Garruk's Uprising
2.5 The Red/Green and Blue/Green decks in this format can probably make decent use of this. One of the nice things about it is that it rewards you some for already having big things in play and then rewards you as well when you play them afterward, that means most of the time it will do something
Werefox Bodyguard
4.0 This can be either a Banisher Priest or a Restoration Angel, and that’s awesome. What I mean by that is, you can use it to exile an opposing creature for as long as the Bodyguard sticks around, or you can use it on one of your own creatures. The latter is worth doing in response to removal or to rebuy an ETB ability. Obviously, you have to sacrifice the bodyguard to make your thing come back, but luckily it has that built in. Both modes are very powerful in the right situation
Gadwick's First Duel
1.5 // 3.5 Just getting a Cursed token for two mana isn’t terrible…though certainly not good either. It is very easy for your opponent to move the Cursed Role since all they have to do is use an effect that lets them put a role on one of their creatures. So, it’s a good thing it does some other stuff. Scry 2 helps set up chapter III in theory, and if you can copy something like a removal spell with chapter III this card is going to feel pretty insane, especially for two mana! Not all decks will do that consistently, though
Picnic Ruiner
3.5 When it has a big enough friend around, it is going to be an intimidating attacker on any board – and that alone is enough for the Ruiner to be relevant almost all game long. This is a case where I think you probably do play this as a two drop when you have it on turn two, because while the Adventure is a nice bit of value to have, making sure you get it isn’t that important. Obviously, like a lot of these, it is fun how it synergizes with itself, as Stolen Goodies is likely to make one of your creatures have 4 or more power so that the Ruiner can do its thing. Basically, if you draw this later you’ll probably cast both halves, but if you have it early, you’re probably just playing it as a creature. Both of those options feel pretty good, though
Twisted Sewer-Witch
4.5 This reminds me a little of Diregraf Horde, and that’s very good company to keep. You pay 5 mana here for at least 5/6 worth of stats across two bodies. And sure, one of those bodies can’t block, but that’s still completely insane! Especially because should you have any other Rats around, the Witch buffs them too. And…I think it’s safe to say you’ll have at least one other one a huge chunk of the time when you play her. This may just be the best Uncommon in the set.
Stockpiling Celebrant
1.5 This can be used to rebuy ETBs and Adventures, which is cool. But if it’s not doing not doing that? Well, you’re playing an inefficient creature
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
Wicked Visitor
2.0 This has passable base stats and a passable payoff for the Black/White deck, which will be the most adept at putting enchantments in the graveyard
Bellowing Bruiser
2.0 I’m high on most of the Adventure creatures in the set – this one doesn’t seem quite as good as the others. This is because it doesn’t really generate 2-for-1 type value or even close to it. It isn’t bad by any means, but the Adventure side is a highly situational card. It can be powerful in the right spot of course, and if you ever 8 mana to cast both halves that will feel pretty awesome, but overall, I don’t see Beat a Path being that impressive, and the same is true of a 5-mana 4/4 Haste. It’s still a solid card that will make the cut a decent chunk of the time – but most of the adventures in this set are a little better than that
Candy Trail
1.5 Scry 2 on turn one doesn’t sound like a bad idea in a lot of situations, although using up a whole card to do it definitely isn’t appealing. However, the fact you can cash this in for a card and life later means you don’t use up a whole card. Still, in a format without a big artifact theme, these artifacts that have tiny effects have been fairly underwhelming
Redtooth Genealogist
3.0 This looks like a very good rate to me – it is basically a better version of a three mana 2/3 that puts a +1/+1 counter somewhere, and that card is usually quite good in Limited. I think this is one of Green’s best Commons
Savior of the Sleeping
2.5 As we’ve seen there are a decent number of ways to get enchantments in the graveyard, so it isn’t that unreasonable to think getting a counter or two on this is doable
Unassuming Sage
2.0 Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
Water Wings
2.0 This looks like a solid trick. It gives a big enough buff that it will make your creature win most combats, and the hexproof part means it also works well against removal. Flying also gives it a third mode, where sometimes you can send a creature into the air to do lethal
Pack 1 Pick 2: Gingerbread Hunter
Hatching Plans
3.0 This will be one of the absolute best things you can ever sacrifice to a Bargain card as you end up netting a bunch of cards and getting a bonus effect. Most decks in this format will have enough cards with Bargain to make this worth playing. The downside is, of course, that it does stone nothing when you can’t sacrifice it
Gingerbread Hunter
4.5 This is great. Sure, Puny Snack isn’t the best removal spell in the world, but when it’s attached to an efficient creature who also spits out a Food token, it doesn’t really matter. Generating a 2-for-1 with this is going to be really easy, and it’s probably going to be one of the better Uncommons in the entire format
Threadbind Clique
4.0 Both sides of this card have been fairly underwhelming when we’ve seen them lately. Destroying only tapped creatures is highly restrictive and not especially useful when you’re the beat down. But at least it does let you do it at instant speed, so a creature doesn’t have to hit you first. Then, a 4-mana 3/3 Flyer just isn’t what it used to be. However…like with all of these, even two medium cards stapled together is two cards making the Clique really good. It’s another adventure creature with an accessible 2-for-1.
Archive Dragon
2.5 A 6-mana 4/6 Flyer with Ward 2 seems…kind of okay. There’s not much in the format that can kill it efficiently between it’s size and the Ward tax, and obviously this body is good at attacking or blocking. The Scry 2 is a nice additional effect to have, but I do feel kind of like I should be getting a little extra something here, especially on an Uncommon. I think having one of these at the top of your curve in Blue seems like a good idea, though.
Verdant Outrider
2.0 A three mana 4/2 usually has the big problem of dying to 2 power creatures, but obviously enough, Verdant Outrider can get around that. You won’t always have the time or mana to use that ability of course, but it definitely does enough for this to be solid filler
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Unassuming Sage
2.0 Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
Mintstrosity
2.0 Two mana 3/1s tend to be solid for aggro decks, and getting a Food when this goes down is nice upside to have
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Cooped Up
2.5 Pacifism does not seem at its best in this format. There will be main deck ways to destroy Enchantments for one thing, for another all of the Adventure creatures feel pretty bad when you use up a whole card on them to remove them. It also has the usual downsides of pacifism that are true in every format – like the fact it doesn’t stop static abilities. It isn’t terrible – after all it’s removal, and it can put itself in the graveyard which the Black-White deck especially is interested in. But this feels well below “premium” removal these days.
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
Moment of Valor
1.5 Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
Pack 1 Pick 3: Johann, Apprentice Sorcerer
Dark Tutelage
1.5 Drawing extra cards is good, but mana values get high enough in most Limited decks that this might be a problem. If you have a really low curve this can end up being quite the card advantage engine, but I’m skeptical you’ll end up in a deck like that very often
Johann, Apprentice Sorcerer
3.5 This effect is really powerful, even when limited to once per turn. If your deck has enough instants and sorceries in it, this will end up drawing you an extra card on many turns and that’s just crazy. This gets even better if you use draw effects or other things to manipulate the top of your library, as you increase your chances of getting that card on top. I like the high toughness here too, as it means Johann is an engine that isn’t super easy to kill
Bitter Chill
3.0 This effect at two mana is nice, especially because this comes with some nice insurance most versions of it don’t. One of the big downsides of Aura removal is that if your opponent sacrifices or bounces their thing, it feels horrible. In this case, if you have 1 mana up, it’s going to feel a lot less horrible. So, this really gets around that downside in a significant way, and it’s efficient – so overall, I think this is actually Blue premium removal. Something we don’t see a whole lot of
Eriette's Whisper
1.5 4 mana to Mind Rot isn’t great, even if you do get a Role out of the deal. Spending this much and adding minimally to the board is just something you want to do in most formats.
Gnawing Crescendo
1.0 // 2.5 These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
Territorial Witchstalker
1.5 A two mana 2/3 with defender isn’t great, but in a defensive deck it isn’t unplayable, but the ceiling on this card just isn’t very high, and neither is the floor.
Sweettooth Witch
3.0 Giving up food to hurt your opponent can definitely have a place, and even be a win condition, and the base line of the card as a three mana 3/2 that makes a food isn’t a disaster
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
Brave the Wilds
2.0 One green mana to search up a basic land is a borderline playable, especially if you’re playing more than two colors. The upside of animating a land means it can add to the board sometimes too
Johann's Stopgap
2.5 4 mana to bounce something and draw a card is usually playable. It lets you break even on cards while setting your opponent back a little. With bargain in the mix, this moves up another notch – probably to the point where the first copy is something you feel decent about having in all of your Blue decks
Shatter the Oath
2.5 5 mana Sorcery speed removal isn’t anything special. It’s just too expensive and clunky for that to ever be the case. This can go after two card types and it does upgrade your board a tiny bit, but overall it still seems a little too slow to be anything special
Disdainful Stroke
0.5 This is a sideboard card. Most opponents won’t have enough things you can counter with this for it to be worth it.
Hearth Elemental
3.5 The adventure side here is the kind of thing you probably only use in the later stage of the game when it allows you to reload your hand. It’s not a great idea to use it when you still have a bunch of cards so it isn’t the kind of card where you cast your adventure early and then get the creature later. Although, you can use it to make the Elemental easier to cast. But I don’t think you should give up some real cards to make that happen. That’s okay though, because it seems reasonably easy to reduce the cost of the Elemental to something decent even if you don’t load your graveyard with Stoke Genius
Kindled Heroism
1.5 We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
Frostbridge Guard
1.5 This has somewhat passable stats, and it has an ability that is useful, albeit expensive. Tapping things does bring some extra value in this format, but three for the effect is kind of brutal. I miss the days of Master Decoy
Candy Grapple
4.0 Without Bargain this is premium removal, with it, it’s one of Black’s best commons. It can deal with so much when you Bargain, and there’s plenty of fodder around
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
Shatter the Oath
2.5 5 mana Sorcery speed removal isn’t anything special. It’s just too expensive and clunky for that to ever be the case. This can go after two card types and it does upgrade your board a tiny bit, but overall it still seems a little too slow to be anything special
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Curse of the Werefox
3.0 It effectively gives +1/+1 to the thing you fight with, and a stats boost always makes fighting a little more appealing. Now, it does have some significant downsides. Namely, that if your opponent has any way to interact in response you probably get wrecked – whether it’s a removal spell or a combat trick on their creature – and that means you get yourself 2-for-1’d. So you have to pick your spots with this, especially because it’s a Sorcery
Rowan's Grim Search
2.0 This is a nice take on the usual Black card raw spell we get. If you don’t bargain, we’re talking about an instant speed draw 2 lose 2, which is playable in all but the fastest of formats. If you have something expendable to bargain, you’re looking at a card that lets you see a ton of cards for the cost – up to six of them, which is dang impressive. It helps you load the graveyard too. Now…it is still a card that doesn’t really impact the board, and you won’t always want to Bargain it, so it isn’t amazing or anything
Pack 1 Pick 5: Curse of the Werefox
Collector's Vault
1.5 This is probably a little too clunky to be worth it. Looting and treasure is nice of course, but the number of turns where you have the time and mana to activated this ability will be surprisingly limited
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Warehouse Tabby
1.5 Take away the Enchantment part of this card and it’s…pretty bad. A one mana 1/1 with death touch is usually pretty solid, as it can trade for anything. This has the capacity to do that, but because you have to have mana up to do it and because you spend extra mana to make it do it, it is way worse than a one mana 1/1 that always has death touch. The fact it cranks out a few 1/1s is nice, but even in this format I don’t imagine this just giving you 1/1 after 1/1.
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Curse of the Werefox
3.0 It effectively gives +1/+1 to the thing you fight with, and a stats boost always makes fighting a little more appealing. Now, it does have some significant downsides. Namely, that if your opponent has any way to interact in response you probably get wrecked – whether it’s a removal spell or a combat trick on their creature – and that means you get yourself 2-for-1’d. So you have to pick your spots with this, especially because it’s a Sorcery
Vantress Transmuter
3.0 This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Ferocious Werefox
3.5 Buffing a creature at instant speed earlier and getting a reasonable 4-drop later means this delivers some serious value for a Common
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Pack 1 Pick 6: Prophetic Prism
Collector's Vault
1.5 This is probably a little too clunky to be worth it. Looting and treasure is nice of course, but the number of turns where you have the time and mana to activated this ability will be surprisingly limited
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Grand Ball Guest
2.0 A vanilla two mana 2/2 is probably a 1.0 these days, and while I think triggering celebration is doable, it isn’t going to happen so much that this will be a 3/3 with trample every turn or anything
Rowan's Grim Search
2.0 This is a nice take on the usual Black card raw spell we get. If you don’t bargain, we’re talking about an instant speed draw 2 lose 2, which is playable in all but the fastest of formats. If you have something expendable to bargain, you’re looking at a card that lets you see a ton of cards for the cost – up to six of them, which is dang impressive. It helps you load the graveyard too. Now…it is still a card that doesn’t really impact the board, and you won’t always want to Bargain it, so it isn’t amazing or anything
Ratcatcher Trainee
3.0 A two mana 2/1 with first strike when it attacks is a great aggressive creature in Limited, and this one can make you a couple of 1/1s too. It is a bit odd as far as adventures go, because this is one where you probably cast it fairly often without ever using the Adventure part, where with most of them it makes a lot of sense to try to get the full value. Here, you’re not going to do that as often, but it still has big upside because if you draw it late you can get the tokens and the 2/1 all in a single turn. The Adventure side can also get celebration going all on its own
Return from the Wilds
2.0 A three mana 1/1 that rampant growths is a solid enough card, and ramping does look fairly viable in this format. This can also give you food when you reach the part of the game where more lands doesn’t do you any good
Prophetic Prism
2.0 This is pretty solid every time we see it. It’s not going to be as good here as it would be an artifact-heavy set, but it replaces itself and does an okay job of fixing your mana
Pack 1 Pick 7: Mintstrosity
Disdainful Stroke
0.5 This is a sideboard card. Most opponents won’t have enough things you can counter with this for it to be worth it.
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
Mintstrosity
2.0 Two mana 3/1s tend to be solid for aggro decks, and getting a Food when this goes down is nice upside to have
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Water Wings
2.0 This looks like a solid trick. It gives a big enough buff that it will make your creature win most combats, and the hexproof part means it also works well against removal. Flying also gives it a third mode, where sometimes you can send a creature into the air to do lethal
Tuinvale Guide
2.5 This is mediocre without Celebration, and pretty nice when it is a 3/3 flying lifelinker. Triggering celebration is something you can do, but not so often that this will be anything special
Crystal Grotto
1.0 Mana filter lands usually aren’t very good in Limited. It’s just really costly to have to tap two lands for one mana, and that’s effectively what happens when you need to filter using a land. The fact that Prophetic Prism and that Scarecrow are in the set probably also means that the demand for this will be even lower, as those two can filter your mana and you only have to tap one land to do it. Crystal Grotto is usually a 1.5, and with better Common colorless fixing around, this will probably drop down to a 1.0
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Pack 1 Pick 8: Season of Growth
Season of Growth
2.0 The Scry effect alone isn’t enough to run this, but the good news is there are several green cards in the set that will trigger this, even at lower rarities. They are combat tricks of course, but this also works pretty well with all the fight and bite spells, as it will make them into 2-for-1s, which is actually pretty nuts. So, I think you can actually play one of these in most Green decks and have it do something, and in some of them it might be really nuts
Tuinvale Guide
2.5 This is mediocre without Celebration, and pretty nice when it is a 3/3 flying lifelinker. Triggering celebration is something you can do, but not so often that this will be anything special
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Stormkeld Prowler
1.5 Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
Evolving Wilds
2.5 As usual, this provides nice fixing. Makes it pretty easy to splash a single card if you have one Evolving Wilds, since it effectively gives you two sources of your splash color
Fell Horseman
3.0 Like most of the Common adventure creatures, both sides of this look super underwhelming, but they do in fact often result in a 2-for-1, so it’s better than it looks
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Pack 1 Pick 9: Redtooth Genealogist
Garruk's Uprising
2.5 The Red/Green and Blue/Green decks in this format can probably make decent use of this. One of the nice things about it is that it rewards you some for already having big things in play and then rewards you as well when you play them afterward, that means most of the time it will do something
Stockpiling Celebrant
1.5 This can be used to rebuy ETBs and Adventures, which is cool. But if it’s not doing not doing that? Well, you’re playing an inefficient creature
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
Bellowing Bruiser
2.0 I’m high on most of the Adventure creatures in the set – this one doesn’t seem quite as good as the others. This is because it doesn’t really generate 2-for-1 type value or even close to it. It isn’t bad by any means, but the Adventure side is a highly situational card. It can be powerful in the right spot of course, and if you ever 8 mana to cast both halves that will feel pretty awesome, but overall, I don’t see Beat a Path being that impressive, and the same is true of a 5-mana 4/4 Haste. It’s still a solid card that will make the cut a decent chunk of the time – but most of the adventures in this set are a little better than that
Candy Trail
1.5 Scry 2 on turn one doesn’t sound like a bad idea in a lot of situations, although using up a whole card to do it definitely isn’t appealing. However, the fact you can cash this in for a card and life later means you don’t use up a whole card. Still, in a format without a big artifact theme, these artifacts that have tiny effects have been fairly underwhelming
Redtooth Genealogist
3.0 This looks like a very good rate to me – it is basically a better version of a three mana 2/3 that puts a +1/+1 counter somewhere, and that card is usually quite good in Limited. I think this is one of Green’s best Commons
Pack 1 Pick 10: Verdant Outrider
Verdant Outrider
2.0 A three mana 4/2 usually has the big problem of dying to 2 power creatures, but obviously enough, Verdant Outrider can get around that. You won’t always have the time or mana to use that ability of course, but it definitely does enough for this to be solid filler
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
Pack 1 Pick 11: Eriette's Whisper
Eriette's Whisper
1.5 4 mana to Mind Rot isn’t great, even if you do get a Role out of the deal. Spending this much and adding minimally to the board is just something you want to do in most formats.
Gnawing Crescendo
1.0 // 2.5 These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
Territorial Witchstalker
1.5 A two mana 2/3 with defender isn’t great, but in a defensive deck it isn’t unplayable, but the ceiling on this card just isn’t very high, and neither is the floor.
Johann's Stopgap
2.5 4 mana to bounce something and draw a card is usually playable. It lets you break even on cards while setting your opponent back a little. With bargain in the mix, this moves up another notch – probably to the point where the first copy is something you feel decent about having in all of your Blue decks
Pack 1 Pick 12: Bestial Bloodline
Kindled Heroism
1.5 We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Pack 1 Pick 13: Titanic Growth
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Pack 1 Pick 14: Bespoke Battlegarb
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
Pack 2 Pick 1: Lich-Knights' Conquest
Dragon Mantle
1.5 Giving a creature firebereathing isn’t particularly useful unless that creature was also pretty good, but this does replace itself, so that makes the floor on it pretty reasonable, especially for a one mana card. It isn’t a bad thing to sacrifice to Bargain either, since it will have already giving you a card
Lich-Knights' Conquest
1.5 So, the idea here is to give up a bunch of expendable stuff and then reanimate some things. The problem is, even in this format, the fact you can only give up permanents of a few types is limiting, especially because this already asks for the set up cost of having something or a few somethings worth reanimating for 5 mana. That’s far from a guarantee
Soul-Guide Lantern
0.5 This can hate on the graveyard quite effectively, and in a pinch it can replace itself. It’s a sideboard card.
The Princess Takes Flight
2.0 Temporarily exiling something with Chapter 1 can be used to get an opposing creature out of the way for a bit, and it can also be a slow way to blink something, but the fact that Chapter 1 and 3 are basically part of the same effect makes the value this can generate pretty low. Chapter 2 isn’t bad, but I think the whole package here seems pretty medium. I think the best way to use this is to cast something with Bargain after Chapter II, that way you permanently rid yourself of an opposing creature. While you can certainly make that happen, when it doesn’t line up that way, it seems very mediocre
Callous Sell-Sword
2.5 The Adventure side of this is…not good on it’s own, since it’s would be a 2-for-1. It’s basically a worse version of Bone Splinters, and it isn’t like Bone Splinters is an amazing card. Obviously, it does get better being attached to a two mana 2/2 with upside, and if you did use Burn Together to kill something that turn, it will be a 3/3. I will say that the Sell-Sword side of this is going to be harder than it looks to get counters on. We’ve seen creatures like this before – including some with Flash – and it is surprisingly difficult to manufacture situations where you end up with a sizable creature
Redtooth Genealogist
3.0 This looks like a very good rate to me – it is basically a better version of a three mana 2/3 that puts a +1/+1 counter somewhere, and that card is usually quite good in Limited. I think this is one of Green’s best Commons
Voracious Vermin
2.0 Three mana for a 2/1 and a 1/1 isn’t bad, and this will definitely be growing, especially in Black/Red where you throw rats at your opponent a lot of the time. Just blocking those rats will make the Vermin grow.
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Living Lectern
3.0 It feels like giving this up for a card and a Sorcerer role is going to generate some serious value, and the fact it can sit around as a reasonable blocker until you feel like doing that seems pretty good
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
Gingerbrute
2.5 He’s back! He wasn’t too bad as a beater last time around, and that will be pretty true here too with all of the Role tokens. Putting one on him and going to town with him is definitely going to be a way to close out a game
Rowan's Grim Search
2.0 This is a nice take on the usual Black card raw spell we get. If you don’t bargain, we’re talking about an instant speed draw 2 lose 2, which is playable in all but the fastest of formats. If you have something expendable to bargain, you’re looking at a card that lets you see a ton of cards for the cost – up to six of them, which is dang impressive. It helps you load the graveyard too. Now…it is still a card that doesn’t really impact the board, and you won’t always want to Bargain it, so it isn’t amazing or anything
Cut In
2.5 A 4-mana deal 4 sorcery isn’t premium removal, and I don’t think adding a Young Hero Role token to the mix gets this there. Still, it can kill a decent number of things and it does add to the board a tiny bit too.
Pack 2 Pick 2: Curse of the Werefox
Knightly Valor
3.0 I’ve liked this Aura every time we’ve seen it. This is because it adds a body to the board in addition to offering a significant buff. Because of that body, this Aura helps get around the inherent downside they have, as it becomes much harder for you to get 2-for-1’d when the Aura gives you a token. It also triggers Celebration
Boundary Lands Ranger
2.5 This has solid base stats, and if you can get it to rummage every turn it will feel pretty impressive. A two mana 2/2 that just gave you the option of rummaging every combat would be nice. That’s some pretty great card selection that can really turn a game around for you. Obviously, this doesn’t quite get there, but it seems fine
Johann, Apprentice Sorcerer
3.5 This effect is really powerful, even when limited to once per turn. If your deck has enough instants and sorceries in it, this will end up drawing you an extra card on many turns and that’s just crazy. This gets even better if you use draw effects or other things to manipulate the top of your library, as you increase your chances of getting that card on top. I like the high toughness here too, as it means Johann is an engine that isn’t super easy to kill
Tempest Hart
3.5 Faithless looting for two mana is a really nice adventure to have. That kind of card selection can be huge, especially if you have nothing else to do on turn two. The creature side of this is decidedly less impressive because it starts inefficiently and asks you to do something that even in Blue-Green you’re not going to do so often that the Hart will just become absolutely massive. Even in a ramp deck you can only have so many cards in your deck with a mana value high enough to trigger it
Crystal Grotto
1.0 Mana filter lands usually aren’t very good in Limited. It’s just really costly to have to tap two lands for one mana, and that’s effectively what happens when you need to filter using a land. The fact that Prophetic Prism and that Scarecrow are in the set probably also means that the demand for this will be even lower, as those two can filter your mana and you only have to tap one land to do it. Crystal Grotto is usually a 1.5, and with better Common colorless fixing around, this will probably drop down to a 1.0
Cooped Up
2.5 Pacifism does not seem at its best in this format. There will be main deck ways to destroy Enchantments for one thing, for another all of the Adventure creatures feel pretty bad when you use up a whole card on them to remove them. It also has the usual downsides of pacifism that are true in every format – like the fact it doesn’t stop static abilities. It isn’t terrible – after all it’s removal, and it can put itself in the graveyard which the Black-White deck especially is interested in. But this feels well below “premium” removal these days.
Unassuming Sage
2.0 Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
Stingblade Assassin
1.5 This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Cut In
2.5 A 4-mana deal 4 sorcery isn’t premium removal, and I don’t think adding a Young Hero Role token to the mix gets this there. Still, it can kill a decent number of things and it does add to the board a tiny bit too.
Into the Fae Court
1.5 A draw spell that adds to the board sounds attractive. It’s too bad that the thing it adds to the board is so insignificant though, and it makes me think this is probably a little bit too clunky to be something that always makes the cut in your Blue decks
Curse of the Werefox
3.0 It effectively gives +1/+1 to the thing you fight with, and a stats boost always makes fighting a little more appealing. Now, it does have some significant downsides. Namely, that if your opponent has any way to interact in response you probably get wrecked – whether it’s a removal spell or a combat trick on their creature – and that means you get yourself 2-for-1’d. So you have to pick your spots with this, especially because it’s a Sorcery
Kellan's Lightblades
2.5 This kind of removal is never amazing, since it is as restrictive as it is. For example, if you’re trying to be aggressive, something that can only target an attacker of blocker is a lot worse. And that’s definitely true here. The Bargain upside is nice, as it makes it less restrictive. It can only kill attackers or blockers, but at least it can take down those with more than three toughness. Still, this isn’t premium removal, though it does get closer to being that in a slower deck
Pack 2 Pick 3: The Witch's Vanity
Boundary Lands Ranger
2.5 This has solid base stats, and if you can get it to rummage every turn it will feel pretty impressive. A two mana 2/2 that just gave you the option of rummaging every combat would be nice. That’s some pretty great card selection that can really turn a game around for you. Obviously, this doesn’t quite get there, but it seems fine
Solitary Sanctuary
1.0 // 3.0 Three mana for a stun counter and a +1/+1 counter all on its own would be a card that is pretty close to playable, and the fact this adds a counter to every tap effect definitely makes this intriguing. It probably needs a build around grade though, as your typical White deck probably just won’t be tapping things enough to make this really do its thing.
The Witch's Vanity
4.0 This looks strong. Sure, the three things it does are kind of small – but it’s almost always going to feel like you get two cards worth of value out of it. There will be situations where chapter 1 can’t kill something, but most of the time it will, and the Food and Role are going to feel like the cherry on top of a two-mana removal spell, which is pretty awesome
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Voracious Vermin
2.0 Three mana for a 2/1 and a 1/1 isn’t bad, and this will definitely be growing, especially in Black/Red where you throw rats at your opponent a lot of the time. Just blocking those rats will make the Vermin grow.
Hollow Scavenger
2.5 There is a lot you can do with Food in this format, so paying one mana and like half a card for it is pretty reasonable. Especially when the creature side of this can take advantage of that food and make itself into a pretty sizable attacker
Ratcatcher Trainee
3.0 A two mana 2/1 with first strike when it attacks is a great aggressive creature in Limited, and this one can make you a couple of 1/1s too. It is a bit odd as far as adventures go, because this is one where you probably cast it fairly often without ever using the Adventure part, where with most of them it makes a lot of sense to try to get the full value. Here, you’re not going to do that as often, but it still has big upside because if you draw it late you can get the tokens and the 2/1 all in a single turn. The Adventure side can also get celebration going all on its own
Unassuming Sage
2.0 Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Pack 2 Pick 4: Hopeless Nightmare
Gadwick's First Duel
1.5 // 3.5 Just getting a Cursed token for two mana isn’t terrible…though certainly not good either. It is very easy for your opponent to move the Cursed Role since all they have to do is use an effect that lets them put a role on one of their creatures. So, it’s a good thing it does some other stuff. Scry 2 helps set up chapter III in theory, and if you can copy something like a removal spell with chapter III this card is going to feel pretty insane, especially for two mana! Not all decks will do that consistently, though
Johann, Apprentice Sorcerer
3.5 This effect is really powerful, even when limited to once per turn. If your deck has enough instants and sorceries in it, this will end up drawing you an extra card on many turns and that’s just crazy. This gets even better if you use draw effects or other things to manipulate the top of your library, as you increase your chances of getting that card on top. I like the high toughness here too, as it means Johann is an engine that isn’t super easy to kill
Ego Drain
0.0 This card is awful when you don’t control a Faerie. When you do, it offers some powerful disruption, but it gets a lot less powerful when you aren’t able to use it on turn one. Even a Faerie deck will find itself without Faeries in play in the early game, and this card’s value certainly diminishes when you can’t cast it during that time.
Hopeless Nightmare
2.5 One mana to make your opponent discard and lose 2 life is an acceptable rate, and after that point the Nightmare is great fodder for cards with Bargain. It’s definitely a role-player, but something you probably want one of in Black if you have a few cards that Bargain
Frantic Firebolt
3.5 The base form of this card is mediocre, but if you can just get it to do 3 damage you’re talking about premium removal. That’s not a huge ask at all, especially in Red decks in the format, and that also means it has a really high ceiling. Basically, this has a bad floor, but it will almost never be that bad, and I think that means it does enough to be premium removal you take highly
Plunge into Winter
1.5 I think you end up with a decent rate when you cast this card, one that means you won’t feel bad about playing it. Tapping doesn’t always matter, but you do always get Scry 1 draw a card, and when tapping does matter – or even better – when you have a tap payoff in play – this gets significantly better.
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Flick a Coin
2.0 Each thing this does individually isn’t that impressive but getting them all for three mana seems like a decent enough deal, especially if you’re in the market for fixing. Still, it’s a fairly low impact card that probably won’t always make the cut.
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Return from the Wilds
2.0 A three mana 1/1 that rampant growths is a solid enough card, and ramping does look fairly viable in this format. This can also give you food when you reach the part of the game where more lands doesn’t do you any good
Pack 2 Pick 5: Greta, Sweettooth Scourge
Knight of Doves
1.0 // 3.5 White has lots of expendable enchantments in the form of Role tokens, and Black-White in particular is interested in getting Enchantments into the graveyard and getting value out of them, so getting a few tokens out of this isn’t farfetched. However, I also don’t think it’s going to be automatic. This probably needs a build around grade. Your typical deck will probably struggle to make even one token with the Knight, but some decks will turn it into a real engine.
Greta, Sweettooth Scourge
4.0 A three mana 3/3 that makes a Food is already close to a 3.0, so her other abilities are pretty amazing to have. Giving up food for cards is a very good deal, and sometimes buffing your creatures with Food is nice too. Keep in mind that the buff effect is only sorcery speed, while the draw a card effect is not. In the later stage of the game, you can look at this as a 5-mana 3/3 that draws you a card and you lose 1 life, which isn’t too shabby either. This looks like an excellent signpost Uncommon overall, with a great baseline and a very powerful effect on the game
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Torch the Tower
4.0 This is premium removal. It would be without Bargain. With it it’s even better, as it can become a one mana deal 3. Sure, you do have to give something up, and sometimes that something will have to be real, but this format has a variety of tokens and other expendable things with these types, so Torch the Tower isn’t going to be that hard to get it to do 3 for a very low cost.
Bellowing Bruiser
2.0 I’m high on most of the Adventure creatures in the set – this one doesn’t seem quite as good as the others. This is because it doesn’t really generate 2-for-1 type value or even close to it. It isn’t bad by any means, but the Adventure side is a highly situational card. It can be powerful in the right spot of course, and if you ever 8 mana to cast both halves that will feel pretty awesome, but overall, I don’t see Beat a Path being that impressive, and the same is true of a 5-mana 4/4 Haste. It’s still a solid card that will make the cut a decent chunk of the time – but most of the adventures in this set are a little better than that
Grabby Giant
2.0 This offers you some decent ramp early, and a mediocre body with an expensive activated ability late. Notably, he can ramp into himself, if you cast the adventure and then him and a 4/3 with Reach on turn three isn’t too bad.
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Hopeless Nightmare
2.5 One mana to make your opponent discard and lose 2 life is an acceptable rate, and after that point the Nightmare is great fodder for cards with Bargain. It’s definitely a role-player, but something you probably want one of in Black if you have a few cards that Bargain
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Pack 2 Pick 6: Barrow Naughty
Spreading Seas
0.0 This doesn’t do much in Limited. Sure, if your opponent happens to only have one land that can produce one of their colors and you stick this on it, it can be pretty hilarious, but most of the time that’s not going to happen to them. Replacing itself just isn’t’ enough these days, it needs to actually…do something too, and this just won’t
Knight of Doves
1.0 // 3.5 White has lots of expendable enchantments in the form of Role tokens, and Black-White in particular is interested in getting Enchantments into the graveyard and getting value out of them, so getting a few tokens out of this isn’t farfetched. However, I also don’t think it’s going to be automatic. This probably needs a build around grade. Your typical deck will probably struggle to make even one token with the Knight, but some decks will turn it into a real engine.
Barrow Naughty
2.0 A two mana 1/3 with lifelink is a solid card, and that’s what this well be a decent chunk of the time, especially in Blue-Black. The buff effect is expensive and really only the kind of thing you use when you have nothing else to do
Verdant Outrider
2.0 A three mana 4/2 usually has the big problem of dying to 2 power creatures, but obviously enough, Verdant Outrider can get around that. You won’t always have the time or mana to use that ability of course, but it definitely does enough for this to be solid filler
Snaremaster Sprite
3.0 Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
Commune with Nature
1.5 We’ve seen this a lot. It usually lets you draw a card for one mana, and you see a huge chunk of your deck in Limited. But it just doesn’t always make the cut, you only have so much room for cards that don’t impact the board
Stormkeld Prowler
1.5 Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
Candy Trail
1.5 Scry 2 on turn one doesn’t sound like a bad idea in a lot of situations, although using up a whole card to do it definitely isn’t appealing. However, the fact you can cash this in for a card and life later means you don’t use up a whole card. Still, in a format without a big artifact theme, these artifacts that have tiny effects have been fairly underwhelming
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Pack 2 Pick 7: Rowan's Grim Search
Raid Bombardment
0.0 // 2.5 Another Enchantment that rewards you for having lots of small creatures – things might get interesting if you can get your hands on impact tremors and goblin bombardment along with this. Anyway, like those this probably needs a specific deck – one that makes lots of Rats seems the most appealing. But if you can do that, you can quickly damage your opponent. It’s probably an F in most decks, and a C in a deck that got there on small stuff
Rowan's Grim Search
2.0 This is a nice take on the usual Black card raw spell we get. If you don’t bargain, we’re talking about an instant speed draw 2 lose 2, which is playable in all but the fastest of formats. If you have something expendable to bargain, you’re looking at a card that lets you see a ton of cards for the cost – up to six of them, which is dang impressive. It helps you load the graveyard too. Now…it is still a card that doesn’t really impact the board, and you won’t always want to Bargain it, so it isn’t amazing or anything
Kindled Heroism
1.5 We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
Snaremaster Sprite
3.0 Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
Stingblade Assassin
1.5 This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Pack 2 Pick 8: Vampiric Rites
Vampiric Rites
3.0 This is a pretty nice sacrifice outlet, and Black in this format has access to many rat tokens that will feel particularly good to sacrifice to this
Night of the Sweets' Revenge
0.0 This has some serious potential. Turning all your food into mana can be pretty silly, especially because this has a pretty strong effect you can pump all that mana into. Unfortunately though, it doesn’t give your stuff trample, so there will be lots of situations where the buff doesn’t quite accomplish what you need it to. On top of that, add to it the fact that you really need a lot of Food in the first place and probably some other things to spend all that mana on – AND the fact that this doesn’t really add to the board at all and well…I think we’re talking about a pretty bad card. There are way better thing you can do with Food.
Commune with Nature
1.5 We’ve seen this a lot. It usually lets you draw a card for one mana, and you see a huge chunk of your deck in Limited. But it just doesn’t always make the cut, you only have so much room for cards that don’t impact the board
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
Pack 2 Pick 9: Redtooth Genealogist
Dragon Mantle
1.5 Giving a creature firebereathing isn’t particularly useful unless that creature was also pretty good, but this does replace itself, so that makes the floor on it pretty reasonable, especially for a one mana card. It isn’t a bad thing to sacrifice to Bargain either, since it will have already giving you a card
Soul-Guide Lantern
0.5 This can hate on the graveyard quite effectively, and in a pinch it can replace itself. It’s a sideboard card.
Redtooth Genealogist
3.0 This looks like a very good rate to me – it is basically a better version of a three mana 2/3 that puts a +1/+1 counter somewhere, and that card is usually quite good in Limited. I think this is one of Green’s best Commons
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Living Lectern
3.0 It feels like giving this up for a card and a Sorcerer role is going to generate some serious value, and the fact it can sit around as a reasonable blocker until you feel like doing that seems pretty good
Pack 2 Pick 10: Crystal Grotto
Johann, Apprentice Sorcerer
3.5 This effect is really powerful, even when limited to once per turn. If your deck has enough instants and sorceries in it, this will end up drawing you an extra card on many turns and that’s just crazy. This gets even better if you use draw effects or other things to manipulate the top of your library, as you increase your chances of getting that card on top. I like the high toughness here too, as it means Johann is an engine that isn’t super easy to kill
Crystal Grotto
1.0 Mana filter lands usually aren’t very good in Limited. It’s just really costly to have to tap two lands for one mana, and that’s effectively what happens when you need to filter using a land. The fact that Prophetic Prism and that Scarecrow are in the set probably also means that the demand for this will be even lower, as those two can filter your mana and you only have to tap one land to do it. Crystal Grotto is usually a 1.5, and with better Common colorless fixing around, this will probably drop down to a 1.0
Stingblade Assassin
1.5 This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
Into the Fae Court
1.5 A draw spell that adds to the board sounds attractive. It’s too bad that the thing it adds to the board is so insignificant though, and it makes me think this is probably a little bit too clunky to be something that always makes the cut in your Blue decks
Kellan's Lightblades
2.5 This kind of removal is never amazing, since it is as restrictive as it is. For example, if you’re trying to be aggressive, something that can only target an attacker of blocker is a lot worse. And that’s definitely true here. The Bargain upside is nice, as it makes it less restrictive. It can only kill attackers or blockers, but at least it can take down those with more than three toughness. Still, this isn’t premium removal, though it does get closer to being that in a slower deck
Pack 2 Pick 11: Solitary Sanctuary
Boundary Lands Ranger
2.5 This has solid base stats, and if you can get it to rummage every turn it will feel pretty impressive. A two mana 2/2 that just gave you the option of rummaging every combat would be nice. That’s some pretty great card selection that can really turn a game around for you. Obviously, this doesn’t quite get there, but it seems fine
Solitary Sanctuary
1.0 // 3.0 Three mana for a stun counter and a +1/+1 counter all on its own would be a card that is pretty close to playable, and the fact this adds a counter to every tap effect definitely makes this intriguing. It probably needs a build around grade though, as your typical White deck probably just won’t be tapping things enough to make this really do its thing.
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Pack 2 Pick 12: Johann, Apprentice Sorcerer
Gadwick's First Duel
1.5 // 3.5 Just getting a Cursed token for two mana isn’t terrible…though certainly not good either. It is very easy for your opponent to move the Cursed Role since all they have to do is use an effect that lets them put a role on one of their creatures. So, it’s a good thing it does some other stuff. Scry 2 helps set up chapter III in theory, and if you can copy something like a removal spell with chapter III this card is going to feel pretty insane, especially for two mana! Not all decks will do that consistently, though
Johann, Apprentice Sorcerer
3.5 This effect is really powerful, even when limited to once per turn. If your deck has enough instants and sorceries in it, this will end up drawing you an extra card on many turns and that’s just crazy. This gets even better if you use draw effects or other things to manipulate the top of your library, as you increase your chances of getting that card on top. I like the high toughness here too, as it means Johann is an engine that isn’t super easy to kill
Plunge into Winter
1.5 I think you end up with a decent rate when you cast this card, one that means you won’t feel bad about playing it. Tapping doesn’t always matter, but you do always get Scry 1 draw a card, and when tapping does matter – or even better – when you have a tap payoff in play – this gets significantly better.
Pack 2 Pick 13: Knight of Doves
Knight of Doves
1.0 // 3.5 White has lots of expendable enchantments in the form of Role tokens, and Black-White in particular is interested in getting Enchantments into the graveyard and getting value out of them, so getting a few tokens out of this isn’t farfetched. However, I also don’t think it’s going to be automatic. This probably needs a build around grade. Your typical deck will probably struggle to make even one token with the Knight, but some decks will turn it into a real engine.
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Pack 2 Pick 14: Commune with Nature
Commune with Nature
1.5 We’ve seen this a lot. It usually lets you draw a card for one mana, and you see a huge chunk of your deck in Limited. But it just doesn’t always make the cut, you only have so much room for cards that don’t impact the board
Pack 3 Pick 1: Stormkeld Vanguard
Impact Tremors
0.0 // 2.5 Like Goblin Bombardment, if your deck can make a lot of bodies, this does represent a pretty big problem for your opponent, although it is a very awkward top deck unlike Bombardment. Bombardment rewards you for already having things in play, Impact Tremors doesn’t
Imodane, the Pyrohammer
2.5 This has solid stats and Red has enough commons and uncommon instants and sorceries that target things for her ability to do its thing sometimes and when she can, she’s going to be a pretty big pain for your opponent. Still, she’s going to just be a 4-mana 4/4 a decent chunk of the time
Glass Casket
3.5 This was in Eldraine the last time, and it was a card that just barely reached premium removal status. It can deal with lots of things efficiently, and the fact it exiles is usually upside
Faerie Dreamthief
3.5 think I’m already in on a one mana 1/1 flyer that Surveils 1. So, the fact this can cash itself in from the graveyard and give you back a whole card is nice
Stormkeld Vanguard
4.0 Speaking of main deck ways to destroy artifacts and enchantments….this card looks great. It’s very easy to hit something with Bear Down, and in the case of this card even hitting a token of some kind is acceptable, because you don’t use up an entire card to do it, since later in the game you get an efficient creature that is hard to block. This will generate 2-for-1s a decent chunk of the time too
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
Stockpiling Celebrant
1.5 This can be used to rebuy ETBs and Adventures, which is cool. But if it’s not doing not doing that? Well, you’re playing an inefficient creature
Scream Puff
2.0 This is pretty beefy, although I think it would be much better if it made the food on ETB. That would allow it to be one of these big creatures that helps slower decks stabilize. It can still help you do that of course, but having to rumble with it in order to get food makes the card a little bit awkward
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Torch the Tower
4.0 This is premium removal. It would be without Bargain. With it it’s even better, as it can become a one mana deal 3. Sure, you do have to give something up, and sometimes that something will have to be real, but this format has a variety of tokens and other expendable things with these types, so Torch the Tower isn’t going to be that hard to get it to do 3 for a very low cost.
Candy Grapple
4.0 Without Bargain this is premium removal, with it, it’s one of Black’s best commons. It can deal with so much when you Bargain, and there’s plenty of fodder around
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
Pack 3 Pick 2: Shatter the Oath
Ground Seal
0.0 There’s not enough of a reason to hate on the graveyard in this format
Embereth Veteran
3.0 A one mana 2/1 can get in for decent damage on the first couple of turns, but tends to become irrelevant fairly quickly. This helps overcome that by letting you put a Young Hero Role on something, and while it’s not the most amazing of the Roles, since it requires the creature to be small to get a buff from it, it does mean the Veteran can significantly augment your creatures in some situations
Galvanic Giant
3.0 This Adventure is going to feel nice in the extreme late game. In the earlier stages of the game Galvanic Giant doesn’t seem terrible either. Sure, the stats are bad, but if you can follow it up with a five-mana card on the next turn, you’re going to be in business. Obviously, this is a case where the Adventure isn’t always going to get cast before the creature, but it’s nice having that late game ability to see a bunch of cards
Eriette's Tempting Apple
1.0 A 4-mana Threaten isn’t amazing, but as usual, if you can sacrifice the thing that you steal we’re talking about a potentially powerful card. But the apple’s other two effects aren’t particularly good either
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
Redtooth Genealogist
3.0 This looks like a very good rate to me – it is basically a better version of a three mana 2/3 that puts a +1/+1 counter somewhere, and that card is usually quite good in Limited. I think this is one of Green’s best Commons
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Shatter the Oath
2.5 5 mana Sorcery speed removal isn’t anything special. It’s just too expensive and clunky for that to ever be the case. This can go after two card types and it does upgrade your board a tiny bit, but overall it still seems a little too slow to be anything special
Minecart Daredevil
3.5 I like this a lot because it resembles some of the Adventures from last Eldraine that were huge overperformers. Yes, you’ve got a medicore trick on one side and a mediocre vanilla creature on the other, but you get both on one card, and both halves of this card can conceivably trade with something and that means you’re getting a 2-for-1.
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Rootrider Faun
3.0 This has decent stats, it offers decent ramp, and it offers decent fixing. None of the things it does are very exciting, but ramp does seem like a real strategy in Green
Kellan's Lightblades
2.5 This kind of removal is never amazing, since it is as restrictive as it is. For example, if you’re trying to be aggressive, something that can only target an attacker of blocker is a lot worse. And that’s definitely true here. The Bargain upside is nice, as it makes it less restrictive. It can only kill attackers or blockers, but at least it can take down those with more than three toughness. Still, this isn’t premium removal, though it does get closer to being that in a slower deck
Pack 3 Pick 3: Howling Galefang
Shrouded Shepherd
4.0 Cleave Shadows is certainly somewhat situational, but I think you’ll be surprised by how many board states there will be where it lets you kill something. And if you’re doing that the shepherd will feel pretty nuts. You can of course Cleave and then cast the creature in the same turn too, in which case their debuffed board and your buffed creature probably mean you have a pretty great attack. Even without the Adventure, Shrouded Shepherd would definitely be playable too, so this is another one of these where the total package is incredibly impressive
Neva, Stalked by Nightmares
3.5 A gravedigger with Menace that can also get back enchantments is a card I’d already play, and this can also get larger. Keep in mind any time you put a role on a creature that already has one, it loses the one it had before, so that’s one of the built in ways in the format Neva can grow. Obviously, she works with Bargain too
Howling Galefang
3.5 A 4-mana 4/4 with Vigilance is pretty close to a 3.0, and the upside here is pretty neat. Haste only matters for a single turn obviously enough, so you can find a way to play the adventure half of something one turn, play Galefang with Haste on the next turn, and then cast the creature side of your adventure on the next turn. It won’t always line up that way of course. This will have Haste reasonably often but it’s far from automatic
Moment of Valor
1.5 Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Edgewall Pack
3.0 A 4-mana 3/3 menace that makes a 1/1 that can’t block is pretty decent. Worth noting that it triggers card swith Celebration on its own, and there are definitely some curve outs where you play a two drop and a three drop with Celebration, where then playing the Pack would make for a pretty spicy turn 4.
Harried Spearguard
1.5 This is great in terms of sacrifice fodder, as it gives you two bodies for the price of 1. It also isn’t bad just based on the rate you get out of it. But it’s nothing special either. It will quickly get outclassed in most games and be relegated into chump block mode
Grand Ball Guest
2.0 A vanilla two mana 2/2 is probably a 1.0 these days, and while I think triggering celebration is doable, it isn’t going to happen so much that this will be a 3/3 with trample every turn or anything
Leaping Ambush
1.0 They put a trick like this in almost every format, and it is almost always bad. Tricks are at their best when you use them offensively, because your opponent is less likely to have mana up to blow you out – so a trick that gets like 2/3s of its value from being used defensively just isn’t worth it
Charmed Clothier
2.5 A 5-mana 3/3 flyer is not a good rate. Getting a role token does make a difference, and a card like this also triggers Celebration, so it does some nice stuff for a couple different decks in the format.
Pack 3 Pick 4: Shatter the Oath
Phyrexian Unlife
0.0 You can use this to sort of give you more life to work with, but the main problem with that is that if you’re dropping to 0 life for some reason and your solution to that problem is Phyrexian Unlife well…you probably didn’t really deal with whatever is about to drop you to 0 life, so you’re likely to get poisoned pretty quickly.
Ruby, Daring Tracker
3.5 It can ramp your mana quite effectively, and that makes it more likely that you can get a creature with power 4 or great into play quickly, at which point Ruby herself becomes a significantly better attacker. There will also be times in the mid to late game when you draw her and can already trigger her ability, in which case she becomes a two mana ¾ with Haste, which is going to feel pretty good
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Stingblade Assassin
1.5 This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Cut In
2.5 A 4-mana deal 4 sorcery isn’t premium removal, and I don’t think adding a Young Hero Role token to the mix gets this there. Still, it can kill a decent number of things and it does add to the board a tiny bit too.
Shatter the Oath
2.5 5 mana Sorcery speed removal isn’t anything special. It’s just too expensive and clunky for that to ever be the case. This can go after two card types and it does upgrade your board a tiny bit, but overall it still seems a little too slow to be anything special
Tuinvale Guide
2.5 This is mediocre without Celebration, and pretty nice when it is a 3/3 flying lifelinker. Triggering celebration is something you can do, but not so often that this will be anything special
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
Kindled Heroism
1.5 We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
Pack 3 Pick 5: Hopeless Nightmare
Griffin Aerie
0.0 // 3.0 I think this has potential, at least in some decks. Food isn’t that readily available in White, but if you’re paired with Black or Green, you’re going to have food – and this basically adds “make a 2/2 flying token” to your food getting sacrificed and that’s honestly…kind of insane. There are other ways to gain life in White too of course, but that’s the one that immediately springs to mind when you see a card that has a threshold of 3 life for it to do something. It needs a build around grade, since not all White decks will trigger it enough, but I think this can make a whole lot of tokens in the right deck
Splashy Spellcaster
3.5 This is a powerful spell payoff, and it has high enough toughness to be difficult to deal with and attack through. It is a little sad it can’t give itself a Sorcerer Role, but upgrading all your other stuff seems pretty good to me. I think this will feel like an impressive engine, even in a Blue deck with like five spells you’ll be running this.
Collector's Vault
1.5 This is probably a little too clunky to be worth it. Looting and treasure is nice of course, but the number of turns where you have the time and mana to activated this ability will be surprisingly limited
Rowan's Grim Search
2.0 This is a nice take on the usual Black card raw spell we get. If you don’t bargain, we’re talking about an instant speed draw 2 lose 2, which is playable in all but the fastest of formats. If you have something expendable to bargain, you’re looking at a card that lets you see a ton of cards for the cost – up to six of them, which is dang impressive. It helps you load the graveyard too. Now…it is still a card that doesn’t really impact the board, and you won’t always want to Bargain it, so it isn’t amazing or anything
Hopeless Nightmare
2.5 One mana to make your opponent discard and lose 2 life is an acceptable rate, and after that point the Nightmare is great fodder for cards with Bargain. It’s definitely a role-player, but something you probably want one of in Black if you have a few cards that Bargain
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
Charmed Clothier
2.5 A 5-mana 3/3 flyer is not a good rate. Getting a role token does make a difference, and a card like this also triggers Celebration, so it does some nice stuff for a couple different decks in the format.
Wicked Visitor
2.0 This has passable base stats and a passable payoff for the Black/White deck, which will be the most adept at putting enchantments in the graveyard
Flick a Coin
2.0 Each thing this does individually isn’t that impressive but getting them all for three mana seems like a decent enough deal, especially if you’re in the market for fixing. Still, it’s a fairly low impact card that probably won’t always make the cut.
Pack 3 Pick 6: Syr Armont, the Redeemer
Curiosity
1.0 For this to do anything, the creature you put it on generally already has to be good, and when an Aura needs that from you it gets a lot worse. If you have a lot of flyers this isn’t a bad role player, but most of the time you won’t play it
Syr Armont, the Redeemer
4.0 It can’t put the Role on itself, but provided you have something else around Syr Armont is a 5-mana 4/4 that gives something else +2/+2 and trample and uh…that’s kind of crazy, and will usually mean that whatever you just put that Role on is suddenly a way more effective attacker than it was before. Sometimes it will turn something that couldn’t attack into an attacker, and I haven’t even mentioned how good this effect is when you have other Roles and Auras around on your board. I think this is an amazing signpost Uncommon
Night of the Sweets' Revenge
0.0 This has some serious potential. Turning all your food into mana can be pretty silly, especially because this has a pretty strong effect you can pump all that mana into. Unfortunately though, it doesn’t give your stuff trample, so there will be lots of situations where the buff doesn’t quite accomplish what you need it to. On top of that, add to it the fact that you really need a lot of Food in the first place and probably some other things to spend all that mana on – AND the fact that this doesn’t really add to the board at all and well…I think we’re talking about a pretty bad card. There are way better thing you can do with Food.
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Tuinvale Guide
2.5 This is mediocre without Celebration, and pretty nice when it is a 3/3 flying lifelinker. Triggering celebration is something you can do, but not so often that this will be anything special
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Sugar Rush
1.5 This replaces itself, but the buff is highly unlikely to be that useful in combat. Sure, it probably lets you kill something, but most of the time whatever you cast this on will die two. Drawing the card does keep you from getting 2-for-1’d, but it doesn’t really make up for the tempo you lose. It does get a little better with Rat tokens, but I’d still steer clear of it most of the time
Pack 3 Pick 7: Fell Horseman
Tenacious Tomeseeker
3.5 I like this. Getting a spell to your hand when you play a creature with passable stats sounds really good, and there are enough expendable things around in this format for that to work out pretty well. I will say Blue is probably lighter on expendable things to Bargain than any other color – it doesn’t have much in the way of treasure or food, and it even has fewer role tokens, so this won’t work out quite as well as some other Bargain cards in other colors. That said, you won’t be playing monoblue, so you may have access to that stuff anyway, and when you give up something like that, Tenacious Tomeseeker is going to be a 2-for-1
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Snaremaster Sprite
3.0 Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
Beanstalk Wurm
2.0 Extra land effects rarely play well in Limited, especially when not accompanied by a way to draw cards, so the adventure here is often not going to be good. If you have it on turn two and have nothing else to do, it might help you ramp a bit. Even then it isn’t guaranteed though, as a missed land drop makes that advantage disintegrates and by the later stages of the game it is increasingly meaningless, and if you don’t have the extra land to begin with it’s always meaningless. The other side is a passable creature, but I think the overall package here is underwhelming
Fell Horseman
3.0 Like most of the Common adventure creatures, both sides of this look super underwhelming, but they do in fact often result in a 2-for-1, so it’s better than it looks
Armory Mice
2.0 A two mana 3/1 is usually acceptable, and this will be a 3/3 some percentage of the time. I’m giving this a 2.
Commune with Nature
1.5 We’ve seen this a lot. It usually lets you draw a card for one mana, and you see a huge chunk of your deck in Limited. But it just doesn’t always make the cut, you only have so much room for cards that don’t impact the board
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Pack 3 Pick 8: Return from the Wilds
Dark Tutelage
1.5 Drawing extra cards is good, but mana values get high enough in most Limited decks that this might be a problem. If you have a really low curve this can end up being quite the card advantage engine, but I’m skeptical you’ll end up in a deck like that very often
Ruby, Daring Tracker
3.5 It can ramp your mana quite effectively, and that makes it more likely that you can get a creature with power 4 or great into play quickly, at which point Ruby herself becomes a significantly better attacker. There will also be times in the mid to late game when you draw her and can already trigger her ability, in which case she becomes a two mana ¾ with Haste, which is going to feel pretty good
Johann's Stopgap
2.5 4 mana to bounce something and draw a card is usually playable. It lets you break even on cards while setting your opponent back a little. With bargain in the mix, this moves up another notch – probably to the point where the first copy is something you feel decent about having in all of your Blue decks
Return from the Wilds
2.0 A three mana 1/1 that rampant growths is a solid enough card, and ramping does look fairly viable in this format. This can also give you food when you reach the part of the game where more lands doesn’t do you any good
Wicked Visitor
2.0 This has passable base stats and a passable payoff for the Black/White deck, which will be the most adept at putting enchantments in the graveyard
Kindled Heroism
1.5 We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
Impact Tremors
0.0 // 2.5 Like Goblin Bombardment, if your deck can make a lot of bodies, this does represent a pretty big problem for your opponent, although it is a very awkward top deck unlike Bombardment. Bombardment rewards you for already having things in play, Impact Tremors doesn’t
Stockpiling Celebrant
1.5 This can be used to rebuy ETBs and Adventures, which is cool. But if it’s not doing not doing that? Well, you’re playing an inefficient creature
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
Pack 3 Pick 10: Return Triumphant
Ground Seal
0.0 There’s not enough of a reason to hate on the graveyard in this format
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Pack 3 Pick 11: Moment of Valor
Moment of Valor
1.5 Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Leaping Ambush
1.0 They put a trick like this in almost every format, and it is almost always bad. Tricks are at their best when you use them offensively, because your opponent is less likely to have mana up to blow you out – so a trick that gets like 2/3s of its value from being used defensively just isn’t worth it
Pack 3 Pick 12: Titanic Growth
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Kindled Heroism
1.5 We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
Pack 3 Pick 13: Redcap Thief
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Charmed Clothier
2.5 A 5-mana 3/3 flyer is not a good rate. Getting a role token does make a difference, and a card like this also triggers Celebration, so it does some nice stuff for a couple different decks in the format.
Pack 3 Pick 14: Skewer Slinger
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward