Dire Flail
4.0 The front side of this is a playable card, especially in an artifact set. One to play and one to equip for +2/+0 is a solid rate. It stands a good chance of enabling an attack you just wouldn’t have otherwise, so the Craft upside here is pretty big! Especially because it makes the Equipment give an even larger power boost and more importantly, lets you sacrifice stuff to do damage to opposing creatures! That’s pretty insane, and the Craft doesn’t really ask that much of you. This looks fine if you never craft it, and really strong if you do
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
Chart a Course
3.0 It is two mana to draw two reasonably often, and that’s an insane deal. Even when you can’t quite make that happen, two mana to draw two and discard 1 isn’t a bad deal, especially in a format with graveyard stuff all over the place
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
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
Pirate Hat
2.5 If you can Equip this for one consistently, it looks pretty solid to me. The stats boost isn’t the best thing ever, but if you’re sticking it on things for 1 mana it will feel plenty good, especially because artifacts and loot triggers are better than normal in this format
Buried Treasure
1.5 Paying two mana for a treasure is terrible, but this can at least give you an actual card from out of the graveyard, and that certainly matters in this format, where this is likely to get milled or sacrificed for value. I’m still not sure I really want to be playing this on turn two, basically ever, so maybe you mostly want to mill it. For now, I’m not very interested in this
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
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
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.
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
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
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.
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
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: Zoetic Glyph
Cosmium Confluence
1.0 // 3.5 You need caves to really get this going, but being able to search them up and animate them is pretty powerful if you do
Mischievous Pup
2.5 This can save a creature from removal or rebuy an ETB, and it can ambush stuff too.
Zoetic Glyph
3.0 I like this. It reminds me of Mightstone’s Animation. While it doesn’t replace itself up front the way Animation did, this format has lots of random artifact tokens that this can animate into a very real creature, and the Glyph does replace itself if your opponent can ever deal with your creature, and they probably have to in one way or another, since a 5/4 isn’t really the kind of thing you can ignore. I do think drawing a card up front is better than Discovering when the Glyph goes to the graveyard, but this seems like it will be in a good spot in the format, just like Mightstone’s Animation was
Self-Reflection
2.5 Paying 6 to copy a creature is pretty rough. Hard to consistently get your man's worth there. However, with Flashback in the mix this has 2-for-1 potential, and Blue mills itself enough for this to give you nice value out of the graveyard
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
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
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
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
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.
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
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
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.
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
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: Sunfire Torch
Hit the Mother Lode
0.0 Discover 10 sounds exciting, but you’re pretty likely to hit something much cheaper in most Limited decks, and by the time you’re casting this, you’re probably not desperate for treasure
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
Kutzil, Malamet Exemplar
3.5 A three mana 3/3 that shuts off your opponent’s spells during your turn is something that always makes the cut, and this comes with some awesome upside, since it will draw you a few cards sometimes. The easiest way to make this do its thing is to get +1/+1 counters with Explore, but any stats boost on your creatures will work
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
Etali's Favor
1.0 You just don’t want to pay for that stats boost when you’re seriously risking getting 2-for-1’d. The Discover part does mean that this makes sure to give you back a card, but the card you get back won’t be impressive enough to offset this card’s weak effect, at least not enough for this to be the kind of Red card you’re interesting in playing consistently
Disruptor Wanderglyph
1.0 There’s enough graveyard hate in this format that you don’t need to run something this inefficient and slow
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
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
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
Sunfire Torch
2.0 So…this is a really roundabout Shock. It takes some extra steps, and more total mana, but eventually it does 2 to something! You can also keep it around for a meager power boost if you want. Being an artifact and a card that can put itself into the graveyard has extra value here too, but I do think this takes too much work to really be looked at as premium removal.
Pathfinding Axejaw
3.5 This will either be a 4-mana 5/4 with Surveil 1, or a 4-mana 4/3 that draws you a card. Both of those are pretty nice for the cost.
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
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 1 Pick 4: Volatile Wanderglyph
Confounding Riddle
3.0 We've seen cards before with these two options, more or less, and they have performed pretty well. One of the downsides of counter magic is that if your opponent plays around it after you left mana up, it can feel terrible. This fixes that problem by having another powerful mode - a mode that is extra strong in a format where Blue us so into the graveyard. Getting one card in hand and several in the yard will often feel like two cards of value in this set
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
Oteclan Landmark
3.0 One mana to scry 2 isn’t very good, even in a format where you can sacrifice or tap this for value. But…this is way more than that, because crafting it isn’t a hug challenge, and the creature you get is a legitimate threat, because giving flying to your other attackers makes for a powerful effect. Between the format’s artifact synergy, and this card’s upside, this looks like a really nice Common to me
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
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
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.
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
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
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
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 Courtyard
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 5: Goblin Tomb Raider
Souls of the Lost
2.0 This is sort of a Black Tarmogoyf. That sounds cool, but believe it or not, Tarmogoyf isn’t anything special in Limited. This has a higher ceiling, because it just counts permanents and not permanent types, and this format certainly has a variety of ways for you to set up your graveyard, but the ceiling here is still a huge vanilla creature, one that you normally can’t really play reasonably on turn two. Sure, the discard/sacrifice part can allow you to set it up more, and discarding or sacrificing a land to make this a little bigger sounds fine, I’m still not impressed with the ceiling here. It takes some real set up, and you’re never really going to feel overjoyed to put this on the battlefield
Scampering Surveyor
3.5 Skittering Surveyor has a friend, I guess. And it looks pretty good! Ramping your mana, fixing your mana, and even helping you set up cave stuff seems like a pretty good deal when it comes attached to a 4-mana 3/2
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.
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
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.
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.
Etali's Favor
1.0 You just don’t want to pay for that stats boost when you’re seriously risking getting 2-for-1’d. The Discover part does mean that this makes sure to give you back a card, but the card you get back won’t be impressive enough to offset this card’s weak effect, at least not enough for this to be the kind of Red card you’re interesting in playing consistently
Sage of Days
3.0 This is a nice way to load your graveyard in a hurry, and it isn’t that far from Scry 3 on ETB, which would make for a nice card. The stat-line isn’t good of course, but I think this does the kind of thing you want to be doing in Blue in this format
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
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.
Hidden Necropolis
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 6: Shipwreck Sentry
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
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
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.
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.
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
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
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.
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
Hidden Courtyard
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 7: Brackish Blunder
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.
Cenote Scout
3.0 This is either a one mana 1/1 that draws you a card, or a one mana 2/2 with Surveil 1. Both are cards you would happily play
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
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
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.
Brackish Blunder
2.0 Just the bounce part of the card is usually a passable card, so getting a map token if the creature is tapped makes this pretty appealing. Now…not being a permanent in Blue does hurt a card a little bit because of Descent stuff, but the fact this gives you a Map helps check some boxes for artifact decks.
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
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
Glowcap Lantern
1.5 I like exploring repeatedly, but this doesn’t do much to improve the creature up front
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
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
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
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
Didact Echo
3.0 A 5-mana 3/2 that draws you a card is already kind of passable – after all, it can generate a 2-for-1. But..if this always had Flying? It would be an amazing Common. While it having flying won't be that automatic, Descend 4 does seem fairly achievable by turn 5 for Blue decks in this format
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
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
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
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
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
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.
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
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: Hidden Volcano
Self-Reflection
2.5 Paying 6 to copy a creature is pretty rough. Hard to consistently get your man's worth there. However, with Flashback in the mix this has 2-for-1 potential, and Blue mills itself enough for this to give you nice value out of the graveyard
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
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
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
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
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: Hit the Mother Lode
Hit the Mother Lode
0.0 Discover 10 sounds exciting, but you’re pretty likely to hit something much cheaper in most Limited decks, and by the time you’re casting this, you’re probably not desperate for treasure
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
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
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 1 Pick 12: Confounding Riddle
Confounding Riddle
3.0 We've seen cards before with these two options, more or less, and they have performed pretty well. One of the downsides of counter magic is that if your opponent plays around it after you left mana up, it can feel terrible. This fixes that problem by having another powerful mode - a mode that is extra strong in a format where Blue us so into the graveyard. Getting one card in hand and several in the yard will often feel like two cards of value in this set
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
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.
Hidden Courtyard
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 1 Pick 13: Tithing Blade
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
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.
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
Pack 1 Pick 14: Primordial Gnawer
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.
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
Stalactite Stalker
4.0 One mana 1/1s with menace tend to be nice on turn one, and this way can grow relatively easily and even turn into a removal spell. Seems like you'll get a lot for your investment
Glimpse the Core
1.5 It has been a long time since they gave us a two mana ramp spell like this. It can't grab any basic land like Rampant growth, but it still gets you to 4 on turn three, and even has Cave upside. The question becomes "Would it just be better to play a two mana 2/2, though?" And given what formats have looked like lately, the answer is usually gonna be yes, especially because this is pretty bad when you get it late. If there is a legit ramp deck in the format, this is likely to play a role in it, but I am very skeptical given that we haven't seen a legit ramp deck work out in Limited since like…Strixhaven
Hermitic Nautilus
2.5 A two mana ¼ with Vigilance is kind of passable, so it's nice this comes with a useful type and has the option of sometimes being a 4/1
Guardian of the Great Door
2.5 A two mana 4/4 flyer is nuts, but this obviously takes serious set up, and will never come down on turn two. The good news is, a 4/4 flyer is relevant all game long, and if you play this on like turn five when you also play a three drop, that’s still a pretty great turn. As we’ve already seen, white is definitely able to go wide with tokens of the map and gnome varieties too, so that isn’t far-fetched.
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
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.
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
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
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
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Etali's Favor
1.0 You just don’t want to pay for that stats boost when you’re seriously risking getting 2-for-1’d. The Discover part does mean that this makes sure to give you back a card, but the card you get back won’t be impressive enough to offset this card’s weak effect, at least not enough for this to be the kind of Red card you’re interesting in playing consistently
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
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
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
Kutzil's Flanker
3.5 It can flash in and eat a whole lot of more expensive creatures, while giving you another effect of value – either shutting down a graveyard deck, or gaining you some life and improving your next few draws. Alternatively, if there is a turn where a whole bunch of stuff of yours left the battlefield, it can come down as a larger creature. That last mode won’t come up as often as you’d think, we’ve seen that in the past with this effect, but this makes up for that by having these other very useful modes. It’s hard to imagine ever casting this and feeling bad about it.
Kutzil, Malamet Exemplar
3.5 A three mana 3/3 that shuts off your opponent’s spells during your turn is something that always makes the cut, and this comes with some awesome upside, since it will draw you a few cards sometimes. The easiest way to make this do its thing is to get +1/+1 counters with Explore, but any stats boost on your creatures will work
Merfolk Cave-Diver
2.5 This has passable starting stats, and it's a great explore payoff. Gets especially spicy with repeatable explore
Saheeli's Lattice
3.5 This might be the best Tormenting Voice effect we’ve ever seen. That type of card is always fine, as it lets you dig deeper in your deck, but this one has a ton of upside. First, it’s an artifact in a format where that matters. It’s also a permanent in a format where that matters more than being an instant or sorcery, And this is a format where you can get extra value out of discard, and on top of that, this can turn into a very real creature in the later stages of the game. Playing this on two and then getting a creature later sounds awesome
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
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
Oltec Archaeologists
2.5 I love that they gave this a mode where it does something even if you don’t have an artifact to get back, as this type of card can be pretty bad when you can’t do something with the ETB, and Scry 3 is pretty big, it really improves your next couple of draws. Meanwhile, if you can get an artifact back we’re talking about a two-for-one. This inefficient stat-line definitely holds it back some, but I think most White decks will play the first copy of this.
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
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
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
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
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
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
Vanguard of the Rose
3.0 This has solid aggro stats to start with, and any time you have 1 mana and an artifact or creature available, attacking with it is going to drive your opponent nuts. Especially if you can give up something expendable
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
Zoetic Glyph
3.0 I like this. It reminds me of Mightstone’s Animation. While it doesn’t replace itself up front the way Animation did, this format has lots of random artifact tokens that this can animate into a very real creature, and the Glyph does replace itself if your opponent can ever deal with your creature, and they probably have to in one way or another, since a 5/4 isn’t really the kind of thing you can ignore. I do think drawing a card up front is better than Discovering when the Glyph goes to the graveyard, but this seems like it will be in a good spot in the format, just like Mightstone’s Animation was
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
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
Brackish Blunder
2.0 Just the bounce part of the card is usually a passable card, so getting a map token if the creature is tapped makes this pretty appealing. Now…not being a permanent in Blue does hurt a card a little bit because of Descent stuff, but the fact this gives you a Map helps check some boxes for artifact decks.
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
Miner's Guidewing
2.0 A one mana 1/1 with Flying and Vigilance isn’t a great card on its own, but getting to explore when it dies is pretty sweet. You do need another creature around for that part to matter, though.
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
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
Pathfinding Axejaw
3.5 This will either be a 4-mana 5/4 with Surveil 1, or a 4-mana 4/3 that draws you a card. Both of those are pretty nice for the cost.
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 Nursery
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 2 Pick 4: Lodestone Needle
Uchbenbak, the Great Mistake
3.5 A 5-mana 6/4 with Vigilance and Menace is already a pretty imposing creature, and this one can come back in the later stages of the game. Having to deal with this problematic of a body twice in a game isn’t going to be easy. That said, Descend 8 is pretty intense, and even with Blue-Black being good at milling itself, it isn’t exactly something you should always count on. Still, this looks like a really nice signpost Uncommon
Swashbuckler's Whip
1.5 So, one to play and one to equip to give a creature this tap effect for two mana seems…kind of alright. I’d like to pay one to tap things, but still. It is…kind of weird it also gives Reach. I guess that’s mostly a flavor thing, because the creature you put this on will often tap something before your opponent goes to combat, in which case Reach doesn’t matter. But anyway, this can tap things down for awhile, and then in the late game can just start Discovering, which is nice. Keep in mind, most of the time when you discover 10 for 8 mana, you’re going to get something worth far less, so it won’t ever feel efficient, but it’s a decent late game mana sink. Still…the whole package here seems passable, no matter what stage of the game it is
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.
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.
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
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
Oltec Cloud Guard
3.5 This is a great rate for what you get, especially when you consider artifact synergy.
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.
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
Miner's Guidewing
2.0 A one mana 1/1 with Flying and Vigilance isn’t a great card on its own, but getting to explore when it dies is pretty sweet. You do need another creature around for that part to matter, though.
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
Goldfury Strider
2.0 The base stats here are very underwhelming, and the idea here is that you can use some combination of artifacts and creature tokens that are available in the set to make this a 5/5 trampler, in which case you’re talking about something significantly more impressive. It is a pretty big bummer that you have to do it at sorcery speed, as the threat of activation here would make it a lot better. You’re just…not always going to have the extra stuff around to buff this, and even when you do, I don’t think you’re going to feel like you’re doing something all that impressive.
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
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
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.
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
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
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
Brazen Blademaster
2.0 The starting stats are rough, but it seems like this will attack as a reasonably often
Adaptive Gemguard
2.5 4-mana 3/3s have not performed well of late. The fact aggro decks can just attack into them with their two and three drops while they hold up a combat trick has been a real problem. This one can get bigger if you have artifacts and creatures lying around, and that’s certainly doable. It even counts itself for the effect.
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
Careening Mine Cart
2.0 A 3 mana 3/3 vehicle with Crew 1 isn’t very good. I like getting Treasure, and that saves this from being actively bad, especially because it is a colorless source of fixing
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
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
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
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
Sage of Days
3.0 This is a nice way to load your graveyard in a hurry, and it isn’t that far from Scry 3 on ETB, which would make for a nice card. The stat-line isn’t good of course, but I think this does the kind of thing you want to be doing in Blue in this format
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
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
Hidden Volcano
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 2 Pick 7: Orazca Puzzle-Door
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
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
Daring Discovery
1.5 If you hit a two drop creature with this, it feels like a 5-mana 2/2 that makes three things unable to block. That’s not too shabby, and sometimes it will be better. Of course, sometimes you’ll also not get a creature at all. Additionally, this effect is highly situational, and not really worth using except in the situation where it allows you to win the game anyway, so I think we have to look at the Discover part almost as an alternate mode that you use when the creatures can’t block part is irrelevant, which will be often
Out of Air
2.0 So, this is either a Harder-to-cast Essence Scatter, or a harder-to-cast Counterspell. I’m not super enthusiastic about either of those modes. Countermagic that costs double blue can be rough in Limited, because you are far from guaranteed to have it up when you need to. That’s sort of true of all counterspells, but one with more mana intensive requirements in a format where your mana just isn’t very good is extra hard to use
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.
Greedy Freebooter
1.0 // 3.0 This is some amazing sacrifice fodder, especially because the sacrifice effects in this format let you sacrifice creature or artifacts, and this one card gives you two of those. It does get a lot worse in situations where you can’t sacrifice it easily, as it will be a little more difficult to get a card of value out of it. I think that probably makes it a build around
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
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
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 8: Triumphant Chomp
Triumphant Chomp
4.0 One mana for two damage is always premium, even at Sorcery speed, and this will often be able to do significantly more than that. Paying one to do 4 with this seems very doable, and that’s just crazy!
Bartolomé del Presidio
3.0 Gobbling up expendable creatures and map tokens to get bigger is pretty nice. The best thing about this card is that it doesn’t have the restrictions we often see on this kind of effect these days – you can use it as many times a turn as you want, and it doesn’t cost any mana. This means just attacking with Bartolome is going to give your opponent a headache, as things could go very wrong no matter what they decide to do. Sacrificing to this also triggers things that care about descend
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
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.
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
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
Rampaging Spiketail
2.5 We recently saw cards with landcycling for two really underperform, but they have some advantages in this format. Like all land cyclers, this has the upside of getting you a land when you draw it early, and being a reasonably relevant card in the later stages of the game. And in this case, the Spiketail is likely to enable a pretty good attack when you cast it. But the extra value of land cyclers comes as a result of this format’s graveyard-heavy theme. Cycling this counts as descending, and it also makes it more likely you get to Descend 4 or 8, and you can also exile it from your graveyard for Craft
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 2 Pick 9: Inverted Iceberg
Glimpse the Core
1.5 It has been a long time since they gave us a two mana ramp spell like this. It can't grab any basic land like Rampant growth, but it still gets you to 4 on turn three, and even has Cave upside. The question becomes "Would it just be better to play a two mana 2/2, though?" And given what formats have looked like lately, the answer is usually gonna be yes, especially because this is pretty bad when you get it late. If there is a legit ramp deck in the format, this is likely to play a role in it, but I am very skeptical given that we haven't seen a legit ramp deck work out in Limited since like…Strixhaven
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
Tectonic Hazard
0.5 This is sideboard material, your opponent has to have a ton of X/1s for this to be worth it.
Mineshaft Spider
2.0 This has mediocre stats, but it does help you with graveyard stuff
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
Envoy of Okinec Ahau
2.5 Solid base stats, and a passable mana sink ability. Not much more to say about it.
Kutzil, Malamet Exemplar
3.5 A three mana 3/3 that shuts off your opponent’s spells during your turn is something that always makes the cut, and this comes with some awesome upside, since it will draw you a few cards sometimes. The easiest way to make this do its thing is to get +1/+1 counters with Explore, but any stats boost on your creatures will work
Merfolk Cave-Diver
2.5 This has passable starting stats, and it's a great explore payoff. Gets especially spicy with repeatable explore
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
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
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
Vanguard of the Rose
3.0 This has solid aggro stats to start with, and any time you have 1 mana and an artifact or creature available, attacking with it is going to drive your opponent nuts. Especially if you can give up something expendable
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
Brackish Blunder
2.0 Just the bounce part of the card is usually a passable card, so getting a map token if the creature is tapped makes this pretty appealing. Now…not being a permanent in Blue does hurt a card a little bit because of Descent stuff, but the fact this gives you a Map helps check some boxes for artifact decks.
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
Hidden Nursery
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 2 Pick 12: Compass Gnome
Swashbuckler's Whip
1.5 So, one to play and one to equip to give a creature this tap effect for two mana seems…kind of alright. I’d like to pay one to tap things, but still. It is…kind of weird it also gives Reach. I guess that’s mostly a flavor thing, because the creature you put this on will often tap something before your opponent goes to combat, in which case Reach doesn’t matter. But anyway, this can tap things down for awhile, and then in the late game can just start Discovering, which is nice. Keep in mind, most of the time when you discover 10 for 8 mana, you’re going to get something worth far less, so it won’t ever feel efficient, but it’s a decent late game mana sink. Still…the whole package here seems passable, no matter what stage of the game it is
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
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
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
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
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
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 15: Disturbed Slumber
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 1: Goblin Tomb Raider
Queen's Bay Paladin
4.5 If you get one vampire back with this, it will feel insane. If you get two, it's probably unbeatable. There is enough graveyard and stuff and enough vampires in black that this probably doesn't need a buildaround grade.
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
Dreadmaw's Ire
3.0 This is a high-quality combat trick. One mana for +2/+2 and trample tends to play quite well on its own when we see it. It helps many a creature efficiently win combat while inflicting some damage on the opponent, and in this case you’ve even got a great shot at destroying a random artifact. It will feel truly busted when you can pull that off, and it also means it has sort of an alternate mode where you turn it into Shatter sometimes when your creature goes unblocked. I can’t imagine you ever cut this trick from any aggressive Red deck, and I think I even want to take it fairly early. This just does so much for one mana
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
Master's Guide-Mural
3.0 A 5-mana 4/4 Golem isn’t exactly great, but keep in mind Blue-White does like having artifacts lying around, and this gives you two of them. If you can craft this in the later stages of the game, you end up with a pretty powerful Artifact that can immediately crank out another 4/4, and can make more later in the game too. I don’t love how expensive this is to craft or how much it costs initially, and I worry it will feel a little too slow, but this definitely has the ability to take over games
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.
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
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
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
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.
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
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
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
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.
Scampering Surveyor
3.5 Skittering Surveyor has a friend, I guess. And it looks pretty good! Ramping your mana, fixing your mana, and even helping you set up cave stuff seems like a pretty good deal when it comes attached to a 4-mana 3/2
Pit of Offerings
2.5 Hating on the graveyard definitely matters in this format, and this cave will often be able to produce colored mana. It still kind of stinks to have in the early game, but I think it’s good enough early enough to be fine
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
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
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.
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
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
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
Oltec Archaeologists
2.5 I love that they gave this a mode where it does something even if you don’t have an artifact to get back, as this type of card can be pretty bad when you can’t do something with the ETB, and Scry 3 is pretty big, it really improves your next couple of draws. Meanwhile, if you can get an artifact back we’re talking about a two-for-one. This inefficient stat-line definitely holds it back some, but I think most White decks will play the first copy of this.
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
Greedy Freebooter
1.0 // 3.0 This is some amazing sacrifice fodder, especially because the sacrifice effects in this format let you sacrifice creature or artifacts, and this one card gives you two of those. It does get a lot worse in situations where you can’t sacrifice it easily, as it will be a little more difficult to get a card of value out of it. I think that probably makes it a build around
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
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
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 3 Pick 3: Restless Anchorage
Restless Anchorage
4.0 Like all the cards in this cycle, the fixes your mana and has the ability to become very relevant creatures in the later stages of the game – creatures that are largely immune to Sorcery-speed removal. And never underestimate how big of a deal it is that one of your lands that produced mana for you early, remains a very real card late. This one even has evasion and generates Map tokens, which makes it really impactful
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
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.
Colossadactyl
3.0 This is a great statline and keyword combination for the cost. Not much more to say here
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
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
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
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
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
Thousand Moons Infantry
2.0 A three mana 2/4 with kind-of sort-of vigilance is decent, and the idea here is to get multiple taps out of the Infantry for your cards that want you tap creatures or artifacts for effects. I can see this performing that role decently enough
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
Glowcap Lantern
1.5 I like exploring repeatedly, but this doesn’t do much to improve the creature up front
Hoverstone Pilgrim
2.5 A 5-mana 2/5 Flyer with Ward 2 isn’t the worst thing ever, and this can really strip the graveyard bare. Alternatively, you can use it to put your own stuff back into your library, something that might actually matter in this format, where it looks possible to go pretty hard on milling yourself. Once you’re down to your last few cards, getting to decide what you’re going to draw always feels pretty sweet
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
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.
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
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
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
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.
Runaway Boulder
1.5 Lots of decks want to run as many permanents as possible because of Descend, and the Boulder gives you a removal spell that is still a permanent. Now…it is very far from being efficient, but it does deal with most things, and you can also cycle it away – which also matters for Descend. With all that in mind, it will definitely make the cut a decent chunk of the time
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
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
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 5: Rumbling Rockslide
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.
Careening Mine Cart
2.0 A 3 mana 3/3 vehicle with Crew 1 isn’t very good. I like getting Treasure, and that saves this from being actively bad, especially because it is a colorless source of fixing
Pathfinding Axejaw
3.5 This will either be a 4-mana 5/4 with Surveil 1, or a 4-mana 4/3 that draws you a card. Both of those are pretty nice for the cost.
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
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
Oltec Archaeologists
2.5 I love that they gave this a mode where it does something even if you don’t have an artifact to get back, as this type of card can be pretty bad when you can’t do something with the ETB, and Scry 3 is pretty big, it really improves your next couple of draws. Meanwhile, if you can get an artifact back we’re talking about a two-for-one. This inefficient stat-line definitely holds it back some, but I think most White decks will play the first copy of this.
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
Runaway Boulder
1.5 Lots of decks want to run as many permanents as possible because of Descend, and the Boulder gives you a removal spell that is still a permanent. Now…it is very far from being efficient, but it does deal with most things, and you can also cycle it away – which also matters for Descend. With all that in mind, it will definitely make the cut a decent chunk of the time
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
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.
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 6: Hidden Cataract
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.
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
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
Thousand Moons Infantry
2.0 A three mana 2/4 with kind-of sort-of vigilance is decent, and the idea here is to get multiple taps out of the Infantry for your cards that want you tap creatures or artifacts for effects. I can see this performing that role decently enough
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
Pathfinding Axejaw
3.5 This will either be a 4-mana 5/4 with Surveil 1, or a 4-mana 4/3 that draws you a card. Both of those are pretty nice for the cost.
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
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
Skullcap Snail
2.5 It’s important than this exile instead of letting the opponent discard, as you don’t want to be helping your opponent get Descend stuff going. As usual, a two mana 1/1 with this effect is solid
Hidden Cataract
2.5 Entering tapped is certainly a problem sometimes, but they more than make up for it by getting you a card back in the later game thanks to Discover. The Cave type matters some too! I think you’re pretty much always playing the first copy of one of these. Obviously, if you have a bunch of one drops you’ll be less interested in them
Pack 3 Pick 7: Cogwork Wrestler
Vanguard of the Rose
3.0 This has solid aggro stats to start with, and any time you have 1 mana and an artifact or creature available, attacking with it is going to drive your opponent nuts. Especially if you can give up something expendable
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.
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.
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
Runaway Boulder
1.5 Lots of decks want to run as many permanents as possible because of Descend, and the Boulder gives you a removal spell that is still a permanent. Now…it is very far from being efficient, but it does deal with most things, and you can also cycle it away – which also matters for Descend. With all that in mind, it will definitely make the cut a decent chunk of the time
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.
Adaptive Gemguard
2.5 4-mana 3/3s have not performed well of late. The fact aggro decks can just attack into them with their two and three drops while they hold up a combat trick has been a real problem. This one can get bigger if you have artifacts and creatures lying around, and that’s certainly doable. It even counts itself for the effect.
Broodrage Mycoid
3.0 This will make a 1/1 on a decent number of turns and it has passable stats
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 3 Pick 8: Eaten by Piranhas
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
Explorer's Cache
2.0 So the turn you play this, you can immediately put a counter on a creature, and then the next turn you can do it too. How good is that for two mana? Well…not that good, especially at Sorcery speed. But the fact that this keeps getting counters when things with counters die means that it will keep on having counters for you, and there’s enough of a counter theme in Green that this will probably over perform
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
Oteclan Landmark
3.0 One mana to scry 2 isn’t very good, even in a format where you can sacrifice or tap this for value. But…this is way more than that, because crafting it isn’t a hug challenge, and the creature you get is a legitimate threat, because giving flying to your other attackers makes for a powerful effect. Between the format’s artifact synergy, and this card’s upside, this looks like a really nice Common to me
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
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
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
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
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
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.
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
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
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
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
Malamet Brawler
2.0 The awkward thing about this card is that by the time you can attack with something else that is worth giving trample to, your Brawler is probably not going to uh…brawl very well. I mean, it’s a fine two drop, but not one I’m excited about
Oltec Archaeologists
2.5 I love that they gave this a mode where it does something even if you don’t have an artifact to get back, as this type of card can be pretty bad when you can’t do something with the ETB, and Scry 3 is pretty big, it really improves your next couple of draws. Meanwhile, if you can get an artifact back we’re talking about a two-for-one. This inefficient stat-line definitely holds it back some, but I think most White decks will play the first copy of this.
Greedy Freebooter
1.0 // 3.0 This is some amazing sacrifice fodder, especially because the sacrifice effects in this format let you sacrifice creature or artifacts, and this one card gives you two of those. It does get a lot worse in situations where you can’t sacrifice it easily, as it will be a little more difficult to get a card of value out of it. I think that probably makes it a build around
River Herald Guide
3.0 This is another Explore ETB creature that gives you a really good rate, regardless of which Explore thing happens
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
Pack 3 Pick 11: Cavern Stomper
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
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
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
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
Glowcap Lantern
1.5 I like exploring repeatedly, but this doesn’t do much to improve the creature up front
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
Runaway Boulder
1.5 Lots of decks want to run as many permanents as possible because of Descend, and the Boulder gives you a removal spell that is still a permanent. Now…it is very far from being efficient, but it does deal with most things, and you can also cycle it away – which also matters for Descend. With all that in mind, it will definitely make the cut a decent chunk of the time
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 3 Pick 13: Orazca Puzzle-Door
Pathfinding Axejaw
3.5 This will either be a 4-mana 5/4 with Surveil 1, or a 4-mana 4/3 that draws you a card. Both of those are pretty nice for the cost.
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
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
Pack 3 Pick 14: Pirate Hat
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
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
Pack 3 Pick 15: Seeker of Sunlight
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