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.
Ezrim, Agency Chief
5 Ezrim offers really great stats, and his ability to gain powerful keywords is amazing, especially because he gives you the clues to sacrifice to protect him with hexproof. Most of the time, you’re gonna wanna wait to play Ezrim until you can leave that mana up, because at that point your opponent is probably entirely unable to deal with Ezrim, and that’s a problem because he ends the game in just a few swings. The card’s biggest downside is the mana cost. Double-white double-blue isn’t always that easy to assemble in Limited, and the longer you have to wait to cast Ezrim, the less impressive it is.
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.
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.
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.
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.
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.
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.
Novice Inspector
3.5 This is a functional reprint of Thraben Inspector, which was amazing. Two pieces of material for one mana is awesome.
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.
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.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
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 1 Pick 2: Makeshift Binding
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.
Reenact the Crime
1 This is mana intensive and only works in a very narrow window. Those two things combine for a Limited card you won't be able to cast very often.
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.
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.
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.
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.
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.
Crowd-Control Warden
3 It’ll be at least a 5/5 in most cases, and other times it will be absolutely massive! The whole Disguise thing is a big deal too, when the creature has the potential of being this big.
Extract a Confession
3.5 This looks like a great common. Edicts tend to be at their best when your opponent has the fewest creatures. That usually means the early game. But thanks to collevt evidence here, this stays pretty good by the mid to late game, as getting rid of your opponents highest power creature will also mean their best creature loke 80 percent of the time.
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.
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.
Projektor Inspector
2.5 A three mana 3/2 that loots on ETB is decent, and looting with this more than once isn’t impossible.
Pack 1 Pick 3: Inside Source
Anzrag's Rampage
0.5 I actually think this has some applications, albeit mostly as a sideboard card. If you’re up against a Blue-Red deck especially, they are likely to have a ton of Artifacts because that’s what the color pair is all about. Against them, this will destroy 3 things and probably grab you a random creature, which is well worth 5 mana. At that point the game is over. Even though this format has a lot of Clues, they aren’t plentiful enough in all the color pairs for this to be main deck material though.
Nightdrinker Moroii
3 A 4 mana 4/2 flyer that makes you lose 3 is probably a C. The stat-line is aggressive enough to be worth the downside. So, the fact you can play it face down first and then turn it face up - without losing that life, is pretty nice. It ends up costing one more, but you pay in installments, and it also means that if you happen to be at very low life, this card won't mean the end of you.
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.
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.
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.
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.
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.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Suspicious Detonation
2.5 If this was always 5 mana, it’d probably be a 1.5. That’s a really clunky Sorcery that usually can’t trade up. But, this will cost two fairly often in Red decks. Sacrificing a Clue is all you need to be able to do, and as we’ve seen there are otherwise to sacrifice artifacts too. It can also go after Disguised creatures since it can’t be countered.
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.
Pack 1 Pick 4: Sudden Setback
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.
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.
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.
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.
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.
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.
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.
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.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Pack 1 Pick 5: Forum Familiar
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.
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.
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.
On the Job
1.5 // 3.0 As usual with Inspiring Charge effects, this is a build around. Red/White decks look the most well-positioned for this as they can go the widest, but you really need to be all in on curving out and going wide, or this isn’t worth it, even with the clue. It’s probably a D in your typical White deck, but a card you’re usually going to be happy with one of in your more aggressive decks.
Gravestone Strider
2.5 When one mana filtering is attached to a creature, it has performed pretty well, and this even comes with the addition of graveyard hate, something that certainly matters in the format.
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.
Dog Walker
3.5 Obviously, you get the most value out of just casting it face down and turning it face up – at which point you paid 5 mana for a 3/1 Vigilance and two 1/1s, and paying it in installments will make it feel more efficient than that. But, the fact you can just slam it on turn two if you’re more interested in curving out is pretty nice.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
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.
Aftermath Analyst
2.5 This is a great early game enabler for Collect Evidence decks that I would already be interested in playing if it just had the ETB. So, the fact it can also snag you some lands out of your graveyard is nice too, especially because lands don’t help you collect evidence anyway.
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.
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.
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.
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.
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 7: Cold Case Cracker
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.
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.
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.
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.
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.
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Pack 1 Pick 8: Magnetic Snuffler
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.
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.
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.
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.
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.
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 1 Pick 9: Break Out
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.
Break Out
3 This is a two mana card selection spell that gives you an option of adding to the board, and that's pretty awesome.
Snarling Gorehound
2.5 A one mana 1/1 Menace feels pretty nice on turn one, and this is likely to give you some card selection and graveyard synergy throughout the game. Seems like nice value for one mana.
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.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Pack 1 Pick 10: Wrench
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.
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.
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.
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.
Pack 1 Pick 11: Break Out
Break Out
3 This is a two mana card selection spell that gives you an option of adding to the board, and that's pretty awesome.
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.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Pack 1 Pick 12: Haazda Vigilante
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.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Pack 1 Pick 13: Slime Against Humanity
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Pack 2 Pick 1: Private Eye
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.
Worldsoul's Rage
3.5 As with most X damage spells, this is never going to feel especially efficient, but it does scale as the game goes on, and being able to go after your opponent makes it an effective finisher. Additionally, there may be times where you have milled a couple of lands and you just use this to kill an X/2 and ramp your mana, and that’ll feel pretty good too.
Frantic Scapegoat
2.5 A one mana 1/1 with Haste and Menace is going to feel pretty great on turn one, and this can lend its suspect-status to other creatures, helping it stay relevant all game long.
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.
Nightdrinker Moroii
3 A 4 mana 4/2 flyer that makes you lose 3 is probably a C. The stat-line is aggressive enough to be worth the downside. So, the fact you can play it face down first and then turn it face up - without losing that life, is pretty nice. It ends up costing one more, but you pay in installments, and it also means that if you happen to be at very low life, this card won't mean the end of you.
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.
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.
Cold Case Cracker
3 A 4-mana 3/3 Flyer isn’t what it once was, but it’s not a bad stat-line, and this one replaces itself with a valuable Clue and it has a useful creature type.
Agency Coroner
2 This is a lot of mana for the usual sacrifice a creature draw a card effect, but the fact you’ll sometimes draw two helps soften that blow.
Goblin Maskmaker
2 So, if you get this on exactly turn one and you have some Disguise creatures in your hand, this can feel pretty good – as dropping a 2/2 Ward 2 on turn two – one that will have all kinds of upside – is pretty awesome. The problem is that this has diminishing returns as the game goes on, especially because it has to attack to give you that discount.
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.
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.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Pack 2 Pick 2: Curious Inquiry
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.
Undergrowth Recon
0 This isn't here for Limited. It won't ever give you a card worth of value. Don't play it.
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.
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.
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
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.
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.
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.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
Unauthorized Exit
2 This card is always pretty decent. You go down a card in most cases, but you get some nice tempo, and Surveil 1 can improve your next draw and/or load your graveyard. It is hurt a little bit by the absence of a dedicated spell deck in the format.
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
Pack 2 Pick 3: Hard 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.
Bolrac-Clan Basher
2.5 The Basher is a case where you’re most frequently want to play it face down, because turning it face up for 5 is a much better deal, and a double-striking trampler is the exact creature you want to surprise your opponent with. It can take down almost anything, and it can frequently survive while it does and chip in for some serious damage. This also makes it more likely the Basher does some work before going down, unlike if you play it face up.
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.
Detective's Satchel
3 This gives you three artifacts which is great for the Blue-Red sacrifice deck, and then it gives you an amazing payoff for sacrificing those artifacts, since you’ll get a nice token out of the deal. I do’nt love that it doesn’t add meaningfully to the board the turn you play it, but the engine potential here is very real.
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.
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.
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.
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.
Pack 2 Pick 4: Burden of Proof
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.
Expedited Inheritance
0 This is symmetrical, and its pretty tough to break the symmetry here. You and your opponent are both going to effectively draw a bunch of cards once this is in play, but you’re the one who spent two mana and a card on the Enchantment in the first place, so you’re starting out behind.
Lead Pipe
2 One to play and two to equip isn’t a complete disaster for +2/+0. You can use it to really give you a better attack than you would otherwise have, and the life loss effect gives you some inevitability. That said, if the card ended there I’m not sure I’d think it was worth playing very often. It just doesn’t feel like it would have enough of an impact to be worth a card, even as cheap as it is. However, by giving you the ability to sacrifice the Pipe to draw a card, you’re really mitigating against that problem. Your Equipment can be pretty bad if you run out of creatures, or if you really need something more impactful, you can just throw it away. I’m still not ultra impressed here, but I think if you’ve got lots of creatures in a black deck, playing this seems fine.
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.
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.
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.
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.
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.
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.
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 2 Pick 5: Crimestopper Sprite
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.
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.
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.
Greenbelt Radical
4 4-mana for a 4/4 is still a decent stat-line, and then this has huge Diguise upside. Sure, you can’t access it until the late game, but having instant speed Overrun in the late game is going to be an absolute beating. Now, don’t expect to reach that stage of the game every time you play the Orator, but because the card has a solid fail-case and insane upside.
Syr Konrad, the Grim
4.0 This feels like it should have been a rare, and not just because he is Legendary, but because he is so complex – and also pretty awesome. So a 5-mana 5/4 does alright on the vanilla test, and then this guy has an absolutely massive text box, which lets you damage the opponent any time a creature is put into the graveyard from someone’s hand or their library. Konrad is going to provide some nice late game reach for decks. His ability is pretty cheap, and gives you a chance to do between 0 and 2 damage every time you use it. If this format also has a graveyard deck, I think he will get better, since if you can take advantage of loading your own graveyard, you’re going to like him even more.
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.
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
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.
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 2 Pick 6: Agency Outfitter
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.
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.
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.
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.
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.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
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.
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 2 Pick 7: Dramatic Accusation
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.
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.
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.
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.
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.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Pack 2 Pick 8: Granite Witness
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.
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.
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.
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.
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.
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 9: Krovod Haunch
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.
Worldsoul's Rage
3.5 As with most X damage spells, this is never going to feel especially efficient, but it does scale as the game goes on, and being able to go after your opponent makes it an effective finisher. Additionally, there may be times where you have milled a couple of lands and you just use this to kill an X/2 and ramp your mana, and that’ll feel pretty good too.
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.
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.
Griffnaut Tracker
2 4-mana 3/2 flyers aren’t what they once were, but hating on the graveyard has value, and the stat-line isn’t a complete disaster. I’m giving this a C.
Pack 2 Pick 10: Sanctuary Wall
Undergrowth Recon
0 This isn't here for Limited. It won't ever give you a card worth of value. Don't play it.
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.
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
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
Pack 2 Pick 11: Detective's Satchel
Detective's Satchel
3 This gives you three artifacts which is great for the Blue-Red sacrifice deck, and then it gives you an amazing payoff for sacrificing those artifacts, since you’ll get a nice token out of the deal. I do’nt love that it doesn’t add meaningfully to the board the turn you play it, but the engine potential here is very real.
Rakish Scoundrel
2 A 4-mana 3/3 death touch is probably a 1.5. It can trade for anything, but that’s really only exciting on cheap death touchers, and this definitely isn’t one. And sure, this can grant indestructibility when it enters, or can do it at instant speed if you have the mana for disguise – which means that it will kill whatever blocks it and survive thanks to death touch and indestructibility, but it seems like you’re just paying too much mana for this no matter how you deploy it.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Pack 2 Pick 12: Expedited Inheritance
Expedited Inheritance
0 This is symmetrical, and its pretty tough to break the symmetry here. You and your opponent are both going to effectively draw a bunch of cards once this is in play, but you’re the one who spent two mana and a card on the Enchantment in the first place, so you’re starting out behind.
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.
Pack 2 Pick 13: Vitu-Ghazi Inspector
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Pack 3 Pick 1: Thinking Cap
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.
Audience with Trostani
1.5 At worst this is three mana for a 0/1 that draws you a card. That’s not good, but as a fail case it could be worse. This set does have a bunch of different creature tokens, but it still feels like drawing two with this is pretty medium, and expecting more than that is an unreasonable expectation. You can set it up sometimes, sure, but not often enough.
Aurelia, the Law Above
5 A 5-mana 4/4 with these three keywords is probably already a 4.0 or 4.5, so Aurelia’s Battallion and super duper battalion abilities are pretty great. Because she’s got haste and flying, there’s a pretty significant chance you’ll draw that card the turn you play here. Keep in mind she also triggers when your opponent attacks with 3 or 5 or more creatures.
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.
Lead Pipe
2 One to play and two to equip isn’t a complete disaster for +2/+0. You can use it to really give you a better attack than you would otherwise have, and the life loss effect gives you some inevitability. That said, if the card ended there I’m not sure I’d think it was worth playing very often. It just doesn’t feel like it would have enough of an impact to be worth a card, even as cheap as it is. However, by giving you the ability to sacrifice the Pipe to draw a card, you’re really mitigating against that problem. Your Equipment can be pretty bad if you run out of creatures, or if you really need something more impactful, you can just throw it away. I’m still not ultra impressed here, but I think if you’ve got lots of creatures in a black deck, playing this seems fine.
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.
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.
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.
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.
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.
Gearbane Orangutan
1.5 If you can either destroy an opposing artifact, or give up an expendable artifact when you play this, it’ll be fine. Ideally of course, you give up a clue. Still, I think there are going to be enough situations where neither mode is useful and this is a miserable card when that happens.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
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 2: Makeshift Binding
Pyrotechnic Performer
4 So, you can just play this on curve if you’re trying to finish your opponent off as quickly as possible, or you can disguise it, and end up paying 4 mana for a 3/2 that does 3 to your opponent – which is a card you’d probably play, and obviously it’s way better than that, both because you pay in installments and it makes your other face down creatures do the same thing!
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.
Neighborhood Guardian
2.5 The boost is nice and all but…it’s not amazing when you have to jump through some pretty specific hoops to make it happen. And sure, there’s lots of Diguise in this set that will trigger this, not to mention creature tokens and the like, but this still seems pretty medium.
Pompous Gadabout
2.5 This can't be blocked by disguised creatures, and you can use tricks on it without any fear of interaction.
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.
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.
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.
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.
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 3 Pick 3: Cold Case Cracker
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.
Neighborhood Guardian
2.5 The boost is nice and all but…it’s not amazing when you have to jump through some pretty specific hoops to make it happen. And sure, there’s lots of Diguise in this set that will trigger this, not to mention creature tokens and the like, but this still seems pretty medium.
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.
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.
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.
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.
Cold Case Cracker
3 A 4-mana 3/3 Flyer isn’t what it once was, but it’s not a bad stat-line, and this one replaces itself with a valuable Clue and it has a useful creature type.
Griffnaut Tracker
2 4-mana 3/2 flyers aren’t what they once were, but hating on the graveyard has value, and the stat-line isn’t a complete disaster. I’m giving this a C.
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.
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.
Pack 3 Pick 4: Case of the Gateway Express
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.
Illicit Masquerade
2 This is a neat design, but it seems a little too finicky to be great in Limited. You need a few things to line up correctly for this to do its thing: First, you need a board state. Probably the smallest thing it asks you for, but…if you don’t have a couple of creatures in play, this isn’t going to feel very good. After that, you need your creatures to die – something you can certainly manufacture. And third, you need stuff in your graveyard. Now, all of that is fairly doable, at least individually, but you need them all to line up with the right timing for Illicit Masquerade to work. It is nice it has Flash, which makes it easier for you to find that timing, but I think there are going to be too many situations where the Masquerade either does nothing, or is too slow at doing something.
Case of the Gateway Express
4 The ETB will be a reasonable removal spell most of the time, and sometimes a really good one – and this case is easier to solve than most. The reward isn’t exactly game-breaking, but it’s certainly relevant, especially because it’s effectively stapled to a solid removal spell.
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.
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.
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.
The Chase Is On
2 This is expensive for a trick, but your creature is likely to win combat and you even get a 2-for-1 in the long run.
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Deduce
2.5 This is a nice little card draw spell, because it ultimately gives you a 2-for-1, and there’s lots of additional upside for making Clue tokens in the format. You probably don’t want too many of these because they don’t really add to the board.
Museum Nightwatch
2.5 Spending 4 mana to get a 3/2 and a 2/2 is decent, and you can Disguise this to keep your opponent from knowing that it will leave value behind.
Pack 3 Pick 5: Not on My Watch
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Treacherous Greed
3.5 If you can set this up, it’s pretty amazing. Three mana for a Lightning Helix to your opponent’s dome and three cards is a big deal. The good news is, this is pretty darn easy to set up too – that’s because the creature you sacrifice just has to have dealt damage. This includes to creatures, so this means most of the time when you turn a creature sideways, that creature will be sacrificable to this, provided that creature survives. So, there is set up here and it isn’t entirely automatic, but it’s very attainable.
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.
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.
Not on My Watch
3 If you’re in the market for this kind of effect, it’s super efficient. The problem is, lots of decks aren’t really in on this kind of effect. If you’re an aggro deck, this isn’t very good, because you want removal that lets you get blockers out of the way. If you’re not aggressive, though, this ends up feeling like premium removal.
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.
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.
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.
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.
Pack 3 Pick 6: Seasoned Consultant
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.
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.
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.
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.
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.
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.
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.
Felonious Rage
2 We've seen this card before, more or less, and it’s a nice trick. The power boost lets your creature take down most stuff, and you come out ahead thanks to the token, and at only one mana it is really priced to move.
Pack 3 Pick 7: Absolving Lammasu
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 8: Haazda Vigilante
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.
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
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.
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.
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.
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.
Pack 3 Pick 9: Macabre Reconstruction
Audience with Trostani
1.5 At worst this is three mana for a 0/1 that draws you a card. That’s not good, but as a fail case it could be worse. This set does have a bunch of different creature tokens, but it still feels like drawing two with this is pretty medium, and expecting more than that is an unreasonable expectation. You can set it up sometimes, sure, but not often enough.
Lead Pipe
2 One to play and two to equip isn’t a complete disaster for +2/+0. You can use it to really give you a better attack than you would otherwise have, and the life loss effect gives you some inevitability. That said, if the card ended there I’m not sure I’d think it was worth playing very often. It just doesn’t feel like it would have enough of an impact to be worth a card, even as cheap as it is. However, by giving you the ability to sacrifice the Pipe to draw a card, you’re really mitigating against that problem. Your Equipment can be pretty bad if you run out of creatures, or if you really need something more impactful, you can just throw it away. I’m still not ultra impressed here, but I think if you’ve got lots of creatures in a black deck, playing this seems fine.
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.
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.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Pack 3 Pick 10: Mystery Key
Pompous Gadabout
2.5 This can't be blocked by disguised creatures, and you can use tricks on it without any fear of interaction.
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.
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 3 Pick 11: Griffnaut Tracker
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.
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.
Griffnaut Tracker
2 4-mana 3/2 flyers aren’t what they once were, but hating on the graveyard has value, and the stat-line isn’t a complete disaster. I’m giving this a C.
Pack 3 Pick 12: Sudden Setback
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.
Griffnaut Tracker
2 4-mana 3/2 flyers aren’t what they once were, but hating on the graveyard has value, and the stat-line isn’t a complete disaster. I’m giving this a C.
Pack 3 Pick 13: Haazda Vigilante
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.