Unstable Glyphbridge
5.0 It’s a board sweeper that will almost always allow you to come out way ahead. First, you get to make the choices, so you can give your opponent their worst 2 power or less creature while keeping your best one, and then this can transform into a flying threat that forces them to choose between attacking or casting spells every turn
Forgotten Monument
2.0 This tries to address the problem that most caves only produce colorless, and that’s a huge hit to your mana base if you’re not careful. If you do have enough Caves, this provides some nice fixing, but if you’re really reliant on getting this for your fixing your’e going to be in some trouble
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
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.
Twists and Turns
3.5 Scry 1 before you explore is a big upgrade, and obviously this can help you find the lands you need to transform it, and once transformed it's a great late game mana sink. The fact it explores when it ETBs is awesome too! I don't really think this needs a build around grade, since even on its own it seems playable, provided you're a slowish Green deck. And you're pretty likely to have more explore without even trying too
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
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.
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
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
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.
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
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
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
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 2: Treasure Map
Treasure Map
3.5 This is a reprint, and it was pretty darn powerful last time. While it doesn’t impact the board immediately, the amount of mana you spend on it to cast and it and activate the ability is often available, and once it transforms it gives you a huge mana boost and/or a bunch of cards
Curator of Sun's Creation
2.0 Even if this is potentially powerful, the fact your opponent can probably attack into it with impunity, or kill it for two mana, makes it hard for me to get excited
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
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
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
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
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
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
Huatli's Final Strike
3.5 We see this kind of effect all the time at Common in Green, and it’s always one of Green’s must commons. It’s great removal that has occasional 2-for-1 upside thanks to the stats boost. You always have to be a little careful, in case your opponent can respond to you casting it, but the fact it’s an instant means you can find a nice window more often than not
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.
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
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
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.
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 1 Pick 3: Bat Colony
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.
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
Contested Game Ball
0.0 You always pay that first two mana and you play this card, so you always end up kind of behind when it comes to cards and how much mana you spend to draw cards
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
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
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
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.
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
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
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.
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
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 4: Defossilize
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
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
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
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.
Deconstruction Hammer
3.0 One to play and one to equip for +1/+1 is a borderline playable, and this set has more than enough targets for the disenchant effect for this to turn into a removal spell. I think this will be a surprisingly good Common, because it can destroy so many permanents in the format.
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
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
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.
Basking Capybara
2.5 This seems like a solid two drop. Obviously a 1/3 isn’t where you want to be, but a two mana 4/3 is some serious business, and Green is good enough at getting there on Descend that you can expect this to have a very relevant body by the mid game
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
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
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
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.
Deconstruction Hammer
3.0 One to play and one to equip for +1/+1 is a borderline playable, and this set has more than enough targets for the disenchant effect for this to turn into a removal spell. I think this will be a surprisingly good Common, because it can destroy so many permanents in the format.
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
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
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.
Basking Capybara
2.5 This seems like a solid two drop. Obviously a 1/3 isn’t where you want to be, but a two mana 4/3 is some serious business, and Green is good enough at getting there on Descend that you can expect this to have a very relevant body by the mid game
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
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.
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
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.
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
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.
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
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
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: Join the Dead
Malicious Eclipse
0.5 This type of card is always pretty awkward in Limited. The effect has a really high ceiling for sure, but the floor is bad because you just don’t end up in decks very often where you can be certain it will hurt your opponent more than you when you cast it. If you find yourself in a control deck that doesn’t have many creatures that die to this, it can work out reasonably well, but that kind of deck just doesn’t come together often enough. This is mostly sideboard material.
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
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
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
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
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
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.
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 1 Pick 8: Dead Weight
Malicious Eclipse
0.5 This type of card is always pretty awkward in Limited. The effect has a really high ceiling for sure, but the floor is bad because you just don’t end up in decks very often where you can be certain it will hurt your opponent more than you when you cast it. If you find yourself in a control deck that doesn’t have many creatures that die to this, it can work out reasonably well, but that kind of deck just doesn’t come together often enough. This is mostly sideboard material.
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
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
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
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
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
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.
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 1 Pick 9: Forgotten Monument
Forgotten Monument
2.0 This tries to address the problem that most caves only produce colorless, and that’s a huge hit to your mana base if you’re not careful. If you do have enough Caves, this provides some nice fixing, but if you’re really reliant on getting this for your fixing your’e going to be in some trouble
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.
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
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.
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
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
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 10: Echo of Dusk
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
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
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
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
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.
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 1 Pick 11: Synapse Necromage
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
Contested Game Ball
0.0 You always pay that first two mana and you play this card, so you always end up kind of behind when it comes to cards and how much mana you spend to draw cards
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
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.
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.
Pack 1 Pick 12: Synapse Necromage
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
Basking Capybara
2.5 This seems like a solid two drop. Obviously a 1/3 isn’t where you want to be, but a two mana 4/3 is some serious business, and Green is good enough at getting there on Descend that you can expect this to have a very relevant body by the mid game
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
Basking Capybara
2.5 This seems like a solid two drop. Obviously a 1/3 isn’t where you want to be, but a two mana 4/3 is some serious business, and Green is good enough at getting there on Descend that you can expect this to have a very relevant body by the mid game
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.
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
Pack 1 Pick 15: Ancestors' Aid
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
Pack 2 Pick 1: Kinjalli's Dawnrunner
Deeproot Pilgrimage
1.0 This has the potential to help you go wide in a hurry, that’s for sure. But…I worry a little bit about the many situations where you can’t really effectively tap your merfolk to get it going – and those are definitely going to come up. I’m not sure that it isn’t just better to play some random two mana 2/2 than it is to play this, since you will immediately add to the board if you go the other route, as opposed to this which has you jump through some hoops. So, I’m pretty skeptical about this to start the format
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!
Itzquinth, Firstborn of Gishath
4.5 A two mana 2/3 with Haste is a great place to start, and this comes with quite the kicker. If you have two extra mana, you get this awesome punch effect. Keep in mind, you have Itzquinth do the damage. If this was always a 4-mana 2/3 with Haste that did two to something, that would be a great Limited card – and this has the flexibility of coming down earlier when that’s better and letting another dinosaur do the damage. Yeah…that’s pretty nuts. This looks like an incredible signpost Uncommon
Thrashing Brontodon
3.0 This is a reprint. Like last time, it has efficient stats and has upside that lets you blow up some key permanents
Jade Seedstones
4.0 The initial effect isn’t the worst for four mana, as it really does impact the board most of the time, and then later in the game you’re getting a huge artifact creature that’s likely to gain you some life. It’s going to be pretty hard for you to lose the game when you craft this, and the floor is a nice enough card
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
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
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
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
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.
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
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
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
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
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!
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
Council of Echoes
3.0 When this bounces something, it will feel pretty good. Adding a big flier and subtracting from the opposing board feels great. When this doesn't bounce something…it will feel way inefficient and overcosted. Seems to me getting Descend 4 going by the time you cast this is a reasonable expectation, though
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.
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
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
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
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.
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
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
Soaring Sandwing
1.5 So, the landyclers in Blue, Black, and Green all really interest me because of the descent mechanic. White doesn’t really have that going on, though you might be able to use it with craft at least. Still… I think that makes this a little less useful. You can throw this away early to hit a land drop, and in the late game if you gives you a beefy creature that can gain you life, which can sometimes help you stabilize
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
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
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 2 Pick 3: Hidden Courtyard
Thrashing Brontodon
3.0 This is a reprint. Like last time, it has efficient stats and has upside that lets you blow up some key permanents
Council of Echoes
3.0 When this bounces something, it will feel pretty good. Adding a big flier and subtracting from the opposing board feels great. When this doesn't bounce something…it will feel way inefficient and overcosted. Seems to me getting Descend 4 going by the time you cast this is a reasonable expectation, though
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.
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
Acolyte of Aclazotz
2.5 There are plenty of expendable artifacts and creatures to be had in Black, and this also works well with Descend stuff. Draining 1 life at a time might sound small, but it really can keep you alive while pressuring your opponent
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
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.
Compass Gnome
2.0 We’ve seen this card before, more or less, and its always kind of mediocre. Putting the land on top is miles away from putting it in your hand. This offers passable fixing, but I think it will be especially attractive to Cave decks. As we’ll see in just a little bit, the set has a lot of caves, but still, getting your hands on enough to make the various Cave payoffs work is a little tricky – something like Compass Gnome helps make that easier
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Seismic Monstrosaur
2.0 This probably isn’t as good as the land cyclers in Blue, Black, and Green, as those are the colors that are best with the graveyard, but Red isn’t completely uninterested in the ‘yard, and the creature you get here isn’t the most inefficient thing either. The ability to throw away lands late when you’re flooding out comes in handy too
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
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
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 2 Pick 4: Deep-Cavern Bat
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!
Nicanzil, Current Conductor
3.5 This has nice base stats and it makes all of your Explores way better. Getting to put a land into play right when you hit it with Explore is super relevant in the early game, and while it drops off some late, it certainly doesn’t hurt. Getting an extra +1/+1 counter on Nicanzil also means it has the potential to stay relevant forever
Dusk Rose Reliquary
3.5 Oblivion Rings are usually great in Limited, and this one is crazy efficient! But obviously, having to sacrifice something really lowers the power level. Still, White has lots of map and gnome tokens, so giving up something that doesn't matter seems doable enough for this to be pretty good. Adding Ward to the mix certainly matters too. I'm a bit skeptical this will grade out as premium removal, as the set up is very real.
Twists and Turns
3.5 Scry 1 before you explore is a big upgrade, and obviously this can help you find the lands you need to transform it, and once transformed it's a great late game mana sink. The fact it explores when it ETBs is awesome too! I don't really think this needs a build around grade, since even on its own it seems playable, provided you're a slowish Green deck. And you're pretty likely to have more explore without even trying too
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
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
Fanatical Offering
2.5 This probably isn’t quite Deadly Dispute, but I think that’s a pretty good comparison. This format has lots and lots of expendable stuff around, and this will often feel like you’re giving up very little to draw two and get a Map token, and that’s some serious value
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
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
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
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.
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.
Pack 2 Pick 5: Vito's Inquisitor
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.
Council of Echoes
3.0 When this bounces something, it will feel pretty good. Adding a big flier and subtracting from the opposing board feels great. When this doesn't bounce something…it will feel way inefficient and overcosted. Seems to me getting Descend 4 going by the time you cast this is a reasonable expectation, though
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.
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
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
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
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
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
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
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
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
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.
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
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
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
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.
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
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.
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
Dauntless Dismantler
2.5 Two mana ¼s aren't the worst thing, and this has some genuine upside. This set has a ton of artifacts, including Map tokens, and making those things all enter tapped seems relevant, as does the ability to potentially destroy more than one artifact at a time.
Zoyowa Lava-Tongue
3.0 A two mana 2/2 death touch is a solid enough starting point, so the fact that Zoyowa gives you such a huge bonus for descending is amazing. ESPECIALLY if you manage to start triggering him in the early game, which looks more than doable in the format. If your opponent can’t deal with him and you start making your opponent make these choices, none of them are going to feel very good. In the late game, they get a lot less impressive
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
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
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
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
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
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
Pack 2 Pick 8: Dauntless Dismantler
Dauntless Dismantler
2.5 Two mana ¼s aren't the worst thing, and this has some genuine upside. This set has a ton of artifacts, including Map tokens, and making those things all enter tapped seems relevant, as does the ability to potentially destroy more than one artifact at a time.
Zoyowa Lava-Tongue
3.0 A two mana 2/2 death touch is a solid enough starting point, so the fact that Zoyowa gives you such a huge bonus for descending is amazing. ESPECIALLY if you manage to start triggering him in the early game, which looks more than doable in the format. If your opponent can’t deal with him and you start making your opponent make these choices, none of them are going to feel very good. In the late game, they get a lot less impressive
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
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
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
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
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
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
Pack 2 Pick 9: Echo of Dusk
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
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
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
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.
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
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 10: Dead Weight
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
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
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
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.
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
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 11: Volatile Fault
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.
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
Acolyte of Aclazotz
2.5 There are plenty of expendable artifacts and creatures to be had in Black, and this also works well with Descend stuff. Draining 1 life at a time might sound small, but it really can keep you alive while pressuring your opponent
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
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
Pack 2 Pick 12: Pirate Hat
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
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
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
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
Pack 2 Pick 13: 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.
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
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
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
Pack 3 Pick 1: Quintorius Kand
Quintorius Kand
5.0 His +1 makes a very real body to protect him, and his -3 has the potential to grab a creature too – and no matter what you’ll get some spell out of it. The -3 will also do 2 to your opponent and gain you 2 on top of everything else thanks to Quintorius’ first ability. The ultimate will sometimes let you really go off too. But yeah, the total package here is definitely a bomb. He can protect himself, net you cards, and he has an ultimate that can win games – though I think most of the value actually comes from the other two abilities
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
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
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
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
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
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
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
Nurturing Bristleback
3.0 This adds a very real presence to the board at 7 mana, and cycling is extra good in a set with Descend
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.
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
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.
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.
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 2: Clay-Fired Bricks
Inti, Seneschal of the Sun
4.5 This is an insane two drop. It counts when anything attacks, so you don't even have to put it in harm's way to get this amazing attack trigger, which let's you rummage with the extra value of a counter and trample. This will be an absolute beating if your opponent can't deal with it
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
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
Canonized in Blood
3.0 You probably need at least two counters before this feels like it’s worth it, and I think that’s definitely doable. It’s great that in the late game, you also have the ability to put a very real flyer into play too, while also triggering your other descent stuff. This seems like a very nice payoff for the various descending strategies – which, keep in mind can include self mill, sacrifice, and more
Clay-Fired Bricks
4.0 Hitting a land drop and gaining two life isn't bad, and it also has a very relevant card type. Then in the late game it has a massive impact on the board. Like, the kind of impact that drastically improves your chances of winning.
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
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
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
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.
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
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
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
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
Fabrication Foundry
1.0 Even in a set with lots of artifacts, a mana rock that taps for mana that can only be used for them isn’t something I’m super pumped about, and the reanimation ability isn’t particularly good either., since it makes you give stuff up to give something back, it won’t be that easy to come out ahead.
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
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
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
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Deconstruction Hammer
3.0 One to play and one to equip for +1/+1 is a borderline playable, and this set has more than enough targets for the disenchant effect for this to turn into a removal spell. I think this will be a surprisingly good Common, because it can destroy so many permanents in the format.
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
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
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
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
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
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
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
Stinging Cave Crawler
2.5 A three mana ⅓ with death touch isn’t good. It isn’t a disaster either, since it can trade for stuff, but it isn’t something thar would make the cut every time either. So, for this to be worth it, you're hoping to get Descend going. And once you do, your opponent is going to have a hard time not getting 2 for 1'd. The card does work well with itself, as sometimes a ⅓ death toucher will buy you the time you need to get to the point where you have Descend 4
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
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
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.
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.
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
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
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
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.
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
Pack 3 Pick 5: Grasping Shadows
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
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
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
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
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
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.
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
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
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
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
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!
Canonized in Blood
3.0 You probably need at least two counters before this feels like it’s worth it, and I think that’s definitely doable. It’s great that in the late game, you also have the ability to put a very real flyer into play too, while also triggering your other descent stuff. This seems like a very nice payoff for the various descending strategies – which, keep in mind can include self mill, sacrifice, and more
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
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.
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
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.
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
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.
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
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 3 Pick 7: Primordial Gnawer
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
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
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.
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
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
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
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
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.
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
Pack 3 Pick 8: Hidden Nursery
Stinging Cave Crawler
2.5 A three mana ⅓ with death touch isn’t good. It isn’t a disaster either, since it can trade for stuff, but it isn’t something thar would make the cut every time either. So, for this to be worth it, you're hoping to get Descend going. And once you do, your opponent is going to have a hard time not getting 2 for 1'd. The card does work well with itself, as sometimes a ⅓ death toucher will buy you the time you need to get to the point where you have Descend 4
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.
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
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
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
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
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 9: Cavernous Maw
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
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
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
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
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.
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
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.
Pack 3 Pick 10: Skullcap Snail
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
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
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.
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
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
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
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
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
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
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
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
Ray of Ruin
2.0 We always get a super clunky Black Sorcery removal spell at Common, and they are always kind of meh. It can deal with a lot of things, but it will basically never do it efficiently, and Scry 1 being tacked on isn’t exciting enough for this to rise above a 2.0
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
Pack 3 Pick 13: Out of Air
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
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
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 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 3 Pick 15: Vito's Inquisitor
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