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
Restless Vinestalk
4.0 This is the beefiest of all the creature lands in this set, and it does not disappoint. A 5/5 trampler is an imposing presence virtually all game, and this can even buff one of your other creatures! It might take longer to get going than the other 4, but once it does get going, it is certainly the one in the cycle that is the most imposing
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
Shrouded Shepherd
4.0 Cleave Shadows is certainly somewhat situational, but I think you’ll be surprised by how many board states there will be where it lets you kill something. And if you’re doing that the shepherd will feel pretty nuts. You can of course Cleave and then cast the creature in the same turn too, in which case their debuffed board and your buffed creature probably mean you have a pretty great attack. Even without the Adventure, Shrouded Shepherd would definitely be playable too, so this is another one of these where the total package is incredibly impressive
Graceful Takedown
3.5 So, this is another Green removal spell that doesn’t result in your creatures taking damage. Even if you have 0 enchanted creatures, you can have one thing take part in the effect, and if you do have enchanted creatures, you’ll be able to take down almost anything. It also puts you in less danger if you are able to choose multiple creatures, because a blow out is a lot harder for your opponent to produce when multiple creatures are doing the biting
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
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.
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
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.
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
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Moment of Valor
1.5 Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
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
Pack 1 Pick 2: Taken by Nightmares
Oppression
0.0 I’m not interested in a symmetrical effect that isn’t actually symmetrical, because you spent the mana and used a card to play this in the first place. So, you start out behind when both players start having to discard things
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
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.
Taken by Nightmares
3.5 Even without the enchantment part, you’d always play it in your black decks. Exiling something for 4 at instant speed is just always going to be good. When you also get this to scry, it will feel amazing
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.
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
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
Evolving Wilds
2.5 As usual, this provides nice fixing. Makes it pretty easy to splash a single card if you have one Evolving Wilds, since it effectively gives you two sources of your splash color
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.
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.
Obyra's Attendants
3.5 This has two-for-one potential, though it isn’t always going to be accessible. You need a board of some sort to turn Desperate Parry into a full card, but there are a number of ways you can. For example, you can triple block something and then use the Parry to make it so all your stuff survives and they lose their creature. Then you get a serviceable flyer later
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
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
Pack 1 Pick 3: Mocking Sprite
Dark Tutelage
1.5 Drawing extra cards is good, but mana values get high enough in most Limited decks that this might be a problem. If you have a really low curve this can end up being quite the card advantage engine, but I’m skeptical you’ll end up in a deck like that very often
Tempest Hart
3.5 Faithless looting for two mana is a really nice adventure to have. That kind of card selection can be huge, especially if you have nothing else to do on turn two. The creature side of this is decidedly less impressive because it starts inefficiently and asks you to do something that even in Blue-Green you’re not going to do so often that the Hart will just become absolutely massive. Even in a ramp deck you can only have so many cards in your deck with a mana value high enough to trigger it
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.
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
Beanstalk Wurm
2.0 Extra land effects rarely play well in Limited, especially when not accompanied by a way to draw cards, so the adventure here is often not going to be good. If you have it on turn two and have nothing else to do, it might help you ramp a bit. Even then it isn’t guaranteed though, as a missed land drop makes that advantage disintegrates and by the later stages of the game it is increasingly meaningless, and if you don’t have the extra land to begin with it’s always meaningless. The other side is a passable creature, but I think the overall package here is underwhelming
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.
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
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
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.
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.
Merry Bards
2.0 So you can play this as a 4-mana 3/2 with the Role token, which means it will become a 4/3 the next time it attacks, and then a 5/4. That’s not a bad investment, and the fact you can put the token somewhere else really matters, as you can stick in on something that can get value out of it the turn you play it. Just playing this as a vanilla creature is a lot less appealing, but it isn’t a bad fail case
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 1 Pick 4: Edgewall Inn
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
Ashiok's Reaper
2.5 This seems like it may be a little too clunky. The stats are bad, and while getting Enchantments into the graveyard is more doable in this format than most, it isn’t going to just happen so often that this entirely makes up for that very real problem.
Edgewall Inn
3.0 This looks like a very nice land. Sure it enters tapped, but unlike a lot of utility lands we see, this one can produce colored mana so it isn’t a liability for your mana base. And that’s great, because the late game ability this has is pretty big. Getting back an Adventure late is going to be something that really helps you grind out a long game, since you often get a card that gives you impressive value when you do. You don’t really want more than one, but I think most decks will have enough adventures to make that first copy pretty nice
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.
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.
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
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
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
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.
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
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
Pack 1 Pick 5: Stormkeld Vanguard
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
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
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
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.
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.
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
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
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
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
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 6: Rootrider Faun
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
Archive Dragon
2.5 A 6-mana 4/6 Flyer with Ward 2 seems…kind of okay. There’s not much in the format that can kill it efficiently between it’s size and the Ward tax, and obviously this body is good at attacking or blocking. The Scry 2 is a nice additional effect to have, but I do feel kind of like I should be getting a little extra something here, especially on an Uncommon. I think having one of these at the top of your curve in Blue seems like a good idea, though.
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
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.
Fell Horseman
3.0 Like most of the Common adventure creatures, both sides of this look super underwhelming, but they do in fact often result in a 2-for-1, so it’s better than it looks
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
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.
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.
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 7: Ferocious Werefox
Glass Casket
3.5 This was in Eldraine the last time, and it was a card that just barely reached premium removal status. It can deal with lots of things efficiently, and the fact it exiles is usually upside
Faerie Dreamthief
3.5 think I’m already in on a one mana 1/1 flyer that Surveils 1. So, the fact this can cash itself in from the graveyard and give you back a whole card is nice
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.
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
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
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.
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
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
Pack 1 Pick 8: Troublemaker Ouphe
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
Rimefur Reindeer
2.5 This has some serious potential, as tapping down just one thing a turn is often pretty great at allowing your aggressive deck to rumble, and that’s especially true if the enchantment augmented one of your creatures. But, when you aren’t triggering this regularly, it is a well below rate creature.
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
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.
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
Snaremaster Sprite
3.0 Three mana for a 1/1 flyer that stuns something is probably already a playable card – especially in a format with a Faerie deck and some payoffs for tapping things, so the fact that you also have the option of just playing this on turn one makes this a nice Common
Stingblade Assassin
1.5 This ETB ability almost always underperforms. It’s just hard to consistently find a way to do damage to a creature without using up some resource you didn’t really want to use up. It might be interesting with Rat tokens, because your opponent is going to be willing to block those a lot with their 2/2s or whatever, but this probably doesn’t end up being able to destroy something often enough for this to be very good
Pack 1 Pick 9: Beluna's Gatekeeper
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
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.
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
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
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
Pack 1 Pick 10: Evolving 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.
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
Evolving Wilds
2.5 As usual, this provides nice fixing. Makes it pretty easy to splash a single card if you have one Evolving Wilds, since it effectively gives you two sources of your splash color
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.
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
Pack 1 Pick 11: Diminisher Witch
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
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.
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.
Plunge into Winter
1.5 I think you end up with a decent rate when you cast this card, one that means you won’t feel bad about playing it. Tapping doesn’t always matter, but you do always get Scry 1 draw a card, and when tapping does matter – or even better – when you have a tap payoff in play – this gets significantly better.
Pack 1 Pick 12: 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
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.
Water Wings
2.0 This looks like a solid trick. It gives a big enough buff that it will make your creature win most combats, and the hexproof part means it also works well against removal. Flying also gives it a third mode, where sometimes you can send a creature into the air to do lethal
Pack 1 Pick 13: Misleading Motes
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
Kindled Heroism
1.5 We’ve seen this trick many times before and it’s always kind of okay. The boost can allow your creature to win a decent number of combats, and when you can make that happen for only one mana it feels pretty amazing. Still, it is a combat trick and one that isn’t always very impactful
Pack 1 Pick 14: Not Dead After All
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 1: Virtue of Persistence
Spreading Seas
0.0 This doesn’t do much in Limited. Sure, if your opponent happens to only have one land that can produce one of their colors and you stick this on it, it can be pretty hilarious, but most of the time that’s not going to happen to them. Replacing itself just isn’t’ enough these days, it needs to actually…do something too, and this just won’t
Virtue of Persistence
5.0 This is amazing. The adventure side is an excellent premium removal spell, and would be a B all on its own. Then, this removal spell turns into a value train in the late game and will definitely win you the game within a few turns
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.
Ash, Party Crasher
3.0 A two mana 2/2 with Haste is a solid starting point, and getting a +1/+1 counter or two on Ash is doable. You can get Celebration going relatively often in Red/White, with cards that make Monster Role Auras, cards that make food, or cards that make creature tokens. It isn’t automatic to get it going but even triggering this once seems pretty nice
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
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.
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
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
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
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.
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
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.
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 2 Pick 2: Stormkeld Vanguard
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
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.
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
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
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.
Sweettooth Witch
3.0 Giving up food to hurt your opponent can definitely have a place, and even be a win condition, and the base line of the card as a three mana 3/2 that makes a food isn’t a disaster
Torch the Tower
4.0 This is premium removal. It would be without Bargain. With it it’s even better, as it can become a one mana deal 3. Sure, you do have to give something up, and sometimes that something will have to be real, but this format has a variety of tokens and other expendable things with these types, so Torch the Tower isn’t going to be that hard to get it to do 3 for a very low cost.
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.
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
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
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
Pack 2 Pick 3: Candy Grapple
Prismatic Omen
2.5 If you need fixing, you could do worse than this as it obviously gives you some pretty perfect mana. You aren’t always in the market for fixing of course, but if you are this works pretty nicely
Graceful Takedown
3.5 So, this is another Green removal spell that doesn’t result in your creatures taking damage. Even if you have 0 enchanted creatures, you can have one thing take part in the effect, and if you do have enchanted creatures, you’ll be able to take down almost anything. It also puts you in less danger if you are able to choose multiple creatures, because a blow out is a lot harder for your opponent to produce when multiple creatures are doing the biting
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
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
Hollow Scavenger
2.5 There is a lot you can do with Food in this format, so paying one mana and like half a card for it is pretty reasonable. Especially when the creature side of this can take advantage of that food and make itself into a pretty sizable attacker
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
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
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.
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.
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Pack 2 Pick 4: Sweettooth Witch
Leyline of Abundance
0.0 This format does have a few creatures who can tap for mana, but not really enough to make this card worth it. It isn’t worth just having this activated ability either. Most of the time this just won’t do anything.
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
Totentanz, Swarm Piper
3.5 As usual, Black-Red is into having things die, whether as a result of sacrificing them or otherwise. On its own, Totentanz is a three mana ⅔ that leaves behind a 1/1 that can’t block. That’s an okay card, but the fact that Totentanz can potentially become a Rat engine is pretty exciting to me
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
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
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.
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
Sweettooth Witch
3.0 Giving up food to hurt your opponent can definitely have a place, and even be a win condition, and the base line of the card as a three mana 3/2 that makes a food isn’t a disaster
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Obyra's Attendants
3.5 This has two-for-one potential, though it isn’t always going to be accessible. You need a board of some sort to turn Desperate Parry into a full card, but there are a number of ways you can. For example, you can triple block something and then use the Parry to make it so all your stuff survives and they lose their creature. Then you get a serviceable flyer later
Pack 2 Pick 5: Conceited Witch
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
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
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
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
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.
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
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
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.
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
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 6: Warehouse Tabby
Ground Seal
0.0 There’s not enough of a reason to hate on the graveyard in this format
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.
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
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
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
Charmed Clothier
2.5 A 5-mana 3/3 flyer is not a good rate. Getting a role token does make a difference, and a card like this also triggers Celebration, so it does some nice stuff for a couple different decks in the format.
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.
Rowan's Grim Search
2.0 This is a nice take on the usual Black card raw spell we get. If you don’t bargain, we’re talking about an instant speed draw 2 lose 2, which is playable in all but the fastest of formats. If you have something expendable to bargain, you’re looking at a card that lets you see a ton of cards for the cost – up to six of them, which is dang impressive. It helps you load the graveyard too. Now…it is still a card that doesn’t really impact the board, and you won’t always want to Bargain it, so it isn’t amazing or anything
Pack 2 Pick 7: Vantress Transmuter
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
Charmed Clothier
2.5 A 5-mana 3/3 flyer is not a good rate. Getting a role token does make a difference, and a card like this also triggers Celebration, so it does some nice stuff for a couple different decks in the format.
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
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
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.
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
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
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 2 Pick 8: Scarecrow Guide
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.
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
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
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.
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
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.
Scarecrow Guide
2.0 This is another way to fix your mana that is solid, but certainly not exciting
Pack 2 Pick 9: Quick Study
Spreading Seas
0.0 This doesn’t do much in Limited. Sure, if your opponent happens to only have one land that can produce one of their colors and you stick this on it, it can be pretty hilarious, but most of the time that’s not going to happen to them. Replacing itself just isn’t’ enough these days, it needs to actually…do something too, and this just won’t
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.
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
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.
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.
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.
Pack 2 Pick 10: Disdainful Stroke
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.
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.
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Aquatic Alchemist
1.5 Unfortunately, putting an instant or sorcery on top of your library from your graveyard isn’t a great effect all on its own. In fact, it’s card disadvantage. You go down a card and don’t get one back. This makes up for that some by also giving you a creature, I’m not really blown away by it either. We’ve seen cards with this same instant or sorcery trigger do pretty well, but most of the time they don’t have a restriction on how many times they can get buffed in a turn. Basically, both sides of this are fairly weak and not very impactful
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
Pack 2 Pick 11: Skybeast Tracker
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
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
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.
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Pack 2 Pick 12: Obyra's Attendants
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.
Obyra's Attendants
3.5 This has two-for-one potential, though it isn’t always going to be accessible. You need a board of some sort to turn Desperate Parry into a full card, but there are a number of ways you can. For example, you can triple block something and then use the Parry to make it so all your stuff survives and they lose their creature. Then you get a serviceable flyer later
Pack 2 Pick 13: Merfolk Coralsmith
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
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
Pack 2 Pick 14: Merfolk Coralsmith
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
Pack 3 Pick 1: Candy Grapple
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
Feral Encounter
4.0 This looks really good. Even if you don’t cast the creature it grabs you, we’re still talking about a two mana bite effect, and those are always good. Unlike the fight we saw earlier, this effect doesn’t result in your creature taking damage, so it doesn’t have as many problems with timing as a Fight effect does. On top of that, this can also draw you a card first – and that’s a 2-for-1. Hard to say no to a two mana 2-for-1, though sometimes you won’t be able to play the card you hit, the fact you get to choose it drastically increases your chances of making it work out
Succumb to the Cold
1.5 This can be a nice tempo card that you can use to close out your opponent, and that’s especially true in Blue/White, which can get some extra value from the tapping. Still, it is fairly situational – if you can’t use it to finish your opponent off, or you have to use it defensively, it feels pretty bad
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
Frolicking Familiar
4.0 You’ll often be able to pick off something small with the Adventure, and that means you’re talking about a potential 2-for-1. Then you get a 2/2 Flyer that can become a real problem of an attacker, especially when you leave your mana up, because your opponent has no idea exactly how big the Familiar is going to be
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.
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.
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
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
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
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
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
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
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.
Pack 3 Pick 2: Troyan, Gutsy Explorer
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
Succumb to the Cold
1.5 This can be a nice tempo card that you can use to close out your opponent, and that’s especially true in Blue/White, which can get some extra value from the tapping. Still, it is fairly situational – if you can’t use it to finish your opponent off, or you have to use it defensively, it feels pretty bad
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
Troyan, Gutsy Explorer
4.0 Playing this on turn three will often let you power out a 5 or even 6 drop on turn four, which is no joke. The loot effect is nice too, because it means when you don’t have something to power out with the mana Troyan produces, you can start digging for exactly that. And, looting for one mana is a pretty nice effect in Limited anyway
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
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
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
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
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.
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
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
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.
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 3 Pick 3: Tanglespan Lookout
Curiosity
1.0 For this to do anything, the creature you put it on generally already has to be good, and when an Aura needs that from you it gets a lot worse. If you have a lot of flyers this isn’t a bad role player, but most of the time you won’t play it
The Witch's Vanity
4.0 This looks strong. Sure, the three things it does are kind of small – but it’s almost always going to feel like you get two cards worth of value out of it. There will be situations where chapter 1 can’t kill something, but most of the time it will, and the Food and Role are going to feel like the cherry on top of a two-mana removal spell, which is pretty awesome
Tanglespan Lookout
3.5 An Enchantress effect is looking pretty good in this format, even on a card that specifically cares about Auras. One of the big mechanics in the set just makes Aura tokens, so the Lookout is going ot be able to drw you a card pretty often. It’s also nice that it is a ⅔, as I feel like often times we’d get a 2/2 with this text box. That 3rd toughness makes a pretty huge difference in making the card’s baseline a lot less miserable
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
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
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
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
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.
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.
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
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
Rimefur Reindeer
2.5 This has some serious potential, as tapping down just one thing a turn is often pretty great at allowing your aggressive deck to rumble, and that’s especially true if the enchantment augmented one of your creatures. But, when you aren’t triggering this regularly, it is a well below rate creature.
Pack 3 Pick 4: Vantress Transmuter
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
Splashy Spellcaster
3.5 This is a powerful spell payoff, and it has high enough toughness to be difficult to deal with and attack through. It is a little sad it can’t give itself a Sorcerer Role, but upgrading all your other stuff seems pretty good to me. I think this will feel like an impressive engine, even in a Blue deck with like five spells you’ll be running this.
Callous Sell-Sword
2.5 The Adventure side of this is…not good on it’s own, since it’s would be a 2-for-1. It’s basically a worse version of Bone Splinters, and it isn’t like Bone Splinters is an amazing card. Obviously, it does get better being attached to a two mana 2/2 with upside, and if you did use Burn Together to kill something that turn, it will be a 3/3. I will say that the Sell-Sword side of this is going to be harder than it looks to get counters on. We’ve seen creatures like this before – including some with Flash – and it is surprisingly difficult to manufacture situations where you end up with a sizable creature
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.
Merry Bards
2.0 So you can play this as a 4-mana 3/2 with the Role token, which means it will become a 4/3 the next time it attacks, and then a 5/4. That’s not a bad investment, and the fact you can put the token somewhere else really matters, as you can stick in on something that can get value out of it the turn you play it. Just playing this as a vanilla creature is a lot less appealing, but it isn’t a bad fail case
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
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
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.
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
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.
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 3 Pick 5: Candy Grapple
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
Eerie Interference
0.0 Fog effects are almost always bad in Limited, even when they become one-sided. The problem is that they have far too narrow of a use-case
Archive Dragon
2.5 A 6-mana 4/6 Flyer with Ward 2 seems…kind of okay. There’s not much in the format that can kill it efficiently between it’s size and the Ward tax, and obviously this body is good at attacking or blocking. The Scry 2 is a nice additional effect to have, but I do feel kind of like I should be getting a little extra something here, especially on an Uncommon. I think having one of these at the top of your curve in Blue seems like a good idea, though.
Bespoke Battlegarb
0.0 This doesn’t look good. Two mana to play and two to equip for +2/+0 just…isn’t where you want to be. The Celebration trigger on it will let you equip it for free, but even when that’s the case I’m not especially interested
Ice Out
2.0 This is Cancel when you don’t Bargain it, and Counterspell when you do. 1 mana may not seem like much, but the chasm between those two cards is massive. The fact this has double blue in the cost really matters too, as Limited mana bases aren’t good enough for you to consistently be able to leave up two Blue mana for this.
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
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
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
Beanstalk Wurm
2.0 Extra land effects rarely play well in Limited, especially when not accompanied by a way to draw cards, so the adventure here is often not going to be good. If you have it on turn two and have nothing else to do, it might help you ramp a bit. Even then it isn’t guaranteed though, as a missed land drop makes that advantage disintegrates and by the later stages of the game it is increasingly meaningless, and if you don’t have the extra land to begin with it’s always meaningless. The other side is a passable creature, but I think the overall package here is underwhelming
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.
Pack 3 Pick 6: Candy Trail
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
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
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
Gnawing Crescendo
1.0 // 2.5 These effects don’t usually pan out that well in Limited. That said, this format looks like it can go wide in both Black/Red and Red/White, meaning this might have some more uses than usual. It is nice that you get something even if your creatures die, but the 1/1s that can’t block aren’t exactly going to help you on the back swing
Territorial Witchstalker
1.5 A two mana 2/3 with defender isn’t great, but in a defensive deck it isn’t unplayable, but the ceiling on this card just isn’t very high, and neither is the floor.
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.
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
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.
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
Pack 3 Pick 7: Hamlet Glutton
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
Moment of Valor
1.5 Neither of these modes is very good on its own, and probably wouldn’t be a card that made the cut. This is just too expensive for this narrow of effects. But, stapling two narrow effects on to a single card does make a huge difference, and that modality is enough for this to make the cut in your deck sometimes
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
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
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
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
Crystal Grotto
1.0 Mana filter lands usually aren’t very good in Limited. It’s just really costly to have to tap two lands for one mana, and that’s effectively what happens when you need to filter using a land. The fact that Prophetic Prism and that Scarecrow are in the set probably also means that the demand for this will be even lower, as those two can filter your mana and you only have to tap one land to do it. Crystal Grotto is usually a 1.5, and with better Common colorless fixing around, this will probably drop down to a 1.0
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
Pack 3 Pick 8: Up the Beanstalk
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
Ashiok's Reaper
2.5 This seems like it may be a little too clunky. The stats are bad, and while getting Enchantments into the graveyard is more doable in this format than most, it isn’t going to just happen so often that this entirely makes up for that very real problem.
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
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.
Slumbering Keepguard
2.0 It is kind of nice that this is a one-drop that can threaten to get significantly larger late, as that means it maintains some relevance all game long. The incidental Scry you get doesn’t hurt either
Merfolk Coralsmith
2.0 Creatures who can modulate their power always play a little better than they look, as that flexibility lets them do a wide range of things. This can trade with things that have as much as 4 toughness and hit pretty hard when you want it to. The Scry trigger is a nice additional effect too
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 3 Pick 9: Living Lectern
Succumb to the Cold
1.5 This can be a nice tempo card that you can use to close out your opponent, and that’s especially true in Blue/White, which can get some extra value from the tapping. Still, it is fairly situational – if you can’t use it to finish your opponent off, or you have to use it defensively, it feels pretty bad
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.
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.
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
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
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 10: Succumb to the Cold
Succumb to the Cold
1.5 This can be a nice tempo card that you can use to close out your opponent, and that’s especially true in Blue/White, which can get some extra value from the tapping. Still, it is fairly situational – if you can’t use it to finish your opponent off, or you have to use it defensively, it feels pretty bad
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
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
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.
Water Wings
2.0 This looks like a solid trick. It gives a big enough buff that it will make your creature win most combats, and the hexproof part means it also works well against removal. Flying also gives it a third mode, where sometimes you can send a creature into the air to do lethal
Pack 3 Pick 11: Spell Stutter
Curiosity
1.0 For this to do anything, the creature you put it on generally already has to be good, and when an Aura needs that from you it gets a lot worse. If you have a lot of flyers this isn’t a bad role player, but most of the time you won’t play it
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
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
Rimefur Reindeer
2.5 This has some serious potential, as tapping down just one thing a turn is often pretty great at allowing your aggressive deck to rumble, and that’s especially true if the enchantment augmented one of your creatures. But, when you aren’t triggering this regularly, it is a well below rate creature.
Pack 3 Pick 12: Freeze in Place
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
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.
Bestial Bloodline
1.0 +2/+2 is a nice boost for the cost, but you still set yourself up for an ugly 2-for-1, and even though this can come back from your graveyard the cost is so high that it is only something you do when you have absolutely nothing else you can do. And even then, it isn’t going to feel great
Pack 3 Pick 13: 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
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.
Pack 3 Pick 14: Eriette's Whisper
Eriette's Whisper
1.5 4 mana to Mind Rot isn’t great, even if you do get a Role out of the deal. Spending this much and adding minimally to the board is just something you want to do in most formats.