Fraying Sanity
0.0 To make Fraying Sanity work you usually need some other mill around, and while there’s a little bit of that in this format, there isn’t enough to support this
Regal Bunnicorn
3.0 This will be a pretty big two mana creature on a lot of boards, and it has a floor as a two mana 1/1. This format looks to have more permanents in it that normal too, which food, role tokens, and treasure all over the place – and I haven’t even mentioned rat tokens. The absolute ceiling here is still just a big vanilla creature, though.
Dream Spoilers
1.0 4-mana 2/2 flyer do not fair well in Limited. This is mostly because there are multiple one mana spells in each set that can deal with them, so paying FOUR often results in a huge tempo hit. The ability here is nice, especially if you can cast multiple spells, but triggering it is far from automatic and even when you do sometimes it won’t do anything. I don’t think this makes the cut very often
Icewrought Sentry
3.0 This looks pretty good to me. Tapping opposing blockers is always really good, and while paying mana for it isn’t ideal the fact that the Sentry becomes a 4/4 when you do it helps offset that downside. Blue-White has some other cards that involve tapping and getting paid off for it too, making paying that mana all the more appealing. It also doesn’t hurt that simply the threat of activation makes your opponent play the game differently. They have to account for the Sentry when thinking about how they are going to attack on their own turn.
Syr Armont, the Redeemer
4.0 It can’t put the Role on itself, but provided you have something else around Syr Armont is a 5-mana 4/4 that gives something else +2/+2 and trample and uh…that’s kind of crazy, and will usually mean that whatever you just put that Role on is suddenly a way more effective attacker than it was before. Sometimes it will turn something that couldn’t attack into an attacker, and I haven’t even mentioned how good this effect is when you have other Roles and Auras around on your board. I think this is an amazing signpost Uncommon
Curse of the Werefox
3.0 It effectively gives +1/+1 to the thing you fight with, and a stats boost always makes fighting a little more appealing. Now, it does have some significant downsides. Namely, that if your opponent has any way to interact in response you probably get wrecked – whether it’s a removal spell or a combat trick on their creature – and that means you get yourself 2-for-1’d. So you have to pick your spots with this, especially because it’s a Sorcery
Stingblade Assassin
1.5 This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
Hamlet Glutton
3.0 I always love a big ol’ green creature that gains me life when it ETBs, because it allows slower decks to stabilize. If this always cost 7 it would be overcosted, but because Bargaining this looks so doable, it will often cost 5 and you won’t have to give up much to make it happen. Red-Green and Blue-Green will both always want at least one copy of this
Grand Ball Guest
2.0 A vanilla two mana 2/2 is probably a 1.0 these days, and while I think triggering celebration is doable, it isn’t going to happen so much that this will be a 3/3 with trample every turn or anything
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Vantress Transmuter
3.0 This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
Into the Fae Court
1.5 A draw spell that adds to the board sounds attractive. It’s too bad that the thing it adds to the board is so insignificant though, and it makes me think this is probably a little bit too clunky to be something that always makes the cut in your Blue decks
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Pack 1 Pick 2: Griffin Aerie
Griffin Aerie
0.0 // 3.0 I think this has potential, at least in some decks. Food isn’t that readily available in White, but if you’re paired with Black or Green, you’re going to have food – and this basically adds “make a 2/2 flying token” to your food getting sacrificed and that’s honestly…kind of insane. There are other ways to gain life in White too of course, but that’s the one that immediately springs to mind when you see a card that has a threshold of 3 life for it to do something. It needs a build around grade, since not all White decks will trigger it enough, but I think this can make a whole lot of tokens in the right deck
Collector's Vault
1.5 This is probably a little too clunky to be worth it. Looting and treasure is nice of course, but the number of turns where you have the time and mana to activated this ability will be surprisingly limited
Spellscorn Coven
3.5 As with most of these, if you take the adventure away, we’re talking about a playable card. A 4-mana 2/3 flyer that forces your opponent to discard is exactly that, and in the earlier part of the game the fact that this bounces a spell is pretty nice. That effect normally isn’t that impressive, mostly because you would go down a card for tempo alone, but because you have the Coven to play later, that isn’t true in this case. That makes the effect a heck of a lot more powerful
High Fae Negotiator
3.5 That ETB really is powerful, as the gap in life between you and your opponent becomes 6, and that can drastically alter a race. Then this big body can attack and block reasonably well
Quick Study
2.0 Instant speed Divination isn’t too shabby, though it doesn’t add to the board and that can always be a problem in Limited.
Harried Spearguard
1.5 This is great in terms of sacrifice fodder, as it gives you two bodies for the price of 1. It also isn’t bad just based on the rate you get out of it. But it’s nothing special either. It will quickly get outclassed in most games and be relegated into chump block mode
Return from the Wilds
2.0 A three mana 1/1 that rampant growths is a solid enough card, and ramping does look fairly viable in this format. This can also give you food when you reach the part of the game where more lands doesn’t do you any good
Shatter the Oath
2.5 5 mana Sorcery speed removal isn’t anything special. It’s just too expensive and clunky for that to ever be the case. This can go after two card types and it does upgrade your board a tiny bit, but overall it still seems a little too slow to be anything special
Armory Mice
2.0 A two mana 3/1 is usually acceptable, and this will be a 3/3 some percentage of the time. I’m giving this a 2.
Freeze in Place
2.0 While it isn’t quite removal, stunning a creature for three turns will feel like it is sometimes. Scry 2 combines nicely too, because you can use it to find whatever it is you desperately need, now that you bought yourself some time. The Blue/White deck in the format likes tapping things too, so getting some additional value here isn’t impossible.
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Stormkeld Prowler
1.5 Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
Bellowing Bruiser
2.0 I’m high on most of the Adventure creatures in the set – this one doesn’t seem quite as good as the others. This is because it doesn’t really generate 2-for-1 type value or even close to it. It isn’t bad by any means, but the Adventure side is a highly situational card. It can be powerful in the right spot of course, and if you ever 8 mana to cast both halves that will feel pretty awesome, but overall, I don’t see Beat a Path being that impressive, and the same is true of a 5-mana 4/4 Haste. It’s still a solid card that will make the cut a decent chunk of the time – but most of the adventures in this set are a little better than that
Pack 1 Pick 3: Stormkeld Vanguard
Garruk's Uprising
2.5 The Red/Green and Blue/Green decks in this format can probably make decent use of this. One of the nice things about it is that it rewards you some for already having big things in play and then rewards you as well when you play them afterward, that means most of the time it will do something
Lich-Knights' Conquest
1.5 So, the idea here is to give up a bunch of expendable stuff and then reanimate some things. The problem is, even in this format, the fact you can only give up permanents of a few types is limiting, especially because this already asks for the set up cost of having something or a few somethings worth reanimating for 5 mana. That’s far from a guarantee
Stormkeld Vanguard
4.0 Speaking of main deck ways to destroy artifacts and enchantments….this card looks great. It’s very easy to hit something with Bear Down, and in the case of this card even hitting a token of some kind is acceptable, because you don’t use up an entire card to do it, since later in the game you get an efficient creature that is hard to block. This will generate 2-for-1s a decent chunk of the time too
The Princess Takes Flight
2.0 Temporarily exiling something with Chapter 1 can be used to get an opposing creature out of the way for a bit, and it can also be a slow way to blink something, but the fact that Chapter 1 and 3 are basically part of the same effect makes the value this can generate pretty low. Chapter 2 isn’t bad, but I think the whole package here seems pretty medium. I think the best way to use this is to cast something with Bargain after Chapter II, that way you permanently rid yourself of an opposing creature. While you can certainly make that happen, when it doesn’t line up that way, it seems very mediocre
Candy Grapple
4.0 Without Bargain this is premium removal, with it, it’s one of Black’s best commons. It can deal with so much when you Bargain, and there’s plenty of fodder around
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Snaremaster Sprite
3.0 Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Plunge into Winter
1.5 I think you end up with a decent rate when you cast this card, one that means you won’t feel bad about playing it. Tapping doesn’t always matter, but you do always get Scry 1 draw a card, and when tapping does matter – or even better – when you have a tap payoff in play – this gets significantly better.
Mintstrosity
2.0 Two mana 3/1s tend to be solid for aggro decks, and getting a Food when this goes down is nice upside to have
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Into the Fae Court
1.5 A draw spell that adds to the board sounds attractive. It’s too bad that the thing it adds to the board is so insignificant though, and it makes me think this is probably a little bit too clunky to be something that always makes the cut in your Blue decks
Pack 1 Pick 4: Edgewall Pack
Ground Seal
0.0 There’s not enough of a reason to hate on the graveyard in this format
Monstrous Rage
2.5 We’ve seen one mana for +3/+1 and trample before, and it usually makes for a nice trick. It’s just so cheap and makes combat so much more devastating. And in this case the +1/+1 trample part stick around! A toughness boost of only one won’t always help your creature survive, but I think the Trample and Role upside make up for that. This looks like a trick you’ll probably want as many of as you can get your hands on in an aggressive red deck
Grand Ball Guest
2.0 A vanilla two mana 2/2 is probably a 1.0 these days, and while I think triggering celebration is doable, it isn’t going to happen so much that this will be a 3/3 with trample every turn or anything
Spell Stutter
1.0 // 2.5 One of the downsides with counter magic that gives your opponent the option of paying mana to ignore it is that it gets worse as the game goes longer, but the Faerie upside here helps hedge against that. This probably needs a build around grade though, because if you’re in Blue and you’re short on Faeries it’s a lot worse
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
Stingblade Assassin
1.5 This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Prophetic Prism
2.0 This is pretty solid every time we see it. It’s not going to be as good here as it would be an artifact-heavy set, but it replaces itself and does an okay job of fixing your mana
Gingerbrute
2.5 He’s back! He wasn’t too bad as a beater last time around, and that will be pretty true here too with all of the Role tokens. Putting one on him and going to town with him is definitely going to be a way to close out a game
Edgewall Pack
3.0 A 4-mana 3/3 menace that makes a 1/1 that can’t block is pretty decent. Worth noting that it triggers card swith Celebration on its own, and there are definitely some curve outs where you play a two drop and a three drop with Celebration, where then playing the Pack would make for a pretty spicy turn 4.
Unassuming Sage
2.0 Neither of these modes is a model of efficiency, but the second mode does at least get synergy going for Celebration and Aura decks
Pack 1 Pick 5: Troublemaker Ouphe
Compulsion
1.0 This is pretty bad. Sure, rummaging can be nice, but having to pay mana to do it is a big downside, and even though this can replace itself you have to invest 4 mana to get there.
Eriette's Tempting Apple
1.0 A 4-mana Threaten isn’t amazing, but as usual, if you can sacrifice the thing that you steal we’re talking about a potentially powerful card. But the apple’s other two effects aren’t particularly good either
Picklock Prankster
3.0 There is a chance you miss with Free the Fae. You have a pretty good chance of not missing, especially in Blue/Red and Blue/Black, but this isn’t the kind of effect that will only miss on rare occasions. I think expecting it to wiff entirely a third of the time is reasonable. When you can get a card out of it it’s going to feel pretty good, especially because you also get a reasonable flyer. A creature with these two keywords goes great with the various Role tokens in the set too.
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Prophetic Prism
2.0 This is pretty solid every time we see it. It’s not going to be as good here as it would be an artifact-heavy set, but it replaces itself and does an okay job of fixing your mana
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
Gnawing Crescendo
1.0 // 2.5 These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
Frostbridge Guard
1.5 This has somewhat passable stats, and it has an ability that is useful, albeit expensive. Tapping things does bring some extra value in this format, but three for the effect is kind of brutal. I miss the days of Master Decoy
Voracious Vermin
2.0 Three mana for a 2/1 and a 1/1 isn’t bad, and this will definitely be growing, especially in Black/Red where you throw rats at your opponent a lot of the time. Just blocking those rats will make the Vermin grow.
Vantress Transmuter
3.0 This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
Pack 1 Pick 6: Gingerbrute
Back for Seconds
3.5 I would already be interested in having one copy of this in every Black deck without Bargain. This type of card just always does a great job of helping you win long games by giving you back your two best creatures from the graveyard. So the fact that this can effectively reanimate something small when you do bargain it is pretty amazing. You still probably don’t really want more than one of these because they are so bad early, but I’d value that first copy pretty highly
Verdant Outrider
2.0 A three mana 4/2 usually has the big problem of dying to 2 power creatures, but obviously enough, Verdant Outrider can get around that. You won’t always have the time or mana to use that ability of course, but it definitely does enough for this to be solid filler
Flick a Coin
2.0 Each thing this does individually isn’t that impressive but getting them all for three mana seems like a decent enough deal, especially if you’re in the market for fixing. Still, it’s a fairly low impact card that probably won’t always make the cut.
Into the Fae Court
1.5 A draw spell that adds to the board sounds attractive. It’s too bad that the thing it adds to the board is so insignificant though, and it makes me think this is probably a little bit too clunky to be something that always makes the cut in your Blue decks
Gingerbrute
2.5 He’s back! He wasn’t too bad as a beater last time around, and that will be pretty true here too with all of the Role tokens. Putting one on him and going to town with him is definitely going to be a way to close out a game
Voracious Vermin
2.0 Three mana for a 2/1 and a 1/1 isn’t bad, and this will definitely be growing, especially in Black/Red where you throw rats at your opponent a lot of the time. Just blocking those rats will make the Vermin grow.
Barrow Naughty
2.0 A two mana 1/3 with lifelink is a solid card, and that’s what this well be a decent chunk of the time, especially in Blue-Black. The buff effect is expensive and really only the kind of thing you use when you have nothing else to do
Eriette's Whisper
1.5 4 mana to Mind Rot isn’t great, even if you do get a Role out of the deal. Spending this much and adding minimally to the board is just something you want to do in most formats.
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
Pack 1 Pick 7: Return from the Wilds
Season of Growth
2.0 The Scry effect alone isn’t enough to run this, but the good news is there are several green cards in the set that will trigger this, even at lower rarities. They are combat tricks of course, but this also works pretty well with all the fight and bite spells, as it will make them into 2-for-1s, which is actually pretty nuts. So, I think you can actually play one of these in most Green decks and have it do something, and in some of them it might be really nuts
Living Lectern
3.0 It feels like giving this up for a card and a Sorcerer role is going to generate some serious value, and the fact it can sit around as a reasonable blocker until you feel like doing that seems pretty good
Water Wings
2.0 This looks like a solid trick. It gives a big enough buff that it will make your creature win most combats, and the hexproof part means it also works well against removal. Flying also gives it a third mode, where sometimes you can send a creature into the air to do lethal
Gnawing Crescendo
1.0 // 2.5 These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
Scream Puff
2.0 This is pretty beefy, although I think it would be much better if it made the food on ETB. That would allow it to be one of these big creatures that helps slower decks stabilize. It can still help you do that of course, but having to rumble with it in order to get food makes the card a little bit awkward
Return from the Wilds
2.0 A three mana 1/1 that rampant growths is a solid enough card, and ramping does look fairly viable in this format. This can also give you food when you reach the part of the game where more lands doesn’t do you any good
Rat Out
2.0 The Rat not being able to block here is obviously a big deal, but if you can pick off an X/1 with this while adding something to your board that’s not…too bad. The problem is a 1/1 that can’t block isn’t exactly the most significant thing to add to your board. In fact, it’s pretty close to the least significant thing you can add
Conceited Witch
3.0 A 3 mana ⅔ with Menace is passable, and you can augment one of your creatures with this on an earlier turn – or the same turn, if you have happen to have four mana. It just seems like plenty of value to get out of a single card, and it even seems reasonably efficient
Pack 1 Pick 8: Gingerbrute
Picklock Prankster
3.0 There is a chance you miss with Free the Fae. You have a pretty good chance of not missing, especially in Blue/Red and Blue/Black, but this isn’t the kind of effect that will only miss on rare occasions. I think expecting it to wiff entirely a third of the time is reasonable. When you can get a card out of it it’s going to feel pretty good, especially because you also get a reasonable flyer. A creature with these two keywords goes great with the various Role tokens in the set too.
Ego Drain
0.0 This card is awful when you don’t control a Faerie. When you do, it offers some powerful disruption, but it gets a lot less powerful when you aren’t able to use it on turn one. Even a Faerie deck will find itself without Faeries in play in the early game, and this card’s value certainly diminishes when you can’t cast it during that time.
Gingerbrute
2.5 He’s back! He wasn’t too bad as a beater last time around, and that will be pretty true here too with all of the Role tokens. Putting one on him and going to town with him is definitely going to be a way to close out a game
Prophetic Prism
2.0 This is pretty solid every time we see it. It’s not going to be as good here as it would be an artifact-heavy set, but it replaces itself and does an okay job of fixing your mana
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Wicked Visitor
2.0 This has passable base stats and a passable payoff for the Black/White deck, which will be the most adept at putting enchantments in the graveyard
Pack 1 Pick 9: Return Triumphant
Dream Spoilers
1.0 4-mana 2/2 flyer do not fair well in Limited. This is mostly because there are multiple one mana spells in each set that can deal with them, so paying FOUR often results in a huge tempo hit. The ability here is nice, especially if you can cast multiple spells, but triggering it is far from automatic and even when you do sometimes it won’t do anything. I don’t think this makes the cut very often
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Vantress Transmuter
3.0 This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
Into the Fae Court
1.5 A draw spell that adds to the board sounds attractive. It’s too bad that the thing it adds to the board is so insignificant though, and it makes me think this is probably a little bit too clunky to be something that always makes the cut in your Blue decks
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Pack 1 Pick 10: Collector's Vault
Collector's Vault
1.5 This is probably a little too clunky to be worth it. Looting and treasure is nice of course, but the number of turns where you have the time and mana to activated this ability will be surprisingly limited
Quick Study
2.0 Instant speed Divination isn’t too shabby, though it doesn’t add to the board and that can always be a problem in Limited.
Freeze in Place
2.0 While it isn’t quite removal, stunning a creature for three turns will feel like it is sometimes. Scry 2 combines nicely too, because you can use it to find whatever it is you desperately need, now that you bought yourself some time. The Blue/White deck in the format likes tapping things too, so getting some additional value here isn’t impossible.
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Stormkeld Prowler
1.5 Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
Pack 1 Pick 11: Plunge into Winter
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Plunge into Winter
1.5 I think you end up with a decent rate when you cast this card, one that means you won’t feel bad about playing it. Tapping doesn’t always matter, but you do always get Scry 1 draw a card, and when tapping does matter – or even better – when you have a tap payoff in play – this gets significantly better.
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Into the Fae Court
1.5 A draw spell that adds to the board sounds attractive. It’s too bad that the thing it adds to the board is so insignificant though, and it makes me think this is probably a little bit too clunky to be something that always makes the cut in your Blue decks
Pack 1 Pick 12: Toadstool Admirer
Ground Seal
0.0 There’s not enough of a reason to hate on the graveyard in this format
Spell Stutter
1.0 // 2.5 One of the downsides with counter magic that gives your opponent the option of paying mana to ignore it is that it gets worse as the game goes longer, but the Faerie upside here helps hedge against that. This probably needs a build around grade though, because if you’re in Blue and you’re short on Faeries it’s a lot worse
Toadstool Admirer
0.0 This doesn’t seem very good to me. A one mana 1/1 with Ward 2 just…doesn’t matter, and even though this can eventually put counters on itself, it only does so in the extreme late game, and it will take it way too long for it to ever be relevant
Pack 1 Pick 13: Sleight of Hand
Compulsion
1.0 This is pretty bad. Sure, rummaging can be nice, but having to pay mana to do it is a big downside, and even though this can replace itself you have to invest 4 mana to get there.
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Pack 1 Pick 14: Verdant Outrider
Verdant Outrider
2.0 A three mana 4/2 usually has the big problem of dying to 2 power creatures, but obviously enough, Verdant Outrider can get around that. You won’t always have the time or mana to use that ability of course, but it definitely does enough for this to be solid filler
Pack 2 Pick 1: Up the Beanstalk
Hatching Plans
3.0 This will be one of the absolute best things you can ever sacrifice to a Bargain card as you end up netting a bunch of cards and getting a bonus effect. Most decks in this format will have enough cards with Bargain to make this worth playing. The downside is, of course, that it does stone nothing when you can’t sacrifice it
Ingenious Prodigy
4.0 This will never feel like the most efficient creature in the world, but it does scale all game long, and then it allows you to draw some cards if you want them
Up the Beanstalk
2.5 Making it so this draws all on its own is a pretty big deal, because it means it’s never entirely useless. Then if you have enough big spells in your deck – something Red/Green and Blue/Green both want to do, this will turn into a pretty awesome value engine
Syr Armont, the Redeemer
4.0 It can’t put the Role on itself, but provided you have something else around Syr Armont is a 5-mana 4/4 that gives something else +2/+2 and trample and uh…that’s kind of crazy, and will usually mean that whatever you just put that Role on is suddenly a way more effective attacker than it was before. Sometimes it will turn something that couldn’t attack into an attacker, and I haven’t even mentioned how good this effect is when you have other Roles and Auras around on your board. I think this is an amazing signpost Uncommon
Royal Treatment
2.0 This is really good against removal, less good in combat. +1/+1 just isn’t a boost that will help your creature succeed often enough
Edgewall Pack
3.0 A 4-mana 3/3 menace that makes a 1/1 that can’t block is pretty decent. Worth noting that it triggers card swith Celebration on its own, and there are definitely some curve outs where you play a two drop and a three drop with Celebration, where then playing the Pack would make for a pretty spicy turn 4.
Rootrider Faun
3.0 This has decent stats, it offers decent ramp, and it offers decent fixing. None of the things it does are very exciting, but ramp does seem like a real strategy in Green
Besotted Knight
3.0 Neither half of this card is exactly something you’d play on its own, but the fact of the matter is you can get both of these things! Using the Adventure side is likely to augment one of your early game creatures and make it more of a problem, and then you just sort of have this Hill Giant sitting in your hand, ready to come into play as soon as you don’t have anything else to do with your mana. That might know sound exciting, but I think you definitely get enough value out of this in the end for it to be a nice Common. Worth remembering too that the Role tokens have a lot of synergies in the set.
Candy Grapple
4.0 Without Bargain this is premium removal, with it, it’s one of Black’s best commons. It can deal with so much when you Bargain, and there’s plenty of fodder around
Frantic Firebolt
3.5 The base form of this card is mediocre, but if you can just get it to do 3 damage you’re talking about premium removal. That’s not a huge ask at all, especially in Red decks in the format, and that also means it has a really high ceiling. Basically, this has a bad floor, but it will almost never be that bad, and I think that means it does enough to be premium removal you take highly
Snaremaster Sprite
3.0 Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Pack 2 Pick 2: Grasp of Fate
Grasp of Fate
3.5 This is an oblivion ring variant, and like all of them it is premium removal. Hitting multiple permanent types and exiling for three is just that good. There’s a risk it gets destroyed of course, but that doesn’t make it any less impressive
Gadwick's First Duel
1.5 // 3.5 Just getting a Cursed token for two mana isn’t terrible…though certainly not good either. It is very easy for your opponent to move the Cursed Role since all they have to do is use an effect that lets them put a role on one of their creatures. So, it’s a good thing it does some other stuff. Scry 2 helps set up chapter III in theory, and if you can copy something like a removal spell with chapter III this card is going to feel pretty insane, especially for two mana! Not all decks will do that consistently, though
Royal Treatment
2.0 This is really good against removal, less good in combat. +1/+1 just isn’t a boost that will help your creature succeed often enough
Soul-Guide Lantern
0.5 This can hate on the graveyard quite effectively, and in a pinch it can replace itself. It’s a sideboard card.
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Verdant Outrider
2.0 A three mana 4/2 usually has the big problem of dying to 2 power creatures, but obviously enough, Verdant Outrider can get around that. You won’t always have the time or mana to use that ability of course, but it definitely does enough for this to be solid filler
Rowan's Grim Search
2.0 This is a nice take on the usual Black card raw spell we get. If you don’t bargain, we’re talking about an instant speed draw 2 lose 2, which is playable in all but the fastest of formats. If you have something expendable to bargain, you’re looking at a card that lets you see a ton of cards for the cost – up to six of them, which is dang impressive. It helps you load the graveyard too. Now…it is still a card that doesn’t really impact the board, and you won’t always want to Bargain it, so it isn’t amazing or anything
Ratcatcher Trainee
3.0 A two mana 2/1 with first strike when it attacks is a great aggressive creature in Limited, and this one can make you a couple of 1/1s too. It is a bit odd as far as adventures go, because this is one where you probably cast it fairly often without ever using the Adventure part, where with most of them it makes a lot of sense to try to get the full value. Here, you’re not going to do that as often, but it still has big upside because if you draw it late you can get the tokens and the 2/1 all in a single turn. The Adventure side can also get celebration going all on its own
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
Candy Trail
1.5 Scry 2 on turn one doesn’t sound like a bad idea in a lot of situations, although using up a whole card to do it definitely isn’t appealing. However, the fact you can cash this in for a card and life later means you don’t use up a whole card. Still, in a format without a big artifact theme, these artifacts that have tiny effects have been fairly underwhelming
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Sugar Rush
1.5 This replaces itself, but the buff is highly unlikely to be that useful in combat. Sure, it probably lets you kill something, but most of the time whatever you cast this on will die two. Drawing the card does keep you from getting 2-for-1’d, but it doesn’t really make up for the tempo you lose. It does get a little better with Rat tokens, but I’d still steer clear of it most of the time
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Pack 2 Pick 3: Cooped Up
Stab Wound
3.0 This has been a nice Limited card every time we’ve seen it. It feels good to outright kill something with it, but it feels even better to put it on a creature that doesn’t die because the Aura usually does enough to make that creature irrelevant while it also starts quickly pressuring your opponent’s life
Soul-Guide Lantern
0.5 This can hate on the graveyard quite effectively, and in a pinch it can replace itself. It’s a sideboard card.
Stonesplitter Bolt
4.0 An instant speed X damage spell is pretty sweet. It scales all game long and can kill pretty much anything, provided you have the mana – or the permanent to Bargain
Brave the Wilds
2.0 One green mana to search up a basic land is a borderline playable, especially if you’re playing more than two colors. The upside of animating a land means it can add to the board sometimes too
Redtooth Genealogist
3.0 This looks like a very good rate to me – it is basically a better version of a three mana 2/3 that puts a +1/+1 counter somewhere, and that card is usually quite good in Limited. I think this is one of Green’s best Commons
Grabby Giant
2.0 This offers you some decent ramp early, and a mediocre body with an expensive activated ability late. Notably, he can ramp into himself, if you cast the adventure and then him and a 4/3 with Reach on turn three isn’t too bad.
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Gingerbrute
2.5 He’s back! He wasn’t too bad as a beater last time around, and that will be pretty true here too with all of the Role tokens. Putting one on him and going to town with him is definitely going to be a way to close out a game
Warehouse Tabby
1.5 Take away the Enchantment part of this card and it’s…pretty bad. A one mana 1/1 with death touch is usually pretty solid, as it can trade for anything. This has the capacity to do that, but because you have to have mana up to do it and because you spend extra mana to make it do it, it is way worse than a one mana 1/1 that always has death touch. The fact it cranks out a few 1/1s is nice, but even in this format I don’t imagine this just giving you 1/1 after 1/1.
Cooped Up
2.5 Pacifism does not seem at its best in this format. There will be main deck ways to destroy Enchantments for one thing, for another all of the Adventure creatures feel pretty bad when you use up a whole card on them to remove them. It also has the usual downsides of pacifism that are true in every format – like the fact it doesn’t stop static abilities. It isn’t terrible – after all it’s removal, and it can put itself in the graveyard which the Black-White deck especially is interested in. But this feels well below “premium” removal these days.
Pack 2 Pick 4: Knightly Valor
Knightly Valor
3.0 I’ve liked this Aura every time we’ve seen it. This is because it adds a body to the board in addition to offering a significant buff. Because of that body, this Aura helps get around the inherent downside they have, as it becomes much harder for you to get 2-for-1’d when the Aura gives you a token. It also triggers Celebration
Three Bowls of Porridge
1.5 None of these modes is going to feel very efficient, but they do all do…something. Picking of a small creature will probably feel the best, but tapping things is certainly nice on the right board state, especially if you have a payoff for tapping something. Then it can of course do the Food thing. Still, the ability is expensive enough that having the mana around to actually use it isn’t guaranteed, and it isn’t like any of these modes is really going to make you feel like you’re getting there
Knight of Doves
1.0 // 3.5 White has lots of expendable enchantments in the form of Role tokens, and Black-White in particular is interested in getting Enchantments into the graveyard and getting value out of them, so getting a few tokens out of this isn’t farfetched. However, I also don’t think it’s going to be automatic. This probably needs a build around grade. Your typical deck will probably struggle to make even one token with the Knight, but some decks will turn it into a real engine.
Stockpiling Celebrant
1.5 This can be used to rebuy ETBs and Adventures, which is cool. But if it’s not doing not doing that? Well, you’re playing an inefficient creature
Witch's Mark
2.0 This is a nice Tormenting Voice variant. Even without the Role token this card is usually in the D+ or C- range, especially in a format with some graveyard stuff and a spell deck, and that’s true in this format. Actually adding to the board while digging deeper into your deck is going to feel pretty nice. You probably don’t desperately want more than one of these, although perhaps if you’re in the spell deck going deeper than that first copy might be worth it
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Candy Trail
1.5 Scry 2 on turn one doesn’t sound like a bad idea in a lot of situations, although using up a whole card to do it definitely isn’t appealing. However, the fact you can cash this in for a card and life later means you don’t use up a whole card. Still, in a format without a big artifact theme, these artifacts that have tiny effects have been fairly underwhelming
Wicked Visitor
2.0 This has passable base stats and a passable payoff for the Black/White deck, which will be the most adept at putting enchantments in the graveyard
Ratcatcher Trainee
3.0 A two mana 2/1 with first strike when it attacks is a great aggressive creature in Limited, and this one can make you a couple of 1/1s too. It is a bit odd as far as adventures go, because this is one where you probably cast it fairly often without ever using the Adventure part, where with most of them it makes a lot of sense to try to get the full value. Here, you’re not going to do that as often, but it still has big upside because if you draw it late you can get the tokens and the 2/1 all in a single turn. The Adventure side can also get celebration going all on its own
Territorial Witchstalker
1.5 A two mana 2/3 with defender isn’t great, but in a defensive deck it isn’t unplayable, but the ceiling on this card just isn’t very high, and neither is the floor.
Pack 2 Pick 5: Discerning Financier
Impact Tremors
0.0 // 2.5 Like Goblin Bombardment, if your deck can make a lot of bodies, this does represent a pretty big problem for your opponent, although it is a very awkward top deck unlike Bombardment. Bombardment rewards you for already having things in play, Impact Tremors doesn’t
Boundary Lands Ranger
2.5 This has solid base stats, and if you can get it to rummage every turn it will feel pretty impressive. A two mana 2/2 that just gave you the option of rummaging every combat would be nice. That’s some pretty great card selection that can really turn a game around for you. Obviously, this doesn’t quite get there, but it seems fine
Discerning Financier
3.0 If you miss a land drop he steps in and makes sure you don’t fall too far behind, and giving treasure to your opponent in the late game to draw cards is definitely going to be worth it. It does just end up being pretty close to vanilla a decent chunk of the time, though.
Gingerbrute
2.5 He’s back! He wasn’t too bad as a beater last time around, and that will be pretty true here too with all of the Role tokens. Putting one on him and going to town with him is definitely going to be a way to close out a game
Living Lectern
3.0 It feels like giving this up for a card and a Sorcerer role is going to generate some serious value, and the fact it can sit around as a reasonable blocker until you feel like doing that seems pretty good
Stormkeld Prowler
1.5 Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Cooped Up
2.5 Pacifism does not seem at its best in this format. There will be main deck ways to destroy Enchantments for one thing, for another all of the Adventure creatures feel pretty bad when you use up a whole card on them to remove them. It also has the usual downsides of pacifism that are true in every format – like the fact it doesn’t stop static abilities. It isn’t terrible – after all it’s removal, and it can put itself in the graveyard which the Black-White deck especially is interested in. But this feels well below “premium” removal these days.
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Pack 2 Pick 6: Return from the Wilds
Dragon Mantle
1.5 Giving a creature firebereathing isn’t particularly useful unless that creature was also pretty good, but this does replace itself, so that makes the floor on it pretty reasonable, especially for a one mana card. It isn’t a bad thing to sacrifice to Bargain either, since it will have already giving you a card
Knight of Doves
1.0 // 3.5 White has lots of expendable enchantments in the form of Role tokens, and Black-White in particular is interested in getting Enchantments into the graveyard and getting value out of them, so getting a few tokens out of this isn’t farfetched. However, I also don’t think it’s going to be automatic. This probably needs a build around grade. Your typical deck will probably struggle to make even one token with the Knight, but some decks will turn it into a real engine.
Grabby Giant
2.0 This offers you some decent ramp early, and a mediocre body with an expensive activated ability late. Notably, he can ramp into himself, if you cast the adventure and then him and a 4/3 with Reach on turn three isn’t too bad.
Return from the Wilds
2.0 A three mana 1/1 that rampant growths is a solid enough card, and ramping does look fairly viable in this format. This can also give you food when you reach the part of the game where more lands doesn’t do you any good
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Rowan's Grim Search
2.0 This is a nice take on the usual Black card raw spell we get. If you don’t bargain, we’re talking about an instant speed draw 2 lose 2, which is playable in all but the fastest of formats. If you have something expendable to bargain, you’re looking at a card that lets you see a ton of cards for the cost – up to six of them, which is dang impressive. It helps you load the graveyard too. Now…it is still a card that doesn’t really impact the board, and you won’t always want to Bargain it, so it isn’t amazing or anything
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Minecart Daredevil
3.5 I like this a lot because it resembles some of the Adventures from last Eldraine that were huge overperformers. Yes, you’ve got a medicore trick on one side and a mediocre vanilla creature on the other, but you get both on one card, and both halves of this card can conceivably trade with something and that means you’re getting a 2-for-1.
Savior of the Sleeping
2.5 As we’ve seen there are a decent number of ways to get enchantments in the graveyard, so it isn’t that unreasonable to think getting a counter or two on this is doable
Pack 2 Pick 7: Kellan's Lightblades
Johann, Apprentice Sorcerer
3.5 This effect is really powerful, even when limited to once per turn. If your deck has enough instants and sorceries in it, this will end up drawing you an extra card on many turns and that’s just crazy. This gets even better if you use draw effects or other things to manipulate the top of your library, as you increase your chances of getting that card on top. I like the high toughness here too, as it means Johann is an engine that isn’t super easy to kill
Korvold and the Noble Thief
1.0 The turn you play this is going to feel really rough, because paying FOUR and not getting anything meaningful on the board is a pain. Especially because the next chapter does the same thing! But chapter III is a pretty nice payoff. You can use all that treasure to up your chances of playing your opponent’s stuff. It is a bit of a bummer that if you don’t make sure to hold on to that treasure, and your opponent is in different colors than you, you’re going to be out of luck when it comes to casting off-color things. Overall…I’m kind of skeptical here. I love the value Chapter III can generate, but it’s really slow, and I think that will make this a liability
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Bellowing Bruiser
2.0 I’m high on most of the Adventure creatures in the set – this one doesn’t seem quite as good as the others. This is because it doesn’t really generate 2-for-1 type value or even close to it. It isn’t bad by any means, but the Adventure side is a highly situational card. It can be powerful in the right spot of course, and if you ever 8 mana to cast both halves that will feel pretty awesome, but overall, I don’t see Beat a Path being that impressive, and the same is true of a 5-mana 4/4 Haste. It’s still a solid card that will make the cut a decent chunk of the time – but most of the adventures in this set are a little better than that
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Kellan's Lightblades
2.5 This kind of removal is never amazing, since it is as restrictive as it is. For example, if you’re trying to be aggressive, something that can only target an attacker of blocker is a lot worse. And that’s definitely true here. The Bargain upside is nice, as it makes it less restrictive. It can only kill attackers or blockers, but at least it can take down those with more than three toughness. Still, this isn’t premium removal, though it does get closer to being that in a slower deck
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Pack 2 Pick 8: Stroke of Midnight
Vampiric Rites
3.0 This is a pretty nice sacrifice outlet, and Black in this format has access to many rat tokens that will feel particularly good to sacrifice to this
Night of the Sweets' Revenge
0.0 This has some serious potential. Turning all your food into mana can be pretty silly, especially because this has a pretty strong effect you can pump all that mana into. Unfortunately though, it doesn’t give your stuff trample, so there will be lots of situations where the buff doesn’t quite accomplish what you need it to. On top of that, add to it the fact that you really need a lot of Food in the first place and probably some other things to spend all that mana on – AND the fact that this doesn’t really add to the board at all and well…I think we’re talking about a pretty bad card. There are way better thing you can do with Food.
Stroke of Midnight
3.0 We’ve seen cards like this a lot, and this kind of effect is generally worse than it looks in Limited. Destroying anything for three is nice and all, but in a lot of ways, you can look at this as an Aura that makes a nonland permanent into a 1/1 with no abilities. When you look at it that way, it is much less impressive. Sure, that’s almost always going to downgrade something, and it doesn’t make this card bad, but it also isn’t premium removal for that reason
Hopeless Nightmare
2.5 One mana to make your opponent discard and lose 2 life is an acceptable rate, and after that point the Nightmare is great fodder for cards with Bargain. It’s definitely a role-player, but something you probably want one of in Black if you have a few cards that Bargain
Redcap Thief
2.5 This offers some nice fixing and ramp and can trigger celebration all on its own. That seems like something worth doing in Red decks in this format
Wicked Visitor
2.0 This has passable base stats and a passable payoff for the Black/White deck, which will be the most adept at putting enchantments in the graveyard
Into the Fae Court
1.5 A draw spell that adds to the board sounds attractive. It’s too bad that the thing it adds to the board is so insignificant though, and it makes me think this is probably a little bit too clunky to be something that always makes the cut in your Blue decks
Pack 2 Pick 9: Syr Armont, the Redeemer
Syr Armont, the Redeemer
4.0 It can’t put the Role on itself, but provided you have something else around Syr Armont is a 5-mana 4/4 that gives something else +2/+2 and trample and uh…that’s kind of crazy, and will usually mean that whatever you just put that Role on is suddenly a way more effective attacker than it was before. Sometimes it will turn something that couldn’t attack into an attacker, and I haven’t even mentioned how good this effect is when you have other Roles and Auras around on your board. I think this is an amazing signpost Uncommon
Besotted Knight
3.0 Neither half of this card is exactly something you’d play on its own, but the fact of the matter is you can get both of these things! Using the Adventure side is likely to augment one of your early game creatures and make it more of a problem, and then you just sort of have this Hill Giant sitting in your hand, ready to come into play as soon as you don’t have anything else to do with your mana. That might know sound exciting, but I think you definitely get enough value out of this in the end for it to be a nice Common. Worth remembering too that the Role tokens have a lot of synergies in the set.
Frantic Firebolt
3.5 The base form of this card is mediocre, but if you can just get it to do 3 damage you’re talking about premium removal. That’s not a huge ask at all, especially in Red decks in the format, and that also means it has a really high ceiling. Basically, this has a bad floor, but it will almost never be that bad, and I think that means it does enough to be premium removal you take highly
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Pack 2 Pick 10: Archon's Glory
Soul-Guide Lantern
0.5 This can hate on the graveyard quite effectively, and in a pinch it can replace itself. It’s a sideboard card.
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Sugar Rush
1.5 This replaces itself, but the buff is highly unlikely to be that useful in combat. Sure, it probably lets you kill something, but most of the time whatever you cast this on will die two. Drawing the card does keep you from getting 2-for-1’d, but it doesn’t really make up for the tempo you lose. It does get a little better with Rat tokens, but I’d still steer clear of it most of the time
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Pack 2 Pick 11: Brave the Wilds
Soul-Guide Lantern
0.5 This can hate on the graveyard quite effectively, and in a pinch it can replace itself. It’s a sideboard card.
Brave the Wilds
2.0 One green mana to search up a basic land is a borderline playable, especially if you’re playing more than two colors. The upside of animating a land means it can add to the board sometimes too
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Pack 2 Pick 12: Territorial Witchstalker
Stockpiling Celebrant
1.5 This can be used to rebuy ETBs and Adventures, which is cool. But if it’s not doing not doing that? Well, you’re playing an inefficient creature
Spider Food
0.5 This format has a lot of targets for this, but there are also two lower rarity ways to Naturalize stuff in this format that are way better in the main deck. So, this is a sideboard card but one you probably won’t use very often
Territorial Witchstalker
1.5 A two mana 2/3 with defender isn’t great, but in a defensive deck it isn’t unplayable, but the ceiling on this card just isn’t very high, and neither is the floor.
Pack 2 Pick 13: Return Triumphant
Stormkeld Prowler
1.5 Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Pack 2 Pick 14: Knight of Doves
Knight of Doves
1.0 // 3.5 White has lots of expendable enchantments in the form of Role tokens, and Black-White in particular is interested in getting Enchantments into the graveyard and getting value out of them, so getting a few tokens out of this isn’t farfetched. However, I also don’t think it’s going to be automatic. This probably needs a build around grade. Your typical deck will probably struggle to make even one token with the Knight, but some decks will turn it into a real engine.
Pack 3 Pick 1: Agatha's Champion
Utopia Sprawl
3.0 This offers nice fixing and ramp at a very efficient rate. It lets you play three mana things on turn two which is always nice. It does only Enchant forests, which comes up sometimes, but this is still a pretty great way to get a mana advantage early. It does get worse later in the game when mana is less meaningful, but that early game upside is enough for this to be pretty good
Virtue of Courage
3.0 The removal side of this on its own is probably a 2.5…the other side…well, it’s super situational. If you’re in Red you’re likely to be doing some noncombat damage to your opponent – the Catapult we just saw is an example – and when you are able to draw extra cards off of this it’s going to feel amazing. But more often than not, you’re going to end up in a deck that doesn’t do the greatest job of making the Enchantment side of this do its thing. But the good news is, you’re still never going to cut this card because it’s removal with some late-game upside that you get for free, more or less
Agatha's Champion
3.5 This is going to feel pretty bad when you don’t Bargain it, and pretty good when you do. Luckily, Bargaining seems easy to pull off in green, because you’ve got access to lots of food and role tokens
Dream Spoilers
1.0 4-mana 2/2 flyer do not fair well in Limited. This is mostly because there are multiple one mana spells in each set that can deal with them, so paying FOUR often results in a huge tempo hit. The ability here is nice, especially if you can cast multiple spells, but triggering it is far from automatic and even when you do sometimes it won’t do anything. I don’t think this makes the cut very often
Belligerent of the Ball
2.5 This has solid base stats, and on turns when you get celebration going it is going to make one of your attackers significantly better. Importantly, it can target itself. +1/+0 Menace has a surprisingly big impact on some board states
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Feed the Cauldron
2.0 This will never let you trade up, and that’s one of the best things to do with removal spells. With this, you’ll kill something that cost the same or less. Getting that Food helps, but you don’t even always get it.
Stormkeld Prowler
1.5 Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Witch's Mark
2.0 This is a nice Tormenting Voice variant. Even without the Role token this card is usually in the D+ or C- range, especially in a format with some graveyard stuff and a spell deck, and that’s true in this format. Actually adding to the board while digging deeper into your deck is going to feel pretty nice. You probably don’t desperately want more than one of these, although perhaps if you’re in the spell deck going deeper than that first copy might be worth it
Grand Ball Guest
2.0 A vanilla two mana 2/2 is probably a 1.0 these days, and while I think triggering celebration is doable, it isn’t going to happen so much that this will be a 3/3 with trample every turn or anything
Hopeful Vigil
2.5 You get a reasonable body up front, and then you can sacrifice this to Bargain or other sacrifice effects. That does seem pretty doable, and the fact that you get a decent creature up front really makes this intriguing as far as two drops go. It also happens to trigger Celebration on its own.
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
Stockpiling Celebrant
1.5 This can be used to rebuy ETBs and Adventures, which is cool. But if it’s not doing not doing that? Well, you’re playing an inefficient creature
Pack 3 Pick 2: Gingerbread Hunter
Vampiric Rites
3.0 This is a pretty nice sacrifice outlet, and Black in this format has access to many rat tokens that will feel particularly good to sacrifice to this
Faerie Fencing
4.0 Even without the Faerie upside this is an instant speed removal spell that scales all game long. If your deck has 0 Faeries you would always play it, but it does get far better if you do have some faeries around, as it becomes incredibly efficient. Heck, you can pay one to give something -3/-3 when you have a Faerie. There are enough faeries in black that setting this up for the extra value isn’t hard, and the baseline card is already really good
Gingerbread Hunter
4.5 This is great. Sure, Puny Snack isn’t the best removal spell in the world, but when it’s attached to an efficient creature who also spits out a Food token, it doesn’t really matter. Generating a 2-for-1 with this is going to be really easy, and it’s probably going to be one of the better Uncommons in the entire format
Soul-Guide Lantern
0.5 This can hate on the graveyard quite effectively, and in a pinch it can replace itself. It’s a sideboard card.
Mintstrosity
2.0 Two mana 3/1s tend to be solid for aggro decks, and getting a Food when this goes down is nice upside to have
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Troublemaker Ouphe
2.5 This feels like a two drop you want one of in every Green deck, simply because it provides main deck hate against permanent types that are very common in this format. You won’t always have something to get Bargain going, but at least the fail case is a Bear
Kindled Heroism
1.5 We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Flick a Coin
2.0 Each thing this does individually isn’t that impressive but getting them all for three mana seems like a decent enough deal, especially if you’re in the market for fixing. Still, it’s a fairly low impact card that probably won’t always make the cut.
Hopeful Vigil
2.5 You get a reasonable body up front, and then you can sacrifice this to Bargain or other sacrifice effects. That does seem pretty doable, and the fact that you get a decent creature up front really makes this intriguing as far as two drops go. It also happens to trigger Celebration on its own.
Cut In
2.5 A 4-mana deal 4 sorcery isn’t premium removal, and I don’t think adding a Young Hero Role token to the mix gets this there. Still, it can kill a decent number of things and it does add to the board a tiny bit too.
Galvanic Giant
3.0 This Adventure is going to feel nice in the extreme late game. In the earlier stages of the game Galvanic Giant doesn’t seem terrible either. Sure, the stats are bad, but if you can follow it up with a five-mana card on the next turn, you’re going to be in business. Obviously, this is a case where the Adventure isn’t always going to get cast before the creature, but it’s nice having that late game ability to see a bunch of cards
Woodland Acolyte
3.5 I would always play a three mana 2/2 that draws me a card, and this is a lot better than that. Because of the Adventure, you can really look at it as a potential 4-mana 2/2 that gets you a permanent back from your graveyard – and that is also a card I would probably always play. Even playing this in a deck that can never cast the Adventure sounds really good
Neva, Stalked by Nightmares
3.5 A gravedigger with Menace that can also get back enchantments is a card I’d already play, and this can also get larger. Keep in mind any time you put a role on a creature that already has one, it loses the one it had before, so that’s one of the built in ways in the format Neva can grow. Obviously, she works with Bargain too
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Savior of the Sleeping
2.5 As we’ve seen there are a decent number of ways to get enchantments in the graveyard, so it isn’t that unreasonable to think getting a counter or two on this is doable
Witch's Mark
2.0 This is a nice Tormenting Voice variant. Even without the Role token this card is usually in the D+ or C- range, especially in a format with some graveyard stuff and a spell deck, and that’s true in this format. Actually adding to the board while digging deeper into your deck is going to feel pretty nice. You probably don’t desperately want more than one of these, although perhaps if you’re in the spell deck going deeper than that first copy might be worth it
Frantic Firebolt
3.5 The base form of this card is mediocre, but if you can just get it to do 3 damage you’re talking about premium removal. That’s not a huge ask at all, especially in Red decks in the format, and that also means it has a really high ceiling. Basically, this has a bad floor, but it will almost never be that bad, and I think that means it does enough to be premium removal you take highly
Barrow Naughty
2.0 A two mana 1/3 with lifelink is a solid card, and that’s what this well be a decent chunk of the time, especially in Blue-Black. The buff effect is expensive and really only the kind of thing you use when you have nothing else to do
Cut In
2.5 A 4-mana deal 4 sorcery isn’t premium removal, and I don’t think adding a Young Hero Role token to the mix gets this there. Still, it can kill a decent number of things and it does add to the board a tiny bit too.
Pack 3 Pick 4: Hamlet Glutton
Raid Bombardment
0.0 // 2.5 Another Enchantment that rewards you for having lots of small creatures – things might get interesting if you can get your hands on impact tremors and goblin bombardment along with this. Anyway, like those this probably needs a specific deck – one that makes lots of Rats seems the most appealing. But if you can do that, you can quickly damage your opponent. It’s probably an F in most decks, and a C in a deck that got there on small stuff
Knight of Doves
1.0 // 3.5 White has lots of expendable enchantments in the form of Role tokens, and Black-White in particular is interested in getting Enchantments into the graveyard and getting value out of them, so getting a few tokens out of this isn’t farfetched. However, I also don’t think it’s going to be automatic. This probably needs a build around grade. Your typical deck will probably struggle to make even one token with the Knight, but some decks will turn it into a real engine.
Disdainful Stroke
0.5 This is a sideboard card. Most opponents won’t have enough things you can counter with this for it to be worth it.
Vantress Transmuter
3.0 This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
Hamlet Glutton
3.0 I always love a big ol’ green creature that gains me life when it ETBs, because it allows slower decks to stabilize. If this always cost 7 it would be overcosted, but because Bargaining this looks so doable, it will often cost 5 and you won’t have to give up much to make it happen. Red-Green and Blue-Green will both always want at least one copy of this
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
Sugar Rush
1.5 This replaces itself, but the buff is highly unlikely to be that useful in combat. Sure, it probably lets you kill something, but most of the time whatever you cast this on will die two. Drawing the card does keep you from getting 2-for-1’d, but it doesn’t really make up for the tempo you lose. It does get a little better with Rat tokens, but I’d still steer clear of it most of the time
Redtooth Genealogist
3.0 This looks like a very good rate to me – it is basically a better version of a three mana 2/3 that puts a +1/+1 counter somewhere, and that card is usually quite good in Limited. I think this is one of Green’s best Commons
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Bellowing Bruiser
2.0 I’m high on most of the Adventure creatures in the set – this one doesn’t seem quite as good as the others. This is because it doesn’t really generate 2-for-1 type value or even close to it. It isn’t bad by any means, but the Adventure side is a highly situational card. It can be powerful in the right spot of course, and if you ever 8 mana to cast both halves that will feel pretty awesome, but overall, I don’t see Beat a Path being that impressive, and the same is true of a 5-mana 4/4 Haste. It’s still a solid card that will make the cut a decent chunk of the time – but most of the adventures in this set are a little better than that
Pack 3 Pick 5: Greta, Sweettooth Scourge
Hatching Plans
3.0 This will be one of the absolute best things you can ever sacrifice to a Bargain card as you end up netting a bunch of cards and getting a bonus effect. Most decks in this format will have enough cards with Bargain to make this worth playing. The downside is, of course, that it does stone nothing when you can’t sacrifice it
Greta, Sweettooth Scourge
4.0 A three mana 3/3 that makes a Food is already close to a 3.0, so her other abilities are pretty amazing to have. Giving up food for cards is a very good deal, and sometimes buffing your creatures with Food is nice too. Keep in mind that the buff effect is only sorcery speed, while the draw a card effect is not. In the later stage of the game, you can look at this as a 5-mana 3/3 that draws you a card and you lose 1 life, which isn’t too shabby either. This looks like an excellent signpost Uncommon overall, with a great baseline and a very powerful effect on the game
Johann's Stopgap
2.5 4 mana to bounce something and draw a card is usually playable. It lets you break even on cards while setting your opponent back a little. With bargain in the mix, this moves up another notch – probably to the point where the first copy is something you feel decent about having in all of your Blue decks
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Brave the Wilds
2.0 One green mana to search up a basic land is a borderline playable, especially if you’re playing more than two colors. The upside of animating a land means it can add to the board sometimes too
Ferocious Werefox
3.5 Buffing a creature at instant speed earlier and getting a reasonable 4-drop later means this delivers some serious value for a Common
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Witch's Mark
2.0 This is a nice Tormenting Voice variant. Even without the Role token this card is usually in the D+ or C- range, especially in a format with some graveyard stuff and a spell deck, and that’s true in this format. Actually adding to the board while digging deeper into your deck is going to feel pretty nice. You probably don’t desperately want more than one of these, although perhaps if you’re in the spell deck going deeper than that first copy might be worth it
Pack 3 Pick 6: Rootrider Faun
Johann, Apprentice Sorcerer
3.5 This effect is really powerful, even when limited to once per turn. If your deck has enough instants and sorceries in it, this will end up drawing you an extra card on many turns and that’s just crazy. This gets even better if you use draw effects or other things to manipulate the top of your library, as you increase your chances of getting that card on top. I like the high toughness here too, as it means Johann is an engine that isn’t super easy to kill
Rootrider Faun
3.0 This has decent stats, it offers decent ramp, and it offers decent fixing. None of the things it does are very exciting, but ramp does seem like a real strategy in Green
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
Barrow Naughty
2.0 A two mana 1/3 with lifelink is a solid card, and that’s what this well be a decent chunk of the time, especially in Blue-Black. The buff effect is expensive and really only the kind of thing you use when you have nothing else to do
Vantress Transmuter
3.0 This doesn’t quite give you two cards, but I think it gets close enough, even with Croaking Curse being Sorcery speed. It lets you downgrade a creature and up your ability to attack, and then you get a decent creature on a future turn
Titanic Growth
2.0 We’ve seen this a ton and it’s always a playable trick. It makes it so most creatures can win combat against most other creatures, and the stats boost is even good against some removal
Kindled Heroism
1.5 We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
Tuinvale Guide
2.5 This is mediocre without Celebration, and pretty nice when it is a 3/3 flying lifelinker. Triggering celebration is something you can do, but not so often that this will be anything special
Pack 3 Pick 7: Season of Growth
Season of Growth
2.0 The Scry effect alone isn’t enough to run this, but the good news is there are several green cards in the set that will trigger this, even at lower rarities. They are combat tricks of course, but this also works pretty well with all the fight and bite spells, as it will make them into 2-for-1s, which is actually pretty nuts. So, I think you can actually play one of these in most Green decks and have it do something, and in some of them it might be really nuts
Night of the Sweets' Revenge
0.0 This has some serious potential. Turning all your food into mana can be pretty silly, especially because this has a pretty strong effect you can pump all that mana into. Unfortunately though, it doesn’t give your stuff trample, so there will be lots of situations where the buff doesn’t quite accomplish what you need it to. On top of that, add to it the fact that you really need a lot of Food in the first place and probably some other things to spend all that mana on – AND the fact that this doesn’t really add to the board at all and well…I think we’re talking about a pretty bad card. There are way better thing you can do with Food.
Misleading Motes
3.0 We just saw this card but with a Lord of the Ringsy name, and it ended up being solid. It’s a 4 mana instant that removes…pretty much any creature. Keep in mind it is your opponent who decides where the creature goes
Rat Out
2.0 The Rat not being able to block here is obviously a big deal, but if you can pick off an X/1 with this while adding something to your board that’s not…too bad. The problem is a 1/1 that can’t block isn’t exactly the most significant thing to add to your board. In fact, it’s pretty close to the least significant thing you can add
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Commune with Nature
1.5 We’ve seen this a lot. It usually lets you draw a card for one mana, and you see a huge chunk of your deck in Limited. But it just doesn’t always make the cut, you only have so much room for cards that don’t impact the board
Stormkeld Prowler
1.5 Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
Skewer Slinger
1.5 This makes X/1s pretty miserable as they can neither attack through it or block it effectively. Overall, it is definitely a defensive card more than anything, and that’s always a little awkward
Pack 3 Pick 8: Skybeast Tracker
Dream Spoilers
1.0 4-mana 2/2 flyer do not fair well in Limited. This is mostly because there are multiple one mana spells in each set that can deal with them, so paying FOUR often results in a huge tempo hit. The ability here is nice, especially if you can cast multiple spells, but triggering it is far from automatic and even when you do sometimes it won’t do anything. I don’t think this makes the cut very often
Barrow Naughty
2.0 A two mana 1/3 with lifelink is a solid card, and that’s what this well be a decent chunk of the time, especially in Blue-Black. The buff effect is expensive and really only the kind of thing you use when you have nothing else to do
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Break the Spell
2.0 This is probably going to be something that can stay in your main deck. There are many Enchantments in this set, including the Role tokens. Destroying those normally wouldn’t be that good, but because this draws you a card when you hit one, the effect is much better. The times where you hit a legitimate Enchantment are going to feel nice too. There are plenty of expendable enchantments around and sometimes you’ll just target one of yours for value too.
Stingblade Assassin
1.5 This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
Beluna's Gatekeeper
2.5 A restricted Sorcery speed bounce effect isn’t amazing, but you’ll usually have something you can bounce with this early. Usually, a bounce effect is card disadvantage, but because you get a big vanilla creature out of this later, that isn’t really the case. While it doesn’t quite deliver the two cards of value that make some adventures really strong, this does do a whole lot for a single card
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Pack 3 Pick 9: Skybeast Tracker
Dream Spoilers
1.0 4-mana 2/2 flyer do not fair well in Limited. This is mostly because there are multiple one mana spells in each set that can deal with them, so paying FOUR often results in a huge tempo hit. The ability here is nice, especially if you can cast multiple spells, but triggering it is far from automatic and even when you do sometimes it won’t do anything. I don’t think this makes the cut very often
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Stormkeld Prowler
1.5 Two +1/+1 counters is pretty nice! But a two-mana 2/1…isn’t, and by the time you play your 5-drop and make this a 4/3, it isn’t like it will be unbeatable. There will also be times where you can’t grow until well beyond that turn.
Unruly Catapult
1.0 // 3.0 This isn’t quite as impressive as Thermo-Alchemist, but it’s doing a decent impression. This will likely be a premiere payoff in the Blue/Red spells deck, and kind of unplayable everywhere else. It can inflict a ton of extra damage when you have lots of cheap spells, and an 0/4 body is decently stout.
Witch's Mark
2.0 This is a nice Tormenting Voice variant. Even without the Role token this card is usually in the D+ or C- range, especially in a format with some graveyard stuff and a spell deck, and that’s true in this format. Actually adding to the board while digging deeper into your deck is going to feel pretty nice. You probably don’t desperately want more than one of these, although perhaps if you’re in the spell deck going deeper than that first copy might be worth it
Mocking Sprite
2.5 This has almost reasonable stats, and reducing the costs of spells has some extra weight in this format thanks to Adventures, in addition to the fact that it just plays well in any Blue/Red deck.
Pack 3 Pick 10: Archon's Glory
Soul-Guide Lantern
0.5 This can hate on the graveyard quite effectively, and in a pinch it can replace itself. It’s a sideboard card.
Archon's Glory
2.0 One mana for +2/+2 generally makes for a decent trick that will allow a creature to win combat fairly often – and at a very low cost, and the added bargain upside here will come up sometimes. It sort of gives it a mode where you can send a creature into the air to do lethal.
Kindled Heroism
1.5 We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
Diminisher Witch
2.5 Cursing an opposing creature isn’t the most powerful thing in the world, but when you Bargain this does upgrade your board and downgrade your opponents reasonably effectively.
Not Dead After All
1.5 This is an interesting take on this type of effect since the creature gets to return with a buff. Unfortunately, when we see this effect completely absent of an upfront power boost, it hasn’t really played super well. It does work well against removal, but not working that well in combat is a an issue.
Pack 3 Pick 11: Skybeast Tracker
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Skybeast Tracker
1.5 A 4-mana 2/4 with Reach is not very good these days, though you could do worse if you need something defensive. This will make some food sometimes, which certainly has its uses in the format
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Savior of the Sleeping
2.5 As we’ve seen there are a decent number of ways to get enchantments in the graveyard, so it isn’t that unreasonable to think getting a counter or two on this is doable
Pack 3 Pick 12: Return Triumphant
Disdainful Stroke
0.5 This is a sideboard card. Most opponents won’t have enough things you can counter with this for it to be worth it.
Sugar Rush
1.5 This replaces itself, but the buff is highly unlikely to be that useful in combat. Sure, it probably lets you kill something, but most of the time whatever you cast this on will die two. Drawing the card does keep you from getting 2-for-1’d, but it doesn’t really make up for the tempo you lose. It does get a little better with Rat tokens, but I’d still steer clear of it most of the time
Return Triumphant
2.0 This is a lot like recommission from The Brothers’ War. That card ended up being find, but nothing special. Both let you reanimate a mana value 3 or less card and then buff it when you do. The idea is that you increase your chances of reanimating something that is worth the mana thanks to the buff, but the card still requires enough set up that I’m not super excited about it
Pack 3 Pick 13: Brave the Wilds
Brave the Wilds
2.0 One green mana to search up a basic land is a borderline playable, especially if you’re playing more than two colors. The upside of animating a land means it can add to the board sometimes too
Sleight of Hand
2.0 Seeing two cards for one mana tends to be a nice rate, and this will be especially good in this format’s spell deck, but running the first copy of this seems decent in most Blue decks. It is true that you only have so much space for cards that don’t impact the board, but this is efficient enough that it will make the cut a decent chunk of the time.
Pack 3 Pick 14: Johann, Apprentice Sorcerer
Johann, Apprentice Sorcerer
3.5 This effect is really powerful, even when limited to once per turn. If your deck has enough instants and sorceries in it, this will end up drawing you an extra card on many turns and that’s just crazy. This gets even better if you use draw effects or other things to manipulate the top of your library, as you increase your chances of getting that card on top. I like the high toughness here too, as it means Johann is an engine that isn’t super easy to kill