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.
Etrata, Deadly Fugitive
4 A ¼ death touch for three is a nice starting point, and her abilities are really interesting. Basically when she (or another assassin) hits an opponent, you make the top card of your opponent’s deck into a 2/2 with ward 2. That’s already something I love – but beyond that, you can actually turn those cards face up! And you can even cast them when they aren’t creatures! Basically, it’s like she gives you a token when that’s what you need, and a card in your hand when that’s what you need, and the combination is great.
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.
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.
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.
Harried Dronesmith
3.5 Pumping out a temporary 1/1 thopter every turn is plenty good. Remember to play the dronesmith in your first main phase so you can get the value of the trigger the turn you play it! Not only does it give you a way to chip in for damage, but Red – and especially Blue/Red has a boat load of payoffs for sacrificing artifacts too, and this will feel like an engine in that type of deck.
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.
Galvanize
4 Two mana instant deal threes are always great, and this one will do 5 a chunk of the time.
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.
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.
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.
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.
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.
Pack 1 Pick 2: Drag the Canal
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.
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.
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.
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.
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.
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.
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.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
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.
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.
Pick Your Poison
0.5 Even at one mana and with all these modes, this still feels like it won't do enough far too often. I think it's a sideboard card.
Pack 1 Pick 3: Assemble the Players
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 4: Leering Onlooker
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 5: Steamcore Scholar
Steamcore Scholar
4 A three mana 2/2 with Flying and Vigilance that has you draw 2 and discard 2 is pretty great, so it’s nice that sometimes you can choose to only discard one.
Cease
2.5 The Cease side lets you hate on the graveyard while replacing itself which…probably wouldn’t be good enough to make the main deck in this format. The Desist side is more situational, but there are definitely going to be board states in this format where it really impacts the board, and most of the time when you get to 6 mana it has a pretty good chance at destroying something, just…hopefully not your stuff.
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.
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.
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.
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.
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.
Auspicious Arrival
2 This is a solid trick – one that represents a 2-for-1 thanks to that Clue. +2/+2 for two isn’t the most impressive boost-to-cost ratio, but it’s enough.
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.
Pack 1 Pick 6: Undercity Eliminator
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.
Fae Flight
3 This Aura looks quite good. Obviously, the ideal situation is to cast it in response to removal, in which case you’re left with a buffed evasive creature, and you’ve already taken a card of value away from your opponent. But this also has the upside all Flying auras do, w hich is that you can just…slap it on some big monster and quickly win the game.
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.
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.
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.
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.
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 7: Shady Informant
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.
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.
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.
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.
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.
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.
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: Faerie Snoop
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.
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.
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.
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.
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.
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.
Pack 1 Pick 9: 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.
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.
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.
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.
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 10: Murder
Hustle
3 Individually, each side of this is a little too situational to be particularly good on its own, but when you have two modes on one card, it’s different. The Hustle side is narrow, but the times when it lines up right, it will feel like removal. Bustle is also situational, but it’s also a game ender, as Overrun effects often are. Chances are pretty good you’ll get sufficient value out of one side of this card to make it worth playing.
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.
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 1 Pick 11: Rot Farm Mortipede
Hustle
3 Individually, each side of this is a little too situational to be particularly good on its own, but when you have two modes on one card, it’s different. The Hustle side is narrow, but the times when it lines up right, it will feel like removal. Bustle is also situational, but it’s also a game ender, as Overrun effects often are. Chances are pretty good you’ll get sufficient value out of one side of this card to make it worth playing.
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.
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 1 Pick 12: 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.
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 13: Rakish Scoundrel
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 1: Officious Interrogation
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.
Officious Interrogation
3 Well…this doesn’t do anything but investigate, but as long as you’re getting two clues out of it you’re going to feel fine about that, and sometimes you’ll get a whole mountain of them for only two or four mana. Don’t forget you can target yourself, too. It’s a little slow perhaps, but this seems like it will also give you a ton of cards in the long run, so I like it a reasonable amount.
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.
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.
Sample Collector
2.5 This can be put the counter on itself, and it attacking as a ¾ on turn four doesn’t seem impossible but…it’s also not incredible. The ability to put the counter elsewhere does give you some nice flexibility, but the base stat-line here is mediocre and that’s kind of a problem for a creature that has to attack to be something more than a vanilla creature. Especially because you also need to set this up a bit.
Galvanize
4 Two mana instant deal threes are always great, and this one will do 5 a chunk of the time.
Benthic Criminologists
2.5 These are some medium stats, but giving up Clues or other artifacts to draw cards is certainly worthwhile. And this can do it a couple of times in most cases.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 2: Murder
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Seasoned Consultant
2 This will feel pretty nice attacking as a 3/3, but it probably won’t be doing that until turn 4 at the earliest, so it isn’t going to be lighting the world on fire either.
Fanatical Strength
3 We’ve seen Run Amok in the past, and it has a strictly worse text box because it can only target attacking creatures, and Run Amok was an absolute beating in aggro decks. I think this will be too. The stats boost + trample can just wreck combat in so many ways, and make damage lethal out of nowhere. The boost is enough to save a creature from some removal spells in a pinch too. You’re going to want to keep this card in the back of your mind any time you’re playing someone who is in Green.
Pack 2 Pick 3: Barbed Servitor
Barbed Servitor
2.5 Obviously, because it’s a suspect, it can’t block – that means you’re going to be rumbling with this 1/1 menace every turn and your opponent will have to make a decision between letting you draw a card or losing some life. The good news is, because it has menace, they are going to have to lose a substantial amount of life most of the time if they do choose to block it. The bad news is that letting your opponent make that decision means they’re always going to choose what’s best for them, and that will often be something that doesn’t help you win the game, and playing a 4-mana 1/1 that can’t block can be a huge liability when it comes to the race. Still, this does pressure your opponent every time you turn it sideways, and it gets a little more interesting if you can take suspect away from it, which there are a few ways to do in this format. I’m kind of skeptical this will be amazing, though.
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.
Case of the Trampled Garden
3 What this gives you up front is fairly acceptable, and Green decks will certainly be capable of solving this. Once you do, buffing an attacking creature every turn is going to feel pretty good. Still, it doesn’t do a ton up front.
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.
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.
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.
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.
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.
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.
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.
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 2 Pick 4: Homicide Investigator
Homicide Investigator
3.5 Getting a clue when your stuff dies isn't as good as drawing a card, but it isn't super far off either. It also counts itself, so playing this usually means you can count on a 2-for-1.
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
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.
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.
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.
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.
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.
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.
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 2 Pick 5: Reasonable Doubt
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.
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.
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.
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.
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.
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.
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.
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.
Vengeful Tracker
2.5 This has a solid baseline, and against some opponents relying on Clues it can be really punishing.
Wispdrinker Vampire
4 This has respectable stats, and the life drain effect is going to be easier than normal trigger in this format because of Disguise creatures. I like that it has an ability for the extreme late-game too.
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.
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.
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.
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.
Gravestone Strider
2.5 When one mana filtering is attached to a creature, it has performed pretty well, and this even comes with the addition of graveyard hate, something that certainly matters in the format.
Pack 2 Pick 7: Alley Assailant
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.
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.
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.
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.
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.
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.
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 8: Murder
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.
Reckless Detective
2.5 It’s nice that you have two different ways to make this a ⅔, and both options are pretty reasonable. If you discard, you’re rummaging, which itself isn’t a bad effect, and if you have an expendable artifact it will feel more like you’re netting a card. It won’t be able to attack effectively all game, but playing this on two seems pretty good, and it isn’t like it can be completely ignored in the mid-to-late game either.
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.
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.
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.
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 2 Pick 9: Benthic Criminologists
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.
Sample Collector
2.5 This can be put the counter on itself, and it attacking as a ¾ on turn four doesn’t seem impossible but…it’s also not incredible. The ability to put the counter elsewhere does give you some nice flexibility, but the base stat-line here is mediocre and that’s kind of a problem for a creature that has to attack to be something more than a vanilla creature. Especially because you also need to set this up a bit.
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.
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.
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.
Pack 2 Pick 10: Benthic Criminologists
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.
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.
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.
Fanatical Strength
3 We’ve seen Run Amok in the past, and it has a strictly worse text box because it can only target attacking creatures, and Run Amok was an absolute beating in aggro decks. I think this will be too. The stats boost + trample can just wreck combat in so many ways, and make damage lethal out of nowhere. The boost is enough to save a creature from some removal spells in a pinch too. You’re going to want to keep this card in the back of your mind any time you’re playing someone who is in Green.
Pack 2 Pick 11: Faerie Snoop
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.
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.
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 12: Cerebral Confiscation
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.
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 2 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.
Pack 3 Pick 1: Coerced to Kill
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.
Sharp-Eyed Rookie
4 This starts with passable stats and can grow throughout the game while drawing you cards. The only downside is that if you get it late it's pretty mediocre, but that’s the fail case.
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.
Evidence Examiner
2.5 So, if you’ve got some spare stuff in your graveyard, this can turn it into cards, and it gives you a repeatable way to collect evidence, something that seems particularly useful for payoffs that give you something when cards leave your graveyard. Still, I do wish this was both an enabler and a payoff for collecting evidence. As is, it doesn’t feel strong enough to pull me into the color pair.
Vengeful Tracker
2.5 This has a solid baseline, and against some opponents relying on Clues it can be really punishing.
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.
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.
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.
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.
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.
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.
Seasoned Consultant
2 This will feel pretty nice attacking as a 3/3, but it probably won’t be doing that until turn 4 at the earliest, so it isn’t going to be lighting the world on fire either.
Pack 3 Pick 2: Murder
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
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.
Hustle
3 Individually, each side of this is a little too situational to be particularly good on its own, but when you have two modes on one card, it’s different. The Hustle side is narrow, but the times when it lines up right, it will feel like removal. Bustle is also situational, but it’s also a game ender, as Overrun effects often are. Chances are pretty good you’ll get sufficient value out of one side of this card to make it worth playing.
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.
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.
Seasoned Consultant
2 This will feel pretty nice attacking as a 3/3, but it probably won’t be doing that until turn 4 at the earliest, so it isn’t going to be lighting the world on fire either.
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.
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.
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.
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.
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Pack 3 Pick 3: Faerie Snoop
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
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.
Hustle
3 Individually, each side of this is a little too situational to be particularly good on its own, but when you have two modes on one card, it’s different. The Hustle side is narrow, but the times when it lines up right, it will feel like removal. Bustle is also situational, but it’s also a game ender, as Overrun effects often are. Chances are pretty good you’ll get sufficient value out of one side of this card to make it worth playing.
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.
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.
Seasoned Consultant
2 This will feel pretty nice attacking as a 3/3, but it probably won’t be doing that until turn 4 at the earliest, so it isn’t going to be lighting the world on fire either.
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.
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.
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.
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.
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Pack 3 Pick 4: Forensic Gadgeteer
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.
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.
Absolving Lammasu
4 A 5-mana 4/3 flyer that gains 3 life when it dies is a card you’re already pretty happy with. This is because it pressures your opponent effectively, and the fail case is that it trades with a removal spell or a creature and gains you 3. So, the fact this also shuts of suspect across the board is pretty sweet. If you’re in White, you’re probably not using suspect a whole lot yourself, so if that ability it does something, it will usually power down the opposing board. Then, on top of all of that, the Lammasu also lets you suspect an opposing creature when it dies. Sure, there’s both upside and downside associated with that, but because you’re making the choice you can usually find an advantageous way to use it. This does a ton for the mana cost while sporting a fairly good stat-line – making it a very good uncommon.
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.
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.
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.
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.
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.
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.
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 5: Presumed Dead
Forum Familiar
2.5 This is a Disguise creature that you’re going to want to play face down about 99% of the time., since if you don’t, it’s just a vanilla one mana 1/1 and those tend to get irrelevant quickly. However, if you play this face down it’s going to be pretty darn relevant thanks to its ability to bounce your permanents. You can do this to rebuy ETBs or help a creature dodge removal and stuff like that, but you can even just return a land if you just want the Familiar to be a 2/2. Obviously that’s not optimal, but it’s something. I think this will lie in wait and have big impacts on many games. This also gives us back-to-back white Disguise creatures who can turn face up and blank removal, so that’s something your’e going to have to keep in mind.
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.
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.
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.
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.
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.
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.
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 3 Pick 6: Faerie Snoop
Forum Familiar
2.5 This is a Disguise creature that you’re going to want to play face down about 99% of the time., since if you don’t, it’s just a vanilla one mana 1/1 and those tend to get irrelevant quickly. However, if you play this face down it’s going to be pretty darn relevant thanks to its ability to bounce your permanents. You can do this to rebuy ETBs or help a creature dodge removal and stuff like that, but you can even just return a land if you just want the Familiar to be a 2/2. Obviously that’s not optimal, but it’s something. I think this will lie in wait and have big impacts on many games. This also gives us back-to-back white Disguise creatures who can turn face up and blank removal, so that’s something your’e going to have to keep in mind.
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.
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.
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.
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.
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.
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.
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 3 Pick 7: Unscrupulous Agent
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.
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.
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.
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.
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.
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 8: Exit Specialist
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.
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.
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.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
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.
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 3 Pick 9: Basilica Stalker
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.
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.
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.
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 3 Pick 10: Cold Case Cracker
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.
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.
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.
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 3 Pick 11: Soul Search
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
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.
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 12: Riftburst Hellion
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.
Pack 3 Pick 13: Hotshot Investigators
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.