Nissa, Who Shakes the World
4.5 She is definitely going to be shaking the world when she come down. Her static ability giving you a bunch of extra mana might not always matter by the time you play her, but I feel like there are enough activated abilities and big fatties around that it could. But she is powerful because she can really effectively protect herself by animating your lands – even giving them Vigilance means they can play both offense and defense. Her ultimate making all your animated lands indestructible – and all your other lands too I guess, but the ones who are creatures are who really matters at that point – seems pretty great. She’s the kind of walker who can protect herself, and then snowball advantage for you as more and more creatures – or larger and larger ones, join your side of the table and she ticks up in loyalty.
Dovin's Veto
0.5 This is definitely a card that was printed with constructed in mind. Negate is usually pretty nice in constructed, it is not nearly as nice in Limited. Your typical Limited deck will only have about 5 cards that this can counter, and that’s not nearly enough for you to ever want to play this in your main 40 cards.
Ajani's Pridemate
3.5 This is good every time we’ve seen it. A 2-mana 2/2 as a fail case makes it so that it has a very reasonable floor, and this format has enough life gain to make sure that the Pridemate won’t normally stay a 2/2 for very long.
Cruel Celebrant
3.0 We have seen a lot of creatures that drain the opponent for 1 every time something dies, and they’re always pretty nice. Having one at 2 mana will probably be pretty similar to Zulaport Cutthroat, which was a pretty good card in its format.
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
New Horizons
2.5 This type of mana-fixing/ramping Auras always feels good when it also does something to impact the board. Making one of your creatures a little better isn’t too shabby. This can help you splash double-colored cards too, which I like!
Totally Lost
1.5 We've seen this card a lot, and it is always kind of ok. Putting something on top of your library is better than just bouncing something, because it means you are replacing your opponent's draw, meaning you are trading one card for one card -- which is not the guess with regular bounce spells. Still, at 5 mana this is a bit clunky, though it can enable some nice blowouts in response to combat tricks and will be nice against Amass tokens.
War Screecher
1.5 2-mana 1/3 flyers are usually alright, and this can pump your whole team in the late game. It is decent filler.
Spellgorger Weird
1.0 // 3.5 I do think this needs two grades, as you need a critical mass of instants and sorceries to really get there. Sure, if you get it to 3/3 you’re doing alright, but obviously you want a deck with 7+ instants and sorceries to fully take advantage of this thing. Doesn’t hurt that it has synergy with proliferate either!
Grim Initiate
3.0 Like all these cards with Amass, you have to look at this as having one of two possibilities. One is that, when this dies, it makes a 1/1 token that has synergy with Amass payoffs and Proliferate. The other is that it makes your Army bigger. I think both of those options are pretty nice when attached to a one-drop with First Strike, and means that it has at least some usefulness all game long, even if that usefulness is never going to be earthshattering. It is also great if you are interested in sacrificing stuff, since it gives you two bodies.
Divine Arrow
3.0 This is a removal spell that is situational, but it does the job pretty efficiently. You’ll never really cut the first copy of this, but being situational does hold it back from being premium.
Raging Kronch
1.5 Usually when we see creatures who can’t attack alone they have more impressive stats than this. That said, usually creatures who can’t attack alone can’t block alone either – but this Kronch can. Obviously a fine card in an aggressive deck, and it cheaply triggers all the “ferocious” pay offs in the set.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Invading Manticore
2.5 Whether or not you already have an army, you are paying 6 mana to add 6/7 to the battlefield, and that's not a bad thing to have at the top of your curve.
Pack 1 Pick 2: Challenger Troll
Nissa's Triumph
1.5 So, paying two mana to draw 2 cards is pretty alright, even when both those lands are forests. It helps make sure you hit your land drops, and that can be nice. That said, it costs double Green, and only gets more Green mana. Which isn’t a bad thing, it just means that it isn’t super flexible. I see no reason you wouldn’t play this in a deck that is heavy Green, like 10+ more Forests, but you probably don’t play it otherwise.
Mayhem Devil
1.5 // 3.5 This is very much a buildaround, but the good news is that it has reasonable stats even if you can't quite build around it. When you do manage to have ways to sacrifice stuff in your deck, it is an incredible payoff, as doing 1 to anything can really make effects far more powerful! Worth noting too, that if your opponent sacrifices something, you get to take advantage of the trigger then, too -- so edict effects go up in value a little bit if you have Mayhem Devil.
Challenger Troll
4.0 On its own it is a 5-mana 6/5 that can’t be blocked by more than one creature. That’s already a very good card, because it is not easy to take down a 6/5 in combat if you can’t double block him. But adding this effect to all your big boys? I’m in for that.
Pouncing Lynx
3.0 Two mana 2/1 first strike is pretty darn good, and yeah – this can only do it when it attacks, but that’s still pretty great. This is a difficult creature to deal with in the early game, and first strike can even pose problems later in games for your opponent. This can be especially good in conjunction with combat tricks.
Charity Extractor
1.5 This is a pretty good defensive card, and not a bad place to counters thanks to lifelink. But you’ll cut it a lot. It just doesn’t do enough.
Enforcer Griffin
2.5 A 5-mana ¾ with Flying might not seem great, but it has just the right size in this format, outclassing most of the non-rare Flyers in the set. It isn’t anything special, but it is better than it looks.
Erratic Visionary
1.5 This has a decent body and it loots. Looting can improve your draws in the late game, and that’s nice.
Demolish
0.0 I always try to give this a sideboard grade, but the reality is – you will never side this in in this set. There aren’t enough artifacts or problem lands, so most of the time this reads “Pay 4 mana, discard this and do almost nothing.”
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Vraska's Finisher
3.0 This type of card does not normally impress me, but Vraska’s Finisher really does well in this format. With all the planeswalkers around, Vraska’s ability to destroy the ones that have been damaged on your turn is pretty great, especially because people often let through damage on a planeswalker if it doesn’t kill it. When you do that, you don’t end up using up a card to kill the walker. Generally, if you are using this to kill a creature, you do use up another card to make it get damaged, but still, sometimes that’s worth doing.
Band Together
3.0 Just up front: note this does not let you target two different creatures of your opponent's. Instead, you target two of your creatures, who then do damage equal to their power to one creature your opponent controls. Now that that's clear -- this is still an excellent common for Green. We have seen instant speed versions of this effect before, and they all only allowed you to target one creature on your side to do the damage -- this lets you do even more damage, allowing your two smallish creatures to take down one of your opponent's much larger creatures.
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
Pack 1 Pick 3: Arlinn, Voice of the Pack
Cruel Celebrant
3.0 We have seen a lot of creatures that drain the opponent for 1 every time something dies, and they’re always pretty nice. Having one at 2 mana will probably be pretty similar to Zulaport Cutthroat, which was a pretty good card in its format.
Lazotep Plating
1.5 There are a few cards in this set that seem to have been printed with the intent of taking away the downside Amass has -- that is, that you can put at on of resources into one of those tokens and have it get bounced or destroyed and really not feel so good about the situation. Overall, I think this is actually a pretty nice card. Sometimes we see these hexproof effects and they are hard to want to actually play, but since this one coems with Amass, it does more than just blank a removal spell. I also think the special synergy with Amass will make this pretty solid. Still, it is highly situational -- against some opponents it wont' really matter -- but hey, at least you can Amass 1 in those matches, I guess?
Arlinn, Voice of the Pack
3.5 For 6-mana, she gives immediately makes a 2/2 wolf token – with a counter, so basically a 3/3. That definitely protects her a bit, and may even make it so that she can make 3 of these 3/3s. But in general, I feel like if you manage to make 2 with her, you’re probably feeling alright about your situation, and she of course also has some synergy with other wolves – you know, like the one we just talked about – and she also has some synergy with proliferate because of the +1/+1 counters.
Pouncing Lynx
3.0 Two mana 2/1 first strike is pretty darn good, and yeah – this can only do it when it attacks, but that’s still pretty great. This is a difficult creature to deal with in the early game, and first strike can even pose problems later in games for your opponent. This can be especially good in conjunction with combat tricks.
Lazotep Reaver
3.0 This is a nice two drop. Two mana for 2/3 of stats divided across two bodies is a great deal, and it stays relevant all game long.
Spellkeeper Weird
2.0 A 3-mana ¼ has some not entirely horrendous defensive stats, and this one comes with the ability to get back key spells – with removal spells being the most interesting. While I think this will probably be best in a UR spells deck, I think most Blue decks in this format will probably run enough instants and sorceries for the Weird to be a solid inclusion in the deck.
Herald of the Dreadhorde
2.0 A 4-mana 3/2 isn’t great, but hey – it can trade with plenty of 4 drops, and if you’re trading with this your’e probably going to come out ahead, because it comes with Amass 2. Whether this makes you a 2/2 creature or makes your Army a bigger, it is a good deal, since it is coming in addition to a trade.
Burning Prophet
2.0 I love scrying, and I always love the UR spell deck, and this does both! Don’t get me wrong, it isn’t incredible at all – but this is pretty close to Prowess, and a 2-mana 1/3 with Prowess is usually a solid, if unexciting, card.
Charity Extractor
1.5 This is a pretty good defensive card, and not a bad place to counters thanks to lifelink. But you’ll cut it a lot. It just doesn’t do enough.
Spark Reaper
2.5 A 3-mana 2/3 has somewhat passable stats, and this has a pretty nice activated ability. The fact that you can use it at Instant speed – which we don’t always get with effects like this is what really makes it worthwhile, since you can use it in response to removal or declare a block and then use it, getting some serious value. This is a decent late-game mana sink.
Gateway Plaza
2.0 This is pretty good fixing, even if it does make you basically pay a mana for it.
Courage in Crisis
2.0 If this was just 3-mana to put a counter on something at Sorcery speed, it would be an F or close to it. But you add proliferate to the mix and things get more interesting. Basically, at its worse, this gives you two +1/+1 counters at sorcery speed, and there will be plenty of times where it will add counters some other places too. That said, it does come with some pretty huge risk in that it can open you up to a 2-for-1 if you're not careful.
Pack 1 Pick 4: Blast Zone
Blast Zone
3.5 This is slow, and your opponent can kind of see it coming, but I’m not sure that matters. Having a land that can go right along producing you much-needed mana in the early game, that in the late game can be used to take a targeted strike against cards with a specific mana cost seems pretty good to me. I think that this is such a good land that even running it as an 18th land so that your mana isn’t compromised at all probably isn’t a bad idea, since obviously unlike your other 17 lands, this one turns into a removal spell in the late game. I don’t see why anyone would ever not run this.
Gleaming Overseer
3.0 So, here’s a card to pay you off for amassing a massive Army on your side of the battlefield. One of the big weaknesses of this Army tokens has to be that they can be removed or bounced relatively easily, at which point dumping a bunch of resources into making one huge creature can feel pretty bad. The other problem they have is they aren’t evasive at all, just big dumb huge creatures. Well, Gleaming Overseer takes care of that, turning your Army into a very difficult to kill creature with Menace! And it helps add to the fun too, either giving you a 1/1 token or making your Army bigger. If we just look at this in a vacuum – as a 3-mana ¼ that makes a 1/1 with hexproof and menace, I’m already in on this being a pretty good card.
Teyo, the Shieldmage
2.0 Basically, you are paying 3 for a 0/3 wall, and maybe he makes you a second one too. With most of these walkers, if you get to use their ability the second time, they sound pretty good. In this case? Not so much. 3 mana for two 0/3s is something, but not anything special. It isn’t like 0/3s are even that hard to bust through in the long run.
Teyo's Lightshield
2.5 A 3-mana ¼ is an ok deal, and a 3-mana 0/3 that puts a counter on something a little more meaningful is even better.
Arboreal Grazer
1.0 This kind of card tends to be pretty terrible in Limited. Getting to put a land in play will feel pretty good in the early game, but you aren’t actually netting a card there. It might get you ahead in the short-term, but it isn’t nearly as good as having a creature that is a mana dork, or one that searches up a land, its way worse. Then, in the late game, it is entirely useless! Mostly, don’t play this.
Goblin Assailant
1.0 This is a vanilla creature with mediocre stats. You’ll only play it if you’re desperate for a two drop.
Iron Bully
2.5 This card really overperforms thanks to all the Proliferate in the set. Even if it just puts its counter on itself, it doesn’t tend to only be a 2/2 with Menace for very long!
Loxodon Sergeant
2.0 This starts out with reasonablish stats, and it also has a useful ability. Obviously, Vigilance for your whole team when this comes down is decent, but it is the kind of ETB ability that I would guess won't matter about 50% of the time. Don't get me wrong, it makes a difference, but I don't feel like enough of one. I think this is a card that you don't feel bad about having in your deck, but you probably don't want more than one.
Centaur Nurturer
3.0 Decent stats, vanilla test wise, gains you life when it comes down and blocks reasonably – and it provides fixing and ramp? I’m all over that for my Green decks.
Spellkeeper Weird
2.0 A 3-mana ¼ has some not entirely horrendous defensive stats, and this one comes with the ability to get back key spells – with removal spells being the most interesting. While I think this will probably be best in a UR spells deck, I think most Blue decks in this format will probably run enough instants and sorceries for the Weird to be a solid inclusion in the deck.
Steady Aim
1.0 This will make your creature survive combat frequently, and can be used in response to damage-based removal. What I don’t love is that it isn’t that exciting offensively, and generally you want your combat tricks to produce blowouts on the attack, like blowing up double blocks – which this won’t do as often. I think it is an ok trick, but I don’t want more than one in an ideal world.
Pack 1 Pick 5: Jaya, Venerated Firemage
Dovin's Veto
0.5 This is definitely a card that was printed with constructed in mind. Negate is usually pretty nice in constructed, it is not nearly as nice in Limited. Your typical Limited deck will only have about 5 cards that this can counter, and that’s not nearly enough for you to ever want to play this in your main 40 cards.
Jaya, Venerated Firemage
4.0 For 5 mana you get to do 3 to something – not the greatest rate ever, but it allows for some impact on the board immediately. Then, if she can make it to your next turn with at least 2 loyalty, she can do it again.5 mana to do 3 to two target creatures would be a great card. And while this isn’t quite that since she can be attacked and taken off of the board that way, it seems like doing 3 to something and then drawing a bunch of attacks is some decent value. On top of all that, if your deck has more red sources of damage – and it almost assuredly will – she brings you even more value. Even if she just makes one combat more difficult for your opponent, she’s doing her job.
Chandra's Triumph
4.0 Two mana to do 3 to something at Instant speed is always a good removal spell. This isn’t quite lightning strike, because it doesn’t hit players, but it is still pretty good. The upside on it will happen on occasion, since Chandra is at Rare instead of Mythic Rare, but it still won’t be happening with any sort of regularity, so mostly – this is just a Lightning Strike that can’t hit players…which is still a really good card.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
War Screecher
1.5 2-mana 1/3 flyers are usually alright, and this can pump your whole team in the late game. It is decent filler.
Steady Aim
1.0 This will make your creature survive combat frequently, and can be used in response to damage-based removal. What I don’t love is that it isn’t that exciting offensively, and generally you want your combat tricks to produce blowouts on the attack, like blowing up double blocks – which this won’t do as often. I think it is an ok trick, but I don’t want more than one in an ideal world.
Defiant Strike
1.0 Last time we saw this card, it was surprisingly good because it was in Khans of Tarkir, and the Prowess mechanic was all over the place, including on White cards. Not the case here though. +1/+0 is the kind of stat boost that will have very little impact on combat the majority of the time, and normally you want your combat tricks to make it more likely your creature wins combat against larger creatures-- and sure, this cycles itself, and that's what keeps it from being unplayable, but it still isn't very good.
Courage in Crisis
2.0 If this was just 3-mana to put a counter on something at Sorcery speed, it would be an F or close to it. But you add proliferate to the mix and things get more interesting. Basically, at its worse, this gives you two +1/+1 counters at sorcery speed, and there will be plenty of times where it will add counters some other places too. That said, it does come with some pretty huge risk in that it can open you up to a 2-for-1 if you're not careful.
Spark Harvest
3.5 This kills a bunch of cards in this format, and it can only cost one mana if you are willing to sacrifice something. Obviously killing walkers matters more in this format than in any other we have ever seen, and the ability to sacrifice a walker matters more too. A lot of the uncommon walkers eventually tick down to 1 loyalty, so turning them into fodder for this seems nice. It is made a lot better by the fact that you can also straight up pay 5 to destroy a creature or planeswalker.
Teferi's Time Twist
1.0 This can do a variety of things, but most of the time they won’t be worth doing. Because this is an Instant, if your opponent tries to take down a planeswalker, you can use the Time Twist, both saving it and setting its loyalty back to what it was when it came into play. On top of that, Teferi’s Time Twist is also good with ETB creatures, can help your creature dodge a removal spell, and so on. I still am not very interested in playing it.
Pack 1 Pick 6: Kronch Wrangler
Dovin's Veto
0.5 This is definitely a card that was printed with constructed in mind. Negate is usually pretty nice in constructed, it is not nearly as nice in Limited. Your typical Limited deck will only have about 5 cards that this can counter, and that’s not nearly enough for you to ever want to play this in your main 40 cards.
Kronch Wrangler
2.5 So a 2-mana 2/1 with trample is not very good. Add this other text to it, though and it obviously gets a good deal better. Obviously best suited to RG, where there are the most “ferocious” pay offs, but the fact that this gets bigger in the late game is nice when coupled with the fact that it can do some damage or trade early.
Vraska's Finisher
3.0 This type of card does not normally impress me, but Vraska’s Finisher really does well in this format. With all the planeswalkers around, Vraska’s ability to destroy the ones that have been damaged on your turn is pretty great, especially because people often let through damage on a planeswalker if it doesn’t kill it. When you do that, you don’t end up using up a card to kill the walker. Generally, if you are using this to kill a creature, you do use up another card to make it get damaged, but still, sometimes that’s worth doing.
Blindblast
1.5 Adding a card-draw effect to a card always makes it way more attractive, and I think that is certainly the case here. This can kill some small creatures, in which case you get a straight-up two-for-one, but my guess is that you'll usually just use this to make your opponent's best creature unable to block. That kind of effect is quite strong in aggressive Red decks, as sometimes you go from not being able to attack at all, to being able to attack with everything after a problem creature is removed from the equation. It still isn’t something you probably ever want more than one of, and you don’t want it all if you aren’t aggressive.
Arboreal Grazer
1.0 This kind of card tends to be pretty terrible in Limited. Getting to put a land in play will feel pretty good in the early game, but you aren’t actually netting a card there. It might get you ahead in the short-term, but it isn’t nearly as good as having a creature that is a mana dork, or one that searches up a land, its way worse. Then, in the late game, it is entirely useless! Mostly, don’t play this.
Prismite
1.0 This is a creature with bad stats that also doesn’t filter mana very well. If your deck is desperately in need of a two drop AND some mana fixing, it can do those things, but again – it doesn’t do either of them well.
Aid the Fallen
2.0 To play this, you want to be consistently getting back both a creature and a planeswalker. The good news is, that isn’t super hard to do in this format. This is the kind of card that is terrible early but really good late, and most Black decks want one copy of this to help them have that nice late game.
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
Kasmina's Transmutation
2.5 Removal that doesn’t really remove is always pretty underwhelming. I mean, sure, you do at least take away all of the creature’s abilities and make it a 1/1, but it can still block, and that’s a pretty big deal. This is still decent removal, just don’t treat it like one of the best common removal spells in the set.
Pack 1 Pick 7: Turret Ogre
Angrath's Rampage
2.5 It is nice that this is flexible, because an edict effect like it can sometimes be pretty underwhelming. This will feel the most effective when you name planeswalker and your opponent only has one! Naming creatures or artifacts won’t feel nearly as good, as your opponent probably has a lot of fodder.
Devouring Hellion
2.0 This has a pretty abysmal floor, as a 3-mana 2/2, but with just one sacrificed creature or planeswalker, it is a 4/4, and it scales up from there. The ideal thing is to sacrifice something that isn’t worth having around anymore – like an uncommon Planeswalker with only 1 loyalty left, or a creature with a death trigger, or a creature token, or a creature with an aura-based removal spell on it. Problem is, you just won’t always be able to set that up, even in the most synergistic of decks there will be times where this just isn’t worth doing, and because of that I have a hard time thinking of it as anything more than a solid playable.
Rising Populace
1.5 This sort of creature always seems to disappoint. 3-mana 2/2 is not a stat line you want to have, but it does slowly get bigger the longer the game goes on.
Stealth Mission
1.0 I don’t like most versions of this card we see. Sure, you get a free swing in, and sometimes that will win you the game. But a lot of the time it just doesn’t matter. And it is super risky because it opens you up to the dreaded 2-for-1 in many situations if you aren’t careful.
Arboreal Grazer
1.0 This kind of card tends to be pretty terrible in Limited. Getting to put a land in play will feel pretty good in the early game, but you aren’t actually netting a card there. It might get you ahead in the short-term, but it isn’t nearly as good as having a creature that is a mana dork, or one that searches up a land, its way worse. Then, in the late game, it is entirely useless! Mostly, don’t play this.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Turret Ogre
2.5 This has decent stats + Reach, and an ETB ability that will trigger a good chunk of the time. That is a solid playable.
Vraska's Finisher
3.0 This type of card does not normally impress me, but Vraska’s Finisher really does well in this format. With all the planeswalkers around, Vraska’s ability to destroy the ones that have been damaged on your turn is pretty great, especially because people often let through damage on a planeswalker if it doesn’t kill it. When you do that, you don’t end up using up a card to kill the walker. Generally, if you are using this to kill a creature, you do use up another card to make it get damaged, but still, sometimes that’s worth doing.
Pack 1 Pick 8: Courage in Crisis
Kasmina's Transmutation
2.5 Removal that doesn’t really remove is always pretty underwhelming. I mean, sure, you do at least take away all of the creature’s abilities and make it a 1/1, but it can still block, and that’s a pretty big deal. This is still decent removal, just don’t treat it like one of the best common removal spells in the set.
Prismite
1.0 This is a creature with bad stats that also doesn’t filter mana very well. If your deck is desperately in need of a two drop AND some mana fixing, it can do those things, but again – it doesn’t do either of them well.
Courage in Crisis
2.0 If this was just 3-mana to put a counter on something at Sorcery speed, it would be an F or close to it. But you add proliferate to the mix and things get more interesting. Basically, at its worse, this gives you two +1/+1 counters at sorcery speed, and there will be plenty of times where it will add counters some other places too. That said, it does come with some pretty huge risk in that it can open you up to a 2-for-1 if you're not careful.
Charmed Stray
1.0 // 2.5 This is only going to be worth it if you end up with 3+ of them, as a one -mana 1/1 with lifelink just doesn’t do enough to be worth a card. If you do have multiple copies, they do get better – but I’d advise not going after them hard, and just picking them up late in packs.
Pouncing Lynx
3.0 Two mana 2/1 first strike is pretty darn good, and yeah – this can only do it when it attacks, but that’s still pretty great. This is a difficult creature to deal with in the early game, and first strike can even pose problems later in games for your opponent. This can be especially good in conjunction with combat tricks.
Samut's Sprint
1.5 This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
Demolish
0.0 I always try to give this a sideboard grade, but the reality is – you will never side this in in this set. There aren’t enough artifacts or problem lands, so most of the time this reads “Pay 4 mana, discard this and do almost nothing.”
Pack 1 Pick 9: Divine Arrow
Dovin's Veto
0.5 This is definitely a card that was printed with constructed in mind. Negate is usually pretty nice in constructed, it is not nearly as nice in Limited. Your typical Limited deck will only have about 5 cards that this can counter, and that’s not nearly enough for you to ever want to play this in your main 40 cards.
Cruel Celebrant
3.0 We have seen a lot of creatures that drain the opponent for 1 every time something dies, and they’re always pretty nice. Having one at 2 mana will probably be pretty similar to Zulaport Cutthroat, which was a pretty good card in its format.
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
Totally Lost
1.5 We've seen this card a lot, and it is always kind of ok. Putting something on top of your library is better than just bouncing something, because it means you are replacing your opponent's draw, meaning you are trading one card for one card -- which is not the guess with regular bounce spells. Still, at 5 mana this is a bit clunky, though it can enable some nice blowouts in response to combat tricks and will be nice against Amass tokens.
Divine Arrow
3.0 This is a removal spell that is situational, but it does the job pretty efficiently. You’ll never really cut the first copy of this, but being situational does hold it back from being premium.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Pack 1 Pick 10: Pouncing Lynx
Pouncing Lynx
3.0 Two mana 2/1 first strike is pretty darn good, and yeah – this can only do it when it attacks, but that’s still pretty great. This is a difficult creature to deal with in the early game, and first strike can even pose problems later in games for your opponent. This can be especially good in conjunction with combat tricks.
Charity Extractor
1.5 This is a pretty good defensive card, and not a bad place to counters thanks to lifelink. But you’ll cut it a lot. It just doesn’t do enough.
Demolish
0.0 I always try to give this a sideboard grade, but the reality is – you will never side this in in this set. There aren’t enough artifacts or problem lands, so most of the time this reads “Pay 4 mana, discard this and do almost nothing.”
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
Pack 1 Pick 11: Pouncing Lynx
Pouncing Lynx
3.0 Two mana 2/1 first strike is pretty darn good, and yeah – this can only do it when it attacks, but that’s still pretty great. This is a difficult creature to deal with in the early game, and first strike can even pose problems later in games for your opponent. This can be especially good in conjunction with combat tricks.
Herald of the Dreadhorde
2.0 A 4-mana 3/2 isn’t great, but hey – it can trade with plenty of 4 drops, and if you’re trading with this your’e probably going to come out ahead, because it comes with Amass 2. Whether this makes you a 2/2 creature or makes your Army a bigger, it is a good deal, since it is coming in addition to a trade.
Charity Extractor
1.5 This is a pretty good defensive card, and not a bad place to counters thanks to lifelink. But you’ll cut it a lot. It just doesn’t do enough.
Spark Reaper
2.5 A 3-mana 2/3 has somewhat passable stats, and this has a pretty nice activated ability. The fact that you can use it at Instant speed – which we don’t always get with effects like this is what really makes it worthwhile, since you can use it in response to removal or declare a block and then use it, getting some serious value. This is a decent late-game mana sink.
Pack 1 Pick 12: Teyo, the Shieldmage
Teyo, the Shieldmage
2.0 Basically, you are paying 3 for a 0/3 wall, and maybe he makes you a second one too. With most of these walkers, if you get to use their ability the second time, they sound pretty good. In this case? Not so much. 3 mana for two 0/3s is something, but not anything special. It isn’t like 0/3s are even that hard to bust through in the long run.
Teyo's Lightshield
2.5 A 3-mana ¼ is an ok deal, and a 3-mana 0/3 that puts a counter on something a little more meaningful is even better.
Steady Aim
1.0 This will make your creature survive combat frequently, and can be used in response to damage-based removal. What I don’t love is that it isn’t that exciting offensively, and generally you want your combat tricks to produce blowouts on the attack, like blowing up double blocks – which this won’t do as often. I think it is an ok trick, but I don’t want more than one in an ideal world.
Pack 1 Pick 13: Lazotep Behemoth
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Defiant Strike
1.0 Last time we saw this card, it was surprisingly good because it was in Khans of Tarkir, and the Prowess mechanic was all over the place, including on White cards. Not the case here though. +1/+0 is the kind of stat boost that will have very little impact on combat the majority of the time, and normally you want your combat tricks to make it more likely your creature wins combat against larger creatures-- and sure, this cycles itself, and that's what keeps it from being unplayable, but it still isn't very good.
Pack 1 Pick 14: Blindblast
Blindblast
1.5 Adding a card-draw effect to a card always makes it way more attractive, and I think that is certainly the case here. This can kill some small creatures, in which case you get a straight-up two-for-one, but my guess is that you'll usually just use this to make your opponent's best creature unable to block. That kind of effect is quite strong in aggressive Red decks, as sometimes you go from not being able to attack at all, to being able to attack with everything after a problem creature is removed from the equation. It still isn’t something you probably ever want more than one of, and you don’t want it all if you aren’t aggressive.
Pack 2 Pick 1: Domri, Anarch of Bolas
Domri, Anarch of Bolas
3.0 His static ability is obviously pretty good, but his +1 is only good if he makes it to the next turn. The ideal line of play with him is probably to play him, use his -2 to kill an opponent’s creature, and then just keep him alive for the static ability and the mana, while intermittently using the fight effect. The problem with that plan is how easily he can be taken down on that first or second turn, but I think for 3 mana he’s still giving you some decent value.
Firemind Vessel
2.0 This set is not overflowing with fixing for non-Green decks, and this can really help fill that role. That said, I think you only pick it up if you’re interested in fixing or ramping. Playing this on turn 4 and doing nothing else can spell disaster for you, but if you can get past that, the advantage of it will be pretty nice.
God-Pharaoh's Statue
0.0 You should pass on this one. I By the time you're at 6 mana, making your opponent pay 2 extra mana for spells will have a pretty negligible effect. And sure, I guess it can function as a win condition in a super controlling deck, but it is basically a super bad version of Ill-Gotten Inheritance.
Heartwarming Redemption
1.0 Sometimes an effect like this can be a nice way to reload your hand, but it is also super awkward. Any time I look at a card and see that it is completely useless if you’re in top deck mode, it makes me really uninterested in playing it, especially because even in an ideal situation where you’re flooding and you use this to get out of that flood, it still isn’t going to feel like it is doing something that impressive.
Arboreal Grazer
1.0 This kind of card tends to be pretty terrible in Limited. Getting to put a land in play will feel pretty good in the early game, but you aren’t actually netting a card there. It might get you ahead in the short-term, but it isn’t nearly as good as having a creature that is a mana dork, or one that searches up a land, its way worse. Then, in the late game, it is entirely useless! Mostly, don’t play this.
Giant Growth
2.0 We don’t see combat tricks like this very often anymore. A single mana giving such a massive P/T boost is great, and will make a creature capable of winning almost any combat. The opportunity cost of leaving up one Green mana is really low, and the upside here is very high. It is still a combat trick, so it has some issues of being situational and easy to get blown out on.
Kasmina's Transmutation
2.5 Removal that doesn’t really remove is always pretty underwhelming. I mean, sure, you do at least take away all of the creature’s abilities and make it a 1/1, but it can still block, and that’s a pretty big deal. This is still decent removal, just don’t treat it like one of the best common removal spells in the set.
Thunder Drake
2.5 You generally want to be able to consistently get this up to ¾ for it to be worth it, and that’s fairly doable. Sometimes you will get the Drake late and be in top deck mode and that’s not so good, but it seems solid enough to me.
Aid the Fallen
2.0 To play this, you want to be consistently getting back both a creature and a planeswalker. The good news is, that isn’t super hard to do in this format. This is the kind of card that is terrible early but really good late, and most Black decks want one copy of this to help them have that nice late game.
Spellgorger Weird
1.0 // 3.5 I do think this needs two grades, as you need a critical mass of instants and sorceries to really get there. Sure, if you get it to 3/3 you’re doing alright, but obviously you want a deck with 7+ instants and sorceries to fully take advantage of this thing. Doesn’t hurt that it has synergy with proliferate either!
Makeshift Battalion
2.5 You’ll play this in an aggressive deck, but for the most part that type of deck isn’t great in this format. It just won’t always be easy to send in two additional creatures into combat, and it won’t be worth risking trades so much either since the payoff is just a +1/+1 counter. I’m not saying this is bad, just not something you should be excited about.
Erratic Visionary
1.5 This has a decent body and it loots. Looting can improve your draws in the late game, and that’s nice.
Steady Aim
1.0 This will make your creature survive combat frequently, and can be used in response to damage-based removal. What I don’t love is that it isn’t that exciting offensively, and generally you want your combat tricks to produce blowouts on the attack, like blowing up double blocks – which this won’t do as often. I think it is an ok trick, but I don’t want more than one in an ideal world.
Guild Globe
1.5 This replaces itself and gives you some fixing. If you’re interested in splashing something this can help you do it.
Pack 2 Pick 2: Band Together
Jace, Wielder of Mysteries
3.0 So, in Limited, this Jace is mostly just a way to draw cards. It doesn’t protect itself and its static ability is hard to make work. So yeah, you’re usually just going to be using his +1 as long as he can stay alive, but that’s not too shabby.
Devouring Hellion
2.0 This has a pretty abysmal floor, as a 3-mana 2/2, but with just one sacrificed creature or planeswalker, it is a 4/4, and it scales up from there. The ideal thing is to sacrifice something that isn’t worth having around anymore – like an uncommon Planeswalker with only 1 loyalty left, or a creature with a death trigger, or a creature token, or a creature with an aura-based removal spell on it. Problem is, you just won’t always be able to set that up, even in the most synergistic of decks there will be times where this just isn’t worth doing, and because of that I have a hard time thinking of it as anything more than a solid playable.
Jace's Triumph
2.0 This is mostly just Divination. Having a Jace is possible, but not super likely. Divination is always a pretty decent card, and that’s what this is.
Wardscale Crocodile
2.0 Hexproof on a common is pretty nice. I mean sure, it can die in combat pretty easily, but because it has hexproof you can make sure that it only dies in combat when it is beneficial for you—like killing a creature with 5 toughness. Then, there is the usual upside that Hexproof creatures bring – risky spells, like Fight cards, or auras and the like become a lot better, because you know your opponent won’t be able to easily 2-for-1 you.
Grim Initiate
3.0 Like all these cards with Amass, you have to look at this as having one of two possibilities. One is that, when this dies, it makes a 1/1 token that has synergy with Amass payoffs and Proliferate. The other is that it makes your Army bigger. I think both of those options are pretty nice when attached to a one-drop with First Strike, and means that it has at least some usefulness all game long, even if that usefulness is never going to be earthshattering. It is also great if you are interested in sacrificing stuff, since it gives you two bodies.
Spellkeeper Weird
2.0 A 3-mana ¼ has some not entirely horrendous defensive stats, and this one comes with the ability to get back key spells – with removal spells being the most interesting. While I think this will probably be best in a UR spells deck, I think most Blue decks in this format will probably run enough instants and sorceries for the Weird to be a solid inclusion in the deck.
Chainwhip Cyclops
1.5 This guy is decent. There are tons of board states where an ability like that really opens the flood gates – get that one problem blocker out of the way, and now the best your opponent can do is chump or trade! It does cost a lot of mana here, at 4, and it comes on an inefficient creature as a 5-mana 4/4, but that effect can be a good mana sink.
Band Together
3.0 Just up front: note this does not let you target two different creatures of your opponent's. Instead, you target two of your creatures, who then do damage equal to their power to one creature your opponent controls. Now that that's clear -- this is still an excellent common for Green. We have seen instant speed versions of this effect before, and they all only allowed you to target one creature on your side to do the damage -- this lets you do even more damage, allowing your two smallish creatures to take down one of your opponent's much larger creatures.
Rising Populace
1.5 This sort of creature always seems to disappoint. 3-mana 2/2 is not a stat line you want to have, but it does slowly get bigger the longer the game goes on.
Unlikely Aid
2.0 This is a solid trick. The stats boost and indestructibility is going to be enough for your creature to win most combats, and you can even use it in response to (most) removal to save your creature. Now, it IS still a trick, which is something only aggro decks are really interested in, and it is a bit risky since your opponent interacting in response to it is really bad.
Courage in Crisis
2.0 If this was just 3-mana to put a counter on something at Sorcery speed, it would be an F or close to it. But you add proliferate to the mix and things get more interesting. Basically, at its worse, this gives you two +1/+1 counters at sorcery speed, and there will be plenty of times where it will add counters some other places too. That said, it does come with some pretty huge risk in that it can open you up to a 2-for-1 if you're not careful.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Goblin Assailant
1.0 This is a vanilla creature with mediocre stats. You’ll only play it if you’re desperate for a two drop.
Pack 2 Pick 3: Centaur Nurturer
Kaya, Bane of the Dead
3.5 She doesn’t do anything fancy – and her static ability will often be irrelevant, but at worse you pay 6 mana to permanently kill any creature. That’s obviously not a great card in terms of how much mana you pay. BUT - a good chunk of the time Kaya will take down two creatures, an excellent deal for 6 mana. If you can add counters to her even once, she can do it 3 times potentially.
Merfolk Skydiver
3.5 This can be a two-mana 2/2 flyer, or you can put the counter somewhere else if that’s more impactful – but either way, that’s a good deal, much like Pollenbright Druid. What pushes this past the Druid is that it can Proliferate repeatedly, which even in a worst case scenario will mean you are Proliferating the +1/+1 counter of this thing over and over, and in most scenarios you will have +1/+1 counters or Loyalty counters elsewhere too. It is a great late game manasink.
Contentious Plan
2.0 A cantrip with Proliferate is nice in this format. You’ll just almost always have something to put more counters on, and that will feel great since this just replaces itself.
Gideon's Sacrifice
0.0 This card is way too finnicky to be worth it in Limited. It is basically a fog that kills one of your creatures – it has a little more upside than Fog, but it just won’t be worth it very often. You have to 2-for-1 or 2-for-none yourself to use it, and I’m gonna pass on that.
Toll of the Invasion
3.5 This card is an overperformer. Most discard spells in Limited aren’t super impressive, but you have to look at this one as a 3-mana 1/1 that lets you get rid of your opponents best non land card. This format has lots of powerful expensive cards, which means people have cards in hand even late, and the disruption this offers – while also adding to the board – is pretty nice.
Ob Nixilis's Cruelty
4.0 This is is Black’s obligatory premium common removal spell. 3 mana for -5/-5 is a great deal, especially at instant speed, and especially with the exile clause attached to it. The great thing about this kind of card too, is that it doesn’t have to outright kill a creature to give you value, sometimes, you can set up a block and use it to make your opponent’s creature smaller so yours survives in combat. Granted, -5/-5 is going to do the job on its own most of the time, but -X/-X Black removal spells always come with that bit of upside. This is probably the best Common in the set.
Honor the God-Pharaoh
2.0 Tormenting Voice + Amass isn’t too bad. You get to add to the board while improving card quality, and that seems fine.
Centaur Nurturer
3.0 Decent stats, vanilla test wise, gains you life when it comes down and blocks reasonably – and it provides fixing and ramp? I’m all over that for my Green decks.
Herald of the Dreadhorde
2.0 A 4-mana 3/2 isn’t great, but hey – it can trade with plenty of 4 drops, and if you’re trading with this your’e probably going to come out ahead, because it comes with Amass 2. Whether this makes you a 2/2 creature or makes your Army a bigger, it is a good deal, since it is coming in addition to a trade.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
Steady Aim
1.0 This will make your creature survive combat frequently, and can be used in response to damage-based removal. What I don’t love is that it isn’t that exciting offensively, and generally you want your combat tricks to produce blowouts on the attack, like blowing up double blocks – which this won’t do as often. I think it is an ok trick, but I don’t want more than one in an ideal world.
Demolish
0.0 I always try to give this a sideboard grade, but the reality is – you will never side this in in this set. There aren’t enough artifacts or problem lands, so most of the time this reads “Pay 4 mana, discard this and do almost nothing.”
Pack 2 Pick 4: Paradise Druid
Davriel, Rogue Shadowmage
2.5 So, if I could pay 3 mana and make my opponent discard 3 upfront, that would be a great card. But how about an Enchantment that makes my opponent discard (potentially at least) one time each turn for 3 turns? And that punishes the opponent for now having cards in their hand? I think that’s a pretty decent card. The fact that on the face of it, Davriel can function as a 3-for-1 makes me interested in him from the start. He does have low loyalty, and if you can’t protect him at all that might be annoying – but at worst, he is going to give you a 1-for-1. Sometiems in the late game the discard part won’t do anything, and that’s something that hurts most discard spells – but in Davriel’s case, he punishes people for not having cards, so he still does something in those cases.
Paradise Druid
4.0 One of the annoying things about mana dorks can be that you play them, and they have horrible stats, so your opponent can take it down with literally any removal spell, and then you don’t have the mana that you were eagerly planning on heaving for your next turn to ramp out something awesome. Paradise Druid doesn’t let that happen, since she has hexproof, she almost guarnatees you’ll get to make some mana your next turn. On top of that, she has reasonable stats that you can send into combat if you desperately have to, and she produces mana of any color.
Angrath's Rampage
2.5 It is nice that this is flexible, because an edict effect like it can sometimes be pretty underwhelming. This will feel the most effective when you name planeswalker and your opponent only has one! Naming creatures or artifacts won’t feel nearly as good, as your opponent probably has a lot of fodder.
Wanderer's Strike
3.5 5 mana is a lot, but killing something no question asked is a pretty good return at that investment. Being at Sorcery speed hurts a little, but adding Populate in a set that seems to have a plethora of reasons to Populate is nice.
Toll of the Invasion
3.5 This card is an overperformer. Most discard spells in Limited aren’t super impressive, but you have to look at this one as a 3-mana 1/1 that lets you get rid of your opponents best non land card. This format has lots of powerful expensive cards, which means people have cards in hand even late, and the disruption this offers – while also adding to the board – is pretty nice.
Goblin Assailant
1.0 This is a vanilla creature with mediocre stats. You’ll only play it if you’re desperate for a two drop.
New Horizons
2.5 This type of mana-fixing/ramping Auras always feels good when it also does something to impact the board. Making one of your creatures a little better isn’t too shabby. This can help you splash double-colored cards too, which I like!
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Ashiok's Skulker
1.5 2-mana 1/3 flyers are usually alright, and this can pump your whole team in the late game. It is decent filler.
Band Together
3.0 Just up front: note this does not let you target two different creatures of your opponent's. Instead, you target two of your creatures, who then do damage equal to their power to one creature your opponent controls. Now that that's clear -- this is still an excellent common for Green. We have seen instant speed versions of this effect before, and they all only allowed you to target one creature on your side to do the damage -- this lets you do even more damage, allowing your two smallish creatures to take down one of your opponent's much larger creatures.
Return to Nature
1.5 This hates on enough things that it is worth playing in your main deck sometimes, though this format does not have a ton of Artifacts.
Pack 2 Pick 5: Bloom Hulk
Storm the Citadel
1.0 I am not a big fan of this in Limited. 5 for +2/+2 at sorcery speed for your whole team is nothing special – an evasive ability like trample, or something like vigilance added to it would make it a lot better. As it is, I don’t see the combat damage trigger on this card mattering in most games. Yeah, I’m just not impressed, even if your deck can go wide, you hopefully have some better ways to take advantage of it than this.
Bloom Hulk
3.5 This has good stats and it proliferates. You’ll usually feel like you’re getting more than 4 mana’s worth of value out of this. This is one of Green’s best commons.
War Screecher
1.5 2-mana 1/3 flyers are usually alright, and this can pump your whole team in the late game. It is decent filler.
Gideon's Sacrifice
0.0 This card is way too finnicky to be worth it in Limited. It is basically a fog that kills one of your creatures – it has a little more upside than Fog, but it just won’t be worth it very often. You have to 2-for-1 or 2-for-none yourself to use it, and I’m gonna pass on that.
Goblin Assailant
1.0 This is a vanilla creature with mediocre stats. You’ll only play it if you’re desperate for a two drop.
Nahiri's Stoneblades
0.0 I don't like tricks that don't help my creature survive combat. Only bumping power with no keyword added just isn’t worth it, even if you can pump two creatures.
Loxodon Sergeant
2.0 This starts out with reasonablish stats, and it also has a useful ability. Obviously, Vigilance for your whole team when this comes down is decent, but it is the kind of ETB ability that I would guess won't matter about 50% of the time. Don't get me wrong, it makes a difference, but I don't feel like enough of one. I think this is a card that you don't feel bad about having in your deck, but you probably don't want more than one.
Chandra's Pyrohelix
3.5 We’ve seen this exact card and others like it a few times, and it is always good. Being able to kill an X/2 is nice, being able to go to your opponent’s face is nice too when it will finish them off. Most formats also have enough X/1s in them that you can get a 2-for-1 with this a decent chunk of the time. I think that for me, this gets into the lower range of “premium removal,” and is first pickable in some weaker packs.
Unlikely Aid
2.0 This is a solid trick. The stats boost and indestructibility is going to be enough for your creature to win most combats, and you can even use it in response to (most) removal to save your creature. Now, it IS still a trick, which is something only aggro decks are really interested in, and it is a bit risky since your opponent interacting in response to it is really bad.
Heartfire
1.5 Two mana to do 4 to anything at Instant speed would be premium removal. This asks you to do a little more work than that though, wanting you to sacrifice a creature or planeswalker to use it. Now, it looks like the RB deck is going to be interested in doing some sacrificing, and will also have creatures that are good to sacrifice, so maybe that's the best place for it. But either way, I think this is an alright card -- what saves it from being outright bad is the fact that it is an Instant, and the fact it can go to your opponent' face. As an Instant, it can be used in situations where losing the creature isn't as much of a downside -- like after you block something first, then sacrifice the creature to kill something else. The most attractive time to use this is in response to your opponent's removal of course. But still, even in those "ideal" situations, you're not really getting a 2-for-1. To do that you'll need to be giving up tokens.
Pack 2 Pick 6: Pollenbright Druid
Tenth District Legionnaire
3.0 A two mana 2/2 with Haste does some work already, but the fact this also has Heroic -- more or less -- and such a good trigger for when you target it makes it very interesting. Combat tricks will be even more powerful than usual on this guy, since he gets extra big and does so permanently. Same with auras! And Scry on top of all of that is very nice.
Teyo's Lightshield
2.5 A 3-mana ¼ is an ok deal, and a 3-mana 0/3 that puts a counter on something a little more meaningful is even better.
Totally Lost
1.5 We've seen this card a lot, and it is always kind of ok. Putting something on top of your library is better than just bouncing something, because it means you are replacing your opponent's draw, meaning you are trading one card for one card -- which is not the guess with regular bounce spells. Still, at 5 mana this is a bit clunky, though it can enable some nice blowouts in response to combat tricks and will be nice against Amass tokens.
Kronch Wrangler
2.5 So a 2-mana 2/1 with trample is not very good. Add this other text to it, though and it obviously gets a good deal better. Obviously best suited to RG, where there are the most “ferocious” pay offs, but the fact that this gets bigger in the late game is nice when coupled with the fact that it can do some damage or trade early.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Defiant Strike
1.0 Last time we saw this card, it was surprisingly good because it was in Khans of Tarkir, and the Prowess mechanic was all over the place, including on White cards. Not the case here though. +1/+0 is the kind of stat boost that will have very little impact on combat the majority of the time, and normally you want your combat tricks to make it more likely your creature wins combat against larger creatures-- and sure, this cycles itself, and that's what keeps it from being unplayable, but it still isn't very good.
Ahn-Crop Invader
3.0 This is a nice aggressive creature. Because it has First Strike, your opponent will often just not be willing to block it when you attack with it when you have mana up, since it is likely to win most combat even if you just sacrifice one thing to it. It pairs particularly well with Amass tokens.
Demolish
0.0 I always try to give this a sideboard grade, but the reality is – you will never side this in in this set. There aren’t enough artifacts or problem lands, so most of the time this reads “Pay 4 mana, discard this and do almost nothing.”
Pollenbright Druid
3.5 A 2-mana 1/1 that puts a counter anywhere – including on itself, is usually a pretty decent card already. At worst it is going to be a Grizzly Bears, and there are other times where putting the counter elsewhere makes a big deal, like on an evasive creature. But this has the additional ability to also just Proliferate, which you will be doing if you already have other counters in play. Either way, you’re going to get some value out of your 2 drop in the late game, and that’s not always easy to come by.
Pack 2 Pick 7: Courage in Crisis
Nissa's Triumph
1.5 So, paying two mana to draw 2 cards is pretty alright, even when both those lands are forests. It helps make sure you hit your land drops, and that can be nice. That said, it costs double Green, and only gets more Green mana. Which isn’t a bad thing, it just means that it isn’t super flexible. I see no reason you wouldn’t play this in a deck that is heavy Green, like 10+ more Forests, but you probably don’t play it otherwise.
Shriekdiver
1.5 A 3-mana 2/1 with Flying is kind of ok, and you can make this one into a 4-mana 2/1 with Flying and Haste which is…also ok.
Blindblast
1.5 Adding a card-draw effect to a card always makes it way more attractive, and I think that is certainly the case here. This can kill some small creatures, in which case you get a straight-up two-for-one, but my guess is that you'll usually just use this to make your opponent's best creature unable to block. That kind of effect is quite strong in aggressive Red decks, as sometimes you go from not being able to attack at all, to being able to attack with everything after a problem creature is removed from the equation. It still isn’t something you probably ever want more than one of, and you don’t want it all if you aren’t aggressive.
Courage in Crisis
2.0 If this was just 3-mana to put a counter on something at Sorcery speed, it would be an F or close to it. But you add proliferate to the mix and things get more interesting. Basically, at its worse, this gives you two +1/+1 counters at sorcery speed, and there will be plenty of times where it will add counters some other places too. That said, it does come with some pretty huge risk in that it can open you up to a 2-for-1 if you're not careful.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
Heartfire
1.5 Two mana to do 4 to anything at Instant speed would be premium removal. This asks you to do a little more work than that though, wanting you to sacrifice a creature or planeswalker to use it. Now, it looks like the RB deck is going to be interested in doing some sacrificing, and will also have creatures that are good to sacrifice, so maybe that's the best place for it. But either way, I think this is an alright card -- what saves it from being outright bad is the fact that it is an Instant, and the fact it can go to your opponent' face. As an Instant, it can be used in situations where losing the creature isn't as much of a downside -- like after you block something first, then sacrifice the creature to kill something else. The most attractive time to use this is in response to your opponent's removal of course. But still, even in those "ideal" situations, you're not really getting a 2-for-1. To do that you'll need to be giving up tokens.
Prismite
1.0 This is a creature with bad stats that also doesn’t filter mana very well. If your deck is desperately in need of a two drop AND some mana fixing, it can do those things, but again – it doesn’t do either of them well.
Banehound
1.0 This is the kind of card new players will overrate because on the surface it seems like a pretty great deal. I mean, a one mana 1/1 with two keyword abilities is somewhat tempting, right? Well, not really. That’s because these two particular keyword abilities, lifelink and haste, aren’t particularly useful on a 1/1. For both of those to be at their best, you want a bit more power, so the returns on having those two keyword abilities really doesn’t make this all that much better than having a vanilla 1-mana 1/1.
Pack 2 Pick 8: Bloom Hulk
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
Pouncing Lynx
3.0 Two mana 2/1 first strike is pretty darn good, and yeah – this can only do it when it attacks, but that’s still pretty great. This is a difficult creature to deal with in the early game, and first strike can even pose problems later in games for your opponent. This can be especially good in conjunction with combat tricks.
Bloom Hulk
3.5 This has good stats and it proliferates. You’ll usually feel like you’re getting more than 4 mana’s worth of value out of this. This is one of Green’s best commons.
Davriel's Shadowfugue
1.0 4 mana to make the opponent discard 2 and lose 2 life just isn’t a good deal. Mind Rot, which makes the opponent discard 2 for 3 mana is often not good enough for Limited, and this costs one more and adds a negligible effect.
Loxodon Sergeant
2.0 This starts out with reasonablish stats, and it also has a useful ability. Obviously, Vigilance for your whole team when this comes down is decent, but it is the kind of ETB ability that I would guess won't matter about 50% of the time. Don't get me wrong, it makes a difference, but I don't feel like enough of one. I think this is a card that you don't feel bad about having in your deck, but you probably don't want more than one.
Arboreal Grazer
1.0 This kind of card tends to be pretty terrible in Limited. Getting to put a land in play will feel pretty good in the early game, but you aren’t actually netting a card there. It might get you ahead in the short-term, but it isn’t nearly as good as having a creature that is a mana dork, or one that searches up a land, its way worse. Then, in the late game, it is entirely useless! Mostly, don’t play this.
God-Pharaoh's Statue
0.0 You should pass on this one. I By the time you're at 6 mana, making your opponent pay 2 extra mana for spells will have a pretty negligible effect. And sure, I guess it can function as a win condition in a super controlling deck, but it is basically a super bad version of Ill-Gotten Inheritance.
Heartwarming Redemption
1.0 Sometimes an effect like this can be a nice way to reload your hand, but it is also super awkward. Any time I look at a card and see that it is completely useless if you’re in top deck mode, it makes me really uninterested in playing it, especially because even in an ideal situation where you’re flooding and you use this to get out of that flood, it still isn’t going to feel like it is doing something that impressive.
Arboreal Grazer
1.0 This kind of card tends to be pretty terrible in Limited. Getting to put a land in play will feel pretty good in the early game, but you aren’t actually netting a card there. It might get you ahead in the short-term, but it isn’t nearly as good as having a creature that is a mana dork, or one that searches up a land, its way worse. Then, in the late game, it is entirely useless! Mostly, don’t play this.
Kasmina's Transmutation
2.5 Removal that doesn’t really remove is always pretty underwhelming. I mean, sure, you do at least take away all of the creature’s abilities and make it a 1/1, but it can still block, and that’s a pretty big deal. This is still decent removal, just don’t treat it like one of the best common removal spells in the set.
Erratic Visionary
1.5 This has a decent body and it loots. Looting can improve your draws in the late game, and that’s nice.
Steady Aim
1.0 This will make your creature survive combat frequently, and can be used in response to damage-based removal. What I don’t love is that it isn’t that exciting offensively, and generally you want your combat tricks to produce blowouts on the attack, like blowing up double blocks – which this won’t do as often. I think it is an ok trick, but I don’t want more than one in an ideal world.
Pack 2 Pick 10: Courage in Crisis
Rising Populace
1.5 This sort of creature always seems to disappoint. 3-mana 2/2 is not a stat line you want to have, but it does slowly get bigger the longer the game goes on.
Unlikely Aid
2.0 This is a solid trick. The stats boost and indestructibility is going to be enough for your creature to win most combats, and you can even use it in response to (most) removal to save your creature. Now, it IS still a trick, which is something only aggro decks are really interested in, and it is a bit risky since your opponent interacting in response to it is really bad.
Courage in Crisis
2.0 If this was just 3-mana to put a counter on something at Sorcery speed, it would be an F or close to it. But you add proliferate to the mix and things get more interesting. Basically, at its worse, this gives you two +1/+1 counters at sorcery speed, and there will be plenty of times where it will add counters some other places too. That said, it does come with some pretty huge risk in that it can open you up to a 2-for-1 if you're not careful.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Goblin Assailant
1.0 This is a vanilla creature with mediocre stats. You’ll only play it if you’re desperate for a two drop.
Pack 2 Pick 11: Merfolk Skydiver
Merfolk Skydiver
3.5 This can be a two-mana 2/2 flyer, or you can put the counter somewhere else if that’s more impactful – but either way, that’s a good deal, much like Pollenbright Druid. What pushes this past the Druid is that it can Proliferate repeatedly, which even in a worst case scenario will mean you are Proliferating the +1/+1 counter of this thing over and over, and in most scenarios you will have +1/+1 counters or Loyalty counters elsewhere too. It is a great late game manasink.
Gideon's Sacrifice
0.0 This card is way too finnicky to be worth it in Limited. It is basically a fog that kills one of your creatures – it has a little more upside than Fog, but it just won’t be worth it very often. You have to 2-for-1 or 2-for-none yourself to use it, and I’m gonna pass on that.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
Demolish
0.0 I always try to give this a sideboard grade, but the reality is – you will never side this in in this set. There aren’t enough artifacts or problem lands, so most of the time this reads “Pay 4 mana, discard this and do almost nothing.”
Pack 2 Pick 12: New Horizons
Goblin Assailant
1.0 This is a vanilla creature with mediocre stats. You’ll only play it if you’re desperate for a two drop.
New Horizons
2.5 This type of mana-fixing/ramping Auras always feels good when it also does something to impact the board. Making one of your creatures a little better isn’t too shabby. This can help you splash double-colored cards too, which I like!
Return to Nature
1.5 This hates on enough things that it is worth playing in your main deck sometimes, though this format does not have a ton of Artifacts.
Pack 2 Pick 13: Unlikely Aid
Gideon's Sacrifice
0.0 This card is way too finnicky to be worth it in Limited. It is basically a fog that kills one of your creatures – it has a little more upside than Fog, but it just won’t be worth it very often. You have to 2-for-1 or 2-for-none yourself to use it, and I’m gonna pass on that.
Unlikely Aid
2.0 This is a solid trick. The stats boost and indestructibility is going to be enough for your creature to win most combats, and you can even use it in response to (most) removal to save your creature. Now, it IS still a trick, which is something only aggro decks are really interested in, and it is a bit risky since your opponent interacting in response to it is really bad.
Pack 2 Pick 14: Defiant Strike
Defiant Strike
1.0 Last time we saw this card, it was surprisingly good because it was in Khans of Tarkir, and the Prowess mechanic was all over the place, including on White cards. Not the case here though. +1/+0 is the kind of stat boost that will have very little impact on combat the majority of the time, and normally you want your combat tricks to make it more likely your creature wins combat against larger creatures-- and sure, this cycles itself, and that's what keeps it from being unplayable, but it still isn't very good.
Pack 3 Pick 1: Widespread Brutality
Widespread Brutality
3.5 Sometimes, this will let you pay 4 to put a 2/2 on the battlefield and kill all the small creatures on the board – and sometimes that will be plenty good. Other times, though, you’ll already have an Army in play, and you can do even more damage to the board. If you can get this up to 3 or 4, you’ll be in some serious business. Especially because if the creature was already in play that got amassed, you can bash in with it after all the other creatutres on the board die. Even on its own, 4 mana for a 2/2 that does 2 to the whole board is kind of attractive, though somewhat situational.
Jiang Yanggu, Wildcrafter
3.0 His static ability will be pretty nice in decks that get their on the counters, and the fact that he can make creatures get counters all on his own is nice. He has low starting loyalty, and he asks that a creature already be in play, but having a card that fixes for you while making your creatures better is pretty god.
Gideon's Triumph
3.0 This is situational, but efficient. Keep in mind, by the way, that you can wait to use this until after combat is over – like if your opponent double blocks and you can only kill one of their creatures in combat, if you use this after the one creature died in combat, you can also get the second creature. Generally, your opponent will be attacking with and blocking with their largest creature, so I think overall this will do what you need it to.
Heartwarming Redemption
1.0 Sometimes an effect like this can be a nice way to reload your hand, but it is also super awkward. Any time I look at a card and see that it is completely useless if you’re in top deck mode, it makes me really uninterested in playing it, especially because even in an ideal situation where you’re flooding and you use this to get out of that flood, it still isn’t going to feel like it is doing something that impressive.
Thundering Ceratok
2.0 So a 5-mana 4/5 with Trample is already passable, it is a body big enough that trample really means something. Making it so this also gives trample to your whole team is nice, though it is worth noting that I would guess that around 50% of the time you play this, that won’t matter. There will also be plenty of times when it does, just don’t expect it to be a huge play all the time, and don’t value it that way, because it won’t.
Vraska's Finisher
3.0 This type of card does not normally impress me, but Vraska’s Finisher really does well in this format. With all the planeswalkers around, Vraska’s ability to destroy the ones that have been damaged on your turn is pretty great, especially because people often let through damage on a planeswalker if it doesn’t kill it. When you do that, you don’t end up using up a card to kill the walker. Generally, if you are using this to kill a creature, you do use up another card to make it get damaged, but still, sometimes that’s worth doing.
Vivien's Grizzly
2.0 Like her Arkbow, her Grizzly also is a nice manasink, though less reliable than the legendary artifacts. But still, this is basically a really bad Duskwatch Recruiter – but the Recruiter was an absurd limited card, so being a bad version of it doesn’t mean the card itself is bad. It has alright stats and the ability to draw you cards sometimes in the late game.
Kiora's Dambreaker
2.0 A 6-mana 5/6 isn’t great, but it is passable stats, especially in Blue. Add Proliferate to that and it certainly gets better – especially in a set whose cup runneth over with various types of counters.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
Prismite
1.0 This is a creature with bad stats that also doesn’t filter mana very well. If your deck is desperately in need of a two drop AND some mana fixing, it can do those things, but again – it doesn’t do either of them well.
Kaya's Ghostform
1.0 This just isn’t useful. It is nice that it counts being exiled, because it seems like there is a lot of that going around in this set, but still. You open yourself up to a 2-for-1 when you cast it in the first place, and then when it sticks you do get something pretty nice – the creature comes back. But for that to really be worth it you probably need something awesome, or something with a death trigger or ETB trigger. If you can do that, maybe you play it, but mostly I think you should steer clear of this.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Divine Arrow
3.0 This is a removal spell that is situational, but it does the job pretty efficiently. You’ll never really cut the first copy of this, but being situational does hold it back from being premium.
Blindblast
1.5 Adding a card-draw effect to a card always makes it way more attractive, and I think that is certainly the case here. This can kill some small creatures, in which case you get a straight-up two-for-one, but my guess is that you'll usually just use this to make your opponent's best creature unable to block. That kind of effect is quite strong in aggressive Red decks, as sometimes you go from not being able to attack at all, to being able to attack with everything after a problem creature is removed from the equation. It still isn’t something you probably ever want more than one of, and you don’t want it all if you aren’t aggressive.
Pack 3 Pick 2: Kraul Stinger
Augur of Bolas
1.5 // 3.0 You need to be drawing a card with this like half the time for it to be worth. In other words, you need way more instants and sorceries than most decks are gonna have – which is like, 4 or 5. Now, it isn’t like the fail case for this card is abysmal, since it is still a two-mana 1/3, so it is passable even if you don’t get there, but obviously it is way better in a deck with lots of spells.
Huatli, the Sun's Heart
1.0 This is a high toughness build around in a set that doesn’t really have anything else pushing you in that direction. Gaining life with the loyalty ability isn’t that great, and the static ability normally won’t be upgrading your board.
Mayhem Devil
1.5 // 3.5 This is very much a buildaround, but the good news is that it has reasonable stats even if you can't quite build around it. When you do manage to have ways to sacrifice stuff in your deck, it is an incredible payoff, as doing 1 to anything can really make effects far more powerful! Worth noting too, that if your opponent sacrifices something, you get to take advantage of the trigger then, too -- so edict effects go up in value a little bit if you have Mayhem Devil.
Wanderer's Strike
3.5 5 mana is a lot, but killing something no question asked is a pretty good return at that investment. Being at Sorcery speed hurts a little, but adding Populate in a set that seems to have a plethora of reasons to Populate is nice.
Sorin's Thirst
2.5 These types of removal spells are always nice. Killing small creatures at Instant speed and gaining some life is a pretty good deal. It isn’t quite premium, but its close.
Kraul Stinger
1.5 This can trade with anything, but being a 3-mana 2/2 isn’t so good. One mana 1/1 death touchers are way better, because you can always trade up.
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
War Screecher
1.5 2-mana 1/3 flyers are usually alright, and this can pump your whole team in the late game. It is decent filler.
Callous Dismissal
3.5 So, most of the time this is a two mana 1/1 that bounces an opposing creature. That’s great. Any time you can add to your board and subtract from your opponents’ with a single card, you’re going to be pretty happy about, and this does it pretty often.
Law-Rune Enforcer
4.0 Any time we have seen master decoy around, it has been great – and in some ways, this is even better. For one thing, it is one fewer mana to cast for the same stats, and it only asks for colorless mana to tap things. Of course, the original Master Decoy can tap any creature – but tapping things with CMC 2 or greater is what you do with this kind of card any way, so that isn’t a huge downgrade. Being able to lock down your opponent’s best creature, or get problem blockers out of the way is huge, and in a lot of ways a card like Law-Rune Enforcer becomes a removal spell. This is an absolutely excellent common.
Return to Nature
1.5 This hates on enough things that it is worth playing in your main deck sometimes, though this format does not have a ton of Artifacts.
No Escape
3.0 This is a pretty good counterspell. Creatures and planeswalkers together are going to make up three quarters or more of most decks, so this has plenty of targets. And it’s a hard counter! And it exiles the things it counters. All of that makes me want to play the first copy of this in most Blue decks.
Blindblast
1.5 Adding a card-draw effect to a card always makes it way more attractive, and I think that is certainly the case here. This can kill some small creatures, in which case you get a straight-up two-for-one, but my guess is that you'll usually just use this to make your opponent's best creature unable to block. That kind of effect is quite strong in aggressive Red decks, as sometimes you go from not being able to attack at all, to being able to attack with everything after a problem creature is removed from the equation. It still isn’t something you probably ever want more than one of, and you don’t want it all if you aren’t aggressive.
Pack 3 Pick 3: Spellgorger Weird
Narset, Parter of Veils
2.0 Her static ability will occasionally matter, but mostly what you’re getting out of Narset is the ability to draw a couple of extra cards. So she’s mostly a kind of convoluted Divination with planeswalker upside.
Jace's Triumph
2.0 This is mostly just Divination. Having a Jace is possible, but not super likely. Divination is always a pretty decent card, and that’s what this is.
Cruel Celebrant
3.0 We have seen a lot of creatures that drain the opponent for 1 every time something dies, and they’re always pretty nice. Having one at 2 mana will probably be pretty similar to Zulaport Cutthroat, which was a pretty good card in its format.
Spark Reaper
2.5 A 3-mana 2/3 has somewhat passable stats, and this has a pretty nice activated ability. The fact that you can use it at Instant speed – which we don’t always get with effects like this is what really makes it worthwhile, since you can use it in response to removal or declare a block and then use it, getting some serious value. This is a decent late-game mana sink.
No Escape
3.0 This is a pretty good counterspell. Creatures and planeswalkers together are going to make up three quarters or more of most decks, so this has plenty of targets. And it’s a hard counter! And it exiles the things it counters. All of that makes me want to play the first copy of this in most Blue decks.
Arboreal Grazer
1.0 This kind of card tends to be pretty terrible in Limited. Getting to put a land in play will feel pretty good in the early game, but you aren’t actually netting a card there. It might get you ahead in the short-term, but it isn’t nearly as good as having a creature that is a mana dork, or one that searches up a land, its way worse. Then, in the late game, it is entirely useless! Mostly, don’t play this.
Rising Populace
1.5 This sort of creature always seems to disappoint. 3-mana 2/2 is not a stat line you want to have, but it does slowly get bigger the longer the game goes on.
Sky Theater Strix
1.5 This is a two mana ½ Flyer that will sometimes attack for two. Not great, but not bad either.
Aid the Fallen
2.0 To play this, you want to be consistently getting back both a creature and a planeswalker. The good news is, that isn’t super hard to do in this format. This is the kind of card that is terrible early but really good late, and most Black decks want one copy of this to help them have that nice late game.
Kaya's Ghostform
1.0 This just isn’t useful. It is nice that it counts being exiled, because it seems like there is a lot of that going around in this set, but still. You open yourself up to a 2-for-1 when you cast it in the first place, and then when it sticks you do get something pretty nice – the creature comes back. But for that to really be worth it you probably need something awesome, or something with a death trigger or ETB trigger. If you can do that, maybe you play it, but mostly I think you should steer clear of this.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Spellgorger Weird
1.0 // 3.5 I do think this needs two grades, as you need a critical mass of instants and sorceries to really get there. Sure, if you get it to 3/3 you’re doing alright, but obviously you want a deck with 7+ instants and sorceries to fully take advantage of this thing. Doesn’t hurt that it has synergy with proliferate either!
Pack 3 Pick 4: Turret Ogre
Dreadhorde Butcher
3.5 So, at worst, this is a 2 mana 1/1 that does 1 damage to something when it dies. So, a worse Footlight Fiend is what it will be on some board states, and while that’s nothing special. But obviously, this has far more upside than that. The haste it comes with means getting in for 1 with it won’t be super difficult, at which point you have a 2-drop that can now Shock something when it dies, and if you get there, you’re in pretty awesome shape. Clearing the way for him with removal spells and combat tricks isn’t anything crazy in this color pair either. Then it has huge upside with proliferate too. So this is a card that has a pretty attainable and powerful ceiling, where just a 2/2 is great and if you can go bigger it is even better.
Jace's Triumph
2.0 This is mostly just Divination. Having a Jace is possible, but not super likely. Divination is always a pretty decent card, and that’s what this is.
Spellgorger Weird
1.0 // 3.5 I do think this needs two grades, as you need a critical mass of instants and sorceries to really get there. Sure, if you get it to 3/3 you’re doing alright, but obviously you want a deck with 7+ instants and sorceries to fully take advantage of this thing. Doesn’t hurt that it has synergy with proliferate either!
Ashiok's Skulker
1.5 2-mana 1/3 flyers are usually alright, and this can pump your whole team in the late game. It is decent filler.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
Callous Dismissal
3.5 So, most of the time this is a two mana 1/1 that bounces an opposing creature. That’s great. Any time you can add to your board and subtract from your opponents’ with a single card, you’re going to be pretty happy about, and this does it pretty often.
Iron Bully
2.5 This card really overperforms thanks to all the Proliferate in the set. Even if it just puts its counter on itself, it doesn’t tend to only be a 2/2 with Menace for very long!
Wardscale Crocodile
2.0 Hexproof on a common is pretty nice. I mean sure, it can die in combat pretty easily, but because it has hexproof you can make sure that it only dies in combat when it is beneficial for you—like killing a creature with 5 toughness. Then, there is the usual upside that Hexproof creatures bring – risky spells, like Fight cards, or auras and the like become a lot better, because you know your opponent won’t be able to easily 2-for-1 you.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Turret Ogre
2.5 This has decent stats + Reach, and an ETB ability that will trigger a good chunk of the time. That is a solid playable.
Erratic Visionary
1.5 This has a decent body and it loots. Looting can improve your draws in the late game, and that’s nice.
Pack 3 Pick 5: Steady Aim
Gideon's Triumph
3.0 This is situational, but efficient. Keep in mind, by the way, that you can wait to use this until after combat is over – like if your opponent double blocks and you can only kill one of their creatures in combat, if you use this after the one creature died in combat, you can also get the second creature. Generally, your opponent will be attacking with and blocking with their largest creature, so I think overall this will do what you need it to.
Narset, Parter of Veils
2.0 Her static ability will occasionally matter, but mostly what you’re getting out of Narset is the ability to draw a couple of extra cards. So she’s mostly a kind of convoluted Divination with planeswalker upside.
Sorin's Thirst
2.5 These types of removal spells are always nice. Killing small creatures at Instant speed and gaining some life is a pretty good deal. It isn’t quite premium, but its close.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
Davriel's Shadowfugue
1.0 4 mana to make the opponent discard 2 and lose 2 life just isn’t a good deal. Mind Rot, which makes the opponent discard 2 for 3 mana is often not good enough for Limited, and this costs one more and adds a negligible effect.
Steady Aim
1.0 This will make your creature survive combat frequently, and can be used in response to damage-based removal. What I don’t love is that it isn’t that exciting offensively, and generally you want your combat tricks to produce blowouts on the attack, like blowing up double blocks – which this won’t do as often. I think it is an ok trick, but I don’t want more than one in an ideal world.
Spellkeeper Weird
2.0 A 3-mana ¼ has some not entirely horrendous defensive stats, and this one comes with the ability to get back key spells – with removal spells being the most interesting. While I think this will probably be best in a UR spells deck, I think most Blue decks in this format will probably run enough instants and sorceries for the Weird to be a solid inclusion in the deck.
Teferi's Time Twist
1.0 This can do a variety of things, but most of the time they won’t be worth doing. Because this is an Instant, if your opponent tries to take down a planeswalker, you can use the Time Twist, both saving it and setting its loyalty back to what it was when it came into play. On top of that, Teferi’s Time Twist is also good with ETB creatures, can help your creature dodge a removal spell, and so on. I still am not very interested in playing it.
Thunder Drake
2.5 You generally want to be able to consistently get this up to ¾ for it to be worth it, and that’s fairly doable. Sometimes you will get the Drake late and be in top deck mode and that’s not so good, but it seems solid enough to me.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
Pack 3 Pick 6: Pollenbright Druid
Bond of Passion
1.5 So, this is expensive and clunky, but I don’t think you’ll hate yourself if you run one in your Red decks. In a lot of situations, it will result in a huge damage turn for you. Between killing a small creature and stealing your opponent’s best creature, this should do a lot of work. But it is pretty expensive and doesn’t always do as much as you’d like.
Heartwarming Redemption
1.0 Sometimes an effect like this can be a nice way to reload your hand, but it is also super awkward. Any time I look at a card and see that it is completely useless if you’re in top deck mode, it makes me really uninterested in playing it, especially because even in an ideal situation where you’re flooding and you use this to get out of that flood, it still isn’t going to feel like it is doing something that impressive.
Thunder Drake
2.5 You generally want to be able to consistently get this up to ¾ for it to be worth it, and that’s fairly doable. Sometimes you will get the Drake late and be in top deck mode and that’s not so good, but it seems solid enough to me.
Sorin's Thirst
2.5 These types of removal spells are always nice. Killing small creatures at Instant speed and gaining some life is a pretty good deal. It isn’t quite premium, but its close.
Enforcer Griffin
2.5 A 5-mana ¾ with Flying might not seem great, but it has just the right size in this format, outclassing most of the non-rare Flyers in the set. It isn’t anything special, but it is better than it looks.
Raging Kronch
1.5 Usually when we see creatures who can’t attack alone they have more impressive stats than this. That said, usually creatures who can’t attack alone can’t block alone either – but this Kronch can. Obviously a fine card in an aggressive deck, and it cheaply triggers all the “ferocious” pay offs in the set.
Wardscale Crocodile
2.0 Hexproof on a common is pretty nice. I mean sure, it can die in combat pretty easily, but because it has hexproof you can make sure that it only dies in combat when it is beneficial for you—like killing a creature with 5 toughness. Then, there is the usual upside that Hexproof creatures bring – risky spells, like Fight cards, or auras and the like become a lot better, because you know your opponent won’t be able to easily 2-for-1 you.
Pollenbright Druid
3.5 A 2-mana 1/1 that puts a counter anywhere – including on itself, is usually a pretty decent card already. At worst it is going to be a Grizzly Bears, and there are other times where putting the counter elsewhere makes a big deal, like on an evasive creature. But this has the additional ability to also just Proliferate, which you will be doing if you already have other counters in play. Either way, you’re going to get some value out of your 2 drop in the late game, and that’s not always easy to come by.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Pack 3 Pick 7: Blindblast
Liliana's Triumph
2.5 Most edict effects we see are kind of lame in Limited. This is because your opponent always gets to make the choice on something like this, and frequently it won’t’ be very impactful, especially in the late game. But when you make it Instant speed and only two mana, you’re getting into some attractive territory. Being an Instant can make it so that you can cast it in response to a creature coming into play, and sometimes that’s the best thing to do, so that you have a better chance of making your opponent lose their best creature. Liliana is a Mythic Rare, so you won’t often be getting that part of the card to work.
Wanderer's Strike
3.5 5 mana is a lot, but killing something no question asked is a pretty good return at that investment. Being at Sorcery speed hurts a little, but adding Populate in a set that seems to have a plethora of reasons to Populate is nice.
Battlefield Promotion
1.0 Even though this set has a long of payoffs for +1/+1 counters, and a few for gaining life, I’m normally not interested in this. This is a relatively grindy format, and combat tricks like this just don’t work like you’d hope they would in other formats. You should mostly avoid this.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Davriel's Shadowfugue
1.0 4 mana to make the opponent discard 2 and lose 2 life just isn’t a good deal. Mind Rot, which makes the opponent discard 2 for 3 mana is often not good enough for Limited, and this costs one more and adds a negligible effect.
Contentious Plan
2.0 A cantrip with Proliferate is nice in this format. You’ll just almost always have something to put more counters on, and that will feel great since this just replaces itself.
Blindblast
1.5 Adding a card-draw effect to a card always makes it way more attractive, and I think that is certainly the case here. This can kill some small creatures, in which case you get a straight-up two-for-one, but my guess is that you'll usually just use this to make your opponent's best creature unable to block. That kind of effect is quite strong in aggressive Red decks, as sometimes you go from not being able to attack at all, to being able to attack with everything after a problem creature is removed from the equation. It still isn’t something you probably ever want more than one of, and you don’t want it all if you aren’t aggressive.
Rising Populace
1.5 This sort of creature always seems to disappoint. 3-mana 2/2 is not a stat line you want to have, but it does slowly get bigger the longer the game goes on.
Pack 3 Pick 8: Mana Geode
Neoform
0.0 This “Birthing Pod” effect is hard to make work in Limited, just because your deck can’t really be constructed around it effectively. It is just difficult to make it actually worth trading one card for another in most scenarios, and in this case – you actually have to 2-for-1 yourself by using Neoform, so I think it is worse. I don’t think adding the counter to the creature makes it much better.
Teyo, the Shieldmage
2.0 Basically, you are paying 3 for a 0/3 wall, and maybe he makes you a second one too. With most of these walkers, if you get to use their ability the second time, they sound pretty good. In this case? Not so much. 3 mana for two 0/3s is something, but not anything special. It isn’t like 0/3s are even that hard to bust through in the long run.
Cruel Celebrant
3.0 We have seen a lot of creatures that drain the opponent for 1 every time something dies, and they’re always pretty nice. Having one at 2 mana will probably be pretty similar to Zulaport Cutthroat, which was a pretty good card in its format.
Mana Geode
1.5 If you need fixing you could do worse than playing this.
Kaya's Ghostform
1.0 This just isn’t useful. It is nice that it counts being exiled, because it seems like there is a lot of that going around in this set, but still. You open yourself up to a 2-for-1 when you cast it in the first place, and then when it sticks you do get something pretty nice – the creature comes back. But for that to really be worth it you probably need something awesome, or something with a death trigger or ETB trigger. If you can do that, maybe you play it, but mostly I think you should steer clear of this.
Loxodon Sergeant
2.0 This starts out with reasonablish stats, and it also has a useful ability. Obviously, Vigilance for your whole team when this comes down is decent, but it is the kind of ETB ability that I would guess won't matter about 50% of the time. Don't get me wrong, it makes a difference, but I don't feel like enough of one. I think this is a card that you don't feel bad about having in your deck, but you probably don't want more than one.
Pack 3 Pick 9: Vivien's Grizzly
Heartwarming Redemption
1.0 Sometimes an effect like this can be a nice way to reload your hand, but it is also super awkward. Any time I look at a card and see that it is completely useless if you’re in top deck mode, it makes me really uninterested in playing it, especially because even in an ideal situation where you’re flooding and you use this to get out of that flood, it still isn’t going to feel like it is doing something that impressive.
Vivien's Grizzly
2.0 Like her Arkbow, her Grizzly also is a nice manasink, though less reliable than the legendary artifacts. But still, this is basically a really bad Duskwatch Recruiter – but the Recruiter was an absurd limited card, so being a bad version of it doesn’t mean the card itself is bad. It has alright stats and the ability to draw you cards sometimes in the late game.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
Prismite
1.0 This is a creature with bad stats that also doesn’t filter mana very well. If your deck is desperately in need of a two drop AND some mana fixing, it can do those things, but again – it doesn’t do either of them well.
Kaya's Ghostform
1.0 This just isn’t useful. It is nice that it counts being exiled, because it seems like there is a lot of that going around in this set, but still. You open yourself up to a 2-for-1 when you cast it in the first place, and then when it sticks you do get something pretty nice – the creature comes back. But for that to really be worth it you probably need something awesome, or something with a death trigger or ETB trigger. If you can do that, maybe you play it, but mostly I think you should steer clear of this.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Pack 3 Pick 10: Blindblast
Augur of Bolas
1.5 // 3.0 You need to be drawing a card with this like half the time for it to be worth. In other words, you need way more instants and sorceries than most decks are gonna have – which is like, 4 or 5. Now, it isn’t like the fail case for this card is abysmal, since it is still a two-mana 1/3, so it is passable even if you don’t get there, but obviously it is way better in a deck with lots of spells.
Huatli, the Sun's Heart
1.0 This is a high toughness build around in a set that doesn’t really have anything else pushing you in that direction. Gaining life with the loyalty ability isn’t that great, and the static ability normally won’t be upgrading your board.
Wanderer's Strike
3.5 5 mana is a lot, but killing something no question asked is a pretty good return at that investment. Being at Sorcery speed hurts a little, but adding Populate in a set that seems to have a plethora of reasons to Populate is nice.
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
Blindblast
1.5 Adding a card-draw effect to a card always makes it way more attractive, and I think that is certainly the case here. This can kill some small creatures, in which case you get a straight-up two-for-one, but my guess is that you'll usually just use this to make your opponent's best creature unable to block. That kind of effect is quite strong in aggressive Red decks, as sometimes you go from not being able to attack at all, to being able to attack with everything after a problem creature is removed from the equation. It still isn’t something you probably ever want more than one of, and you don’t want it all if you aren’t aggressive.
Pack 3 Pick 11: Arboreal Grazer
Arboreal Grazer
1.0 This kind of card tends to be pretty terrible in Limited. Getting to put a land in play will feel pretty good in the early game, but you aren’t actually netting a card there. It might get you ahead in the short-term, but it isn’t nearly as good as having a creature that is a mana dork, or one that searches up a land, its way worse. Then, in the late game, it is entirely useless! Mostly, don’t play this.
Rising Populace
1.5 This sort of creature always seems to disappoint. 3-mana 2/2 is not a stat line you want to have, but it does slowly get bigger the longer the game goes on.
Aid the Fallen
2.0 To play this, you want to be consistently getting back both a creature and a planeswalker. The good news is, that isn’t super hard to do in this format. This is the kind of card that is terrible early but really good late, and most Black decks want one copy of this to help them have that nice late game.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Pack 3 Pick 12: Iron Bully
Ashiok's Skulker
1.5 2-mana 1/3 flyers are usually alright, and this can pump your whole team in the late game. It is decent filler.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
Iron Bully
2.5 This card really overperforms thanks to all the Proliferate in the set. Even if it just puts its counter on itself, it doesn’t tend to only be a 2/2 with Menace for very long!
Pack 3 Pick 13: Topple the Statue
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
Pack 3 Pick 14: Lazotep Behemoth
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.