Krenko, Baron of Tin Street
4 A three mana 3/3 with Haste is a great starting point, and this has great upside in a set with Clues everywhere. He's going to be able to crank out goblins and buff them on many boards. He even buffs himself!
Lost in the Maze
2.5 This sort of has two modes, and you can access both at the same time. You can use it to stun your opponent’s board, which can be useful when you’re trying to close out a game – but you can also use it to protect your creatures. It also just sticks around and gives your tapped creatures hexproof after that point. Still, those modes are all situational enough that this doesn’t seem amazing.
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
Rope
1.5 I think this is the worst card in this cycle. The buffs it offers are underwhelming, especially when you’re paying 3 to equip.
Glint Weaver
2.5 Here’s this format big ol’ green creature that gains you life, which can help you stabilize from behind. If the Weaver is alone, it’s a 7-mana 6/6 with Reach that gains you 6 life – that’s not amazing, but it’s passable – and because you can distribute the counters in any number of ways, it’s often going to be better than that. This is because you’ll be able to put it on creatures who can already attack and/or gain even more life than 6. Still, this is a 7-drop, something that gives me a little pause in today’s limited formats. I do think it’s the right kind of 7-drop because it gives you value on board almost no matter what and gains you life.
Case of the Burning Masks
4 Even if it didn’t have anything after it’s ETB, it would be a very good card, so everything else is just gravy – and it’s pretty good gravy, too, since it ends up being a 2-for-1 if you manage to solve it – and solving this is easier than most of the Cases. Three sources of damage can just mean you attack with three creatures after all, and the turn you play this the Case will count as a source too. So, killing something and attacking with two creatures is enough to get you there.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 2: Repulsive Mutation
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 3: Cornered Crook
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.
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.
Cornered Crook
4 There are no shortage of Clues in the format, and even giving up a full card for the bolt effect is going to be worthwhile a big chunk of the time. This will feel like a 2-for-1 when you can give up a clue, and you’ll still come out ahead most of the time if you have to give up something else.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 4: Escape Tunnel
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.
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.
Expose the Culprit
0 This is too narrow, and the effect it typically gives you won't be worth a card.
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.
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.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
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.
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.
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.
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 5: Gadget Technician
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.
Flotsam
2.5 The Flotsam side helps you set up graveyard shenanigans and replaces itself, and the Jetsam side gives you a free spell. Neither are going to feel like the most efficient thing in the world in most cases – You have to pay 4 total mana to mill three and draw a card with Flotsam, and Jetsam isn’t usually going to give you back the mana you spent, and if either of this card was only one or the other it would be too narrow and mediocre. But, having both makes a big difference – that’s what is great about split cards. Both plays might be kind of meh, but the fact remains you have a card that does something useful and something early late, and most cards don’t have that kind of flexibility.
Sanctuary Wall
1 The tap effect here isovercosted, even with a stun counter – especially because the wall stuns itself too! Still, if you use it on your opponent’s turn, you’re going to get rid of that stun counter first and the wall will be ready to go by the time your opponent’s stunned creature gets untapped again. Overall, though, I think this is too overcosted for what it is and the baseline isn’t impressive either. I don’t think this makes the cut very often.
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.
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.
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.
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.
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.
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 6: Repulsive Mutation
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.
Living Conundrum
2.5 A 5-mana ⅖ with Hexproof is pretty interesting, especially at Uncommon. As usual, pairing hexproof with Auras and other enhancements can be a real beating for your opponent. The rest of the card’s effect isn’t going to come up a ton in Limited, but Blue does have enough graveyard stuff going on that turning this into a 10/10 isn’t impossible, and obviously the hexproof keeps you from really getting punished for milling your whole library.
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.
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.
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.
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.
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.
Pack 1 Pick 7: Escape Tunnel
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.
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.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
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.
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.
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 8: Innocent Bystander
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.
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.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Person of Interest
3.5 4-mana for a 2/2 and a 2/2 Menace that can’t block is a pretty amazing rate. Not much more to say there, but this is a really good Common.
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.
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.
Pack 1 Pick 9: Felonious Rage
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
Rope
1.5 I think this is the worst card in this cycle. The buffs it offers are underwhelming, especially when you’re paying 3 to equip.
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.
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.
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.
Pack 1 Pick 10: Behind the Mask
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.
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.
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.
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.
Pack 1 Pick 11: Gearbane Orangutan
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.
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.
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.
Pack 1 Pick 12: Innocent Bystander
Expose the Culprit
0 This is too narrow, and the effect it typically gives you won't be worth a card.
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.
Pack 1 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.
Pack 2 Pick 1: Commercial District
Conspiracy Unraveler
2.5 So, if you have a well-stocked graveyard the turn you cast this, things can get pretty spicy, since you could cast the unraveler and then fire off a spell for free. Of course, as is usually the case for expensive cards that let you cast things from your hand for free, or put a permanent into play from your hand – by the time you get to 7 mana you aren’t especially likely to have that many more cards in hand, and if you don’t have one the turn you play the Unraveler, you’re just playing an expensive flyer.
Leyline of the Guildpact
0 This effect isn’t worth a card in Limited, we’ve seen that with cards like Prismatic Omen – even if you put this into play for free, more often than not it’s going to feel like you’re mulliganing because the value it delivers is so minimal.
Commercial District
3 Dual lands always provide excellent fixing, and Surveil has extra synergy in the format. Green also has a few cards that can grab these because of their typing.
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 Gorgon's Kiss
2.5 If you can solve this the value is insane, and it can certainly set that up for you. On the flip side, it also the potential to do absolutely nothing.
Soul Enervation
4 This is a good removal spell, even without the creatures leaving your graveyard upside, and that means even if your deck has absolutely 0 ways to remove creatures from your graveyard, this will perform well enough to be included. And, most Black decks will be able to trigger the drain life effect on this at least a couple of times a game, and once you’ve done that you’re going to feel like you’ve really gotten there.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 2: The Chase Is On
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.
Burden of Proof
2.5 This is a very interesting version of this “Frogify”-type effect. Lately it seems like they are doing their darnedest to design one that’s actually solid in Limited, and they’ve had some success with that lately. I think they’ve done it again here. The usual problem with this type of card is that you don’t really entirely remove a creature when you turn it into a 1/1, so you’re often coming out behind. However, this adds a couple of important wrinkles. First, it has Flash – so you can turn something into a 1/1 at instant speed, which all-but-guarantees that it’s going down. Second, if your creature is a detective, this is a powerful combat trick. It’s also really nice that they made it only buff detectives you control, otherwise this card would be super frustrating.
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.
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.
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.
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.
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.
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.
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.
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.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
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.
Pack 2 Pick 3: Hide in Plain Sight
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.
Hide in Plain Sight
4 4-mana for two 2/2s is a pretty nice deal, especially because it’s likely you grabbed a couple of cards that won’t be 2/2s for long.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 4: Exit Specialist
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 5: Cold Case Cracker
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.
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.
Rope
1.5 I think this is the worst card in this cycle. The buffs it offers are underwhelming, especially when you’re paying 3 to equip.
Leering Onlooker
3.5 I’m reasonably happy with a two mana ⅓ Flyer, and this one gives you a couple bodies out of the graveyard. This means that if you’re milling yourself it still gives you value, and just casting it normally and getting the bodies back later is a nice feeling too.
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.
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.
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.
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 6: The Chase Is On
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.
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.
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.
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.
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.
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.
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.
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 2 Pick 7: Sudden Setback
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.
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.
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.
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.
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.
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 2 Pick 8: Case of the Shattered Pact
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.
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.
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.
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.
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.
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 9: Cold Case Cracker
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 Gorgon's Kiss
2.5 If you can solve this the value is insane, and it can certainly set that up for you. On the flip side, it also the potential to do absolutely nothing.
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.
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.
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 10: Hotshot Investigators
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.
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.
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.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Pack 2 Pick 11: Bubble Smuggler
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.
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.
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.
Pack 2 Pick 12: Unauthorized Exit
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.
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 13: Bubble Smuggler
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 1: Fugitive Codebreaker
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.
Fugitive Codebreaker
4 A two mana 2/1 with Haste and Prowess is an amazing starting point – and, if you have this turn two that’s what you’re going to be doing. Then, later in the game this can completely reload your hand. In short, this is pretty awesome no matter when you play it.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 3 Pick 2: Drag the Canal
Expose the Culprit
0 This is too narrow, and the effect it typically gives you won't be worth a card.
Drag the Canal
3.5 If this always made a 2/2, gained you 2, surveiled 2, and investigated for 2, it would probably be a B+. That’s just crazy value for the cost! Obviously it isn’t always going to line up that way, though. Still, the fail case is two mana for a 2/2 flash with a useful creature type, and if you can find a way to make something die before you cast it, it’s going to give you some awesome value.
Rope
1.5 I think this is the worst card in this cycle. The buffs it offers are underwhelming, especially when you’re paying 3 to equip.
Burden of Proof
2.5 This is a very interesting version of this “Frogify”-type effect. Lately it seems like they are doing their darnedest to design one that’s actually solid in Limited, and they’ve had some success with that lately. I think they’ve done it again here. The usual problem with this type of card is that you don’t really entirely remove a creature when you turn it into a 1/1, so you’re often coming out behind. However, this adds a couple of important wrinkles. First, it has Flash – so you can turn something into a 1/1 at instant speed, which all-but-guarantees that it’s going down. Second, if your creature is a detective, this is a powerful combat trick. It’s also really nice that they made it only buff detectives you control, otherwise this card would be super frustrating.
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.
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.
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.
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.
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.
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.
Granite Witness
2.5 A 4-mana 3/2 with Flying and Vigilance is sort of passable, so the Disguise upside here is a nice thing to have around. Tapping or untapping things isn’t always gonna be useful, but when it is, it can be pretty awesome.
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.
Pack 3 Pick 3: Out Cold
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.
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.
Flotsam
2.5 The Flotsam side helps you set up graveyard shenanigans and replaces itself, and the Jetsam side gives you a free spell. Neither are going to feel like the most efficient thing in the world in most cases – You have to pay 4 total mana to mill three and draw a card with Flotsam, and Jetsam isn’t usually going to give you back the mana you spent, and if either of this card was only one or the other it would be too narrow and mediocre. But, having both makes a big difference – that’s what is great about split cards. Both plays might be kind of meh, but the fact remains you have a card that does something useful and something early late, and most cards don’t have that kind of flexibility.
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.
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.
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.
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.
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.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
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.
Pack 3 Pick 4: Shock
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.
Coerced to Kill
4 This is pretty great. Mind Control effects are incredibly strong, and even though this one weakenes the creature in most cases, you still remove an opposing creature and get a 1/1 death touch. I mean, imagine this was a 5-mana Sorcery that gives you a 1/1 death touch and destroys a creature – that’s basically what this is, and that’s amazing. The creature actually keeps any abilities it has too, so sometimes it will be better! Importantly, this can get you back ahead from behind.
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.
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.
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.
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.
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.
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.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
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.
Pack 3 Pick 5: Mistway Spy
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.
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.
Mistway Spy
3.5 Playing this on turn one is pretty acceptable, because it has evasion and a useful creature type – but the Disguise ability here is pretty impressive too. It counts every creature that hits your opponent, so you can get more than one clue. Obviously enough, because the Spy has evasion itself, you can turn it face up, crack in with it and get that Clue, which seems like a pretty normal play pattern.
Living Conundrum
2.5 A 5-mana ⅖ with Hexproof is pretty interesting, especially at Uncommon. As usual, pairing hexproof with Auras and other enhancements can be a real beating for your opponent. The rest of the card’s effect isn’t going to come up a ton in Limited, but Blue does have enough graveyard stuff going on that turning this into a 10/10 isn’t impossible, and obviously the hexproof keeps you from really getting punished for milling your whole library.
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.
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.
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.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Person of Interest
3.5 4-mana for a 2/2 and a 2/2 Menace that can’t block is a pretty amazing rate. Not much more to say there, but this is a really good Common.
Pack 3 Pick 6: Felonious Rage
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.
Burden of Proof
2.5 This is a very interesting version of this “Frogify”-type effect. Lately it seems like they are doing their darnedest to design one that’s actually solid in Limited, and they’ve had some success with that lately. I think they’ve done it again here. The usual problem with this type of card is that you don’t really entirely remove a creature when you turn it into a 1/1, so you’re often coming out behind. However, this adds a couple of important wrinkles. First, it has Flash – so you can turn something into a 1/1 at instant speed, which all-but-guarantees that it’s going down. Second, if your creature is a detective, this is a powerful combat trick. It’s also really nice that they made it only buff detectives you control, otherwise this card would be super frustrating.
Pompous Gadabout
2.5 This can't be blocked by disguised creatures, and you can use tricks on it without any fear of interaction.
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.
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.
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.
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.
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 3 Pick 7: Deduce
Sanctuary Wall
1 The tap effect here isovercosted, even with a stun counter – especially because the wall stuns itself too! Still, if you use it on your opponent’s turn, you’re going to get rid of that stun counter first and the wall will be ready to go by the time your opponent’s stunned creature gets untapped again. Overall, though, I think this is too overcosted for what it is and the baseline isn’t impressive either. I don’t think this makes the cut very often.
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.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
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.
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.
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.
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.
Pack 3 Pick 8: Case of the Shattered Pact
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.
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.
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.
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.
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.
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 9: Lumbering Laundry
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.
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.
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.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
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 10: Expose the Culprit
Expose the Culprit
0 This is too narrow, and the effect it typically gives you won't be worth a card.
Rope
1.5 I think this is the worst card in this cycle. The buffs it offers are underwhelming, especially when you’re paying 3 to equip.
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.
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.
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.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Pack 3 Pick 12: Candlestick
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.
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.
Pack 3 Pick 13: Cerebral Confiscation
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.