which it will always be able to do, is reasonable, and if you get your devotion higher it can be even more potent. That said, you don’t usually want more than one copy of this because its so expensive.
Heliod's Pilgrim
3.0 This set has so many Enchantments that Heliod’s Pilgrim is a nice card in virtually every White deck, as its ETB reads “Draw your best Aura.” This can let you grab removal, or powerful offensive auras, either way, you’re getting a very meaningful card out of the trigger.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Captivating Unicorn
1.5 The Constellation Trigger here is alright, and the stats of the creature are passable. You’ll play this at the top of your curve in some aggressive decks.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Pack 2 Pick 2: Funeral Rites
Dalakos, Crafter of Wonders
2.5 This is an interesting inclusion in this set, mostly because this set does not have a lot of Artifacts or Equipment, and those are the things he helps you out with. The good news is, he is a 3-mana 2/4, which is actually pretty decent on the Vanilla test. Sure, he costs both Blue and Red, but if you’re in a UR deck and you have even one piece of Equipment, he’s probably going to be worth running because that upside is pretty real.
Devourer of Memory
3.5 As a two mana 2/1, it doesn’t do so well on the vanilla test, but this set is loaded up with self-mill cards, especially in Blue and Black, and that will make it a 3/2 unblockable on your turn a lot of the time, especially because it comes with a built-in way to start milling yourself, which is not a bad place to sink mana in the later part of the game. The Devourer can represent some serious inevitability, and I am definitely interested in that.
Destiny Spinner
4.0 This little two drop is good all game long. It has good stats, and it can animate your lands into pretty scary attackers in the late game, when it can often take over.
Heroes of the Revel
3.5 So, this is 5-mana for a 4/4 and a 1/1, and it comes with the “Hero” clause – pumping the power of all of your creatures when you target it. That’s a pretty good deal, especially because the Heroes themselves help you go wide in the first place.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Setessan Training
2.5 This replaces itself, and that’s quite nice. The +1/+0 and Trample boost probably wouldn’t have been enough, even in a format with Enchantmetn synergy, but because it draws you a card, you get to avoid the danger of a 2-for-1.
Funeral Rites
2.5 This is Black’s solid-but-unexciting draw spell in this format. It is nice it adds three cards to the graveyard for Escape.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Mogis's Favor
2.5 This is surprisingly useful for a one mana card! You can use it to kill X/1s, and its relatively cheap Escape cost means you can threaten X/1s with it all game long. You can also put it on one of your evasive creatures as a way of doing significantly more damage.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 2 Pick 3: Enemy of Enlightenment
Devourer of Memory
3.5 As a two mana 2/1, it doesn’t do so well on the vanilla test, but this set is loaded up with self-mill cards, especially in Blue and Black, and that will make it a 3/2 unblockable on your turn a lot of the time, especially because it comes with a built-in way to start milling yourself, which is not a bad place to sink mana in the later part of the game. The Devourer can represent some serious inevitability, and I am definitely interested in that.
Warden of the Chained
3.0 This signpost uncommon feels a bit underwhelming to me. Sure, the guy is efficient and he has trample, but I feel like I should be getting a little something else to make up for the downside here. Sure, even if you don’t have a big enough creature, the Warden is a good blocker, and sure – RG is the color pair all about having high power – but still, just not that impressed here. Will you play him in all your RG decks? Absolutely. But he shouldn’t be the card that pulls you into the color pair.
Enemy of Enlightenment
1.5 It is tempting to look at this as a potential finisher in your deck, but it is harder to consistently have it be a threatening presence than you might think, and you also have to contend with the symmetrical discard, which narrows the window in which you can play it. That said, it can be a finisher, but it isn’t a great one.
Hyrax Tower Scout
1.5 This has solid stats, and its ETB ability will occasionally do something, though not usually anything especially meaningful.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Aspect of Lamprey
2.0 Lifelink + Mind Rot turns out to be a pretty decent combination in this set. This is another Discard spell that still does a thing in the late game, and that’s nice, because it gets around some significant downside.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Sunmane Pegasus
3.0 This card really overperforms. It might have some underwhelming stats to begin with, but the ability to gain Vigilance and Lifelink in the mid-to-late game turns out to be pretty good, as it makes it hard for your opponent to race you, and you can even keep it back to block!
Pack 2 Pick 4: Omen of the Dead
Acolyte of Affliction
4.0 This loads your graveyard for you while also returning a permanent, and that effect feels pretty great in a format with lots of graveyard antics. It has reasonable enough stats to represent a 2-for-1, too.
Threnody Singer
3.0 This can often lower an attacking creature’s power by a significant amount, and its arrival on the board increases the chances you will have of setting up a block that kills whatever it is you decided to weaken. It really isn’t that hard to find a way to make Threnody Singer and the rest of your board kill a creature, and even when you don’t, you are getting a reasonable creature.
Agonizing Remorse
3.0 This is a great discard spell. It allows you to really disrupt your opponent early, and in the late game it can still do something – like exile a creature from Escape from their graveyard. That gets pretty close to still being a 1-for-1 late, and that’s what allows this to be a discard spell you actually feel good about in Limited – it does something all game long.
Transcendent Envoy
2.5 There are lots of playable Auras in this set, and the Envoy makes them cheaper, and also happens to be a really good place to stick those Auras thanks to Flying.
Loathsome Chimera
3.0 Another nice Escape creature, the Chimera offers the ability to trade as a result of its high power, and then it can just keep coming back and threatening the opponent as a 5/2.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Omen of the Dead
2.0 This is nice and cheap, which is good news for Constellation. That said, unlike the other Omens, which can largely be played at any time for decent value, Omen of the Dead demands you have a creature in your graveyard, which means it can be a dead card for the first several turns. Like the other Omens, it can cash in and Scry, which isn’t too bad.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Vexing Gull
2.5 Three mana for a 2/2 flyer used to sort of be the quintessential common for Blue, and these days, as creatures continue to get stronger, that stat-line isn’t quite as impressive – but by adding Flash to the mix here, you have a pretty nice card. Flash creatures can of course be used to come into play and ambush an attacker, but a 2/2 isn’t going to be doing that a ton. Still, being able to play this at Instant speed has its bonuses – the most obvious one being that this set’s UR archetype is all about playing stuff on your opponent’s turn. It also doesn’t hurt that you can flash this in at the end of your opponent’s turn, and, if they are tapped out, you can put an Aura on it on your turn. Then of course, Flash just makes it so you can leave up instants and activated abilities without really taking a hit on tempo, and all of that’s pretty nice!
Pack 2 Pick 5: Mogis's Favor
Setessan Petitioner
1.5 This seems like kind of a waste for an uncommon slot to me. While life gain can sometimes really help you stabilize, I think you are paying a big price for it with a fairly inefficient creature.
Stinging Lionfish
2.0 Tapping down an opponent’s creature isn’t terrible, as it can both allow you to avoid an attack from your opponent’s best creature, and allow you to have better attacks on your turn. That said, the payoff here isn’t ultra impressive. UR is definitely going to be interested in having a bunch of Instants and cards with Flash, but I don’t think this will be one of the cards you really desperately want for that deck to work -- but it will be a solid roleplayer.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Hyrax Tower Scout
1.5 This has solid stats, and its ETB ability will occasionally do something, though not usually anything especially meaningful.
Mogis's Favor
2.5 This is surprisingly useful for a one mana card! You can use it to kill X/1s, and its relatively cheap Escape cost means you can threaten X/1s with it all game long. You can also put it on one of your evasive creatures as a way of doing significantly more damage.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Captivating Unicorn
1.5 The Constellation Trigger here is alright, and the stats of the creature are passable. You’ll play this at the top of your curve in some aggressive decks.
Pack 2 Pick 6: Skophos Warleader
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Irreverent Revelers
0.5 There aren’t really enough Artifacts in this set for this to be worth it in your main deck. If you go up against someone with a few targets though, this can become a 2-for-1.
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Triumphant Surge
1.5 This kind of “Kill a big thing” removal spell is always fine, but generally not more than that.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Ichthyomorphosis
2.5 Blue always get a solid, but unexciting, removal spell that transforms a creature into something else. The downside with all of them is that the creature can still do stuff, even if it is shrunk. At best, this tends to mean the creature can still chump block, and at worst it means the creature can still be sizable thanks to Auras, +1/+1 counters, and Equipment.
Pack 2 Pick 7: Lampad of Death's Vigil
Sage of Mysteries
1.0 Mill isn’t really a strategy in this format, the only cards that do it are at Uncommon or higher, so this is a pretty big dud most of the time. You need a critical mass of mill for it to be a real thing, and this format doesn’t have it.
Loathsome Chimera
3.0 Another nice Escape creature, the Chimera offers the ability to trade as a result of its high power, and then it can just keep coming back and threatening the opponent as a 5/2.
Fruit of Tizerus
0.0 This card is a trap. People look at it and think it will be a worthwhile win condition in a control deck, but setting up is way too hard, the resources it asks for basically put you behind the eight-ball, even as a control deck. You’d much rather just be adding to the board and using your graveyard resources to do so.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Lampad of Death's Vigil
3 This ended up being a key card in this format. Its cheap sacrifice effect made sacrifice decks a lot better than they would otherwise have been, and the fact it drains life often allows you to get to lethal a full turn or more before you would have had it otherwise.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Transcendent Envoy
2.5 There are lots of playable Auras in this set, and the Envoy makes them cheaper, and also happens to be a really good place to stick those Auras thanks to Flying.
Pack 2 Pick 8: Iroas's Blessing
Nessian Hornbeetle
3.5 This is a great payoff for the 4-power deck, as it will often grow in size quickly enough to represent a real problem for your opponent, and it starts with decent stats to begin with!
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Iroas's Blessing
3.5 This is a removal spell that also gives one of your creatures a stats boost, and that’s pretty nice. It isn’t the most efficient at removing things, but it is nice that it actually impacts your side of the board too, even if +1/+1 isn’t always going to be a major thing.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Infuriate
1.5 This is an alright trick. You’ll play it sometimes in aggro decks.
Relentless Pursuit
2.0 This is a solid draw spell for Green, and it is nice that it puts at least three cards in the graveyard when you use it, because that will help you fuel Escape.
Pack 2 Pick 9: Fruit of Tizerus
Sunmane Pegasus
3.0 This card really overperforms. It might have some underwhelming stats to begin with, but the ability to gain Vigilance and Lifelink in the mid-to-late game turns out to be pretty good, as it makes it hard for your opponent to race you, and you can even keep it back to block!
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Fruit of Tizerus
0.0 This card is a trap. People look at it and think it will be a worthwhile win condition in a control deck, but setting up is way too hard, the resources it asks for basically put you behind the eight-ball, even as a control deck. You’d much rather just be adding to the board and using your graveyard resources to do so.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Pack 2 Pick 10: Portent of Betrayal
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Chain to Memory
1.0 Adding Scry 2 to this effect does make it more appealing than some variants of this we’ve seen before, but overall these types of power-reduction effects are too situational, and difficult to get a full card of value out of.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 2 Pick 11: Portent of Betrayal
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Pack 2 Pick 12: Final Flare
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Pack 2 Pick 13: Wrap in Flames
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Pack 2 Pick 14: Soul-Guide Lantern
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Pack 3 Pick 1: Careless Celebrant
Kunoros, Hound of Athreos
3.5 People often over-estimate this kind of card in Limited. A recent similar example was Questing Beast -- a super efficient creature with a brick full of text, but one that isn’t imposing enough to really be considered a bomb, since it can be blocked without a whole lot of effort. Now, don’t get me wrong, Questing Beast was excellent and you took it almost any time you saw it -- but it was nowhere near a bomb, since Limited often has very cluttered board states, and it frequently just didn’t do anything. Now, Kumoros does come with an evasive ability in Menace, as well as having Lifelink and Vigilance, and that’s all pretty nice together -- but he’ll have the same problem, there will be lots of board states where it just can’t attack effectively. It does come with some useful hate abilities that will certainly come up in this format too!
Careless Celebrant
3.5 A two mana 2/1 that is relevant all game long is always nice, and that’s what we have here. You can set up two-for-ones pretty easily with this, and that’s the ideal situation, but even if you can’t do that, you can just trade up with it – since it can take down anything with 4 toughness all on its own! Situations will be created where your opponent’s attacks just don’t work for them because of this two drop, and that’s going to feel pretty good.
The Birth of Meletis
2.5 This might seem like it does 3 kind of minor things -- but I think it is a pretty reasonable inclusion in White decks in this format. Searching up a Plains gurantees you will hit your 3rd land drop, a 0/4 defender is unexciting, but it does add something to the board, and 2 life is unexciting too. But, if you look at this with all the parts together, it is basically Wall of Omens that gains you 2 life, for the same mana cost, and that’s something I want to play, especially in less aggressive White decks.
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Mire's Grasp
3.5 This is premium removal. Two mana for -3/-3 is a good deal, and while I would probably prefer it to be an Instant rather than an Enchantment, the fact that you can only cast it at Sorcery speed is made up for, at least a little bit, by having the useful Enchantment type.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Ichthyomorphosis
2.5 Blue always get a solid, but unexciting, removal spell that transforms a creature into something else. The downside with all of them is that the creature can still do stuff, even if it is shrunk. At best, this tends to mean the creature can still chump block, and at worst it means the creature can still be sizable thanks to Auras, +1/+1 counters, and Equipment.
Starlit Mantle
2.0 The flexibility of this to feel like a combat trick that sticks around OR a counterspell against removal is pretty nice, especially in a set loaded with Enchantment payoffs.
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Pack 3 Pick 2: Infuriate
Furious Rise
1.0 // 3.5 This is a powerful 4-power build around that basically draws you a card every turn when you meet the requirement. Your deck has to have the right composition, but when it does, this will win you games.
Alirios, Enraptured
4.0 This gives you a great rate – you get 5/5 worth of stats for three mana! And sure, generally only one of them is going to be untapped, but when Alirios dies he leaves behind significant value. This is one of the best ETB abilities to abuse in this entire set too, so if you have ways to do that, considering utilizing them here.
Sweet Oblivion
0.5 You can use this to mill yourself -- something that might be worth doing in a deck with lots of graveyard synergy -- or you can mill your opponent, something that might be worth doing in a control deck that plans on winning hte game by milling the opponent. Mill decks don’t always come together in formats, but it is nice that this particular mill card can be repeatedly cast from the graveyard. In other words, if you are really good at milling yourself, and you can provide the cards to fuel Escape, this one card could be enough to win you the game by milling your opponent. If this were at Common, it would kind of be a nightmare, since Mill decks would be pretty easy to draft, since getting 2 or 3 of these would be no problem -- at uncommon, getting multiples of this might be tricky.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Relentless Pursuit
2.0 This is a solid draw spell for Green, and it is nice that it puts at least three cards in the graveyard when you use it, because that will help you fuel Escape.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Mogis's Favor
2.5 This is surprisingly useful for a one mana card! You can use it to kill X/1s, and its relatively cheap Escape cost means you can threaten X/1s with it all game long. You can also put it on one of your evasive creatures as a way of doing significantly more damage.
Infuriate
1.5 This is an alright trick. You’ll play it sometimes in aggro decks.
Pack 3 Pick 3: Drag to the Underworld
Allure of the Unknown
1.0 5 mana to draw 5 is obviously insane -- but the downside here is pretty real. Letting your opponent cast whatever the best card among the six you reveal -- and letting them cast it for free – can be brutal. I think this will work out well for you more often than it won’t, but the significant times where it just loses you the game makes me unwilling to run it most of the time.
Drag to the Underworld
4.0 Now this is premium removal. 4 mana to kill anything at instant speed is already good and obviously 3 mana is Murder and this has the potential to only cost two Black mana! Now, it does matter that this can’t exile stuff -- since Escape puts extra value on cards going to the graveyard, but I think this is so efficient that it is really nitpicky to point that out.
Sweet Oblivion
0.5 You can use this to mill yourself -- something that might be worth doing in a deck with lots of graveyard synergy -- or you can mill your opponent, something that might be worth doing in a control deck that plans on winning hte game by milling the opponent. Mill decks don’t always come together in formats, but it is nice that this particular mill card can be repeatedly cast from the graveyard. In other words, if you are really good at milling yourself, and you can provide the cards to fuel Escape, this one card could be enough to win you the game by milling your opponent. If this were at Common, it would kind of be a nightmare, since Mill decks would be pretty easy to draft, since getting 2 or 3 of these would be no problem -- at uncommon, getting multiples of this might be tricky.
Relentless Pursuit
2.0 This is a solid draw spell for Green, and it is nice that it puts at least three cards in the graveyard when you use it, because that will help you fuel Escape.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Mire's Grasp
3.5 This is premium removal. Two mana for -3/-3 is a good deal, and while I would probably prefer it to be an Instant rather than an Enchantment, the fact that you can only cast it at Sorcery speed is made up for, at least a little bit, by having the useful Enchantment type.
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Omen of the Dead
2.0 This is nice and cheap, which is good news for Constellation. That said, unlike the other Omens, which can largely be played at any time for decent value, Omen of the Dead demands you have a creature in your graveyard, which means it can be a dead card for the first several turns. Like the other Omens, it can cash in and Scry, which isn’t too bad.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Pack 3 Pick 4: Fateful End
Thundering Chariot
2.5 This is pretty easy to crew, but not that easy to cast. It is a pretty good creature though when you can crew it.
Fateful End
3.5 Well, it isn’t Lightning Bolt, or even Lightning Strike – but that’s ok, this is still premium removal. . It can kill stuff in response to Auras – which will be extra good in this format, as well as in response to combat tricks and other shenanigans, and it can kill the majority of creatures you’re going to see in this format, frequently trading up. Scry 1 might just seem like small value, and I guess it kind of is, but adding a little bit of card selection to a great removal spell is nice.
Nessian Wanderer
3.0 People tend to underrate this type of effect. Sure, all he does is draw you a land when you play an Enchantment, but drawing cards is drawing cards, and guaranteeing you hit land drops – or find mana for your splash – is pretty good. If he sticks around long enough, he thins out your deck significantly and gives you much better spell density.
Triumphant Surge
1.5 This kind of “Kill a big thing” removal spell is always fine, but generally not more than that.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Starlit Mantle
2.0 The flexibility of this to feel like a combat trick that sticks around OR a counterspell against removal is pretty nice, especially in a set loaded with Enchantment payoffs.
Setessan Training
2.5 This replaces itself, and that’s quite nice. The +1/+0 and Trample boost probably wouldn’t have been enough, even in a format with Enchantmetn synergy, but because it draws you a card, you get to avoid the danger of a 2-for-1.
Pack 3 Pick 5: Enemy of Enlightenment
Warden of the Chained
3.0 This signpost uncommon feels a bit underwhelming to me. Sure, the guy is efficient and he has trample, but I feel like I should be getting a little something else to make up for the downside here. Sure, even if you don’t have a big enough creature, the Warden is a good blocker, and sure – RG is the color pair all about having high power – but still, just not that impressed here. Will you play him in all your RG decks? Absolutely. But he shouldn’t be the card that pulls you into the color pair.
Enemy of Enlightenment
1.5 It is tempting to look at this as a potential finisher in your deck, but it is harder to consistently have it be a threatening presence than you might think, and you also have to contend with the symmetrical discard, which narrows the window in which you can play it. That said, it can be a finisher, but it isn’t a great one.
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Irreverent Revelers
0.5 There aren’t really enough Artifacts in this set for this to be worth it in your main deck. If you go up against someone with a few targets though, this can become a 2-for-1.
Nexus Wardens
2.5 This is a real overperformer in this format. The stats line up quite well against the aggressive decks, and gaining life also makes their lives pretty difficult. This tends to be a pretty key Common for the more controlling decks in this format.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Pack 3 Pick 6: Final Flare
Underworld Fires
0.5 This is mostly a sideboard card. It just doesn’t kill enough in this format to really make it worth it in the main deck.
Thundering Chariot
2.5 This is pretty easy to crew, but not that easy to cast. It is a pretty good creature though when you can crew it.
Skophos Maze-Warden
3.0 So, a 4-mana ¾ that can raise its power while lowering its toughness is probably already something you’d play a reasonable chunk of the time. That ability means it can trade with anything, and also that every time you attack with it, if your opponent doesn’t block, they could be about to eat 6 damage. But the Guardian also comes with the very specific upside of making your Labyrinth of Skophos way better, since the Minotaur will now fight anything you target with it. Now, the Labyrinth is a rare and this is an uncommon, so the chances of getting them both together are pretty low, but when you do, it will feel pretty good.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Omen of the Dead
2.0 This is nice and cheap, which is good news for Constellation. That said, unlike the other Omens, which can largely be played at any time for decent value, Omen of the Dead demands you have a creature in your graveyard, which means it can be a dead card for the first several turns. Like the other Omens, it can cash in and Scry, which isn’t too bad.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Karametra's Blessing
1.5 This is a decent trick with nice Enchantment upside – it IS still a trick though, and you’ll only play it in the most aggressive of decks.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Pack 3 Pick 7: Grim Physician
Sage of Mysteries
1.0 Mill isn’t really a strategy in this format, the only cards that do it are at Uncommon or higher, so this is a pretty big dud most of the time. You need a critical mass of mill for it to be a real thing, and this format doesn’t have it.
Enemy of Enlightenment
1.5 It is tempting to look at this as a potential finisher in your deck, but it is harder to consistently have it be a threatening presence than you might think, and you also have to contend with the symmetrical discard, which narrows the window in which you can play it. That said, it can be a finisher, but it isn’t a great one.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Pack 3 Pick 8: Underworld Rage-Hound
Hero of the Winds
2.0 So, a 4-mana ¼ with flying is not a playable card most of the time, but this comes with significant upside -- however, for that upside to really be obtained, you need two things: a deck that can go wide, and a deck with lots of cards that target your creatures -- this, of course, includes Auras. And while those things will happen in enough White decks, I don’t think the set up or the payoff here is so good that you take it all that early.
Mirror Shield
0.5 People tend to really overrate equipment that grants Hexproof and doesn’t do much else. The main problem is that you already need your creature to be good for Mirror Shield to matter, and the best equipment helps make any creature good. As it is, Mirror Shield just isn’t worth it. You probably only run this if you have Dalakos.
Thaumaturge's Familiar
1.0 This has bad stats for the cost, and Scry doesn’t really change that.
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Thrill of Possibility
2.0 This gives you some nice card selection, loads your graveyard, and provides an instant speed effect for the UR deck, so it fits into most decks in this format reasonably well.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Pack 3 Pick 9: Nyxborn Brute
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Pack 3 Pick 10: Final Flare
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Relentless Pursuit
2.0 This is a solid draw spell for Green, and it is nice that it puts at least three cards in the graveyard when you use it, because that will help you fuel Escape.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Pack 3 Pick 11: Skophos Warleader
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Pack 3 Pick 12: Stampede Rider
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Pack 3 Pick 13: Irreverent Revelers
Nyxborn Brute
0.5 This is a big dumb creature who can die to almost all the removal in the set despite costing 5 mana. I think most of the time you won't be playing him.
Irreverent Revelers
0.5 There aren’t really enough Artifacts in this set for this to be worth it in your main deck. If you go up against someone with a few targets though, this can become a 2-for-1.
Pack 3 Pick 14: Temple Thief
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.