Tishana's Tidebinder
3.0 There are enough abilities around for this to actually counter something reasonably often, and turning the permanent vanilla is pretty big. You will encounter situations where you have to run this out without getting that value, though
Mischievous Pup
2.5 This can save a creature from removal or rebuy an ETB, and it can ambush stuff too.
Tendril of the Mycotyrant
3.5 This feels fine on turn two, and then in the late game it is an insane mana sink that will add a massive body to the board. It’s tough to beat at that stage
Sorcerous Spyglass
0.0 This is an 0.0 every time we see it. Even IF you see a card that you get to name, turning off a card’s activated abilities isn’t worth a card, and we’re talking about the BEST CASE scenario
Dowsing Device
2.0 Playing an artifact creature to trigger this is best, because then you can guarantee that the Haste part matters, so you get the most value. Transforming this seems very doable, and the land is obviously relevant if you managed to transform it in the first place
Skullcap Snail
2.5 It’s important than this exile instead of letting the opponent discard, as you don’t want to be helping your opponent get Descend stuff going. As usual, a two mana 1/1 with this effect is solid
Thousand Moons Infantry
2.0 A three mana 2/4 with kind-of sort-of vigilance is decent, and the idea here is to get multiple taps out of the Infantry for your cards that want you tap creatures or artifacts for effects. I can see this performing that role decently enough
Ironpaw Aspirant
2.5 We see two mana 1/1s with this ETB all the time, and they tend to be solid or better. So, getting a ½ instead is amazing. This makes it a 2/3 with nothing else around, which makes for a great two turn play, and then in the later game you can put the counter somewhere more meaningful. Obviously, this works well with the Green-White theme of having higher base power, too. I think this a great Common.
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Screaming Phantom
2.5 It has passable stats and helps enable all of your graveyard shenanigans that you’re almost guaranteed to have in Black
Etali's Favor
1.0 You just don’t want to pay for that stats boost when you’re seriously risking getting 2-for-1’d. The Discover part does mean that this makes sure to give you back a card, but the card you get back won’t be impressive enough to offset this card’s weak effect, at least not enough for this to be the kind of Red card you’re interesting in playing consistently
Mephitic Draught
1.5 // 3.0 This is another card that is great sacrifice fodder, but not really worth it if you’re not consistently available to get rid of it. When you can it feels awesome, because it gives you a very efficient 2-for-1. But there will be enough Black decks that aren’t that good at sacrificing that I think this needs a build around grade.
Song of Stupefaction
1.5 Lowering a creature’s power just isn’t enough to be worth a card most of the time, although I do think milling gives you enough value itself in this format that this isn’t unplayable, but I think you’ll be able to find better enablers and payoffs for milling yourself than this thing
Hidden Nursery
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 2: Deep-Cavern Bat
Sorcerous Spyglass
0.0 This is an 0.0 every time we see it. Even IF you see a card that you get to name, turning off a card’s activated abilities isn’t worth a card, and we’re talking about the BEST CASE scenario
Coati Scavenger
3.5 This does a pretty good impression of Eternal Witness. You have to set it up of course, but when you do get a permanent back it will feel amazing, and if you have to play it on curve, you don’t feel too bad about things
Deep-Cavern Bat
3.0 While you can’t really call this type of an effect a 2-for-1, since your opponent can get the card back with relative ease, the kind of disruption this card gives you is pretty serious. If you play it on turn two and take your opponents only two or three drop (depending on who went first), you’re already getting some serious value out of this, and this thing even comes with Flying and Lifelink!
Waterlogged Hulk
3.5 A one mana artifact that can load your graveyard is better in this format than it is in most – as we’ve seen Blue cares about artifacts and the graveyard, and this checks the most boxes. Then, when you craft this it becomes a very real easy-to-crew vehicle, that in the really late game can just close it out for you. I think the front does what you want to do in Blue and getting to the point where you get the vehicle is easy enough that this looks quite strong
Hotfoot Gnome
2.0 A three mana 3/1 with Haste with a useful card type in Artifact is probably a 1.5, but it’s nice this can tap to give things haste. Once it isn’t a very good attacker on its own – which will be often – it can at least make your other creatures into better attackers. Still, this isn’t nearly as good as one mana 1/1s with this ability that we’ve seen in the recent past
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
Poison Dart Frog
3.0 This fixes your mana, ramps you, and can even trade for anything. That last part is nice, because mana dorks have diminishing returns the longer the game goes, but this one will also do something
Deep Goblin Skulltaker
2.0 The Gray Ogre statline is ugly, even with Menace, but this can grow without a ton of effort, and obviously the bigger it gets, the better Menace feels
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Disturbed Slumber
0.0 This effect is basically never worth it. I get it, you can ambush your opponent’s attacker with a land, or suddenly do 4 out of nowhere, but the times where that’s actually worth a card are infrequent. I’d rather have something that permanently adds to the board
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
Captivating Cave
2.0 Filter lands have been performing better, of late, at least in sets with multicolor themes, and while this set one doesn’t have a strong one of those, the fact this has a useful sub type and can be used to put some counters on stuff, while also setting up Descend, probably means it’s decent enough
Pack 1 Pick 3: Confounding Riddle
Akawalli, the Seething Tower
3.0 This has solid base stats and it is a really great payoff for Descend. After all, it ends up being a 7/7 with trample that can’t be blocked by more than one creature when you have Descend 8! I do wish it helped you get descend, so it was both a payoff and an enabler – those often make the best signpost uncommons, but it’s such a good payoff for loading the graveyard with permanents that it still looks like a nice signpost Uncommon
Confounding Riddle
3.0 We've seen cards before with these two options, more or less, and they have performed pretty well. One of the downsides of counter magic is that if your opponent plays around it after you left mana up, it can feel terrible. This fixes that problem by having another powerful mode - a mode that is extra strong in a format where Blue us so into the graveyard. Getting one card in hand and several in the yard will often feel like two cards of value in this set
Hoverstone Pilgrim
2.5 A 5-mana 2/5 Flyer with Ward 2 isn’t the worst thing ever, and this can really strip the graveyard bare. Alternatively, you can use it to put your own stuff back into your library, something that might actually matter in this format, where it looks possible to go pretty hard on milling yourself. Once you’re down to your last few cards, getting to decide what you’re going to draw always feels pretty sweet
Idol of the Deep King
3.0 The front side of this is a playable, albeit inefficient removal spell. It’s nice it can hit the opponent too! The thing it transforms into…is….very mediocre, though. The free equip is nice, but +2/+0 isn’t much to write home about, and this won’t quite feel like a 2-for-1 most of the time, because the Equipment side just isn’t worth a card. Still, it’s removal with some real upside
Abrade
4.0 This is great every time it gets printed, and it might actually be better here. Two for 3 damage at instant speed is already premium, but this format has a ton of artifacts and artifact creatures too, and this can also destroy those outright.
Family Reunion
2.0 I like this take on a mass pump effect. White can go wide, as usual, in this format, so buffing everything is a big game sometimes, but having the hexproof option attached is nice too, as it makes this useful in a wider variety of situations – namely, at times when your opponent tries to remove one of your creatures. The total package is a solid card you’re going to want one of in a lot of your White creature-heavy decks.
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Another Chance
2.5 Playing one copy of this effect is usually a good idea in Black decks in Limited, but that’s even more the case in this format, since milling yourself and loading the graveyard in general is easier than normal, and there are more payoffs than normal for doing it too. You still probably don’t want more than one of these, but that first copy is something I’m going to value pretty highly for a common
Armored Kincaller
3.0 This will gain you three pretty often in Green, and that’s a pretty good ETB to have on a three mana 3/3
Orazca Puzzle-Door
2.5 It’s an artifact, which some Blue decks care about, and it puts two cards into your graveyard all on its own, something other Blue decks care about. Mix that in with the fact that what this does for the cost is kind of passable anyway, and I think we’re talking about a solid playable
Child of the Volcano
2.0 Hill Giant statlines have been bad lately. But, if this can consistently come down as a 4/4, it will feel pretty nice, and that seems doable. After all, all that needs to happen is you attack and your opponent decides to trade, things like that. Then, it has the potential to grow easily on subsequent turns too, especially when paired with the more graveyard-oriented colors like Black and Blue
Oaken Siren
2.5 A two mana ½ with Flying and Vigilance that happens to be an artifact would probably be borderline playable in this format, so I think adding in the mana for artifact stuff does enough to make it a card that will make the cut in many Blue decks
Hidden Necropolis
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 4: Defossilize
Diamond Pick-Axe
2.5 It looks a lot like Goldvein Pick, a piece of equipment that really overperformed in Kaldheim. The stats boost is modest, but generating treasure is a huge deal, especially in decks that care about artifacts, but it isn’t hard to find uses for them in any deck
Defossilize
2.0 5 mana reanimation spells normally don't fair well in Limited, they are usually in the D range, even with some extra value tacked on, but I think this one will overperform. First, Black decks are great at loading the graveyard, and second, there are a cycle of big cycling creatures in the set who go great with this
Cavernous Maw
2.0 There are enough Caves to get this going in some decks, and if your deck can take the hit to your mana this causes, it’s a pretty good creature land
Idol of the Deep King
3.0 The front side of this is a playable, albeit inefficient removal spell. It’s nice it can hit the opponent too! The thing it transforms into…is….very mediocre, though. The free equip is nice, but +2/+0 isn’t much to write home about, and this won’t quite feel like a 2-for-1 most of the time, because the Equipment side just isn’t worth a card. Still, it’s removal with some real upside
Unlucky Drop
3.0 Because it puts the creature back in your opponents deck, it does actually let you trade 1-for-1, and that’s important. Keep in mind your opponent makes the choice about where to put the card. This does get a small knock simply for not being a permanent, in a color where permanents really matter
Child of the Volcano
2.0 Hill Giant statlines have been bad lately. But, if this can consistently come down as a 4/4, it will feel pretty nice, and that seems doable. After all, all that needs to happen is you attack and your opponent decides to trade, things like that. Then, it has the potential to grow easily on subsequent turns too, especially when paired with the more graveyard-oriented colors like Black and Blue
Ancestors' Aid
2.0 +2/+0 and First Strike is going to win combat a huge percentage of the time, and in addition to the value treasure normally gives you in the form of mana, there’s lots of other stuff you can do with it in the format
Burning Sun Cavalry
2.5 I like that this triggers when you’re a blocker too, as it makes the card far better when you’re behind
Runaway Boulder
1.5 Lots of decks want to run as many permanents as possible because of Descend, and the Boulder gives you a removal spell that is still a permanent. Now…it is very far from being efficient, but it does deal with most things, and you can also cycle it away – which also matters for Descend. With all that in mind, it will definitely make the cut a decent chunk of the time
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Glorifier of Suffering
2.5 Putting a counter on TWO separate creatures is a pretty nice payoff for throwing away a gnome token or a map token, and can really make an attack far more formidable. It can also put a counter on itself, which is nice. This seems like a quality payoff for the aggressive sacrifice decks in the format.
Hermitic Nautilus
2.5 A two mana ¼ with Vigilance is kind of passable, so it's nice this comes with a useful type and has the option of sometimes being a 4/1
Bloodthorn Flail
1.5 Without the discard option, this would be a 1.0 With it, in a set that has heavy graveyard stuff going on, especially in Black, it's probably a 1.5. It does seem like it will be hard to consistently get a card worth of value out of it
Sage of Days
3.0 This is a nice way to load your graveyard in a hurry, and it isn’t that far from Scry 3 on ETB, which would make for a nice card. The stat-line isn’t good of course, but I think this does the kind of thing you want to be doing in Blue in this format
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
Armored Kincaller
3.0 This will gain you three pretty often in Green, and that’s a pretty good ETB to have on a three mana 3/3
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
Mephitic Draught
1.5 // 3.0 This is another card that is great sacrifice fodder, but not really worth it if you’re not consistently available to get rid of it. When you can it feels awesome, because it gives you a very efficient 2-for-1. But there will be enough Black decks that aren’t that good at sacrificing that I think this needs a build around grade.
Volatile Wanderglyph
2.0 This will let you rummage when you attack or crew a vehicle, but perhaps most importantly, it lets you do it when you tap it using one of the many cards in this format that lets you tap artifacts and creatures for value. It doesn’t seem essential for that type of deck, but it certainly seems useful.
Pit of Offerings
2.5 Hating on the graveyard definitely matters in this format, and this cave will often be able to produce colored mana. It still kind of stinks to have in the early game, but I think it’s good enough early enough to be fine
Calamitous Cave-In
0.0 // 4.0 Cave decks look pretty legit in this format, and this feels like a card that can really enable that type of deck – it reminds me a lot of Gates Ablaze, a card with a similar sweeper effect that checked for Gates. It will be great if you have lots of Caves, and terrible if you don’t
Visage of Dread
3.0 This will hit a card in your opponent's hand every single time on turn two, and it will often have a card to hit much later than that. It does have the potential of feeling terrible when you wiff, but it makes up for that with the Craft upside, which is likely going to be accessible by the stage of the game when it does wiff. Disrupting the opponent early and getting a big monster late will feel best of course.
Tinker's Tote
3.0 Three mana for two 1/1s is almost a passable rate, and this one card gives you THREE artifacts, something that is valuable in White in this format, as we’ve seen throughout this video. The added life gain bonus is nice to have too. I think this looks like a quality common because of all the stuff it enables – whether it be tapping, carfting, or sacrificing artifacts
Goblin Tomb Raider
2.0 This will be a one mana 2/2 with Haste fairly frequently, especially in the mid-to-late game, and that kind of body matters surpsingly often, even at that stage of the game. It’s also a solid enough play on turn one.
Waterwind Scout
3.5 Wind Drake + Map token for three mana seems like a quality Common to me. Explore and artifacts both matter in Blue, and this helps you do both of those. This looks like a pretty good deal
Adaptive Gemguard
2.5 4-mana 3/3s have not performed well of late. The fact aggro decks can just attack into them with their two and three drops while they hold up a combat trick has been a real problem. This one can get bigger if you have artifacts and creatures lying around, and that’s certainly doable. It even counts itself for the effect.
Malamet Veteran
2.5 A 5-mana 5/4 trampler is sort of passable, and the fact that this can hand out +1/+1 counters, including to itself, when you have enough permanents in your graveyard, is pretty nice. Descend 4 is pretty approachable by the time the Veteran comes down too
Skullcap Snail
2.5 It’s important than this exile instead of letting the opponent discard, as you don’t want to be helping your opponent get Descend stuff going. As usual, a two mana 1/1 with this effect is solid
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 7: Self-Reflection
Self-Reflection
2.5 Paying 6 to copy a creature is pretty rough. Hard to consistently get your man's worth there. However, with Flashback in the mix this has 2-for-1 potential, and Blue mills itself enough for this to give you nice value out of the graveyard
Oteclan Landmark
3.0 One mana to scry 2 isn’t very good, even in a format where you can sacrifice or tap this for value. But…this is way more than that, because crafting it isn’t a hug challenge, and the creature you get is a legitimate threat, because giving flying to your other attackers makes for a powerful effect. Between the format’s artifact synergy, and this card’s upside, this looks like a really nice Common to me
Relic's Roar
0.0 Normally, if we see this effect without card draw attached, it isn’t playable. This is because the stats boost you get for the cost often isn’t worth it, especially because if your creatures are large enough this doesn’t really offer a boost at all. But at one mana? Well…I still don’t think it’s very good. It’s just too variable as to how much of a boost it actually offers. It’s tempting to imagine buffing a 1/1 with it, because it will feel like a Blue giant growth, but the higher the base stats of your creature is, the worse this gets
Ancestors' Aid
2.0 +2/+0 and First Strike is going to win combat a huge percentage of the time, and in addition to the value treasure normally gives you in the form of mana, there’s lots of other stuff you can do with it in the format
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Deathcap Marionette
2.0 We’ve already seen that descending is a key part of what Black wants to do in this format, and the Marionette helps you do it while being capable of trading with anything thanks to death touch
Seeker of Sunlight
0.0 A one mana 1/1 just isn’t’ a stat-line that stays relevant, and while this has the ability to stay more relevant thanks to it’s activated ability, it’s costly enough and clunky enough at sorcery speed that it is only something you’re going to start using in the extreme late game. This is bad at virtually every other stage
Mephitic Draught
1.5 // 3.0 This is another card that is great sacrifice fodder, but not really worth it if you’re not consistently available to get rid of it. When you can it feels awesome, because it gives you a very efficient 2-for-1. But there will be enough Black decks that aren’t that good at sacrificing that I think this needs a build around grade.
Hidden Courtyard
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 8: Tithing Blade
Helping Hand
1.5 This feels reasonably efficient when you get back a three mana creature, and there is certainly graveyard stuff in the set, but this is still a card that feels a bit too situational to be anything special. It feels pretty bad in your opening hand, for example. Entering tapped definitely hurts too.
Tithing Blade
3.0 Two mana for an Edict effect is usually a 2.0 or so in Limited. Good in the early game, not so good later in the game. But this is an artifact that will be great to sacrifice, and obviously the Craft upside is big here too. Once transformed, this creates a life difference of two between you and your opponent during your upkeep, and that makes your opponent’s life very difficult. Crafting this is relatively easy too
Song of Stupefaction
1.5 Lowering a creature’s power just isn’t enough to be worth a card most of the time, although I do think milling gives you enough value itself in this format that this isn’t unplayable, but I think you’ll be able to find better enablers and payoffs for milling yourself than this thing
Thousand Moons Infantry
2.0 A three mana 2/4 with kind-of sort-of vigilance is decent, and the idea here is to get multiple taps out of the Infantry for your cards that want you tap creatures or artifacts for effects. I can see this performing that role decently enough
Child of the Volcano
2.0 Hill Giant statlines have been bad lately. But, if this can consistently come down as a 4/4, it will feel pretty nice, and that seems doable. After all, all that needs to happen is you attack and your opponent decides to trade, things like that. Then, it has the potential to grow easily on subsequent turns too, especially when paired with the more graveyard-oriented colors like Black and Blue
Pathfinding Axejaw
3.5 This will either be a 4-mana 5/4 with Surveil 1, or a 4-mana 4/3 that draws you a card. Both of those are pretty nice for the cost.
In the Presence of Ages
2.5 I think you’ll want one of these in most Green decks. It helps you load the yard while drawing you a couple of cards in most cases
Sorcerous Spyglass
0.0 This is an 0.0 every time we see it. Even IF you see a card that you get to name, turning off a card’s activated abilities isn’t worth a card, and we’re talking about the BEST CASE scenario
Dowsing Device
2.0 Playing an artifact creature to trigger this is best, because then you can guarantee that the Haste part matters, so you get the most value. Transforming this seems very doable, and the land is obviously relevant if you managed to transform it in the first place
Ironpaw Aspirant
2.5 We see two mana 1/1s with this ETB all the time, and they tend to be solid or better. So, getting a ½ instead is amazing. This makes it a 2/3 with nothing else around, which makes for a great two turn play, and then in the later game you can put the counter somewhere more meaningful. Obviously, this works well with the Green-White theme of having higher base power, too. I think this a great Common.
Staggering Size
2.0 This offers a big enough boost to make a creature win combat pretty often, and trample can result in some pretty serious damage to your opponent too. I think you’ll play one of these in lots of aggressive Green decks
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Etali's Favor
1.0 You just don’t want to pay for that stats boost when you’re seriously risking getting 2-for-1’d. The Discover part does mean that this makes sure to give you back a card, but the card you get back won’t be impressive enough to offset this card’s weak effect, at least not enough for this to be the kind of Red card you’re interesting in playing consistently
Hidden Nursery
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 10: Waterlogged Hulk
Sorcerous Spyglass
0.0 This is an 0.0 every time we see it. Even IF you see a card that you get to name, turning off a card’s activated abilities isn’t worth a card, and we’re talking about the BEST CASE scenario
Waterlogged Hulk
3.5 A one mana artifact that can load your graveyard is better in this format than it is in most – as we’ve seen Blue cares about artifacts and the graveyard, and this checks the most boxes. Then, when you craft this it becomes a very real easy-to-crew vehicle, that in the really late game can just close it out for you. I think the front does what you want to do in Blue and getting to the point where you get the vehicle is easy enough that this looks quite strong
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Captivating Cave
2.0 Filter lands have been performing better, of late, at least in sets with multicolor themes, and while this set one doesn’t have a strong one of those, the fact this has a useful sub type and can be used to put some counters on stuff, while also setting up Descend, probably means it’s decent enough
Pack 1 Pick 11: Out of Air
Idol of the Deep King
3.0 The front side of this is a playable, albeit inefficient removal spell. It’s nice it can hit the opponent too! The thing it transforms into…is….very mediocre, though. The free equip is nice, but +2/+0 isn’t much to write home about, and this won’t quite feel like a 2-for-1 most of the time, because the Equipment side just isn’t worth a card. Still, it’s removal with some real upside
Family Reunion
2.0 I like this take on a mass pump effect. White can go wide, as usual, in this format, so buffing everything is a big game sometimes, but having the hexproof option attached is nice too, as it makes this useful in a wider variety of situations – namely, at times when your opponent tries to remove one of your creatures. The total package is a solid card you’re going to want one of in a lot of your White creature-heavy decks.
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Child of the Volcano
2.0 Hill Giant statlines have been bad lately. But, if this can consistently come down as a 4/4, it will feel pretty nice, and that seems doable. After all, all that needs to happen is you attack and your opponent decides to trade, things like that. Then, it has the potential to grow easily on subsequent turns too, especially when paired with the more graveyard-oriented colors like Black and Blue
Hidden Necropolis
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 12: Pirate Hat
Idol of the Deep King
3.0 The front side of this is a playable, albeit inefficient removal spell. It’s nice it can hit the opponent too! The thing it transforms into…is….very mediocre, though. The free equip is nice, but +2/+0 isn’t much to write home about, and this won’t quite feel like a 2-for-1 most of the time, because the Equipment side just isn’t worth a card. Still, it’s removal with some real upside
Ancestors' Aid
2.0 +2/+0 and First Strike is going to win combat a huge percentage of the time, and in addition to the value treasure normally gives you in the form of mana, there’s lots of other stuff you can do with it in the format
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Bloodthorn Flail
1.5 Without the discard option, this would be a 1.0 With it, in a set that has heavy graveyard stuff going on, especially in Black, it's probably a 1.5. It does seem like it will be hard to consistently get a card worth of value out of it
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Goblin Tomb Raider
2.0 This will be a one mana 2/2 with Haste fairly frequently, especially in the mid-to-late game, and that kind of body matters surpsingly often, even at that stage of the game. It’s also a solid enough play on turn one.
Adaptive Gemguard
2.5 4-mana 3/3s have not performed well of late. The fact aggro decks can just attack into them with their two and three drops while they hold up a combat trick has been a real problem. This one can get bigger if you have artifacts and creatures lying around, and that’s certainly doable. It even counts itself for the effect.
Pack 1 Pick 15: Daring Discovery
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Pack 2 Pick 1: Souls of the Lost
Souls of the Lost
2.0 This is sort of a Black Tarmogoyf. That sounds cool, but believe it or not, Tarmogoyf isn’t anything special in Limited. This has a higher ceiling, because it just counts permanents and not permanent types, and this format certainly has a variety of ways for you to set up your graveyard, but the ceiling here is still a huge vanilla creature, one that you normally can’t really play reasonably on turn two. Sure, the discard/sacrifice part can allow you to set it up more, and discarding or sacrificing a land to make this a little bigger sounds fine, I’m still not impressed with the ceiling here. It takes some real set up, and you’re never really going to feel overjoyed to put this on the battlefield
Kutzil, Malamet Exemplar
3.5 A three mana 3/3 that shuts off your opponent’s spells during your turn is something that always makes the cut, and this comes with some awesome upside, since it will draw you a few cards sometimes. The easiest way to make this do its thing is to get +1/+1 counters with Explore, but any stats boost on your creatures will work
Zoyowa's Justice
0.0 I'm not interested in this kind of justice. I get it, you can use it an attempt to get yourself a better card, or downgrade an opposing one, but too much is left up to chance. You have no idea how it will go, and it will backfire far too often
Volatile Fault
0.0 There are many nonbasics in this format, but you still don’t want to run this. Destroying a land and letting your opponent search up any basic and getting it untapped just isn’t worth doing, even with a Treasure token attached.
Inverted Iceberg
3.5 The front side of the card has a useful card type, loads your graveyard, and replaces itself. It would probably be a C all on its own. And in the late game you can transform it into a creature that your opponent is going to have to do something about. Even if it doesn’t impact the board on turn two, I think it does enough for the cost and the upside is big
Cavern Stomper
2.5 This thing means business, and in addition to adding such a nice body to the board, it also improves your next draw significantly. The ability is costly, but there are certainly times where it matters
Hunter's Blowgun
1.0 While I like that this gives you two different keywords depending on whether you’re being defensive or aggressive, they are also keywords that really only matter on the right creature. I think you end up not playing this most of the time, it’s just hard to get a full card of value here
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Buried Treasure
1.5 Paying two mana for a treasure is terrible, but this can at least give you an actual card from out of the graveyard, and that certainly matters in this format, where this is likely to get milled or sacrificed for value. I’m still not sure I really want to be playing this on turn two, basically ever, so maybe you mostly want to mill it. For now, I’m not very interested in this
Greedy Freebooter
1.0 // 3.0 This is some amazing sacrifice fodder, especially because the sacrifice effects in this format let you sacrifice creature or artifacts, and this one card gives you two of those. It does get a lot worse in situations where you can’t sacrifice it easily, as it will be a little more difficult to get a card of value out of it. I think that probably makes it a build around
Burning Sun Cavalry
2.5 I like that this triggers when you’re a blocker too, as it makes the card far better when you’re behind
Cogwork Wrestler
2.5 This can Flash in and kill just about any X/1, which tends to feel pretty good.. If you can combine it with some other creatures, it can even take down bigger things. You do need to have that mode work out more often than not to make it worth it, because just using this to blank a couple of damage isn’t nearly as good, but that’s not the worst fail case either.
Ironpaw Aspirant
2.5 We see two mana 1/1s with this ETB all the time, and they tend to be solid or better. So, getting a ½ instead is amazing. This makes it a 2/3 with nothing else around, which makes for a great two turn play, and then in the later game you can put the counter somewhere more meaningful. Obviously, this works well with the Green-White theme of having higher base power, too. I think this a great Common.
Brackish Blunder
2.0 Just the bounce part of the card is usually a passable card, so getting a map token if the creature is tapped makes this pretty appealing. Now…not being a permanent in Blue does hurt a card a little bit because of Descent stuff, but the fact this gives you a Map helps check some boxes for artifact decks.
Synapse Necromage
3.5 The stat-line is bad, but this replaces itself with two bodies which are really valuable in this format, even if they can’t block. There’s just so much you can do with them in the format, with sacrificing the most notable. I think this ends up giving you a ton for the mana you invest
Ruin-Lurker Bat
3.0 A one mana 1/1 with these keywords is a nice starting point. Makes it great with equipment and counters and stuff, and when it reaches the stage of the game when it can't rumble, it can help you find meaningful cards.
Bat Colony
0.0 // 3.5 This is definitely a build around, since it does way too little in any deck that has too few caves. You kind of need at least one bat when you cast it, and then to get two counters to feel like you're getting there. That…doesn't sound easy. I think this is an unplayable in most White decks, but Cave decks do look legit enough for me to think this will have a home in that type of deck.
Lodestone Needle
1.0 If this were only the card on the front, it would be a 0.0. Spending a card to stun something for two turns…just isn’t worth it. But it does have another side! And it lets you explore on the cheap, which…I like. But I still feel like the front is so ineffectual, and crafting it takes enough work that I'm not very impressed.
Echo of Dusk
2.0 It’s fine on turn two, and Black decks will get it to 3/3 and lifelink pretty often, and once it’s there there’s a good chance it has at least some relevance on just about any board
Pathfinding Axejaw
3.5 This will either be a 4-mana 5/4 with Surveil 1, or a 4-mana 4/3 that draws you a card. Both of those are pretty nice for the cost.
Sunfire Torch
2.0 So…this is a really roundabout Shock. It takes some extra steps, and more total mana, but eventually it does 2 to something! You can also keep it around for a meager power boost if you want. Being an artifact and a card that can put itself into the graveyard has extra value here too, but I do think this takes too much work to really be looked at as premium removal.
Walk with the Ancestors
2.0 5 mana to return a permanent to your hand is rough, but getting to cast something else while you do helps soften that blow
Join the Dead
4.0 This is great without Descend, and with it it’s incredible. Always remember that double Black ends up being a problem sometimes, but this is so efficient that it doesn’t matter much.
Adaptive Gemguard
2.5 4-mana 3/3s have not performed well of late. The fact aggro decks can just attack into them with their two and three drops while they hold up a combat trick has been a real problem. This one can get bigger if you have artifacts and creatures lying around, and that’s certainly doable. It even counts itself for the effect.
Sage of Days
3.0 This is a nice way to load your graveyard in a hurry, and it isn’t that far from Scry 3 on ETB, which would make for a nice card. The stat-line isn’t good of course, but I think this does the kind of thing you want to be doing in Blue in this format
Runaway Boulder
1.5 Lots of decks want to run as many permanents as possible because of Descend, and the Boulder gives you a removal spell that is still a permanent. Now…it is very far from being efficient, but it does deal with most things, and you can also cycle it away – which also matters for Descend. With all that in mind, it will definitely make the cut a decent chunk of the time
Frilled Cave-Wurm
2.0 A 4-mana 2/5 is mediocre, but there are definitely worst stat-lines. The Descend upgrade here is a big one too, as it suddenly makes the Cave-Wurm into a formidable attacker. That said, this is never going to feel like anything special. The floor is a very inefficient creature and the ceiling is one with slightly above-rate stats
Ixalli's Lorekeeper
1.0 // 3.0 This is some serious ramp in a deck with lots of dinos, and close to unplayable when you don't
Kinjalli's Dawnrunner
3.0 As with all the good Explore creatures, this one feels great no matter what happens. A 3-mana 1/1 with double strike that draws you a card is good, and a three mana 2/2 with double strike that gives you some card selection is probably even better!
Sunbird Standard
2.0 We’ve seen time and time again, a three mana artifact that taps for mana of any color isn’t playable in Limited. It’s just too slow, and a mana boost like this just isn’t worth a card most of the time. However…this obviously has some real upside, since it can turn into a creature. And it can do it fairly flexibly, since it can exile any permanent type. That said, it is usually going to be a 2/2 Flyer that can tap for two mana – which is nice, but the set up cost of getting there is pretty significant. It takes quite the mana investment, even if the Standard itself can be used
Sunshot Militia
2.0 This seems like a decent way to finish your opponent off in Red artifact decks. Even if they stabilize, this two drop can make it impossible for them provided you have artifacts and creatures around, and that’s not a huge ask. This only being Sorcery speed, like most of these effects, certainly matters, as being able to wait until the end of your opponents turn would mean you can keep all our blocks up – but still, I think this will do enough to warrant a slot in your deck
Fungal Fortitude
2.0 +2/+0 will help a creature win lots of combats, and it doesn’t matter that there isn’t also a toughness boost, because the creature’s coming back! It feels especially busted with ETB abilities. This also helps you trigger descend stuff
Ironpaw Aspirant
2.5 We see two mana 1/1s with this ETB all the time, and they tend to be solid or better. So, getting a ½ instead is amazing. This makes it a 2/3 with nothing else around, which makes for a great two turn play, and then in the later game you can put the counter somewhere more meaningful. Obviously, this works well with the Green-White theme of having higher base power, too. I think this a great Common.
Waylaying Pirates
3.0 I love creatures that ETB and stun something, and while this makes you jump through a hoop – I think that hoop is pretty easy to jump through in Blue. Adding a decent body to the board and getting a blocker out of the way at the same time is going to be pretty strong. If you’re in the Pirate-Artifact deck, and you just curve out and play this on turn four, your opponent is going to be in serious trouble.
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Armored Kincaller
3.0 This will gain you three pretty often in Green, and that’s a pretty good ETB to have on a three mana 3/3
Screaming Phantom
2.5 It has passable stats and helps enable all of your graveyard shenanigans that you’re almost guaranteed to have in Black
Sage of Days
3.0 This is a nice way to load your graveyard in a hurry, and it isn’t that far from Scry 3 on ETB, which would make for a nice card. The stat-line isn’t good of course, but I think this does the kind of thing you want to be doing in Blue in this format
Shipwreck Sentry
2.0 We see two mana 3/3s with Defender that can only attack when X happens in a turn, and they always end up being decent. Even when they can’t attack, they have nice bodies that your opponent usually can’t just attack into, and on the turns they can rumble, they are pretty good at that too
Promising Vein
2.5 In the Lord of the Rings set, we saw that an Evolving Wilds that can tap for mana, but costs 1 generic to sacrifice, was a pretty big downgrade from a traditional Evolving Wilds. Having to pay one just makes a world of difference. That said, it does have a useful subtype in this set, and that probably means it will be a bit more useful than its predecessor.
Pack 2 Pick 4: Another Chance
Coati Scavenger
3.5 This does a pretty good impression of Eternal Witness. You have to set it up of course, but when you do get a permanent back it will feel amazing, and if you have to play it on curve, you don’t feel too bad about things
Bloodthorn Flail
1.5 Without the discard option, this would be a 1.0 With it, in a set that has heavy graveyard stuff going on, especially in Black, it's probably a 1.5. It does seem like it will be hard to consistently get a card worth of value out of it
Caparocti Sunborn
3.5 So, Red-white is good at making map tokens and creature tokens, so the idea here is yo’ull be tapping those. And when you can, Caparocti will feel crazy good, and you’ll be talking about a 2-for-1. The fact it has decent base stats to go alongside that makes me very impressed with this signpost Uncommon
Spring-Loaded Sawblades
4.0 Let’s set “Craft” aside for a moment. Two mana for 5 damage to a tapped creature at instant speed is a pretty decent rate. Sure, it’s fairly restrictive – and not really the kind of removal spell an aggro deck is excited about, but it can definitely trade up in many situations, and even produce blow outs when combat tricks are involved. I think that card alone would be about a C+ – with the caveat that you don’t really play it in aggro. But this comes with the upside of Crafting later, and when it does, you get a pretty beefy vehicle. A 5/5 vehicle with Crew 1 is formidable, and if you happen to have some other artifacts lying around - like Map tokens, you can animate it without having to Crew at all. It definitely takes some work to transform it, and you can’t count on always pulling it off, but because the front is already a nice card.
Another Chance
2.5 Playing one copy of this effect is usually a good idea in Black decks in Limited, but that’s even more the case in this format, since milling yourself and loading the graveyard in general is easier than normal, and there are more payoffs than normal for doing it too. You still probably don’t want more than one of these, but that first copy is something I’m going to value pretty highly for a common
Shipwreck Sentry
2.0 We see two mana 3/3s with Defender that can only attack when X happens in a turn, and they always end up being decent. Even when they can’t attack, they have nice bodies that your opponent usually can’t just attack into, and on the turns they can rumble, they are pretty good at that too
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Orazca Puzzle-Door
2.5 It’s an artifact, which some Blue decks care about, and it puts two cards into your graveyard all on its own, something other Blue decks care about. Mix that in with the fact that what this does for the cost is kind of passable anyway, and I think we’re talking about a solid playable
Sunfire Torch
2.0 So…this is a really roundabout Shock. It takes some extra steps, and more total mana, but eventually it does 2 to something! You can also keep it around for a meager power boost if you want. Being an artifact and a card that can put itself into the graveyard has extra value here too, but I do think this takes too much work to really be looked at as premium removal.
Quicksand Whirlpool
2.5 Casting this for six is kind of rough, but casting it for three is solid enough, especially in less aggressive decks.
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Hidden Volcano
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 2 Pick 5: River Herald Scout
Bartolomé del Presidio
3.0 Gobbling up expendable creatures and map tokens to get bigger is pretty nice. The best thing about this card is that it doesn’t have the restrictions we often see on this kind of effect these days – you can use it as many times a turn as you want, and it doesn’t cost any mana. This means just attacking with Bartolome is going to give your opponent a headache, as things could go very wrong no matter what they decide to do. Sacrificing to this also triggers things that care about descend
Hermitic Nautilus
2.5 A two mana ¼ with Vigilance is kind of passable, so it's nice this comes with a useful type and has the option of sometimes being a 4/1
Glowcap Lantern
1.5 I like exploring repeatedly, but this doesn’t do much to improve the creature up front
Orazca Puzzle-Door
2.5 It’s an artifact, which some Blue decks care about, and it puts two cards into your graveyard all on its own, something other Blue decks care about. Mix that in with the fact that what this does for the cost is kind of passable anyway, and I think we’re talking about a solid playable
Cartographer's Companion
2.0 This doesn’t feel like a great rate to me. You can sort of look at it as a 4-mana 2/1 that draws you a card or a 4-mana 3/2 with some card selection, and neither of those is very good…but there are some decks in the format that want cards that make two artifacts, as well as decks that want to explore and so forth, so it’s probably not terrible
Marauding Brinefang
2.5 The common landcyclers feel like they will be extra good in the graveyard decks in the format, and Blue is definitely interested in the graveyard. This is because you can get extra value out of landycling these early – as it puts a permanent into your graveyard. Then, like usual with landcyclers, in the later stage of the game you get a beefy creature
Walk with the Ancestors
2.0 5 mana to return a permanent to your hand is rough, but getting to cast something else while you do helps soften that blow
River Herald Scout
3.0 You would happily play a two mana 2/3 with Surveil one, and you’d happily play a two mana ½ that draws you a card, and you’re getting one of those every time you cast it
Child of the Volcano
2.0 Hill Giant statlines have been bad lately. But, if this can consistently come down as a 4/4, it will feel pretty nice, and that seems doable. After all, all that needs to happen is you attack and your opponent decides to trade, things like that. Then, it has the potential to grow easily on subsequent turns too, especially when paired with the more graveyard-oriented colors like Black and Blue
Tinker's Tote
3.0 Three mana for two 1/1s is almost a passable rate, and this one card gives you THREE artifacts, something that is valuable in White in this format, as we’ve seen throughout this video. The added life gain bonus is nice to have too. I think this looks like a quality common because of all the stuff it enables – whether it be tapping, carfting, or sacrificing artifacts
Market Gnome
3.0 This is great sacrifice and craft fodder. Both of those look doable in White.
Cavernous Maw
2.0 There are enough Caves to get this going in some decks, and if your deck can take the hit to your mana this causes, it’s a pretty good creature land
Oteclan Landmark
3.0 One mana to scry 2 isn’t very good, even in a format where you can sacrifice or tap this for value. But…this is way more than that, because crafting it isn’t a hug challenge, and the creature you get is a legitimate threat, because giving flying to your other attackers makes for a powerful effect. Between the format’s artifact synergy, and this card’s upside, this looks like a really nice Common to me
Attentive Sunscribe
2.5 There are some vehicles in the set, in addition to many White cards that like it when you tap your stuff. This adds a decent bonus to those effects, while also being an early artifact to get those kinds of things going.
Didact Echo
3.0 A 5-mana 3/2 that draws you a card is already kind of passable – after all, it can generate a 2-for-1. But..if this always had Flying? It would be an amazing Common. While it having flying won't be that automatic, Descend 4 does seem fairly achievable by turn 5 for Blue decks in this format
Shipwreck Sentry
2.0 We see two mana 3/3s with Defender that can only attack when X happens in a turn, and they always end up being decent. Even when they can’t attack, they have nice bodies that your opponent usually can’t just attack into, and on the turns they can rumble, they are pretty good at that too
River Herald Scout
3.0 You would happily play a two mana 2/3 with Surveil one, and you’d happily play a two mana ½ that draws you a card, and you’re getting one of those every time you cast it
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Adaptive Gemguard
2.5 4-mana 3/3s have not performed well of late. The fact aggro decks can just attack into them with their two and three drops while they hold up a combat trick has been a real problem. This one can get bigger if you have artifacts and creatures lying around, and that’s certainly doable. It even counts itself for the effect.
Hidden Nursery
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 2 Pick 7: Song of Stupefaction
Sorcerous Spyglass
0.0 This is an 0.0 every time we see it. Even IF you see a card that you get to name, turning off a card’s activated abilities isn’t worth a card, and we’re talking about the BEST CASE scenario
Ixalli's Lorekeeper
1.0 // 3.0 This is some serious ramp in a deck with lots of dinos, and close to unplayable when you don't
Tithing Blade
3.0 Two mana for an Edict effect is usually a 2.0 or so in Limited. Good in the early game, not so good later in the game. But this is an artifact that will be great to sacrifice, and obviously the Craft upside is big here too. Once transformed, this creates a life difference of two between you and your opponent during your upkeep, and that makes your opponent’s life very difficult. Crafting this is relatively easy too
Thousand Moons Infantry
2.0 A three mana 2/4 with kind-of sort-of vigilance is decent, and the idea here is to get multiple taps out of the Infantry for your cards that want you tap creatures or artifacts for effects. I can see this performing that role decently enough
Cosmium Blast
2.5 We see a card like this in most sets, and as usual – it’s efficient, but situational enough that it definitely isn’t premium. It’s far better when you’re not an aggro deck, since in that type of deck you want removal that lets you get rid of a creature before they ever get to block.
Sage of Days
3.0 This is a nice way to load your graveyard in a hurry, and it isn’t that far from Scry 3 on ETB, which would make for a nice card. The stat-line isn’t good of course, but I think this does the kind of thing you want to be doing in Blue in this format
Song of Stupefaction
1.5 Lowering a creature’s power just isn’t enough to be worth a card most of the time, although I do think milling gives you enough value itself in this format that this isn’t unplayable, but I think you’ll be able to find better enablers and payoffs for milling yourself than this thing
Burning Sun Cavalry
2.5 I like that this triggers when you’re a blocker too, as it makes the card far better when you’re behind
Hidden Volcano
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 2 Pick 8: Didact Echo
Waylaying Pirates
3.0 I love creatures that ETB and stun something, and while this makes you jump through a hoop – I think that hoop is pretty easy to jump through in Blue. Adding a decent body to the board and getting a blocker out of the way at the same time is going to be pretty strong. If you’re in the Pirate-Artifact deck, and you just curve out and play this on turn four, your opponent is going to be in serious trouble.
Adaptive Gemguard
2.5 4-mana 3/3s have not performed well of late. The fact aggro decks can just attack into them with their two and three drops while they hold up a combat trick has been a real problem. This one can get bigger if you have artifacts and creatures lying around, and that’s certainly doable. It even counts itself for the effect.
Didact Echo
3.0 A 5-mana 3/2 that draws you a card is already kind of passable – after all, it can generate a 2-for-1. But..if this always had Flying? It would be an amazing Common. While it having flying won't be that automatic, Descend 4 does seem fairly achievable by turn 5 for Blue decks in this format
Sunfire Torch
2.0 So…this is a really roundabout Shock. It takes some extra steps, and more total mana, but eventually it does 2 to something! You can also keep it around for a meager power boost if you want. Being an artifact and a card that can put itself into the graveyard has extra value here too, but I do think this takes too much work to really be looked at as premium removal.
Panicked Altisaur
2.0 This seems solid for five mana. It’s hard to attack through, and it can chip away at your opponent in the late game
Disturbed Slumber
0.0 This effect is basically never worth it. I get it, you can ambush your opponent’s attacker with a land, or suddenly do 4 out of nowhere, but the times where that’s actually worth a card are infrequent. I’d rather have something that permanently adds to the board
Dinotomaton
3.0 A 4-mana 4/3 Menace is pretty close to a 2.5, so the upside of giving something else menace right away is pretty nice! It won’t always enable a good attack, but it will pretty frequently, especially if you’re curving out
Zoyowa's Justice
0.0 I'm not interested in this kind of justice. I get it, you can use it an attempt to get yourself a better card, or downgrade an opposing one, but too much is left up to chance. You have no idea how it will go, and it will backfire far too often
Volatile Fault
0.0 There are many nonbasics in this format, but you still don’t want to run this. Destroying a land and letting your opponent search up any basic and getting it untapped just isn’t worth doing, even with a Treasure token attached.
Hunter's Blowgun
1.0 While I like that this gives you two different keywords depending on whether you’re being defensive or aggressive, they are also keywords that really only matter on the right creature. I think you end up not playing this most of the time, it’s just hard to get a full card of value here
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Cogwork Wrestler
2.5 This can Flash in and kill just about any X/1, which tends to feel pretty good.. If you can combine it with some other creatures, it can even take down bigger things. You do need to have that mode work out more often than not to make it worth it, because just using this to blank a couple of damage isn’t nearly as good, but that’s not the worst fail case either.
Ironpaw Aspirant
2.5 We see two mana 1/1s with this ETB all the time, and they tend to be solid or better. So, getting a ½ instead is amazing. This makes it a 2/3 with nothing else around, which makes for a great two turn play, and then in the later game you can put the counter somewhere more meaningful. Obviously, this works well with the Green-White theme of having higher base power, too. I think this a great Common.
Lodestone Needle
1.0 If this were only the card on the front, it would be a 0.0. Spending a card to stun something for two turns…just isn’t worth it. But it does have another side! And it lets you explore on the cheap, which…I like. But I still feel like the front is so ineffectual, and crafting it takes enough work that I'm not very impressed.
Walk with the Ancestors
2.0 5 mana to return a permanent to your hand is rough, but getting to cast something else while you do helps soften that blow
Adaptive Gemguard
2.5 4-mana 3/3s have not performed well of late. The fact aggro decks can just attack into them with their two and three drops while they hold up a combat trick has been a real problem. This one can get bigger if you have artifacts and creatures lying around, and that’s certainly doable. It even counts itself for the effect.
Sage of Days
3.0 This is a nice way to load your graveyard in a hurry, and it isn’t that far from Scry 3 on ETB, which would make for a nice card. The stat-line isn’t good of course, but I think this does the kind of thing you want to be doing in Blue in this format
Frilled Cave-Wurm
2.0 A 4-mana 2/5 is mediocre, but there are definitely worst stat-lines. The Descend upgrade here is a big one too, as it suddenly makes the Cave-Wurm into a formidable attacker. That said, this is never going to feel like anything special. The floor is a very inefficient creature and the ceiling is one with slightly above-rate stats
Sunbird Standard
2.0 We’ve seen time and time again, a three mana artifact that taps for mana of any color isn’t playable in Limited. It’s just too slow, and a mana boost like this just isn’t worth a card most of the time. However…this obviously has some real upside, since it can turn into a creature. And it can do it fairly flexibly, since it can exile any permanent type. That said, it is usually going to be a 2/2 Flyer that can tap for two mana – which is nice, but the set up cost of getting there is pretty significant. It takes quite the mana investment, even if the Standard itself can be used
Sunshot Militia
2.0 This seems like a decent way to finish your opponent off in Red artifact decks. Even if they stabilize, this two drop can make it impossible for them provided you have artifacts and creatures around, and that’s not a huge ask. This only being Sorcery speed, like most of these effects, certainly matters, as being able to wait until the end of your opponents turn would mean you can keep all our blocks up – but still, I think this will do enough to warrant a slot in your deck
Ironpaw Aspirant
2.5 We see two mana 1/1s with this ETB all the time, and they tend to be solid or better. So, getting a ½ instead is amazing. This makes it a 2/3 with nothing else around, which makes for a great two turn play, and then in the later game you can put the counter somewhere more meaningful. Obviously, this works well with the Green-White theme of having higher base power, too. I think this a great Common.
Shipwreck Sentry
2.0 We see two mana 3/3s with Defender that can only attack when X happens in a turn, and they always end up being decent. Even when they can’t attack, they have nice bodies that your opponent usually can’t just attack into, and on the turns they can rumble, they are pretty good at that too
Promising Vein
2.5 In the Lord of the Rings set, we saw that an Evolving Wilds that can tap for mana, but costs 1 generic to sacrifice, was a pretty big downgrade from a traditional Evolving Wilds. Having to pay one just makes a world of difference. That said, it does have a useful subtype in this set, and that probably means it will be a bit more useful than its predecessor.
Pack 2 Pick 12: Out of Air
Bloodthorn Flail
1.5 Without the discard option, this would be a 1.0 With it, in a set that has heavy graveyard stuff going on, especially in Black, it's probably a 1.5. It does seem like it will be hard to consistently get a card worth of value out of it
Shipwreck Sentry
2.0 We see two mana 3/3s with Defender that can only attack when X happens in a turn, and they always end up being decent. Even when they can’t attack, they have nice bodies that your opponent usually can’t just attack into, and on the turns they can rumble, they are pretty good at that too
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Pack 2 Pick 13: Cartographer's Companion
Cartographer's Companion
2.0 This doesn’t feel like a great rate to me. You can sort of look at it as a 4-mana 2/1 that draws you a card or a 4-mana 3/2 with some card selection, and neither of those is very good…but there are some decks in the format that want cards that make two artifacts, as well as decks that want to explore and so forth, so it’s probably not terrible
Child of the Volcano
2.0 Hill Giant statlines have been bad lately. But, if this can consistently come down as a 4/4, it will feel pretty nice, and that seems doable. After all, all that needs to happen is you attack and your opponent decides to trade, things like that. Then, it has the potential to grow easily on subsequent turns too, especially when paired with the more graveyard-oriented colors like Black and Blue
Oteclan Landmark
3.0 One mana to scry 2 isn’t very good, even in a format where you can sacrifice or tap this for value. But…this is way more than that, because crafting it isn’t a hug challenge, and the creature you get is a legitimate threat, because giving flying to your other attackers makes for a powerful effect. Between the format’s artifact synergy, and this card’s upside, this looks like a really nice Common to me
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Pack 2 Pick 15: Thousand Moons Infantry
Thousand Moons Infantry
2.0 A three mana 2/4 with kind-of sort-of vigilance is decent, and the idea here is to get multiple taps out of the Infantry for your cards that want you tap creatures or artifacts for effects. I can see this performing that role decently enough
Pack 3 Pick 1: Kitesail Larcenist
Kitesail Larcenist
4.0 I don't normally love removal that turns something into a treasure, because it’s yet another form of Blue removal that doesn’t entirely deal with something. But when stapled to a creature it is pretty awesome, especially one this efficient. You even have the option of turning something of yours into a treasure too, which sometimes will be the right call
Diamond Pick-Axe
2.5 It looks a lot like Goldvein Pick, a piece of equipment that really overperformed in Kaldheim. The stats boost is modest, but generating treasure is a huge deal, especially in decks that care about artifacts, but it isn’t hard to find uses for them in any deck
Zoetic Glyph
3.0 I like this. It reminds me of Mightstone’s Animation. While it doesn’t replace itself up front the way Animation did, this format has lots of random artifact tokens that this can animate into a very real creature, and the Glyph does replace itself if your opponent can ever deal with your creature, and they probably have to in one way or another, since a 5/4 isn’t really the kind of thing you can ignore. I do think drawing a card up front is better than Discovering when the Glyph goes to the graveyard, but this seems like it will be in a good spot in the format, just like Mightstone’s Animation was
Idol of the Deep King
3.0 The front side of this is a playable, albeit inefficient removal spell. It’s nice it can hit the opponent too! The thing it transforms into…is….very mediocre, though. The free equip is nice, but +2/+0 isn’t much to write home about, and this won’t quite feel like a 2-for-1 most of the time, because the Equipment side just isn’t worth a card. Still, it’s removal with some real upside
Primordial Gnawer
2.0 This is an ugly stat-line, but it does make sure you get a 2-for-1. Still…the stat-line is bad enough that I don’t think this ends up always making the cut.
Panicked Altisaur
2.0 This seems solid for five mana. It’s hard to attack through, and it can chip away at your opponent in the late game
Cavern Stomper
2.5 This thing means business, and in addition to adding such a nice body to the board, it also improves your next draw significantly. The ability is costly, but there are certainly times where it matters
Relic's Roar
0.0 Normally, if we see this effect without card draw attached, it isn’t playable. This is because the stats boost you get for the cost often isn’t worth it, especially because if your creatures are large enough this doesn’t really offer a boost at all. But at one mana? Well…I still don’t think it’s very good. It’s just too variable as to how much of a boost it actually offers. It’s tempting to imagine buffing a 1/1 with it, because it will feel like a Blue giant growth, but the higher the base stats of your creature is, the worse this gets
Oltec Cloud Guard
3.5 This is a great rate for what you get, especially when you consider artifact synergy.
Poison Dart Frog
3.0 This fixes your mana, ramps you, and can even trade for anything. That last part is nice, because mana dorks have diminishing returns the longer the game goes, but this one will also do something
Rumbling Rockslide
2.5 This can kill lots of things at 4, and it does scale the longer the game goes. It’s a bit clunky as a 4-mana Sorcery, so it isn’t premium removal, but the first copy of it seems pretty appealing in most Red decks
Mephitic Draught
1.5 // 3.0 This is another card that is great sacrifice fodder, but not really worth it if you’re not consistently available to get rid of it. When you can it feels awesome, because it gives you a very efficient 2-for-1. But there will be enough Black decks that aren’t that good at sacrificing that I think this needs a build around grade.
Oltec Archaeologists
2.5 I love that they gave this a mode where it does something even if you don’t have an artifact to get back, as this type of card can be pretty bad when you can’t do something with the ETB, and Scry 3 is pretty big, it really improves your next couple of draws. Meanwhile, if you can get an artifact back we’re talking about a two-for-one. This inefficient stat-line definitely holds it back some, but I think most White decks will play the first copy of this.
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 3 Pick 2: Merfolk Cave-Diver
Calamitous Cave-In
0.0 // 4.0 Cave decks look pretty legit in this format, and this feels like a card that can really enable that type of deck – it reminds me a lot of Gates Ablaze, a card with a similar sweeper effect that checked for Gates. It will be great if you have lots of Caves, and terrible if you don’t
Merfolk Cave-Diver
2.5 This has passable starting stats, and it's a great explore payoff. Gets especially spicy with repeatable explore
Hermitic Nautilus
2.5 A two mana ¼ with Vigilance is kind of passable, so it's nice this comes with a useful type and has the option of sometimes being a 4/1
Grasping Shadows
2.0 4 mana is kind of a lot for something that just gives a couple of keywords to a creature, and it only gives it to them when the creature attacks alone. That said, deathtouch + lifelink tends to make it so you can attack with something on most turns, and sometimes it offers a really serious boost. Shadows’ Lair drawing you some cards after all that is pretty sweet too, but this does seem rough on board states where you’re not the beat down. I mean…sometimes you just can’t attack, and this will feel blank when that’s the case
Join the Dead
4.0 This is great without Descend, and with it it’s incredible. Always remember that double Black ends up being a problem sometimes, but this is so efficient that it doesn’t matter much.
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
Malamet Scythe
2.0 When you use this as a combat trick, it’s going to feel pretty good. After all, it helps your creature win combat and keeps +2/+2 sticking around. After that initial equip, having to pay 4 at a time to move this will feel rough, but if you’ve already traded one-for-one, we’re just talking about upside at that point.
Etali's Favor
1.0 You just don’t want to pay for that stats boost when you’re seriously risking getting 2-for-1’d. The Discover part does mean that this makes sure to give you back a card, but the card you get back won’t be impressive enough to offset this card’s weak effect, at least not enough for this to be the kind of Red card you’re interesting in playing consistently
Buried Treasure
1.5 Paying two mana for a treasure is terrible, but this can at least give you an actual card from out of the graveyard, and that certainly matters in this format, where this is likely to get milled or sacrificed for value. I’m still not sure I really want to be playing this on turn two, basically ever, so maybe you mostly want to mill it. For now, I’m not very interested in this
River Herald Scout
3.0 You would happily play a two mana 2/3 with Surveil one, and you’d happily play a two mana ½ that draws you a card, and you’re getting one of those every time you cast it
Fungal Fortitude
2.0 +2/+0 will help a creature win lots of combats, and it doesn’t matter that there isn’t also a toughness boost, because the creature’s coming back! It feels especially busted with ETB abilities. This also helps you trigger descend stuff
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
Greedy Freebooter
1.0 // 3.0 This is some amazing sacrifice fodder, especially because the sacrifice effects in this format let you sacrifice creature or artifacts, and this one card gives you two of those. It does get a lot worse in situations where you can’t sacrifice it easily, as it will be a little more difficult to get a card of value out of it. I think that probably makes it a build around
Captivating Cave
2.0 Filter lands have been performing better, of late, at least in sets with multicolor themes, and while this set one doesn’t have a strong one of those, the fact this has a useful sub type and can be used to put some counters on stuff, while also setting up Descend, probably means it’s decent enough
Pack 3 Pick 3: Rampaging Spiketail
Glimpse the Core
1.5 It has been a long time since they gave us a two mana ramp spell like this. It can't grab any basic land like Rampant growth, but it still gets you to 4 on turn three, and even has Cave upside. The question becomes "Would it just be better to play a two mana 2/2, though?" And given what formats have looked like lately, the answer is usually gonna be yes, especially because this is pretty bad when you get it late. If there is a legit ramp deck in the format, this is likely to play a role in it, but I am very skeptical given that we haven't seen a legit ramp deck work out in Limited since like…Strixhaven
Sinuous Benthisaur
0.0 // 4.0 This has some insane potential. Even if you just have two caves, this is a 6-mana 4/4 that draws you two cards. That’s really amazing, and even with one cave it’s a passible card. Now…if there are no Caves around it’s awful, but if your deck has 4 or more caves in it, you’re going to be happy to play this most of the time
Kaslem's Stonetree
1.5 The front side of this isn’t great, although the fact it can hit any land means it can help you dig for Caves if you’re interested in doing that – and you probably are, because the Stonetree crafts with Caves! Later, it can become a beefy enough creature. Overall…I’m not actually that impressed here. It doesn’t add to the board on the front side, and crafting with Caves is challenging enough that you can’t really count on getting the 5/5. There are just so many better cave payoffs in the set, that this isn’t really the one you’re desperate for
Tinker's Tote
3.0 Three mana for two 1/1s is almost a passable rate, and this one card gives you THREE artifacts, something that is valuable in White in this format, as we’ve seen throughout this video. The added life gain bonus is nice to have too. I think this looks like a quality common because of all the stuff it enables – whether it be tapping, carfting, or sacrificing artifacts
Seeker of Sunlight
0.0 A one mana 1/1 just isn’t’ a stat-line that stays relevant, and while this has the ability to stay more relevant thanks to it’s activated ability, it’s costly enough and clunky enough at sorcery speed that it is only something you’re going to start using in the extreme late game. This is bad at virtually every other stage
Sage of Days
3.0 This is a nice way to load your graveyard in a hurry, and it isn’t that far from Scry 3 on ETB, which would make for a nice card. The stat-line isn’t good of course, but I think this does the kind of thing you want to be doing in Blue in this format
Cavern Stomper
2.5 This thing means business, and in addition to adding such a nice body to the board, it also improves your next draw significantly. The ability is costly, but there are certainly times where it matters
Rumbling Rockslide
2.5 This can kill lots of things at 4, and it does scale the longer the game goes. It’s a bit clunky as a 4-mana Sorcery, so it isn’t premium removal, but the first copy of it seems pretty appealing in most Red decks
Hunter's Blowgun
1.0 While I like that this gives you two different keywords depending on whether you’re being defensive or aggressive, they are also keywords that really only matter on the right creature. I think you end up not playing this most of the time, it’s just hard to get a full card of value here
Rampaging Spiketail
2.5 We recently saw cards with landcycling for two really underperform, but they have some advantages in this format. Like all land cyclers, this has the upside of getting you a land when you draw it early, and being a reasonably relevant card in the later stages of the game. And in this case, the Spiketail is likely to enable a pretty good attack when you cast it. But the extra value of land cyclers comes as a result of this format’s graveyard-heavy theme. Cycling this counts as descending, and it also makes it more likely you get to Descend 4 or 8, and you can also exile it from your graveyard for Craft
Didact Echo
3.0 A 5-mana 3/2 that draws you a card is already kind of passable – after all, it can generate a 2-for-1. But..if this always had Flying? It would be an amazing Common. While it having flying won't be that automatic, Descend 4 does seem fairly achievable by turn 5 for Blue decks in this format
Vito's Inquisitor
3.0 The starting stat-line is bad, but growing this and making it evasive seems doable enough for this to perform reasonably well. Especially because you can do it at instant speed and whenever you want
Chupacabra Echo
4.5 Giving something -2/-2 when this enters seems eminently doable, and that’s already a good card. After all, it's a 2-for-1 most of the time. By the mid to late game, it will feel a lot like the original chupacabra
Spelunking
1.0 // 2.5 You really need to be playing a Cave for this to feel worth it most of the time, because you're gonna need to gain life to offset the downside of playing something that doesn't impact the board at all. It is kind of passable if you can't, but if you don’t have at least 3 caves, you probably shouldn't play it
Oaken Siren
2.5 A two mana ½ with Flying and Vigilance that happens to be an artifact would probably be borderline playable in this format, so I think adding in the mana for artifact stuff does enough to make it a card that will make the cut in many Blue decks
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
Over the Edge
2.5 There are enough artifacts and enchantments in this set and – importantly – enough artifact creatures for this to work pretty well as a removal spell. The double Explore mode isn’t too bad either.
River Herald Scout
3.0 You would happily play a two mana 2/3 with Surveil one, and you’d happily play a two mana ½ that draws you a card, and you’re getting one of those every time you cast it
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
Abrade
4.0 This is great every time it gets printed, and it might actually be better here. Two for 3 damage at instant speed is already premium, but this format has a ton of artifacts and artifact creatures too, and this can also destroy those outright.
Dead Weight
3.5 This is good every time we see it, especially because they tend to put it in formats where you can get some extra value out of it. One mana for -2/-2 is already premium, as you can trade up all the time, but the extra value in this format comes as a result of all of the Descend. Permanents that are removal spells are going to give you some nice extra value, and that’s certainly true here
Tinker's Tote
3.0 Three mana for two 1/1s is almost a passable rate, and this one card gives you THREE artifacts, something that is valuable in White in this format, as we’ve seen throughout this video. The added life gain bonus is nice to have too. I think this looks like a quality common because of all the stuff it enables – whether it be tapping, carfting, or sacrificing artifacts
Ironpaw Aspirant
2.5 We see two mana 1/1s with this ETB all the time, and they tend to be solid or better. So, getting a ½ instead is amazing. This makes it a 2/3 with nothing else around, which makes for a great two turn play, and then in the later game you can put the counter somewhere more meaningful. Obviously, this works well with the Green-White theme of having higher base power, too. I think this a great Common.
Hidden Nursery
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 3 Pick 5: Abyssal Gorestalker
Abyssal Gorestalker
1.0 This looks a little too awkward. There are too many situations where it hurts you more than your opponent. Sure, there are also the times where it's amazing, but there aren't enough of those to offset the downside.
Dreadmaw's Ire
3.0 This is a high-quality combat trick. One mana for +2/+2 and trample tends to play quite well on its own when we see it. It helps many a creature efficiently win combat while inflicting some damage on the opponent, and in this case you’ve even got a great shot at destroying a random artifact. It will feel truly busted when you can pull that off, and it also means it has sort of an alternate mode where you turn it into Shatter sometimes when your creature goes unblocked. I can’t imagine you ever cut this trick from any aggressive Red deck, and I think I even want to take it fairly early. This just does so much for one mana
Hotfoot Gnome
2.0 A three mana 3/1 with Haste with a useful card type in Artifact is probably a 1.5, but it’s nice this can tap to give things haste. Once it isn’t a very good attacker on its own – which will be often – it can at least make your other creatures into better attackers. Still, this isn’t nearly as good as one mana 1/1s with this ability that we’ve seen in the recent past
Miner's Guidewing
2.0 A one mana 1/1 with Flying and Vigilance isn’t a great card on its own, but getting to explore when it dies is pretty sweet. You do need another creature around for that part to matter, though.
Sage of Days
3.0 This is a nice way to load your graveyard in a hurry, and it isn’t that far from Scry 3 on ETB, which would make for a nice card. The stat-line isn’t good of course, but I think this does the kind of thing you want to be doing in Blue in this format
Primordial Gnawer
2.0 This is an ugly stat-line, but it does make sure you get a 2-for-1. Still…the stat-line is bad enough that I don’t think this ends up always making the cut.
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Thousand Moons Crackshot
1.5 Sometimes you’ll be able to attack with this and really open the floodgates on your opponent by getting their best blocker out of the way, but three mana is a lot, and your opponent also always knows this is coming, making it a lot less useful. You’re rarely going to use this ability early, and by the late game it has some diminishing returns.
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
Lodestone Needle
1.0 If this were only the card on the front, it would be a 0.0. Spending a card to stun something for two turns…just isn’t worth it. But it does have another side! And it lets you explore on the cheap, which…I like. But I still feel like the front is so ineffectual, and crafting it takes enough work that I'm not very impressed.
Cosmium Blast
2.5 We see a card like this in most sets, and as usual – it’s efficient, but situational enough that it definitely isn’t premium. It’s far better when you’re not an aggro deck, since in that type of deck you want removal that lets you get rid of a creature before they ever get to block.
Cartographer's Companion
2.0 This doesn’t feel like a great rate to me. You can sort of look at it as a 4-mana 2/1 that draws you a card or a 4-mana 3/2 with some card selection, and neither of those is very good…but there are some decks in the format that want cards that make two artifacts, as well as decks that want to explore and so forth, so it’s probably not terrible
Malamet Veteran
2.5 A 5-mana 5/4 trampler is sort of passable, and the fact that this can hand out +1/+1 counters, including to itself, when you have enough permanents in your graveyard, is pretty nice. Descend 4 is pretty approachable by the time the Veteran comes down too
Volatile Wanderglyph
2.0 This will let you rummage when you attack or crew a vehicle, but perhaps most importantly, it lets you do it when you tap it using one of the many cards in this format that lets you tap artifacts and creatures for value. It doesn’t seem essential for that type of deck, but it certainly seems useful.
Buried Treasure
1.5 Paying two mana for a treasure is terrible, but this can at least give you an actual card from out of the graveyard, and that certainly matters in this format, where this is likely to get milled or sacrificed for value. I’m still not sure I really want to be playing this on turn two, basically ever, so maybe you mostly want to mill it. For now, I’m not very interested in this
Shipwreck Sentry
2.0 We see two mana 3/3s with Defender that can only attack when X happens in a turn, and they always end up being decent. Even when they can’t attack, they have nice bodies that your opponent usually can’t just attack into, and on the turns they can rumble, they are pretty good at that too
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Vito's Inquisitor
3.0 The starting stat-line is bad, but growing this and making it evasive seems doable enough for this to perform reasonably well. Especially because you can do it at instant speed and whenever you want
Eaten by Piranhas
2.5 This coming with Flash is kind of a game changer. Without it, this would be the usual mediocre Blue removal spell that doesn’t ever entirely remove a creature. Spending a card on removal and having the creature still able to block and attack, even if it’s smaller, is really frustrating. And in this format that’s extra bad because of all the stuff that lets you sacrifice or tap creatures for value, among other things. But, when you add Flash, suddenly you can use this to make the creature you put it on die in combat, before your opponent ever has a chance to get more value out of it
Dowsing Device
2.0 Playing an artifact creature to trigger this is best, because then you can guarantee that the Haste part matters, so you get the most value. Transforming this seems very doable, and the land is obviously relevant if you managed to transform it in the first place
Goblin Tomb Raider
2.0 This will be a one mana 2/2 with Haste fairly frequently, especially in the mid-to-late game, and that kind of body matters surpsingly often, even at that stage of the game. It’s also a solid enough play on turn one.
Rampaging Spiketail
2.5 We recently saw cards with landcycling for two really underperform, but they have some advantages in this format. Like all land cyclers, this has the upside of getting you a land when you draw it early, and being a reasonably relevant card in the later stages of the game. And in this case, the Spiketail is likely to enable a pretty good attack when you cast it. But the extra value of land cyclers comes as a result of this format’s graveyard-heavy theme. Cycling this counts as descending, and it also makes it more likely you get to Descend 4 or 8, and you can also exile it from your graveyard for Craft
Song of Stupefaction
1.5 Lowering a creature’s power just isn’t enough to be worth a card most of the time, although I do think milling gives you enough value itself in this format that this isn’t unplayable, but I think you’ll be able to find better enablers and payoffs for milling yourself than this thing
Thousand Moons Infantry
2.0 A three mana 2/4 with kind-of sort-of vigilance is decent, and the idea here is to get multiple taps out of the Infantry for your cards that want you tap creatures or artifacts for effects. I can see this performing that role decently enough
Dinotomaton
3.0 A 4-mana 4/3 Menace is pretty close to a 2.5, so the upside of giving something else menace right away is pretty nice! It won’t always enable a good attack, but it will pretty frequently, especially if you’re curving out
Echo of Dusk
2.0 It’s fine on turn two, and Black decks will get it to 3/3 and lifelink pretty often, and once it’s there there’s a good chance it has at least some relevance on just about any board
Hidden Courtyard
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 3 Pick 8: Fungal Fortitude
Fungal Fortitude
2.0 +2/+0 will help a creature win lots of combats, and it doesn’t matter that there isn’t also a toughness boost, because the creature’s coming back! It feels especially busted with ETB abilities. This also helps you trigger descend stuff
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
Seeker of Sunlight
0.0 A one mana 1/1 just isn’t’ a stat-line that stays relevant, and while this has the ability to stay more relevant thanks to it’s activated ability, it’s costly enough and clunky enough at sorcery speed that it is only something you’re going to start using in the extreme late game. This is bad at virtually every other stage
Vito's Inquisitor
3.0 The starting stat-line is bad, but growing this and making it evasive seems doable enough for this to perform reasonably well. Especially because you can do it at instant speed and whenever you want
Ancestral Reminiscence
1.5 This is a functional reprint of Sift, which in the olden days of Limited was a pretty good card. But…paying 4 and not impacting the board with a Sorcery can be pretty rough, even if this helps with the graveyard. You might end up running one of these in control decks, but I don’t think it always makes the cut
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
Promising Vein
2.5 In the Lord of the Rings set, we saw that an Evolving Wilds that can tap for mana, but costs 1 generic to sacrifice, was a pretty big downgrade from a traditional Evolving Wilds. Having to pay one just makes a world of difference. That said, it does have a useful subtype in this set, and that probably means it will be a bit more useful than its predecessor.
Pack 3 Pick 9: Primordial Gnawer
Diamond Pick-Axe
2.5 It looks a lot like Goldvein Pick, a piece of equipment that really overperformed in Kaldheim. The stats boost is modest, but generating treasure is a huge deal, especially in decks that care about artifacts, but it isn’t hard to find uses for them in any deck
Idol of the Deep King
3.0 The front side of this is a playable, albeit inefficient removal spell. It’s nice it can hit the opponent too! The thing it transforms into…is….very mediocre, though. The free equip is nice, but +2/+0 isn’t much to write home about, and this won’t quite feel like a 2-for-1 most of the time, because the Equipment side just isn’t worth a card. Still, it’s removal with some real upside
Primordial Gnawer
2.0 This is an ugly stat-line, but it does make sure you get a 2-for-1. Still…the stat-line is bad enough that I don’t think this ends up always making the cut.
Panicked Altisaur
2.0 This seems solid for five mana. It’s hard to attack through, and it can chip away at your opponent in the late game
Relic's Roar
0.0 Normally, if we see this effect without card draw attached, it isn’t playable. This is because the stats boost you get for the cost often isn’t worth it, especially because if your creatures are large enough this doesn’t really offer a boost at all. But at one mana? Well…I still don’t think it’s very good. It’s just too variable as to how much of a boost it actually offers. It’s tempting to imagine buffing a 1/1 with it, because it will feel like a Blue giant growth, but the higher the base stats of your creature is, the worse this gets
Mephitic Draught
1.5 // 3.0 This is another card that is great sacrifice fodder, but not really worth it if you’re not consistently available to get rid of it. When you can it feels awesome, because it gives you a very efficient 2-for-1. But there will be enough Black decks that aren’t that good at sacrificing that I think this needs a build around grade.
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 3 Pick 10: Greedy Freebooter
Hermitic Nautilus
2.5 A two mana ¼ with Vigilance is kind of passable, so it's nice this comes with a useful type and has the option of sometimes being a 4/1
Malamet Scythe
2.0 When you use this as a combat trick, it’s going to feel pretty good. After all, it helps your creature win combat and keeps +2/+2 sticking around. After that initial equip, having to pay 4 at a time to move this will feel rough, but if you’ve already traded one-for-one, we’re just talking about upside at that point.
Fungal Fortitude
2.0 +2/+0 will help a creature win lots of combats, and it doesn’t matter that there isn’t also a toughness boost, because the creature’s coming back! It feels especially busted with ETB abilities. This also helps you trigger descend stuff
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
Greedy Freebooter
1.0 // 3.0 This is some amazing sacrifice fodder, especially because the sacrifice effects in this format let you sacrifice creature or artifacts, and this one card gives you two of those. It does get a lot worse in situations where you can’t sacrifice it easily, as it will be a little more difficult to get a card of value out of it. I think that probably makes it a build around
Captivating Cave
2.0 Filter lands have been performing better, of late, at least in sets with multicolor themes, and while this set one doesn’t have a strong one of those, the fact this has a useful sub type and can be used to put some counters on stuff, while also setting up Descend, probably means it’s decent enough
Pack 3 Pick 11: Sage of Days
Seeker of Sunlight
0.0 A one mana 1/1 just isn’t’ a stat-line that stays relevant, and while this has the ability to stay more relevant thanks to it’s activated ability, it’s costly enough and clunky enough at sorcery speed that it is only something you’re going to start using in the extreme late game. This is bad at virtually every other stage
Sage of Days
3.0 This is a nice way to load your graveyard in a hurry, and it isn’t that far from Scry 3 on ETB, which would make for a nice card. The stat-line isn’t good of course, but I think this does the kind of thing you want to be doing in Blue in this format
Hunter's Blowgun
1.0 While I like that this gives you two different keywords depending on whether you’re being defensive or aggressive, they are also keywords that really only matter on the right creature. I think you end up not playing this most of the time, it’s just hard to get a full card of value here
Didact Echo
3.0 A 5-mana 3/2 that draws you a card is already kind of passable – after all, it can generate a 2-for-1. But..if this always had Flying? It would be an amazing Common. While it having flying won't be that automatic, Descend 4 does seem fairly achievable by turn 5 for Blue decks in this format
River Herald Scout
3.0 You would happily play a two mana 2/3 with Surveil one, and you’d happily play a two mana ½ that draws you a card, and you’re getting one of those every time you cast it
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
Ironpaw Aspirant
2.5 We see two mana 1/1s with this ETB all the time, and they tend to be solid or better. So, getting a ½ instead is amazing. This makes it a 2/3 with nothing else around, which makes for a great two turn play, and then in the later game you can put the counter somewhere more meaningful. Obviously, this works well with the Green-White theme of having higher base power, too. I think this a great Common.
Hidden Nursery
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 3 Pick 13: Daring Discovery
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Acrobatic Leap
1.5 One mana tricks that give +1/+3 are rarely worthwhile in Limited. The boost is enough to save a creature in combat, but not enough to help it win combat often enough. The flying and untap angle here do make it so you can both punch in for lethal in the air or ambush a flyer, but those use cases are all much too frequent for this to be something that makes the cut in all your white aggro decks.
Shipwreck Sentry
2.0 We see two mana 3/3s with Defender that can only attack when X happens in a turn, and they always end up being decent. Even when they can’t attack, they have nice bodies that your opponent usually can’t just attack into, and on the turns they can rumble, they are pretty good at that too
Goblin Tomb Raider
2.0 This will be a one mana 2/2 with Haste fairly frequently, especially in the mid-to-late game, and that kind of body matters surpsingly often, even at that stage of the game. It’s also a solid enough play on turn one.