Benthic Criminologists
2.5 These are some medium stats, but giving up Clues or other artifacts to draw cards is certainly worthwhile. And this can do it a couple of times in most cases.
Warleader's Call
3.5 Anthems are good when you have lots of creatures and the incidental damage this can chip in can really turn up the heat on your opponent. But still, it’s not the kind of card that does much unless you've already got at least a decent board.
Essence of Antiquity
2.5 A 5-mana 1/10 is…kind of okay. It can block for days, although the lower power will make it unable to kill stuff all that often. The Disguise part is pretty sweet here, though. You’re usually going to play this face down and have it lie in wait as a 2/2, up until you reach a point where transforming it is advantageous. This will most frequently be when you can use it to blank a removal spell, but turning it into a 1/10 can be valuable all on its own, and untapping your whole board can have benefits too.
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
Expose the Culprit
0 This is too narrow, and the effect it typically gives you won't be worth a card.
Goblin Maskmaker
2 So, if you get this on exactly turn one and you have some Disguise creatures in your hand, this can feel pretty good – as dropping a 2/2 Ward 2 on turn two – one that will have all kinds of upside – is pretty awesome. The problem is that this has diminishing returns as the game goes on, especially because it has to attack to give you that discount.
Deduce
2.5 This is a nice little card draw spell, because it ultimately gives you a 2-for-1, and there’s lots of additional upside for making Clue tokens in the format. You probably don’t want too many of these because they don’t really add to the board.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Faerie Snoop
3 A three mana ¼ flyer isn’t a disaster, and the Disguise upside here is pretty real. Drawing a card is always nice, and there’s plenty of incentive for putting things in the graveyard too. These hybrid Disguise costs also mean these are going to be playable in a wider variety of decks than just Blue-Black.
Crowd-Control Warden
3 It’ll be at least a 5/5 in most cases, and other times it will be absolutely massive! The whole Disguise thing is a big deal too, when the creature has the potential of being this big.
Undercover Crocodelf
2 So…without Disguise this wouldn’t be very good. A 6-mana 5/5 just doesn’t move the needle, especially one that can only do something if it hits your opponent. Disguise does enough to make this playable, though, because you can get it on the board much earlier of course, but you can also find a way to sneak it in and get that clue more easily.
Due Diligence
2 Without the ETB this would be really bad. If you throw the ETB in the mix, it gets more interesting. There are going to be times where you cast this and end up with two great attacks as a result, and the Vigilance makes it so you don’t have to give up on defending yourself either, so chances are better than normal that those attacks are worth taking. Alternatively, making one thing get +4/+4 and Vigilance for a turn doesn’t sound bad either. You do need to be careful about casting this, as you do with most Auras, but this one does enough to be make the cut a decent chunk of the time.
Insidious Roots
0.0 // 3.0 You’re likely to have a few tokens around sometimes in Black-Green, but you’re really going to need to be able to get the Plant stuff going on Insidious Roots for it to be worthwhile. The good news is, Black-Green has a critical mass of “Collect Evidence” cards which will trigger Insidious Roots, but this still kind of asks a lot of you. You need a stocked graveyard, you need the things in your graveyard to be creatures, and you need to collect evidence. I think that’s doable, but still hard enough that this probably needs a build around grade.
Crime Novelist
3 It has a pretty ugly starting point, but if you have Clues and other artifacts and sacrifice stuff, this can get big. And because Clues draw you cards, the mana might actually matter too.
Case of the Trampled Garden
3 What this gives you up front is fairly acceptable, and Green decks will certainly be capable of solving this. Once you do, buffing an attacking creature every turn is going to feel pretty good. Still, it doesn’t do a ton up front.
Wispdrinker Vampire
4 This has respectable stats, and the life drain effect is going to be easier than normal trigger in this format because of Disguise creatures. I like that it has an ability for the extreme late-game too.
Unscrupulous Agent
3 We see this card a lot lately, and it’s always pretty nice. Goes after a card in your opponents hand while adding to the board, and then you can sacrifice it or otherwise utilize it for other purposes, sometimes it even feels like you’re getting a 2-for-1.
They Went This Way
2 I like that this can ultimately give you a 2-for-1. I don’t like that it’s a Sorcery that doesn’t add to the board in any meaningful way. It definitely fixes your mana, and in games that go long enough that Clue is gonna feel pretty nice, but not doing anything to add to the board on turn three has been a liability in most formats of late. I kind of hope this is a format where you can do stuff like this, but I’m going to err on the side of caution.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Benthic Criminologists
2.5 These are some medium stats, but giving up Clues or other artifacts to draw cards is certainly worthwhile. And this can do it a couple of times in most cases.
Offender at Large
2 Just playing this face up is going to be the play more often than not, and when you do it has a reasonable shot at giving you an attack you didn’t have before. This is the type of disguise creature you probably only play face down when you’ve got nothing else going on on turn three. Either way, this card looks like it will have trouble making the cut sometimes.
Sanguine Savior
3 A three mana 2/1 with Flying and Lifelink is pretty solid. It won’t always be able to get in there, but it will fairly often, and evasive lifelinkers are pretty sweet because they really shift a race in your favor. So, the fact that you can also play it first down first and give something else lifelink too is nice upside.
Galvanize
4 Two mana instant deal threes are always great, and this one will do 5 a chunk of the time.
Pack 1 Pick 3: Dog Walker
Dog Walker
3.5 Obviously, you get the most value out of just casting it face down and turning it face up – at which point you paid 5 mana for a 3/1 Vigilance and two 1/1s, and paying it in installments will make it feel more efficient than that. But, the fact you can just slam it on turn two if you’re more interested in curving out is pretty nice.
Essence of Antiquity
2.5 A 5-mana 1/10 is…kind of okay. It can block for days, although the lower power will make it unable to kill stuff all that often. The Disguise part is pretty sweet here, though. You’re usually going to play this face down and have it lie in wait as a 2/2, up until you reach a point where transforming it is advantageous. This will most frequently be when you can use it to blank a removal spell, but turning it into a 1/10 can be valuable all on its own, and untapping your whole board can have benefits too.
Expose the Culprit
0 This is too narrow, and the effect it typically gives you won't be worth a card.
Insidious Roots
0.0 // 3.0 You’re likely to have a few tokens around sometimes in Black-Green, but you’re really going to need to be able to get the Plant stuff going on Insidious Roots for it to be worthwhile. The good news is, Black-Green has a critical mass of “Collect Evidence” cards which will trigger Insidious Roots, but this still kind of asks a lot of you. You need a stocked graveyard, you need the things in your graveyard to be creatures, and you need to collect evidence. I think that’s doable, but still hard enough that this probably needs a build around grade.
Concealed Weapon
1.5 +3/+0 can make just about any creature into a better attacker, but the lack of a toughness boost limits just how useful it can be, unless you’re equipping an evasive creature. Adding Disguise to the mix is important, because the worst thing in the world is drawing Equipment when you have nothing worth equipping it too, so this gives you a decent fail case, and can even work as a combat trick later in the game.
Red Herring
1.5 This can do some serious work if you play it on turn two, and if you get it later in the game you can give it up to get a card. It’s an artifact and a clue, so it’s got some synergy in the format too, especially in Blue-Red. Still…the card’s fail case doesn’t exactly excite me. Paying 4 to draw a card, even in installments isn’t exactly awesome.
Shady Informant
2.5 If you could only play this face up, it would be a pretty nice card. It has high enough power to trade with a whole lot of stuff, and the death trigger is likely to let you kill something else too – and that’s a 2-for-1. So, the fact you can get it on the board earlier in the game without your opponent knowing it’s lurking there makes it even nicer.
Griffnaut Tracker
2 4-mana 3/2 flyers aren’t what they once were, but hating on the graveyard has value, and the stat-line isn’t a complete disaster. I’m giving this a C.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Shock
3.5 Shock is a 3.5 as it usual is. It’s definitely premium because you can spend only a single mana to kill significantly more expensive creatures – and you can do it at instant speed! Plus, it can even finish off your opponent.
Gadget Technician
3.5 Playing this face up gives you a pretty nice rate, and the Disguise option is pretty nice too. This looks like a really good common.
Pack 1 Pick 4: Haazda Vigilante
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Clandestine Meddler
3 A three mana 3/2 that makes one of your creatures gain menace is something in the market for, even if that creature also can’t block. Especially because getting to Surveil 1 when a suspect attacks is pretty relevant. Frequently, you’ll get that Surveil trigger the turn you play it too. This seems like it gives you some impressive value for the cost.
Insidious Roots
0.0 // 3.0 You’re likely to have a few tokens around sometimes in Black-Green, but you’re really going to need to be able to get the Plant stuff going on Insidious Roots for it to be worthwhile. The good news is, Black-Green has a critical mass of “Collect Evidence” cards which will trigger Insidious Roots, but this still kind of asks a lot of you. You need a stocked graveyard, you need the things in your graveyard to be creatures, and you need to collect evidence. I think that’s doable, but still hard enough that this probably needs a build around grade.
Hedge Whisperer
2.5 This ability is reasonably powerful once you get there, but in the meantime you’ve got a one mana 0/3, something that just isn’t relevant on most boards. It’s also a little annoying the ability is as expensive as it is, and you can still only have one animated land at a time. You have to jump through some very real hoops and play an otherwise sub-par creature.
Unauthorized Exit
2 This card is always pretty decent. You go down a card in most cases, but you get some nice tempo, and Surveil 1 can improve your next draw and/or load your graveyard. It is hurt a little bit by the absence of a dedicated spell deck in the format.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Haazda Vigilante
2.5 If you can get a counter of this, the rate on this will feel fine. Doing so doesn’t seem like a big stretch with all the Disguise creatures, either. It’s nice he does it on attacks too, so getting two counters of him is a real possibility.
Loxodon Eavesdropper
2.5 5 mana for three 1/1s isn't great, but you can attack with all three tokens the next turn and really give your opponent a headache. At that point, you are definitely getting your mana's worth.
Offender at Large
2 Just playing this face up is going to be the play more often than not, and when you do it has a reasonable shot at giving you an attack you didn’t have before. This is the type of disguise creature you probably only play face down when you’ve got nothing else going on on turn three. Either way, this card looks like it will have trouble making the cut sometimes.
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.
Pack 1 Pick 5: Escape Tunnel
Lead Pipe
2 One to play and two to equip isn’t a complete disaster for +2/+0. You can use it to really give you a better attack than you would otherwise have, and the life loss effect gives you some inevitability. That said, if the card ended there I’m not sure I’d think it was worth playing very often. It just doesn’t feel like it would have enough of an impact to be worth a card, even as cheap as it is. However, by giving you the ability to sacrifice the Pipe to draw a card, you’re really mitigating against that problem. Your Equipment can be pretty bad if you run out of creatures, or if you really need something more impactful, you can just throw it away. I’m still not ultra impressed here, but I think if you’ve got lots of creatures in a black deck, playing this seems fine.
Culvert Ambusher
2 This kind of effect doesn’t always play well. There just aren’t always situations where it matters. Still, when it does matter, it feels a bit like situational removal, and it’s stapled to a creature with okayish stats, not to mention Disguise upside.
Fae Flight
3 This Aura looks quite good. Obviously, the ideal situation is to cast it in response to removal, in which case you’re left with a buffed evasive creature, and you’ve already taken a card of value away from your opponent. But this also has the upside all Flying auras do, w hich is that you can just…slap it on some big monster and quickly win the game.
Crimestopper Sprite
2.5 A three mana 2/2 flyer isn’t too bad, and one that stuns something on ETB is probably a 3.0, it’s just a great tempo play to add to the board while getting a creature out of the way. This won’t always stun stuff, and isn’t that likely to do it on turn three, but I think it will do it often enough.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
The Chase Is On
2 This is expensive for a trick, but your creature is likely to win combat and you even get a 2-for-1 in the long run.
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Defenestrated Phantom
2 No matter how you cast this, you’re really not getting a very good deal. You do still have the upside of having this big ol’ flyer you can cast in the early game, but like I said, it’s never going to feel that good. It isn’t terrible either. I’m giving it a C-.
Pack 1 Pick 6: Rubblebelt Braggart
Bubble Smuggler
2 If you need to play a two drop well…it is one. A pretty bad one, but one nonetheless. Then if you need something on three you can disguise it, and then in the late game it can become a big monster. Now, this card isn’t ever going to make you feel like you’re doing something busted, as it’s kind of medium at all three points in the game, but the fact it can do all those things is enough for it to be fine.
Case of the Filched Falcon
3 It’s nice you get a clue up front, and if your deck has enough artifacts in it, you can definitely end up animating that clue or something else into a 4/4 flyer. Blue is adept enough at making clues that I don’t think this needs a build around grade.
Repulsive Mutation
3 because leaving up mana and hoping your opponent plays into it can be a really serious problem. You have to be careful about using them.
Festerleech
3 This is going to feel quite nice on turn one, especially because if you’re in Black you’re probably a graveyard deck, and this certainly enables things early. You’re almost guaranteed an attack on turn two, since even if your opponent played their own one drop, they aren’t going to be able to block this when you have two mana up, and a 3/3 can stay relevant pretty much all game long, though it does have somewhat diminishing returns the later the game goes.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Repeat Offender
2 This has an almost-passable baseline and ability that will make for a good mana sink in the later stages of the game. I like that you can use it at instant speed, so threat of activation will be pretty real.
Pick Your Poison
0.5 Even at one mana and with all these modes, this still feels like it won't do enough far too often. I think it's a sideboard card.
Out Cold
2 I’m not always a huge fan of cards that just Stun things, as it often doesn’t feel like they do enough to be worth a card. Sure, you can get two creatures out of the way for two attacks and two blocks, but if you don’t have the game in-hand by the time they untap, you’re going to be in trouble. But because this gives you a Clue, it gives you that card back. I still don’t really think you want more than one, but this looks like a pretty good version of this effect. It can even hit Disguised creatures without you having to worry about Ward.
Pack 1 Pick 7: Case of the Filched Falcon
Case of the Shattered Pact
2.5 A colorless source of fixing is a nice thing to have around, and this format has enough multicolored stuff going on that solving this isn’t impossible, and obviously the Case itself increases your chances of having a deck that lets you solve this, but I still think this will be hard enough to solve that most of the value just comes from its ability to fix your mana, with some occasional late-game upside.
Case of the Filched Falcon
3 It’s nice you get a clue up front, and if your deck has enough artifacts in it, you can definitely end up animating that clue or something else into a 4/4 flyer. Blue is adept enough at making clues that I don’t think this needs a build around grade.
Unauthorized Exit
2 This card is always pretty decent. You go down a card in most cases, but you get some nice tempo, and Surveil 1 can improve your next draw and/or load your graveyard. It is hurt a little bit by the absence of a dedicated spell deck in the format.
Topiary Panther
2.5 This fixes your mana well and sets up Collect Evidence 6 in the early game, and in the late game it's a passable creature.
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Cerebral Confiscation
1 So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Loxodon Eavesdropper
2.5 5 mana for three 1/1s isn't great, but you can attack with all three tokens the next turn and really give your opponent a headache. At that point, you are definitely getting your mana's worth.
Pack 1 Pick 8: Goblin Maskmaker
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
Behind the Mask
1 This type of card rarely works out in Limited, and I think even at one mana I’m not super interested in this. It’s easy to look at this and see it as a trick with multiple modes – and that is what it is, but reducing a creature to 1/1 or growing a creature to 4/3, or turning a clue into a 4/3, while possibilities is only useful situationally. You need stat-lines to line up just right, and if you’re turning your 2/2 or something into a 4/3 it’s really not worth it. Furthermore, shrinking an opposing creature to a 1/1 is only relevant or useful when your opponent attacks with the right creature that you actually want to remove. Basically, this is too situational to do something worthwhile very often.
Agency Coroner
2 This is a lot of mana for the usual sacrifice a creature draw a card effect, but the fact you’ll sometimes draw two helps soften that blow.
Goblin Maskmaker
2 So, if you get this on exactly turn one and you have some Disguise creatures in your hand, this can feel pretty good – as dropping a 2/2 Ward 2 on turn two – one that will have all kinds of upside – is pretty awesome. The problem is that this has diminishing returns as the game goes on, especially because it has to attack to give you that discount.
Bubble Smuggler
2 If you need to play a two drop well…it is one. A pretty bad one, but one nonetheless. Then if you need something on three you can disguise it, and then in the late game it can become a big monster. Now, this card isn’t ever going to make you feel like you’re doing something busted, as it’s kind of medium at all three points in the game, but the fact it can do all those things is enough for it to be fine.
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Pack 1 Pick 9: Thinking Cap
Benthic Criminologists
2.5 These are some medium stats, but giving up Clues or other artifacts to draw cards is certainly worthwhile. And this can do it a couple of times in most cases.
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
Expose the Culprit
0 This is too narrow, and the effect it typically gives you won't be worth a card.
Deduce
2.5 This is a nice little card draw spell, because it ultimately gives you a 2-for-1, and there’s lots of additional upside for making Clue tokens in the format. You probably don’t want too many of these because they don’t really add to the board.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Pack 1 Pick 10: Insidious Roots
Insidious Roots
0.0 // 3.0 You’re likely to have a few tokens around sometimes in Black-Green, but you’re really going to need to be able to get the Plant stuff going on Insidious Roots for it to be worthwhile. The good news is, Black-Green has a critical mass of “Collect Evidence” cards which will trigger Insidious Roots, but this still kind of asks a lot of you. You need a stocked graveyard, you need the things in your graveyard to be creatures, and you need to collect evidence. I think that’s doable, but still hard enough that this probably needs a build around grade.
They Went This Way
2 I like that this can ultimately give you a 2-for-1. I don’t like that it’s a Sorcery that doesn’t add to the board in any meaningful way. It definitely fixes your mana, and in games that go long enough that Clue is gonna feel pretty nice, but not doing anything to add to the board on turn three has been a liability in most formats of late. I kind of hope this is a format where you can do stuff like this, but I’m going to err on the side of caution.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Benthic Criminologists
2.5 These are some medium stats, but giving up Clues or other artifacts to draw cards is certainly worthwhile. And this can do it a couple of times in most cases.
Pack 1 Pick 11: Expose the Culprit
Expose the Culprit
0 This is too narrow, and the effect it typically gives you won't be worth a card.
Insidious Roots
0.0 // 3.0 You’re likely to have a few tokens around sometimes in Black-Green, but you’re really going to need to be able to get the Plant stuff going on Insidious Roots for it to be worthwhile. The good news is, Black-Green has a critical mass of “Collect Evidence” cards which will trigger Insidious Roots, but this still kind of asks a lot of you. You need a stocked graveyard, you need the things in your graveyard to be creatures, and you need to collect evidence. I think that’s doable, but still hard enough that this probably needs a build around grade.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Pack 1 Pick 12: Magnifying Glass
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Pack 1 Pick 13: Lead Pipe
Lead Pipe
2 One to play and two to equip isn’t a complete disaster for +2/+0. You can use it to really give you a better attack than you would otherwise have, and the life loss effect gives you some inevitability. That said, if the card ended there I’m not sure I’d think it was worth playing very often. It just doesn’t feel like it would have enough of an impact to be worth a card, even as cheap as it is. However, by giving you the ability to sacrifice the Pipe to draw a card, you’re really mitigating against that problem. Your Equipment can be pretty bad if you run out of creatures, or if you really need something more impactful, you can just throw it away. I’m still not ultra impressed here, but I think if you’ve got lots of creatures in a black deck, playing this seems fine.
Yarus, Roar of the Old Gods
4.5 I’m already thrilled about a 4-mana 4/4 that gives Haste to your stuff, so…the fact that this has insane face-down card synergy is amazing. If you’ve got a Disguised creature and you attack with it with Yarus in play, your opponent either has to let it through and let you draw a card, or kill it and pray that the disguised creature won’t be that scary when it comes back. Of course, if the best they can do is trade with a 2 toughness creature, that will be an especially brutal beating. The whole haste thing combos nicely here, because it means your disguised creatures will make your opponent make those decisions even more quickly.
Forum Familiar
2.5 This is a Disguise creature that you’re going to want to play face down about 99% of the time., since if you don’t, it’s just a vanilla one mana 1/1 and those tend to get irrelevant quickly. However, if you play this face down it’s going to be pretty darn relevant thanks to its ability to bounce your permanents. You can do this to rebuy ETBs or help a creature dodge removal and stuff like that, but you can even just return a land if you just want the Familiar to be a 2/2. Obviously that’s not optimal, but it’s something. I think this will lie in wait and have big impacts on many games. This also gives us back-to-back white Disguise creatures who can turn face up and blank removal, so that’s something your’e going to have to keep in mind.
Karlov Watchdog
3 This is a pretty nice Battalion trigger. Red/White in the format should be able to get this going pretty effectively, and obviously the boost it gives is at its best when you have a bunch of creatures anyway. The stats boost also makes it very likely that you’ll keep enough stuff alive to do it all over again the next turn. The card’s big downside is being a 4-mana card with 2-toughness that can be killed by almost every removal spell in the format, many of which cost one mana or are stapled to creatures, and that’s a miserable feeling.
Lightning Helix
4 This is a pretty sweet reprint, and an incredibly powerful removal spell. Don’t underestimate just how good it is to simultaneously remove a creature and gain life. That can alter a game in your favor in a big way, and it can even go after the opponent. It’s certainly premium removal.
Curious Inquiry
2.5 Auras that cost one blue and give a creature +1/+1 and the ability to draw you a card when they hit your opponent have a pretty good track record in Limited. This is because it can allow you to ensure that you’re going to at least break even on cards even by hitting your opponent once, and the card advantage can quickly bury your opponent. Getting a clue is a bit worse than drawing a card straight up, even in a format with clue payoffs, but this still looks like a nice card, especially in decks that have cheap evasive creatures.
Slice from the Shadows
3.5 Uncounterability actually matters in this set because of all the Disguise creatures with Ward. –X/-X is never going to feel super efficient, but it’s an instant and it scales all game, so I think it’s premium.
Bubble Smuggler
2 If you need to play a two drop well…it is one. A pretty bad one, but one nonetheless. Then if you need something on three you can disguise it, and then in the late game it can become a big monster. Now, this card isn’t ever going to make you feel like you’re doing something busted, as it’s kind of medium at all three points in the game, but the fact it can do all those things is enough for it to be fine.
Red Herring
1.5 This can do some serious work if you play it on turn two, and if you get it later in the game you can give it up to get a card. It’s an artifact and a clue, so it’s got some synergy in the format too, especially in Blue-Red. Still…the card’s fail case doesn’t exactly excite me. Paying 4 to draw a card, even in installments isn’t exactly awesome.
Public Thoroughfare
2.5 This is another nice source of fixing, even if it does require you to jump through a few hoops. Being able to only tap a Clue or something once when you play it is nice.
Nervous Gardener
3 A two mana 2/2 isn’t what it used to be, but that’s the fail case here, and this has the upside of fixing your mana. Note, by the way, that it can grab this format’s dual lands, should you pick one up.
Due Diligence
2 Without the ETB this would be really bad. If you throw the ETB in the mix, it gets more interesting. There are going to be times where you cast this and end up with two great attacks as a result, and the Vigilance makes it so you don’t have to give up on defending yourself either, so chances are better than normal that those attacks are worth taking. Alternatively, making one thing get +4/+4 and Vigilance for a turn doesn’t sound bad either. You do need to be careful about casting this, as you do with most Auras, but this one does enough to be make the cut a decent chunk of the time.
Gravestone Strider
2.5 When one mana filtering is attached to a creature, it has performed pretty well, and this even comes with the addition of graveyard hate, something that certainly matters in the format.
Pack 2 Pick 2: Torch the Witness
Offender at Large
2 Just playing this face up is going to be the play more often than not, and when you do it has a reasonable shot at giving you an attack you didn’t have before. This is the type of disguise creature you probably only play face down when you’ve got nothing else going on on turn three. Either way, this card looks like it will have trouble making the cut sometimes.
Proft's Eidetic Memory
3.5 The fact this draws a card up front is a pretty big deal, especially because if you play it before combat on your turn, this amounts to being a two mana draw 1 that puts a +1/+1 counter on something, and that in itself is a solid card. So, if you can combine this with Clues and other draw effects, it can really augment your board. Still, getting that going is easier said than done, and I think most of this card’s value comes from what it gives you on that first turn – but that’s a pretty nice baseline.
Crime Novelist
3 It has a pretty ugly starting point, but if you have Clues and other artifacts and sacrifice stuff, this can get big. And because Clues draw you cards, the mana might actually matter too.
Torch the Witness
4 It’s always going to feel like very efficient removal, and it scales all game long and it’s likely to let you investigate in most situations, so you even get a 2-for-1!
Case of the Filched Falcon
3 It’s nice you get a clue up front, and if your deck has enough artifacts in it, you can definitely end up animating that clue or something else into a 4/4 flyer. Blue is adept enough at making clues that I don’t think this needs a build around grade.
Extract a Confession
3.5 This looks like a great common. Edicts tend to be at their best when your opponent has the fewest creatures. That usually means the early game. But thanks to collevt evidence here, this stays pretty good by the mid to late game, as getting rid of your opponents highest power creature will also mean their best creature loke 80 percent of the time.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Reasonable Doubt
2 This can hit any type of spell, but your opponent can also ignore it with spare mana. As usual, that type of card is never amazing, although it can feel pretty nice in the early game.
Crowd-Control Warden
3 It’ll be at least a 5/5 in most cases, and other times it will be absolutely massive! The whole Disguise thing is a big deal too, when the creature has the potential of being this big.
Shock
3.5 Shock is a 3.5 as it usual is. It’s definitely premium because you can spend only a single mana to kill significantly more expensive creatures – and you can do it at instant speed! Plus, it can even finish off your opponent.
Vengeful Creeper
2.5 A 5-mana 5/5 is pretty beefy, and this one has some Disenchant upside. Feels like most Green decks will want one of these.
Projektor Inspector
2.5 A three mana 3/2 that loots on ETB is decent, and looting with this more than once isn’t impossible.
Pack 2 Pick 3: Neighborhood Guardian
Seasoned Consultant
2 This will feel pretty nice attacking as a 3/3, but it probably won’t be doing that until turn 4 at the earliest, so it isn’t going to be lighting the world on fire either.
Exit Specialist
3 If this didn’t have Disguise, it wouldn’t be very good. The stat-line is bad and the type of evasion it has just…doesn’t do enough most of the time. But, when you mix in the Disguise part, you end up with a Man-O’-War of sorts, and that seems pretty sweet. Bounce effects have gotten worse over the years, in a world of ETB abilities and the like, but this still looks pretty nice to me. It adds to the board while giving you some tempo, and the fact you can do it at instant speed gives you some serious blowout potential.
Persuasive Interrogators
2.5 There’s not enough poison in this format for the Interrogators to poison someone out very often. Obviously, you’re going to need a ton of Clues to get there. So, most of the card’s value is just being a 6-mana ⅚ that Investigates and that’s…passable, especially with the poison upside.
Hedge Whisperer
2.5 This ability is reasonably powerful once you get there, but in the meantime you’ve got a one mana 0/3, something that just isn’t relevant on most boards. It’s also a little annoying the ability is as expensive as it is, and you can still only have one animated land at a time. You have to jump through some very real hoops and play an otherwise sub-par creature.
Neighborhood Guardian
2.5 The boost is nice and all but…it’s not amazing when you have to jump through some pretty specific hoops to make it happen. And sure, there’s lots of Diguise in this set that will trigger this, not to mention creature tokens and the like, but this still seems pretty medium.
Undercover Crocodelf
2 So…without Disguise this wouldn’t be very good. A 6-mana 5/5 just doesn’t move the needle, especially one that can only do something if it hits your opponent. Disguise does enough to make this playable, though, because you can get it on the board much earlier of course, but you can also find a way to sneak it in and get that clue more easily.
Makeshift Binding
4 This is an excellent Common. Even if it didn’t gain you 2 life, it’d be premium removal, and once you tack on that life gain we’re talking about arguably the best White Common in the set. Removing something and gaining life a the same time is one of the best ways to get back ahead from behind.
Behind the Mask
1 This type of card rarely works out in Limited, and I think even at one mana I’m not super interested in this. It’s easy to look at this and see it as a trick with multiple modes – and that is what it is, but reducing a creature to 1/1 or growing a creature to 4/3, or turning a clue into a 4/3, while possibilities is only useful situationally. You need stat-lines to line up just right, and if you’re turning your 2/2 or something into a 4/3 it’s really not worth it. Furthermore, shrinking an opposing creature to a 1/1 is only relevant or useful when your opponent attacks with the right creature that you actually want to remove. Basically, this is too situational to do something worthwhile very often.
Repeat Offender
2 This has an almost-passable baseline and ability that will make for a good mana sink in the later stages of the game. I like that you can use it at instant speed, so threat of activation will be pretty real.
Innocent Bystander
1.5 A two mana 2/1 that always gives you a clue when it dies is probably a C, but obviously enough this doesn’t always do it. In fact, in a lot of situations where it takes three, your opponent’s creature probably survives. That means this will often just be trading with another two drop or, worse – a 1/1 token.
Griffnaut Tracker
2 4-mana 3/2 flyers aren’t what they once were, but hating on the graveyard has value, and the stat-line isn’t a complete disaster. I’m giving this a C.
Pack 2 Pick 4: Forum Familiar
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Hustle
3 Individually, each side of this is a little too situational to be particularly good on its own, but when you have two modes on one card, it’s different. The Hustle side is narrow, but the times when it lines up right, it will feel like removal. Bustle is also situational, but it’s also a game ender, as Overrun effects often are. Chances are pretty good you’ll get sufficient value out of one side of this card to make it worth playing.
Forum Familiar
2.5 This is a Disguise creature that you’re going to want to play face down about 99% of the time., since if you don’t, it’s just a vanilla one mana 1/1 and those tend to get irrelevant quickly. However, if you play this face down it’s going to be pretty darn relevant thanks to its ability to bounce your permanents. You can do this to rebuy ETBs or help a creature dodge removal and stuff like that, but you can even just return a land if you just want the Familiar to be a 2/2. Obviously that’s not optimal, but it’s something. I think this will lie in wait and have big impacts on many games. This also gives us back-to-back white Disguise creatures who can turn face up and blank removal, so that’s something your’e going to have to keep in mind.
Suspicious Detonation
2.5 If this was always 5 mana, it’d probably be a 1.5. That’s a really clunky Sorcery that usually can’t trade up. But, this will cost two fairly often in Red decks. Sacrificing a Clue is all you need to be able to do, and as we’ve seen there are otherwise to sacrifice artifacts too. It can also go after Disguised creatures since it can’t be countered.
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Topiary Panther
2.5 This fixes your mana well and sets up Collect Evidence 6 in the early game, and in the late game it's a passable creature.
Tunnel Tipster
4 A two mana 1/1 that can tap for green is already a C-level card, and this has legitimate potential to grow throughout the game, which means it can stay more relevant than most mana dorks. Of course, if you draw it late it isn’t the most impressive thing ever, but playing this on turn two and playing a couple of Disguise creatures seems like a super common play pattern. This Common looks quite good.
Projektor Inspector
2.5 A three mana 3/2 that loots on ETB is decent, and looting with this more than once isn’t impossible.
Sanguine Savior
3 A three mana 2/1 with Flying and Lifelink is pretty solid. It won’t always be able to get in there, but it will fairly often, and evasive lifelinkers are pretty sweet because they really shift a race in your favor. So, the fact that you can also play it first down first and give something else lifelink too is nice upside.
Pick Your Poison
0.5 Even at one mana and with all these modes, this still feels like it won't do enough far too often. I think it's a sideboard card.
Pack 2 Pick 5: Vengeful Tracker
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Vengeful Tracker
2.5 This has a solid baseline, and against some opponents relying on Clues it can be really punishing.
Lumbering Laundry
2 We’ve seen in past sets with Morph that being able to look at your opponent’s face-down cards isn’t really worth spending mana. Sure, the information is nice, and there’s worse things you could sink your mana into, but until you reach a point where you have literally nothing else you can do, you’re not going to be using this ability. So, what you’re left with is a pretty medium creature with a bit of Disguise upside.
Branch of Vitu-Ghazi
2.5 If you just need the mana right away, you can play it, but this has two other really nice functions. First, it's flood insurance. The last thing you want to do in the late game is draw a land - but thud one can be a creature when that's the case. And in the mid-game, when you might need the fixing, you can turn it face up. Remember you can do weird stuff like assign this to block and turn it face up, at which point you get the mana and the creature it blocked is still considered blocked, but you don't lose the land.
Expose the Culprit
0 This is too narrow, and the effect it typically gives you won't be worth a card.
Due Diligence
2 Without the ETB this would be really bad. If you throw the ETB in the mix, it gets more interesting. There are going to be times where you cast this and end up with two great attacks as a result, and the Vigilance makes it so you don’t have to give up on defending yourself either, so chances are better than normal that those attacks are worth taking. Alternatively, making one thing get +4/+4 and Vigilance for a turn doesn’t sound bad either. You do need to be careful about casting this, as you do with most Auras, but this one does enough to be make the cut a decent chunk of the time.
Shady Informant
2.5 If you could only play this face up, it would be a pretty nice card. It has high enough power to trade with a whole lot of stuff, and the death trigger is likely to let you kill something else too – and that’s a 2-for-1. So, the fact you can get it on the board earlier in the game without your opponent knowing it’s lurking there makes it even nicer.
Felonious Rage
2 We've seen this card before, more or less, and it’s a nice trick. The power boost lets your creature take down most stuff, and you come out ahead thanks to the token, and at only one mana it is really priced to move.
Pack 2 Pick 6: Not on My Watch
Eliminate the Impossible
1.5 I’m not the biggest fan of this type of effect – but when they tack card draw on to it, it starts to get more interesting. The usual problem is that this is only useful in fairly narrow situations, and getting a trade to happen is hard. It can sort of function as a bad fog, or a bad combat trick, but obviously…neither of those are things you want to be going after. But, because it Investigates – and it’s relatively cheap – those problems are more acceptable.
Furtive Courier
2.5 This will be unblockable a decent chunk of the time in Blue decks with th and looting on every attack is pretty powerful.
Not on My Watch
3 If you’re in the market for this kind of effect, it’s super efficient. The problem is, lots of decks aren’t really in on this kind of effect. If you’re an aggro deck, this isn’t very good, because you want removal that lets you get blockers out of the way. If you’re not aggressive, though, this ends up feeling like premium removal.
Persuasive Interrogators
2.5 There’s not enough poison in this format for the Interrogators to poison someone out very often. Obviously, you’re going to need a ton of Clues to get there. So, most of the card’s value is just being a 6-mana ⅚ that Investigates and that’s…passable, especially with the poison upside.
Crimestopper Sprite
2.5 A three mana 2/2 flyer isn’t too bad, and one that stuns something on ETB is probably a 3.0, it’s just a great tempo play to add to the board while getting a creature out of the way. This won’t always stun stuff, and isn’t that likely to do it on turn three, but I think it will do it often enough.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Loxodon Eavesdropper
2.5 5 mana for three 1/1s isn't great, but you can attack with all three tokens the next turn and really give your opponent a headache. At that point, you are definitely getting your mana's worth.
Demand Answers
2.5 We’ve come a long way since Tormenting Voice. This is an Instant and you can choose to sacrifice an artifact or discard a card as an additional cost. That’s actually a pretty big deal, because this format has so many Clues.
Pack 2 Pick 7: Curious Inquiry
Agency Coroner
2 This is a lot of mana for the usual sacrifice a creature draw a card effect, but the fact you’ll sometimes draw two helps soften that blow.
Curious Inquiry
2.5 Auras that cost one blue and give a creature +1/+1 and the ability to draw you a card when they hit your opponent have a pretty good track record in Limited. This is because it can allow you to ensure that you’re going to at least break even on cards even by hitting your opponent once, and the card advantage can quickly bury your opponent. Getting a clue is a bit worse than drawing a card straight up, even in a format with clue payoffs, but this still looks like a nice card, especially in decks that have cheap evasive creatures.
Break Out
3 This is a two mana card selection spell that gives you an option of adding to the board, and that's pretty awesome.
Fanatical Strength
3 We’ve seen Run Amok in the past, and it has a strictly worse text box because it can only target attacking creatures, and Run Amok was an absolute beating in aggro decks. I think this will be too. The stats boost + trample can just wreck combat in so many ways, and make damage lethal out of nowhere. The boost is enough to save a creature from some removal spells in a pinch too. You’re going to want to keep this card in the back of your mind any time you’re playing someone who is in Green.
Rakish Scoundrel
2 A 4-mana 3/3 death touch is probably a 1.5. It can trade for anything, but that’s really only exciting on cheap death touchers, and this definitely isn’t one. And sure, this can grant indestructibility when it enters, or can do it at instant speed if you have the mana for disguise – which means that it will kill whatever blocks it and survive thanks to death touch and indestructibility, but it seems like you’re just paying too much mana for this no matter how you deploy it.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Unauthorized Exit
2 This card is always pretty decent. You go down a card in most cases, but you get some nice tempo, and Surveil 1 can improve your next draw and/or load your graveyard. It is hurt a little bit by the absence of a dedicated spell deck in the format.
Pack 2 Pick 8: Shock
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
It Doesn't Add Up
2 This lets you reanimated something at instant speed. Of course…because you are forces to suspect the creature, it can't ambush block stuff, and that’s a big part of what would make this sweet. As is, it's an expensive removal spell with an effect that has just as mich downside as upside, and this kind of thing even with upside isn't always useful. That doesn't add up to a very good grade.
Shock
3.5 Shock is a 3.5 as it usual is. It’s definitely premium because you can spend only a single mana to kill significantly more expensive creatures – and you can do it at instant speed! Plus, it can even finish off your opponent.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Red Herring
1.5 This can do some serious work if you play it on turn two, and if you get it later in the game you can give it up to get a card. It’s an artifact and a clue, so it’s got some synergy in the format too, especially in Blue-Red. Still…the card’s fail case doesn’t exactly excite me. Paying 4 to draw a card, even in installments isn’t exactly awesome.
Pack 2 Pick 9: Gravestone Strider
Curious Inquiry
2.5 Auras that cost one blue and give a creature +1/+1 and the ability to draw you a card when they hit your opponent have a pretty good track record in Limited. This is because it can allow you to ensure that you’re going to at least break even on cards even by hitting your opponent once, and the card advantage can quickly bury your opponent. Getting a clue is a bit worse than drawing a card straight up, even in a format with clue payoffs, but this still looks like a nice card, especially in decks that have cheap evasive creatures.
Bubble Smuggler
2 If you need to play a two drop well…it is one. A pretty bad one, but one nonetheless. Then if you need something on three you can disguise it, and then in the late game it can become a big monster. Now, this card isn’t ever going to make you feel like you’re doing something busted, as it’s kind of medium at all three points in the game, but the fact it can do all those things is enough for it to be fine.
Public Thoroughfare
2.5 This is another nice source of fixing, even if it does require you to jump through a few hoops. Being able to only tap a Clue or something once when you play it is nice.
Due Diligence
2 Without the ETB this would be really bad. If you throw the ETB in the mix, it gets more interesting. There are going to be times where you cast this and end up with two great attacks as a result, and the Vigilance makes it so you don’t have to give up on defending yourself either, so chances are better than normal that those attacks are worth taking. Alternatively, making one thing get +4/+4 and Vigilance for a turn doesn’t sound bad either. You do need to be careful about casting this, as you do with most Auras, but this one does enough to be make the cut a decent chunk of the time.
Gravestone Strider
2.5 When one mana filtering is attached to a creature, it has performed pretty well, and this even comes with the addition of graveyard hate, something that certainly matters in the format.
Pack 2 Pick 10: Crime Novelist
Crime Novelist
3 It has a pretty ugly starting point, but if you have Clues and other artifacts and sacrifice stuff, this can get big. And because Clues draw you cards, the mana might actually matter too.
Case of the Filched Falcon
3 It’s nice you get a clue up front, and if your deck has enough artifacts in it, you can definitely end up animating that clue or something else into a 4/4 flyer. Blue is adept enough at making clues that I don’t think this needs a build around grade.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Reasonable Doubt
2 This can hit any type of spell, but your opponent can also ignore it with spare mana. As usual, that type of card is never amazing, although it can feel pretty nice in the early game.
Pack 2 Pick 11: Persuasive Interrogators
Persuasive Interrogators
2.5 There’s not enough poison in this format for the Interrogators to poison someone out very often. Obviously, you’re going to need a ton of Clues to get there. So, most of the card’s value is just being a 6-mana ⅚ that Investigates and that’s…passable, especially with the poison upside.
Behind the Mask
1 This type of card rarely works out in Limited, and I think even at one mana I’m not super interested in this. It’s easy to look at this and see it as a trick with multiple modes – and that is what it is, but reducing a creature to 1/1 or growing a creature to 4/3, or turning a clue into a 4/3, while possibilities is only useful situationally. You need stat-lines to line up just right, and if you’re turning your 2/2 or something into a 4/3 it’s really not worth it. Furthermore, shrinking an opposing creature to a 1/1 is only relevant or useful when your opponent attacks with the right creature that you actually want to remove. Basically, this is too situational to do something worthwhile very often.
Repeat Offender
2 This has an almost-passable baseline and ability that will make for a good mana sink in the later stages of the game. I like that you can use it at instant speed, so threat of activation will be pretty real.
Pack 2 Pick 12: Pick Your Poison
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Pick Your Poison
0.5 Even at one mana and with all these modes, this still feels like it won't do enough far too often. I think it's a sideboard card.
Pack 2 Pick 13: Lumbering Laundry
Lumbering Laundry
2 We’ve seen in past sets with Morph that being able to look at your opponent’s face-down cards isn’t really worth spending mana. Sure, the information is nice, and there’s worse things you could sink your mana into, but until you reach a point where you have literally nothing else you can do, you’re not going to be using this ability. So, what you’re left with is a pretty medium creature with a bit of Disguise upside.
Pack 3 Pick 1: Trostani, Three Whispers
Trostani, Three Whispers
4 This has above-rate stats and the ability to grant these keywords is pretty awesome, especially since it can use the abilities on itself. The threat of activation is very real, and your opponent really has to think about death touch and double strike when making their decisions.
Illicit Masquerade
2 This is a neat design, but it seems a little too finicky to be great in Limited. You need a few things to line up correctly for this to do its thing: First, you need a board state. Probably the smallest thing it asks you for, but…if you don’t have a couple of creatures in play, this isn’t going to feel very good. After that, you need your creatures to die – something you can certainly manufacture. And third, you need stuff in your graveyard. Now, all of that is fairly doable, at least individually, but you need them all to line up with the right timing for Illicit Masquerade to work. It is nice it has Flash, which makes it easier for you to find that timing, but I think there are going to be too many situations where the Masquerade either does nothing, or is too slow at doing something.
Eliminate the Impossible
1.5 I’m not the biggest fan of this type of effect – but when they tack card draw on to it, it starts to get more interesting. The usual problem is that this is only useful in fairly narrow situations, and getting a trade to happen is hard. It can sort of function as a bad fog, or a bad combat trick, but obviously…neither of those are things you want to be going after. But, because it Investigates – and it’s relatively cheap – those problems are more acceptable.
Push
4 The Push half is where you’re going to get about 90% of the value here, as it’s a solid removal spell. But…having the Pull half is definitely upside, because in the right situation it can just end the game.
Wrench
2.5 All of these Cluequipments are solid or better, because they offer a decent effect, while also having the ability to be thrown away for something else when the Equipment doesn’t do enough. The stats boost here isn’t the most efficient thing ever, and the tap effect is expensive, but it certainly isn’t a bad mana sink – and the fact you can swing with something, keep it untapped, and leave mana up for the effect is nice.
Detective's Satchel
3 This gives you three artifacts which is great for the Blue-Red sacrifice deck, and then it gives you an amazing payoff for sacrificing those artifacts, since you’ll get a nice token out of the deal. I do’nt love that it doesn’t add meaningfully to the board the turn you play it, but the engine potential here is very real.
Nervous Gardener
3 A two mana 2/2 isn’t what it used to be, but that’s the fail case here, and this has the upside of fixing your mana. Note, by the way, that it can grab this format’s dual lands, should you pick one up.
On the Job
1.5 // 3.0 As usual with Inspiring Charge effects, this is a build around. Red/White decks look the most well-positioned for this as they can go the widest, but you really need to be all in on curving out and going wide, or this isn’t worth it, even with the clue. It’s probably a D in your typical White deck, but a card you’re usually going to be happy with one of in your more aggressive decks.
Gravestone Strider
2.5 When one mana filtering is attached to a creature, it has performed pretty well, and this even comes with the addition of graveyard hate, something that certainly matters in the format.
Felonious Rage
2 We've seen this card before, more or less, and it’s a nice trick. The power boost lets your creature take down most stuff, and you come out ahead thanks to the token, and at only one mana it is really priced to move.
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Bubble Smuggler
2 If you need to play a two drop well…it is one. A pretty bad one, but one nonetheless. Then if you need something on three you can disguise it, and then in the late game it can become a big monster. Now, this card isn’t ever going to make you feel like you’re doing something busted, as it’s kind of medium at all three points in the game, but the fact it can do all those things is enough for it to be fine.
Fanatical Strength
3 We’ve seen Run Amok in the past, and it has a strictly worse text box because it can only target attacking creatures, and Run Amok was an absolute beating in aggro decks. I think this will be too. The stats boost + trample can just wreck combat in so many ways, and make damage lethal out of nowhere. The boost is enough to save a creature from some removal spells in a pinch too. You’re going to want to keep this card in the back of your mind any time you’re playing someone who is in Green.
Pack 3 Pick 2: Not on My Watch
Officious Interrogation
3 Well…this doesn’t do anything but investigate, but as long as you’re getting two clues out of it you’re going to feel fine about that, and sometimes you’ll get a whole mountain of them for only two or four mana. Don’t forget you can target yourself, too. It’s a little slow perhaps, but this seems like it will also give you a ton of cards in the long run, so I like it a reasonable amount.
Surveillance Monitor
3.5 If this was just straight up a 4-mana 3/3 that made a 1/1 Flyer, it’d be a 4.0. That’s just a great rate and a card you’d take very highly. This won’t always do it up front, but it’ll do it pretty often – and then it’s likely to crank out a few more Thopters if it’s left alone.
Lumbering Laundry
2 We’ve seen in past sets with Morph that being able to look at your opponent’s face-down cards isn’t really worth spending mana. Sure, the information is nice, and there’s worse things you could sink your mana into, but until you reach a point where you have literally nothing else you can do, you’re not going to be using this ability. So, what you’re left with is a pretty medium creature with a bit of Disguise upside.
Not on My Watch
3 If you’re in the market for this kind of effect, it’s super efficient. The problem is, lots of decks aren’t really in on this kind of effect. If you’re an aggro deck, this isn’t very good, because you want removal that lets you get blockers out of the way. If you’re not aggressive, though, this ends up feeling like premium removal.
Shady Informant
2.5 If you could only play this face up, it would be a pretty nice card. It has high enough power to trade with a whole lot of stuff, and the death trigger is likely to let you kill something else too – and that’s a 2-for-1. So, the fact you can get it on the board earlier in the game without your opponent knowing it’s lurking there makes it even nicer.
Goblin Maskmaker
2 So, if you get this on exactly turn one and you have some Disguise creatures in your hand, this can feel pretty good – as dropping a 2/2 Ward 2 on turn two – one that will have all kinds of upside – is pretty awesome. The problem is that this has diminishing returns as the game goes on, especially because it has to attack to give you that discount.
Due Diligence
2 Without the ETB this would be really bad. If you throw the ETB in the mix, it gets more interesting. There are going to be times where you cast this and end up with two great attacks as a result, and the Vigilance makes it so you don’t have to give up on defending yourself either, so chances are better than normal that those attacks are worth taking. Alternatively, making one thing get +4/+4 and Vigilance for a turn doesn’t sound bad either. You do need to be careful about casting this, as you do with most Auras, but this one does enough to be make the cut a decent chunk of the time.
Bite Down on Crime
3.5 If you aren't collecting evidence, this is pretty darn clunky. And clunky is dangerous on a removal spell like this, since your opponent interacting can 2-for-1 you. Still, if you choose your spot carefully, this is likely to kill most opposing stuff, and the stats boost might also really improve your attacks. Combine that with the Evidence upside and I think this manages to just sneak into “premium removal” range.
Crimestopper Sprite
2.5 A three mana 2/2 flyer isn’t too bad, and one that stuns something on ETB is probably a 3.0, it’s just a great tempo play to add to the board while getting a creature out of the way. This won’t always stun stuff, and isn’t that likely to do it on turn three, but I think it will do it often enough.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Suspicious Detonation
2.5 If this was always 5 mana, it’d probably be a 1.5. That’s a really clunky Sorcery that usually can’t trade up. But, this will cost two fairly often in Red decks. Sacrificing a Clue is all you need to be able to do, and as we’ve seen there are otherwise to sacrifice artifacts too. It can also go after Disguised creatures since it can’t be countered.
Pack 3 Pick 3: Riftburst Hellion
Riftburst Hellion
2.5 This isn’t going to feel amazing either way you get the 6/7 with Reach, but the fact that it IS a huge creature with the upside of being castable as a three mana 2/2 Ward 2 makes it worthwhile.
Deadly Complication
3.5 Three mana to destroy any creature at sorcery speed is already premium removal, so the fact that you can also sometimes put a counter on one of your creatures is some serious business.
Convenient Target
1.5 One red for +1/+1 and Menace isn't the worst, and because you can get this back it isn't going to 2-for-1 you. You can also use it to get a blocker out of the way in a pinch.
Krovod Haunch
2.5 One to play and two to equip for +2/+0 is kind of alright, and when it isn’t meaningful enough for you, this basically becomes 4 mana to make two 1/1 tokens and gain you three life. Neither mode is crazy of course, but the modality this gives you makes it a decent inclusion. I’m giving it a C.
Evidence Examiner
2.5 So, if you’ve got some spare stuff in your graveyard, this can turn it into cards, and it gives you a repeatable way to collect evidence, something that seems particularly useful for payoffs that give you something when cards leave your graveyard. Still, I do wish this was both an enabler and a payoff for collecting evidence. As is, it doesn’t feel strong enough to pull me into the color pair.
Vengeful Creeper
2.5 A 5-mana 5/5 is pretty beefy, and this one has some Disenchant upside. Feels like most Green decks will want one of these.
Slice from the Shadows
3.5 Uncounterability actually matters in this set because of all the Disguise creatures with Ward. –X/-X is never going to feel super efficient, but it’s an instant and it scales all game, so I think it’s premium.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Auspicious Arrival
2 This is a solid trick – one that represents a 2-for-1 thanks to that Clue. +2/+2 for two isn’t the most impressive boost-to-cost ratio, but it’s enough.
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Pack 3 Pick 5: Galvanize
Due Diligence
2 Without the ETB this would be really bad. If you throw the ETB in the mix, it gets more interesting. There are going to be times where you cast this and end up with two great attacks as a result, and the Vigilance makes it so you don’t have to give up on defending yourself either, so chances are better than normal that those attacks are worth taking. Alternatively, making one thing get +4/+4 and Vigilance for a turn doesn’t sound bad either. You do need to be careful about casting this, as you do with most Auras, but this one does enough to be make the cut a decent chunk of the time.
Sudden Setback
3.5 We’ve seen a lot of 4 mana blue cards lately that let you get rid of a nonland permanent by giving your opponent the option of put it on top or bottom of the library, and they’ve fared pretty well. None of them have been amazing, but they let you trade 1-for-1 and you can do it at instant speed. So, add in the ability to also do this with spells on the stack, and I think we’re talking about a fairly high quality card.
Rune-Brand Juggler
3.5 Suspecting your creature might mean you get a good attack right away, and if nothing else the Juggler can suspect itself. It is nice that it’s a “may” trigger, if you’re in a spot where you need to block. The activated ability is pretty good, especially if you’re making tokens into suspects, something that doesn’t seem particularly far-fetched. It won’t feel quite as good to give up real creatures with that ability, but that’s not a bad fail-case either. If you have a Suspect in play and mana up, your opponent is going to be in a nightmare scenario.
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.
Make Your Move
2 We see this type of removal that only hits big creatures all the time, and it’s usually pretty mediocre, simply because its too narrow. They usually don’t even make the cut in your main deck. But, stapling Disenchant to it is a pretty big upgrade, especially in a set that has a fair number of both, probably makes this into a solid playable, and I think it even has a shot at being better than that.
Bite Down on Crime
3.5 If you aren't collecting evidence, this is pretty darn clunky. And clunky is dangerous on a removal spell like this, since your opponent interacting can 2-for-1 you. Still, if you choose your spot carefully, this is likely to kill most opposing stuff, and the stats boost might also really improve your attacks. Combine that with the Evidence upside and I think this manages to just sneak into “premium removal” range.
Galvanize
4 Two mana instant deal threes are always great, and this one will do 5 a chunk of the time.
Benthic Criminologists
2.5 These are some medium stats, but giving up Clues or other artifacts to draw cards is certainly worthwhile. And this can do it a couple of times in most cases.
Torch the Witness
4 It’s always going to feel like very efficient removal, and it scales all game long and it’s likely to let you investigate in most situations, so you even get a 2-for-1!
Case of the Trampled Garden
3 What this gives you up front is fairly acceptable, and Green decks will certainly be capable of solving this. Once you do, buffing an attacking creature every turn is going to feel pretty good. Still, it doesn’t do a ton up front.
Insidious Roots
0.0 // 3.0 You’re likely to have a few tokens around sometimes in Black-Green, but you’re really going to need to be able to get the Plant stuff going on Insidious Roots for it to be worthwhile. The good news is, Black-Green has a critical mass of “Collect Evidence” cards which will trigger Insidious Roots, but this still kind of asks a lot of you. You need a stocked graveyard, you need the things in your graveyard to be creatures, and you need to collect evidence. I think that’s doable, but still hard enough that this probably needs a build around grade.
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Felonious Rage
2 We've seen this card before, more or less, and it’s a nice trick. The power boost lets your creature take down most stuff, and you come out ahead thanks to the token, and at only one mana it is really priced to move.
Pick Your Poison
0.5 Even at one mana and with all these modes, this still feels like it won't do enough far too often. I think it's a sideboard card.
Out Cold
2 I’m not always a huge fan of cards that just Stun things, as it often doesn’t feel like they do enough to be worth a card. Sure, you can get two creatures out of the way for two attacks and two blocks, but if you don’t have the game in-hand by the time they untap, you’re going to be in trouble. But because this gives you a Clue, it gives you that card back. I still don’t really think you want more than one, but this looks like a pretty good version of this effect. It can even hit Disguised creatures without you having to worry about Ward.
Demand Answers
2.5 We’ve come a long way since Tormenting Voice. This is an Instant and you can choose to sacrifice an artifact or discard a card as an additional cost. That’s actually a pretty big deal, because this format has so many Clues.
Pack 3 Pick 7: Harried Dronesmith
Crimestopper Sprite
2.5 A three mana 2/2 flyer isn’t too bad, and one that stuns something on ETB is probably a 3.0, it’s just a great tempo play to add to the board while getting a creature out of the way. This won’t always stun stuff, and isn’t that likely to do it on turn three, but I think it will do it often enough.
Detective's Satchel
3 This gives you three artifacts which is great for the Blue-Red sacrifice deck, and then it gives you an amazing payoff for sacrificing those artifacts, since you’ll get a nice token out of the deal. I do’nt love that it doesn’t add meaningfully to the board the turn you play it, but the engine potential here is very real.
Harried Dronesmith
3.5 Pumping out a temporary 1/1 thopter every turn is plenty good. Remember to play the dronesmith in your first main phase so you can get the value of the trigger the turn you play it! Not only does it give you a way to chip in for damage, but Red – and especially Blue/Red has a boat load of payoffs for sacrificing artifacts too, and this will feel like an engine in that type of deck.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Goblin Maskmaker
2 So, if you get this on exactly turn one and you have some Disguise creatures in your hand, this can feel pretty good – as dropping a 2/2 Ward 2 on turn two – one that will have all kinds of upside – is pretty awesome. The problem is that this has diminishing returns as the game goes on, especially because it has to attack to give you that discount.
Basilica Stalker
2.5 It's never going to feel like you’re getting great value with the Stalker, whether you disguise it first or otherwise. But it probably won't feel bad either.
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.
Pack 3 Pick 8: Due Diligence
Curious Cadaver
3 A 4-mana 3/1 Flyer is kind of a liability. Sure, it can hit the opponent reasonably hard for the cost, but it also dies to everything, including lots of cheap removal and creature ETB abilities. This offsets that a little bit because it can come back from your graveyard, but don’t underestimate how much of a pain it is that you have to keep recasting it every time. Still, it’s an evasive creature with reasonably high power that just doesn’t stay dead, and overall that’s something I’m interested in. I could see this underwhelming in the end if that 1 toughness is extra easy to deal with in this format.
Expose the Culprit
0 This is too narrow, and the effect it typically gives you won't be worth a card.
Due Diligence
2 Without the ETB this would be really bad. If you throw the ETB in the mix, it gets more interesting. There are going to be times where you cast this and end up with two great attacks as a result, and the Vigilance makes it so you don’t have to give up on defending yourself either, so chances are better than normal that those attacks are worth taking. Alternatively, making one thing get +4/+4 and Vigilance for a turn doesn’t sound bad either. You do need to be careful about casting this, as you do with most Auras, but this one does enough to be make the cut a decent chunk of the time.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Demand Answers
2.5 We’ve come a long way since Tormenting Voice. This is an Instant and you can choose to sacrifice an artifact or discard a card as an additional cost. That’s actually a pretty big deal, because this format has so many Clues.
Out Cold
2 I’m not always a huge fan of cards that just Stun things, as it often doesn’t feel like they do enough to be worth a card. Sure, you can get two creatures out of the way for two attacks and two blocks, but if you don’t have the game in-hand by the time they untap, you’re going to be in trouble. But because this gives you a Clue, it gives you that card back. I still don’t really think you want more than one, but this looks like a pretty good version of this effect. It can even hit Disguised creatures without you having to worry about Ward.
Pack 3 Pick 9: Felonious Rage
Eliminate the Impossible
1.5 I’m not the biggest fan of this type of effect – but when they tack card draw on to it, it starts to get more interesting. The usual problem is that this is only useful in fairly narrow situations, and getting a trade to happen is hard. It can sort of function as a bad fog, or a bad combat trick, but obviously…neither of those are things you want to be going after. But, because it Investigates – and it’s relatively cheap – those problems are more acceptable.
Wrench
2.5 All of these Cluequipments are solid or better, because they offer a decent effect, while also having the ability to be thrown away for something else when the Equipment doesn’t do enough. The stats boost here isn’t the most efficient thing ever, and the tap effect is expensive, but it certainly isn’t a bad mana sink – and the fact you can swing with something, keep it untapped, and leave mana up for the effect is nice.
Felonious Rage
2 We've seen this card before, more or less, and it’s a nice trick. The power boost lets your creature take down most stuff, and you come out ahead thanks to the token, and at only one mana it is really priced to move.
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Bubble Smuggler
2 If you need to play a two drop well…it is one. A pretty bad one, but one nonetheless. Then if you need something on three you can disguise it, and then in the late game it can become a big monster. Now, this card isn’t ever going to make you feel like you’re doing something busted, as it’s kind of medium at all three points in the game, but the fact it can do all those things is enough for it to be fine.
Pack 3 Pick 10: Goblin Maskmaker
Lumbering Laundry
2 We’ve seen in past sets with Morph that being able to look at your opponent’s face-down cards isn’t really worth spending mana. Sure, the information is nice, and there’s worse things you could sink your mana into, but until you reach a point where you have literally nothing else you can do, you’re not going to be using this ability. So, what you’re left with is a pretty medium creature with a bit of Disguise upside.
Goblin Maskmaker
2 So, if you get this on exactly turn one and you have some Disguise creatures in your hand, this can feel pretty good – as dropping a 2/2 Ward 2 on turn two – one that will have all kinds of upside – is pretty awesome. The problem is that this has diminishing returns as the game goes on, especially because it has to attack to give you that discount.
Crimestopper Sprite
2.5 A three mana 2/2 flyer isn’t too bad, and one that stuns something on ETB is probably a 3.0, it’s just a great tempo play to add to the board while getting a creature out of the way. This won’t always stun stuff, and isn’t that likely to do it on turn three, but I think it will do it often enough.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Pack 3 Pick 12: Break Out
Break Out
3 This is a two mana card selection spell that gives you an option of adding to the board, and that's pretty awesome.
Behind the Mask
1 This type of card rarely works out in Limited, and I think even at one mana I’m not super interested in this. It’s easy to look at this and see it as a trick with multiple modes – and that is what it is, but reducing a creature to 1/1 or growing a creature to 4/3, or turning a clue into a 4/3, while possibilities is only useful situationally. You need stat-lines to line up just right, and if you’re turning your 2/2 or something into a 4/3 it’s really not worth it. Furthermore, shrinking an opposing creature to a 1/1 is only relevant or useful when your opponent attacks with the right creature that you actually want to remove. Basically, this is too situational to do something worthwhile very often.
Pack 3 Pick 13: Rot Farm Mortipede
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.