Archdruid's Charm
2.5 The +1/+1 counter + Fight mode is the one most likely to be the most useful and most efficient, but tutoring up lands and creature or taking out enchantments or artifacts is sometimes nice. If this cost 2 generic and a Green to cast, it would be a premium-level removal spell with big upside – I’d probably give it a 4.0. But you can’t really overlook that casting cost. Getting three mana of one color is pretty hard in Limited, and isn’t even guaranteed by turn 6 in most decks. If youre deck has like 12 green sources in it, casting this becomes easier, but the upside also isn’t so great that it’s worth distorting your deck that way for the Charm alone.
Worldsoul's Rage
3.5 As with most X damage spells, this is never going to feel especially efficient, but it does scale as the game goes on, and being able to go after your opponent makes it an effective finisher. Additionally, there may be times where you have milled a couple of lands and you just use this to kill an X/2 and ramp your mana, and that’ll feel pretty good too.
Case of the Gateway Express
4 The ETB will be a reasonable removal spell most of the time, and sometimes a really good one – and this case is easier to solve than most. The reward isn’t exactly game-breaking, but it’s certainly relevant, especially because it’s effectively stapled to a solid removal spell.
Candlestick
2.5 The Cluequipments in Blue and Red might just be the best since the Blue-Red deck is so into sacrificing artifacts, but lots of decks in the format like Clues too, and this one can help set up collect evidence.
A Killer Among Us
2.5 A 4-mana 3/3 that makes a Clue is fine, and this will be a 4/4 Vigilance from time to 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.
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.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
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.
Marketwatch Phantom
3 This feels like a very important common for aggressive White decks. That type of deck will have tons of cards that trigger this. It doesn't seem like it will be rare for this to crack in as a flyer on turns 3 and 4.
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.
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 1 Pick 2: Case of the Gateway Express
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.
Get a Leg Up
3 This trick gives +1/+1 as a floor, and it can give a way bigger boost than that. We've seen this card before without the Reach, and it's always a good trick.
Presumed Dead
2.5 This type of trick always performs fairly well, as it does enough to make a creature punch above it’s weight class, yet it still survives. It even works well against removal, and it gets particularly interesting with creatures that have ETB abilities. Suspect won’t always feel like upside, but I think it will more often than not.
Case of the Gateway Express
4 The ETB will be a reasonable removal spell most of the time, and sometimes a really good one – and this case is easier to solve than most. The reward isn’t exactly game-breaking, but it’s certainly relevant, especially because it’s effectively stapled to a solid removal spell.
Frantic Scapegoat
2.5 A one mana 1/1 with Haste and Menace is going to feel pretty great on turn one, and this can lend its suspect-status to other creatures, helping it stay relevant all game long.
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.
Murder
3.5 Murder is still a pretty good Magic card in Limited. The double black can be a pain, but this is still premium.
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.
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.
Dramatic Accusation
2.5 Three mana Blue Auras that tap a creature down usually aren’t anything special. The problem is that they don’t entirely remove the creature in all situations, so abilities are still relevant, and if your opponent has a way to sacrifice or otherwise utilize the tapped down creature you end up feeling like you’re really far behind. The Accusation’s activated ability adds an interesting wrinkle to this, since now you can get rid of the creature if it has problematic abilities and everything. The downside is your opponent might draw it again later.
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.
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.
Kylox, Visionary Inventor
1.5 This asks way too much of you for a 7-mana card. You have to go behind on board in order to roll the dice and hope you get to cast some spells is a pretty bad idea. Menace, Ward, and Haste do mean you'll get this trigger pretty much every time you play Kylox, and there might be some decks that can get there without, but I don't think most will.
Forensic Researcher
3 The most useful thing this can do is ramp your mana, but untapping permanents has other uses too. Having access to the tap effect in the mid-to-late game is nice too, as it can start allowing you to really manufacture situations where you have great attacks no matter what your opponent is doing.
Long Goodbye
3.5 The uncounterable part actually matters in limited, because it means this can hit Disguise creatures and you don’t have to worry about Ward. Apart from that, this can trade up for stuff in general. It’s premium removal.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 4: Nightdrinker Moroii
Forensic Researcher
3 The most useful thing this can do is ramp your mana, but untapping permanents has other uses too. Having access to the tap effect in the mid-to-late game is nice too, as it can start allowing you to really manufacture situations where you have great attacks no matter what your opponent is doing.
Nightdrinker Moroii
3 A 4 mana 4/2 flyer that makes you lose 3 is probably a C. The stat-line is aggressive enough to be worth the downside. So, the fact you can play it face down first and then turn it face up - without losing that life, is pretty nice. It ends up costing one more, but you pay in installments, and it also means that if you happen to be at very low life, this card won't mean the end of you.
Sumala Sentry
4 Two counters is a big deal, and the fact you can turn them face up at instant speed can really make this a beating.
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.
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.
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.
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.
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.
Cold Case Cracker
3 A 4-mana 3/3 Flyer isn’t what it once was, but it’s not a bad stat-line, and this one replaces itself with a valuable Clue and it has a useful creature type.
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 1 Pick 5: Museum Nightwatch
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.
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.
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.
Case of the Pilfered Proof
1.5 I don't think this is very good. You have to play it ahead of your detectives to get the counters, and there’s where most of the value is, because getting an extra clue here and there isn’t the most impressive payoff.
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.
Museum Nightwatch
2.5 Spending 4 mana to get a 3/2 and a 2/2 is decent, and you can Disguise this to keep your opponent from knowing that it will leave value behind.
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.
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.
Pack 1 Pick 6: Case File Auditor
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.
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.
Case File Auditor
2.5 So, if can consistently get a hit with this ETB, it’s going to be plenty good. This format has enough Enchantments – including cases – for that to happen a decent chunk of the time. If you have like 5 Enchantments, I think you’ll hit often enough for it to work, and obviously you’re going to need Cases to get the full value out of this, but they aren’t so plentiful that that’s always going to be easy.
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.
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.
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.
Museum Nightwatch
2.5 Spending 4 mana to get a 3/2 and a 2/2 is decent, and you can Disguise this to keep your opponent from knowing that it will leave value behind.
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.
Pack 1 Pick 7: Festerleech
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.
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.
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.
Snarling Gorehound
2.5 A one mana 1/1 Menace feels pretty nice on turn one, and this is likely to give you some card selection and graveyard synergy throughout the game. Seems like nice value for one mana.
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.
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.
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.
Pack 1 Pick 8: Shady Informant
Magnetic Snuffler
2.5 This set does have some Equipment that sacrifice themselves and draw you a card, and that’s kind of what it’s supposed to interact with. There’s also a decent amount of self-mill in the format. But…I still wouldn’t count on triggering that ETB all that often. When you can, it will feel nice. I think most of the value of the Snuffler comes from the fact that it grows when you sacrifice clues or other artifacts – but, the fact it starts out so inefficiently makes it hard for me to really feel great about this card.
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.
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.
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.
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.
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.
Candlestick
2.5 The Cluequipments in Blue and Red might just be the best since the Blue-Red deck is so into sacrificing artifacts, but lots of decks in the format like Clues too, and this one can help set up collect evidence.
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.
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 1 Pick 10: Presumed Dead
Presumed Dead
2.5 This type of trick always performs fairly well, as it does enough to make a creature punch above it’s weight class, yet it still survives. It even works well against removal, and it gets particularly interesting with creatures that have ETB abilities. Suspect won’t always feel like upside, but I think it will more often than not.
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.
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.
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.
Pack 1 Pick 11: Faerie Snoop
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.
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.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Pack 1 Pick 12: Toxin Analysis
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.
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 1 Pick 13: Agency Coroner
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.
Pack 2 Pick 1: Teysa, Opulent Oligarch
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.
Teysa, Opulent Oligarch
4 You’ll play her and get that first clue in the same turn a decent chunk of the time, and getting a 1/1 flyer when you draw off of your clues – or otherwise sacrifice them – is pretty great too. Being a three mana ⅔ deathtoucher isn’t the worst thing ever either.
Get a Leg Up
3 This trick gives +1/+1 as a floor, and it can give a way bigger boost than that. We've seen this card before without the Reach, and it's always a good trick.
Tin Street Gossip
3.5 A 4-mana 4/4 with Vigilance is a great starting point, and this has upside that is very useful in this format. Red-Green especially has an interest in big ol’ Disguise creatures too. That Vigilance of course means it can swing and then tap for mana in the same turn, which is a nice combination.
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.
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.
Dramatic Accusation
2.5 Three mana Blue Auras that tap a creature down usually aren’t anything special. The problem is that they don’t entirely remove the creature in all situations, so abilities are still relevant, and if your opponent has a way to sacrifice or otherwise utilize the tapped down creature you end up feeling like you’re really far behind. The Accusation’s activated ability adds an interesting wrinkle to this, since now you can get rid of the creature if it has problematic abilities and everything. The downside is your opponent might draw it again later.
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-.
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.
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.
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.
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.
Pack 2 Pick 2: Escape Tunnel
Forensic Gadgeteer
2.0 // 4.0 This is purpose-built for the Blue/Red deck for the most part, as it’s the deck most interested in artifacts. It won’t be terrible in decks that mostly only have clues as artifacts, since you can start popping them for one mana, but the Artifact deck is where this will really be an engine.
Meddling Youths
3 A 5-mana ⅘ Haste is playable, and this can spit out Clues in a format where they really matter. Haste means it’ll be able to come down and make that clue, especially if you’re curving out. While this card is by no means bad, it does feel a bit underwhelming for a signpost Uncommon, at least compared to what we’re used to these days. It doesn’t seem like the kind of singpost that pulls you into a deck, it just seems like one you’re happy to have when you’re already in the deck.
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.
Gleaming Geardrake
4 I’m on-board with a two mana 1/1 Flyer that makes a Clue, and this thing will become a pretty real threat if it’s left unchecked, as this format is replete with Clue tokens, not to mention other ways to sacrifice stuff. In short, this card has a nice fail case, and an amazing ceiling.
Pompous Gadabout
2.5 This can't be blocked by disguised creatures, and you can use tricks on it without any fear of interaction.
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-.
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.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
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.
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.
Alley Assailant
2.5 Both modes seem fairly acceptable here, and I think the design is actually really interesting. Most of the time on turn 3 you’re probably just going to want to play it as a 3-mana 3/3 that enters tapped, but sometimes you’re in a spot where you really need to be able to block, and you can play it Disguised when that’s the case, and draining 3 life from your opponent is a pretty real effect.
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
Pack 2 Pick 3: Clandestine Meddler
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.
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.
Private Eye
3.5 The set has plenty of detectives to buff, and plenty of clues that will help you make detectives unblockable. If yo’ure in Blue-White, it’s going to be hard for this not to buff a huge chunk of your deck.
Chalk Outline
0.0 / 3.5 The idea here is to play cards with Collect Evidence alongside this, and if you have enough of that going on – and enough creatures in your deck – this has the potential to be a fairly absurd engine, since it effectively gives you 2 cards every time you Collect Evidence. The problem is that this does absolutely nothing up front. Still, the upside is kind of insane, and I think accessible enough in some decks for this to get a buildaround grade.
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.
Museum Nightwatch
2.5 Spending 4 mana to get a 3/2 and a 2/2 is decent, and you can Disguise this to keep your opponent from knowing that it will leave value behind.
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.
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.
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.
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.
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.
Pack 2 Pick 4: Due Diligence
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 2 Pick 5: Undercity Eliminator
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Undercity Eliminator
3.5 If you can exile a creature with this, it’s gonna feel pretty awesome – but only if you’re giving up something expendable. The ideal thing to give up is a clue, but there are other things around worth sacrificing. It isn’t going to work amazingly in every deck, but I think this will feel close enough to Ravenous Chupacabra often enough.
Scene of the Crime
3 This looks like a pretty solid source of fixing. You’re not always gonna want to tap your creatures to make mana, as that can be a very real cost, but at least this can also produce colorless mana normally, it has useful typing as both an artifact and a clue, and you can of course throw it away for a card. This means all your eggs aren’t in that mana-fixing basket, so it will almost never feel terrible, while still having the upside of shoring up your mana.
Chalk Outline
0.0 / 3.5 The idea here is to play cards with Collect Evidence alongside this, and if you have enough of that going on – and enough creatures in your deck – this has the potential to be a fairly absurd engine, since it effectively gives you 2 cards every time you Collect Evidence. The problem is that this does absolutely nothing up front. Still, the upside is kind of insane, and I think accessible enough in some decks for this to get a buildaround grade.
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.
Museum Nightwatch
2.5 Spending 4 mana to get a 3/2 and a 2/2 is decent, and you can Disguise this to keep your opponent from knowing that it will leave value behind.
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.
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.
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.
Pack 2 Pick 6: Extract a Confession
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.
Caught Red-Handed
1 At first an instant speed threaten sounds really good, but because this one suspects the creature you grab, it can’t actually be used to block an opposing attacker or anything like that, so it being an instant isn’t a huge deal. 5 mana for a threaten just feels like too much, even if the creature does get menace. The “can’t be countered” line of text does mean you can go after Disguise creatures, but this format doesn’t even have that prominent of a creature sacrifice them.
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.
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.
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.
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.
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 7: Basilica Stalker
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.
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.
Candlestick
2.5 The Cluequipments in Blue and Red might just be the best since the Blue-Red deck is so into sacrificing artifacts, but lots of decks in the format like Clues too, and this one can help set up collect evidence.
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.
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.
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.
Caught Red-Handed
1 At first an instant speed threaten sounds really good, but because this one suspects the creature you grab, it can’t actually be used to block an opposing attacker or anything like that, so it being an instant isn’t a huge deal. 5 mana for a threaten just feels like too much, even if the creature does get menace. The “can’t be countered” line of text does mean you can go after Disguise creatures, but this format doesn’t even have that prominent of a creature sacrifice them.
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.
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.
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.
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.
Pack 2 Pick 9: Public Thoroughfare
Get a Leg Up
3 This trick gives +1/+1 as a floor, and it can give a way bigger boost than that. We've seen this card before without the Reach, and it's always a good trick.
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.
Dramatic Accusation
2.5 Three mana Blue Auras that tap a creature down usually aren’t anything special. The problem is that they don’t entirely remove the creature in all situations, so abilities are still relevant, and if your opponent has a way to sacrifice or otherwise utilize the tapped down creature you end up feeling like you’re really far behind. The Accusation’s activated ability adds an interesting wrinkle to this, since now you can get rid of the creature if it has problematic abilities and everything. The downside is your opponent might draw it again later.
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.
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.
Pack 2 Pick 10: Extract a Confession
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-.
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.
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.
Alley Assailant
2.5 Both modes seem fairly acceptable here, and I think the design is actually really interesting. Most of the time on turn 3 you’re probably just going to want to play it as a 3-mana 3/3 that enters tapped, but sometimes you’re in a spot where you really need to be able to block, and you can play it Disguised when that’s the case, and draining 3 life from your opponent is a pretty real effect.
Pack 2 Pick 11: Chalk Outline
Chalk Outline
0.0 / 3.5 The idea here is to play cards with Collect Evidence alongside this, and if you have enough of that going on – and enough creatures in your deck – this has the potential to be a fairly absurd engine, since it effectively gives you 2 cards every time you Collect Evidence. The problem is that this does absolutely nothing up front. Still, the upside is kind of insane, and I think accessible enough in some decks for this to get a buildaround grade.
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.
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.
Pack 2 Pick 12: Agency Coroner
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.
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.
Pack 2 Pick 13: Demand Answers
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 1: Inside Source
Kraul Whipcracker
2.5 There are lots of tokens in this set for sure, but destroying most of them isn't typically worth a card, and this won't have a target that often on turn two. The stat-line isn't really above rate these days either.
Vannifar, Evolved Enigma
4 So, she can buff all of your morphs and/or artifact creatures, which there are plenty of in the format! Cloaking things from your hand is pretty nice too. It’ll feel the best in the mid to late game when you don’t really need lands anymore – turning all your excess lands into 2/2s is no joke. Using it on actual creature won’t feel quite as good, but if it’s one that you can’t cast just yet anyway, it’s going to feel fine.
Frantic Scapegoat
2.5 A one mana 1/1 with Haste and Menace is going to feel pretty great on turn one, and this can lend its suspect-status to other creatures, helping it stay relevant all game long.
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.
A Killer Among Us
2.5 A 4-mana 3/3 that makes a Clue is fine, and this will be a 4/4 Vigilance from time to time.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
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.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
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.
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.
Inside Source
3.5 Three mana for a 2/2 and a 1/1 is always a pretty good rate in Limited, so when you tack on this card’s ability to buff your detectives – albeit inefficiently – I think we’re talking about a very nice Common.
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 3 Pick 2: Case of the Gateway Express
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.
Slimy Dualleech
2.5 This can buff itself, and if you have tokens or disguise creatures to send in, you can put your opponent in a pretty bad spot.
Nightdrinker Moroii
3 A 4 mana 4/2 flyer that makes you lose 3 is probably a C. The stat-line is aggressive enough to be worth the downside. So, the fact you can play it face down first and then turn it face up - without losing that life, is pretty nice. It ends up costing one more, but you pay in installments, and it also means that if you happen to be at very low life, this card won't mean the end of you.
Case of the Gateway Express
4 The ETB will be a reasonable removal spell most of the time, and sometimes a really good one – and this case is easier to solve than most. The reward isn’t exactly game-breaking, but it’s certainly relevant, especially because it’s effectively stapled to a solid removal spell.
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.
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.
Marketwatch Phantom
3 This feels like a very important common for aggressive White decks. That type of deck will have tons of cards that trigger this. It doesn't seem like it will be rare for this to crack in as a flyer on turns 3 and 4.
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.
Gearbane Orangutan
1.5 If you can either destroy an opposing artifact, or give up an expendable artifact when you play this, it’ll be fine. Ideally of course, you give up a clue. Still, I think there are going to be enough situations where neither mode is useful and this is a miserable card when that happens.
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.
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.
Pack 3 Pick 3: Krovod Haunch
Knife
2 +1/+0 and first strike does make almost any creature into a decent attacker, but the fact this is irrelevant on your opponent's turn is a bummer. There are definitely payoffs for sacrificing artifacts though, and this triggers those while always doing something by drawing you a card. D138
Polygraph Orb
1 We usually see this card draw effect at or even 3 mana, so paying five for it, and at Sorcery speed is rough. It does load your graveyard to set up Collect Evidence, which it itself has, but I’m not that impressed with the activated ability either. Giving your opponent three options on this kind of effect oftens amounts to them being able to choose one that just doesn’t do anything. Speaking of not doing anything, that’s what this card does when it comes to the board, so I think this is kind of a liability.
Magnetic Snuffler
2.5 This set does have some Equipment that sacrifice themselves and draw you a card, and that’s kind of what it’s supposed to interact with. There’s also a decent amount of self-mill in the format. But…I still wouldn’t count on triggering that ETB all that often. When you can, it will feel nice. I think most of the value of the Snuffler comes from the fact that it grows when you sacrifice clues or other artifacts – but, the fact it starts out so inefficiently makes it hard for me to really feel great about this card.
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.
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.
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.
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.
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.
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.
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.
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 3 Pick 4: Essence of Antiquity
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.
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.
Magnetic Snuffler
2.5 This set does have some Equipment that sacrifice themselves and draw you a card, and that’s kind of what it’s supposed to interact with. There’s also a decent amount of self-mill in the format. But…I still wouldn’t count on triggering that ETB all that often. When you can, it will feel nice. I think most of the value of the Snuffler comes from the fact that it grows when you sacrifice clues or other artifacts – but, the fact it starts out so inefficiently makes it hard for me to really feel great about this card.
Vengeful Tracker
2.5 This has a solid baseline, and against some opponents relying on Clues it can be really punishing.
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.
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.
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.
Snarling Gorehound
2.5 A one mana 1/1 Menace feels pretty nice on turn one, and this is likely to give you some card selection and graveyard synergy throughout the game. Seems like nice value for one mana.
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.
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 3 Pick 5: Gravestone Strider
Cold Case Cracker
3 A 4-mana 3/3 Flyer isn’t what it once was, but it’s not a bad stat-line, and this one replaces itself with a valuable Clue and it has a useful creature type.
Agency Outfitter
2.5 The idea here is that you search up these two cards and use the Glass to equip the Cap, in which case the Outfitter is effectively a 5/5 Flyer. The problem is that you need those cards in your deck to make it happen, and Magnifying Glass is pretty terrible to have in your deck.
Flourishing Bloom-Kin
3 This is best in a heavy green deck, but even outside of that, it helps you ramp your mana and will be a reasonable size.
Tin Street Gossip
3.5 A 4-mana 4/4 with Vigilance is a great starting point, and this has upside that is very useful in this format. Red-Green especially has an interest in big ol’ Disguise creatures too. That Vigilance of course means it can swing and then tap for mana in the same turn, which is a nice combination.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
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.
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.
Snarling Gorehound
2.5 A one mana 1/1 Menace feels pretty nice on turn one, and this is likely to give you some card selection and graveyard synergy throughout the game. Seems like nice value for one mana.
Pack 3 Pick 6: Polygraph Orb
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.
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.
Polygraph Orb
1 We usually see this card draw effect at or even 3 mana, so paying five for it, and at Sorcery speed is rough. It does load your graveyard to set up Collect Evidence, which it itself has, but I’m not that impressed with the activated ability either. Giving your opponent three options on this kind of effect oftens amounts to them being able to choose one that just doesn’t do anything. Speaking of not doing anything, that’s what this card does when it comes to the board, so I think this is kind of a liability.
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.
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.
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
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.
Pack 3 Pick 7: Unscrupulous Agent
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.
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.
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.
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.
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.
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.
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 8: Macabre Reconstruction
Presumed Dead
2.5 This type of trick always performs fairly well, as it does enough to make a creature punch above it’s weight class, yet it still survives. It even works well against removal, and it gets particularly interesting with creatures that have ETB abilities. Suspect won’t always feel like upside, but I think it will more often than not.
Caught Red-Handed
1 At first an instant speed threaten sounds really good, but because this one suspects the creature you grab, it can’t actually be used to block an opposing attacker or anything like that, so it being an instant isn’t a huge deal. 5 mana for a threaten just feels like too much, even if the creature does get menace. The “can’t be countered” line of text does mean you can go after Disguise creatures, but this format doesn’t even have that prominent of a creature sacrifice them.
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.
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.
Gearbane Orangutan
1.5 If you can either destroy an opposing artifact, or give up an expendable artifact when you play this, it’ll be fine. Ideally of course, you give up a clue. Still, I think there are going to be enough situations where neither mode is useful and this is a miserable card when that happens.
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.
Pack 3 Pick 9: Basilica Stalker
Kraul Whipcracker
2.5 There are lots of tokens in this set for sure, but destroying most of them isn't typically worth a card, and this won't have a target that often on turn two. The stat-line isn't really above rate these days either.
Frantic Scapegoat
2.5 A one mana 1/1 with Haste and Menace is going to feel pretty great on turn one, and this can lend its suspect-status to other creatures, helping it stay relevant all game long.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
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.
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 3 Pick 10: Slimy Dualleech
Slimy Dualleech
2.5 This can buff itself, and if you have tokens or disguise creatures to send in, you can put your opponent in a pretty bad spot.
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.
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.
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 11: Polygraph Orb
Polygraph Orb
1 We usually see this card draw effect at or even 3 mana, so paying five for it, and at Sorcery speed is rough. It does load your graveyard to set up Collect Evidence, which it itself has, but I’m not that impressed with the activated ability either. Giving your opponent three options on this kind of effect oftens amounts to them being able to choose one that just doesn’t do anything. Speaking of not doing anything, that’s what this card does when it comes to the board, so I think this is kind of a liability.
Magnetic Snuffler
2.5 This set does have some Equipment that sacrifice themselves and draw you a card, and that’s kind of what it’s supposed to interact with. There’s also a decent amount of self-mill in the format. But…I still wouldn’t count on triggering that ETB all that often. When you can, it will feel nice. I think most of the value of the Snuffler comes from the fact that it grows when you sacrifice clues or other artifacts – but, the fact it starts out so inefficiently makes it hard for me to really feel great about this card.
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.
Pack 3 Pick 12: Magnetic Snuffler
Magnetic Snuffler
2.5 This set does have some Equipment that sacrifice themselves and draw you a card, and that’s kind of what it’s supposed to interact with. There’s also a decent amount of self-mill in the format. But…I still wouldn’t count on triggering that ETB all that often. When you can, it will feel nice. I think most of the value of the Snuffler comes from the fact that it grows when you sacrifice clues or other artifacts – but, the fact it starts out so inefficiently makes it hard for me to really feel great about this card.
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 3 Pick 13: Snarling Gorehound
Snarling Gorehound
2.5 A one mana 1/1 Menace feels pretty nice on turn one, and this is likely to give you some card selection and graveyard synergy throughout the game. Seems like nice value for one mana.