Lumbering Laundry
2 We’ve seen in past sets with Morph that being able to look at your opponent’s face-down cards isn’t really worth spending mana. Sure, the information is nice, and there’s worse things you could sink your mana into, but until you reach a point where you have literally nothing else you can do, you’re not going to be using this ability. So, what you’re left with is a pretty medium creature with a bit of Disguise upside.
Ezrim, Agency Chief
5 Ezrim offers really great stats, and his ability to gain powerful keywords is amazing, especially because he gives you the clues to sacrifice to protect him with hexproof. Most of the time, you’re gonna wanna wait to play Ezrim until you can leave that mana up, because at that point your opponent is probably entirely unable to deal with Ezrim, and that’s a problem because he ends the game in just a few swings. The card’s biggest downside is the mana cost. Double-white double-blue isn’t always that easy to assemble in Limited, and the longer you have to wait to cast Ezrim, the less impressive it is.
Analyze the Pollen
2.5 So, this is a new take on Traverse the Ulvenwald, which isn't as good in Limited as it is in constructed. Still, it provides good fixing early and in the late game it can tutor up your best creature.
Presumed Dead
2.5 This type of trick always performs fairly well, as it does enough to make a creature punch above it’s weight class, yet it still survives. It even works well against removal, and it gets particularly interesting with creatures that have ETB abilities. Suspect won’t always feel like upside, but I think it will more often than not.
Clandestine Meddler
3 A three mana 3/2 that makes one of your creatures gain menace is something in the market for, even if that creature also can’t block. Especially because getting to Surveil 1 when a suspect attacks is pretty relevant. Frequently, you’ll get that Surveil trigger the turn you play it too. This seems like it gives you some impressive value for the cost.
Perimeter Enforcer
3.5 A two mana 1/1 with flying and lifelink is already pretty nice, and a great creature to enhance, and this will often enhance itself in a format with this many detectives.
Marketwatch Phantom
3 This feels like a very important common for aggressive White decks. That type of deck will have tons of cards that trigger this. It doesn't seem like it will be rare for this to crack in as a flyer on turns 3 and 4.
The Chase Is On
2 This is expensive for a trick, but your creature is likely to win combat and you even get a 2-for-1 in the long run.
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.
Faerie Snoop
3 A three mana ¼ flyer isn’t a disaster, and the Disguise upside here is pretty real. Drawing a card is always nice, and there’s plenty of incentive for putting things in the graveyard too. These hybrid Disguise costs also mean these are going to be playable in a wider variety of decks than just Blue-Black.
Dog Walker
3.5 Obviously, you get the most value out of just casting it face down and turning it face up – at which point you paid 5 mana for a 3/1 Vigilance and two 1/1s, and paying it in installments will make it feel more efficient than that. But, the fact you can just slam it on turn two if you’re more interested in curving out is pretty nice.
Museum Nightwatch
2.5 Spending 4 mana to get a 3/2 and a 2/2 is decent, and you can Disguise this to keep your opponent from knowing that it will leave value behind.
Undercover Crocodelf
2 So…without Disguise this wouldn’t be very good. A 6-mana 5/5 just doesn’t move the needle, especially one that can only do something if it hits your opponent. Disguise does enough to make this playable, though, because you can get it on the board much earlier of course, but you can also find a way to sneak it in and get that clue more easily.
Pack 1 Pick 2: Axebane Ferox
Axebane Ferox
4 Nothing super fancy here, just a super efficient creature that your opponent won’t always be able to target with stuff, especially in the early game.
Wrench
2.5 All of these Cluequipments are solid or better, because they offer a decent effect, while also having the ability to be thrown away for something else when the Equipment doesn’t do enough. The stats boost here isn’t the most efficient thing ever, and the tap effect is expensive, but it certainly isn’t a bad mana sink – and the fact you can swing with something, keep it untapped, and leave mana up for the effect is nice.
Cease
2.5 The Cease side lets you hate on the graveyard while replacing itself which…probably wouldn’t be good enough to make the main deck in this format. The Desist side is more situational, but there are definitely going to be board states in this format where it really impacts the board, and most of the time when you get to 6 mana it has a pretty good chance at destroying something, just…hopefully not your stuff.
Harried Dronesmith
3.5 Pumping out a temporary 1/1 thopter every turn is plenty good. Remember to play the dronesmith in your first main phase so you can get the value of the trigger the turn you play it! Not only does it give you a way to chip in for damage, but Red – and especially Blue/Red has a boat load of payoffs for sacrificing artifacts too, and this will feel like an engine in that type of deck.
Bolrac-Clan Basher
2.5 The Basher is a case where you’re most frequently want to play it face down, because turning it face up for 5 is a much better deal, and a double-striking trampler is the exact creature you want to surprise your opponent with. It can take down almost anything, and it can frequently survive while it does and chip in for some serious damage. This also makes it more likely the Basher does some work before going down, unlike if you play it face up.
Dog Walker
3.5 Obviously, you get the most value out of just casting it face down and turning it face up – at which point you paid 5 mana for a 3/1 Vigilance and two 1/1s, and paying it in installments will make it feel more efficient than that. But, the fact you can just slam it on turn two if you’re more interested in curving out is pretty nice.
Loxodon Eavesdropper
2.5 5 mana for three 1/1s isn't great, but you can attack with all three tokens the next turn and really give your opponent a headache. At that point, you are definitely getting your mana's worth.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
On the Job
1.5 // 3.0 As usual with Inspiring Charge effects, this is a build around. Red/White decks look the most well-positioned for this as they can go the widest, but you really need to be all in on curving out and going wide, or this isn’t worth it, even with the clue. It’s probably a D in your typical White deck, but a card you’re usually going to be happy with one of in your more aggressive decks.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.
Pack 1 Pick 3: Projektor Inspector
Red Herring
1.5 This can do some serious work if you play it on turn two, and if you get it later in the game you can give it up to get a card. It’s an artifact and a clue, so it’s got some synergy in the format too, especially in Blue-Red. Still…the card’s fail case doesn’t exactly excite me. Paying 4 to draw a card, even in installments isn’t exactly awesome.
Evidence Examiner
2.5 So, if you’ve got some spare stuff in your graveyard, this can turn it into cards, and it gives you a repeatable way to collect evidence, something that seems particularly useful for payoffs that give you something when cards leave your graveyard. Still, I do wish this was both an enabler and a payoff for collecting evidence. As is, it doesn’t feel strong enough to pull me into the color pair.
Get a Leg Up
3 This trick gives +1/+1 as a floor, and it can give a way bigger boost than that. We've seen this card before without the Reach, and it's always a good trick.
Deadly Complication
3.5 Three mana to destroy any creature at sorcery speed is already premium removal, so the fact that you can also sometimes put a counter on one of your creatures is some serious business.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
Shady Informant
2.5 If you could only play this face up, it would be a pretty nice card. It has high enough power to trade with a whole lot of stuff, and the death trigger is likely to let you kill something else too – and that’s a 2-for-1. So, the fact you can get it on the board earlier in the game without your opponent knowing it’s lurking there makes it even nicer.
Make Your Move
2 We see this type of removal that only hits big creatures all the time, and it’s usually pretty mediocre, simply because its too narrow. They usually don’t even make the cut in your main deck. But, stapling Disenchant to it is a pretty big upgrade, especially in a set that has a fair number of both, probably makes this into a solid playable, and I think it even has a shot at being better than that.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Offender at Large
2 Just playing this face up is going to be the play more often than not, and when you do it has a reasonable shot at giving you an attack you didn’t have before. This is the type of disguise creature you probably only play face down when you’ve got nothing else going on on turn three. Either way, this card looks like it will have trouble making the cut sometimes.
Projektor Inspector
2.5 A three mana 3/2 that loots on ETB is decent, and looting with this more than once isn’t impossible.
Pack 1 Pick 4: Deduce
Get a Leg Up
3 This trick gives +1/+1 as a floor, and it can give a way bigger boost than that. We've seen this card before without the Reach, and it's always a good trick.
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
Caught Red-Handed
1 At first an instant speed threaten sounds really good, but because this one suspects the creature you grab, it can’t actually be used to block an opposing attacker or anything like that, so it being an instant isn’t a huge deal. 5 mana for a threaten just feels like too much, even if the creature does get menace. The “can’t be countered” line of text does mean you can go after Disguise creatures, but this format doesn’t even have that prominent of a creature sacrifice them.
They Went This Way
2 I like that this can ultimately give you a 2-for-1. I don’t like that it’s a Sorcery that doesn’t add to the board in any meaningful way. It definitely fixes your mana, and in games that go long enough that Clue is gonna feel pretty nice, but not doing anything to add to the board on turn three has been a liability in most formats of late. I kind of hope this is a format where you can do stuff like this, but I’m going to err on the side of caution.
Deduce
2.5 This is a nice little card draw spell, because it ultimately gives you a 2-for-1, and there’s lots of additional upside for making Clue tokens in the format. You probably don’t want too many of these because they don’t really add to the board.
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Unscrupulous Agent
3 We see this card a lot lately, and it’s always pretty nice. Goes after a card in your opponents hand while adding to the board, and then you can sacrifice it or otherwise utilize it for other purposes, sometimes it even feels like you’re getting a 2-for-1.
Demand Answers
2.5 We’ve come a long way since Tormenting Voice. This is an Instant and you can choose to sacrifice an artifact or discard a card as an additional cost. That’s actually a pretty big deal, because this format has so many Clues.
Sanguine Savior
3 A three mana 2/1 with Flying and Lifelink is pretty solid. It won’t always be able to get in there, but it will fairly often, and evasive lifelinkers are pretty sweet because they really shift a race in your favor. So, the fact that you can also play it first down first and give something else lifelink too is nice upside.
Undercover Crocodelf
2 So…without Disguise this wouldn’t be very good. A 6-mana 5/5 just doesn’t move the needle, especially one that can only do something if it hits your opponent. Disguise does enough to make this playable, though, because you can get it on the board much earlier of course, but you can also find a way to sneak it in and get that clue more easily.
Pack 1 Pick 5: Not on My Watch
Pompous Gadabout
2.5 This can't be blocked by disguised creatures, and you can use tricks on it without any fear of interaction.
Not on My Watch
3 If you’re in the market for this kind of effect, it’s super efficient. The problem is, lots of decks aren’t really in on this kind of effect. If you’re an aggro deck, this isn’t very good, because you want removal that lets you get blockers out of the way. If you’re not aggressive, though, this ends up feeling like premium removal.
Clandestine Meddler
3 A three mana 3/2 that makes one of your creatures gain menace is something in the market for, even if that creature also can’t block. Especially because getting to Surveil 1 when a suspect attacks is pretty relevant. Frequently, you’ll get that Surveil trigger the turn you play it too. This seems like it gives you some impressive value for the cost.
Magnetic Snuffler
2.5 This set does have some Equipment that sacrifice themselves and draw you a card, and that’s kind of what it’s supposed to interact with. There’s also a decent amount of self-mill in the format. But…I still wouldn’t count on triggering that ETB all that often. When you can, it will feel nice. I think most of the value of the Snuffler comes from the fact that it grows when you sacrifice clues or other artifacts – but, the fact it starts out so inefficiently makes it hard for me to really feel great about this card.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
Deduce
2.5 This is a nice little card draw spell, because it ultimately gives you a 2-for-1, and there’s lots of additional upside for making Clue tokens in the format. You probably don’t want too many of these because they don’t really add to the board.
Gravestone Strider
2.5 When one mana filtering is attached to a creature, it has performed pretty well, and this even comes with the addition of graveyard hate, something that certainly matters in the format.
Snarling Gorehound
2.5 A one mana 1/1 Menace feels pretty nice on turn one, and this is likely to give you some card selection and graveyard synergy throughout the game. Seems like nice value for one mana.
Pack 1 Pick 6: Burden of Proof
Unscrupulous Agent
3 We see this card a lot lately, and it’s always pretty nice. Goes after a card in your opponents hand while adding to the board, and then you can sacrifice it or otherwise utilize it for other purposes, sometimes it even feels like you’re getting a 2-for-1.
Magnetic Snuffler
2.5 This set does have some Equipment that sacrifice themselves and draw you a card, and that’s kind of what it’s supposed to interact with. There’s also a decent amount of self-mill in the format. But…I still wouldn’t count on triggering that ETB all that often. When you can, it will feel nice. I think most of the value of the Snuffler comes from the fact that it grows when you sacrifice clues or other artifacts – but, the fact it starts out so inefficiently makes it hard for me to really feel great about this card.
Burden of Proof
2.5 This is a very interesting version of this “Frogify”-type effect. Lately it seems like they are doing their darnedest to design one that’s actually solid in Limited, and they’ve had some success with that lately. I think they’ve done it again here. The usual problem with this type of card is that you don’t really entirely remove a creature when you turn it into a 1/1, so you’re often coming out behind. However, this adds a couple of important wrinkles. First, it has Flash – so you can turn something into a 1/1 at instant speed, which all-but-guarantees that it’s going down. Second, if your creature is a detective, this is a powerful combat trick. It’s also really nice that they made it only buff detectives you control, otherwise this card would be super frustrating.
Polygraph Orb
1 We usually see this card draw effect at or even 3 mana, so paying five for it, and at Sorcery speed is rough. It does load your graveyard to set up Collect Evidence, which it itself has, but I’m not that impressed with the activated ability either. Giving your opponent three options on this kind of effect oftens amounts to them being able to choose one that just doesn’t do anything. Speaking of not doing anything, that’s what this card does when it comes to the board, so I think this is kind of a liability.
Alley Assailant
2.5 Both modes seem fairly acceptable here, and I think the design is actually really interesting. Most of the time on turn 3 you’re probably just going to want to play it as a 3-mana 3/3 that enters tapped, but sometimes you’re in a spot where you really need to be able to block, and you can play it Disguised when that’s the case, and draining 3 life from your opponent is a pretty real effect.
Deduce
2.5 This is a nice little card draw spell, because it ultimately gives you a 2-for-1, and there’s lots of additional upside for making Clue tokens in the format. You probably don’t want too many of these because they don’t really add to the board.
They Went This Way
2 I like that this can ultimately give you a 2-for-1. I don’t like that it’s a Sorcery that doesn’t add to the board in any meaningful way. It definitely fixes your mana, and in games that go long enough that Clue is gonna feel pretty nice, but not doing anything to add to the board on turn three has been a liability in most formats of late. I kind of hope this is a format where you can do stuff like this, but I’m going to err on the side of caution.
Demand Answers
2.5 We’ve come a long way since Tormenting Voice. This is an Instant and you can choose to sacrifice an artifact or discard a card as an additional cost. That’s actually a pretty big deal, because this format has so many Clues.
Pack 1 Pick 7: Forensic Researcher
Offender at Large
2 Just playing this face up is going to be the play more often than not, and when you do it has a reasonable shot at giving you an attack you didn’t have before. This is the type of disguise creature you probably only play face down when you’ve got nothing else going on on turn three. Either way, this card looks like it will have trouble making the cut sometimes.
Forensic Researcher
3 The most useful thing this can do is ramp your mana, but untapping permanents has other uses too. Having access to the tap effect in the mid-to-late game is nice too, as it can start allowing you to really manufacture situations where you have great attacks no matter what your opponent is doing.
Convenient Target
1.5 One red for +1/+1 and Menace isn't the worst, and because you can get this back it isn't going to 2-for-1 you. You can also use it to get a blocker out of the way in a pinch.
Topiary Panther
2.5 This fixes your mana well and sets up Collect Evidence 6 in the early game, and in the late game it's a passable creature.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
Riftburst Hellion
2.5 This isn’t going to feel amazing either way you get the 6/7 with Reach, but the fact that it IS a huge creature with the upside of being castable as a three mana 2/2 Ward 2 makes it worthwhile.
Out Cold
2 I’m not always a huge fan of cards that just Stun things, as it often doesn’t feel like they do enough to be worth a card. Sure, you can get two creatures out of the way for two attacks and two blocks, but if you don’t have the game in-hand by the time they untap, you’re going to be in trouble. But because this gives you a Clue, it gives you that card back. I still don’t really think you want more than one, but this looks like a pretty good version of this effect. It can even hit Disguised creatures without you having to worry about Ward.
Pack 1 Pick 8: Jaded Analyst
Agency Coroner
2 This is a lot of mana for the usual sacrifice a creature draw a card effect, but the fact you’ll sometimes draw two helps soften that blow.
Break Out
3 This is a two mana card selection spell that gives you an option of adding to the board, and that's pretty awesome.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
Pack 1 Pick 9: Faerie Snoop
Lumbering Laundry
2 We’ve seen in past sets with Morph that being able to look at your opponent’s face-down cards isn’t really worth spending mana. Sure, the information is nice, and there’s worse things you could sink your mana into, but until you reach a point where you have literally nothing else you can do, you’re not going to be using this ability. So, what you’re left with is a pretty medium creature with a bit of Disguise upside.
Presumed Dead
2.5 This type of trick always performs fairly well, as it does enough to make a creature punch above it’s weight class, yet it still survives. It even works well against removal, and it gets particularly interesting with creatures that have ETB abilities. Suspect won’t always feel like upside, but I think it will more often than not.
Clandestine Meddler
3 A three mana 3/2 that makes one of your creatures gain menace is something in the market for, even if that creature also can’t block. Especially because getting to Surveil 1 when a suspect attacks is pretty relevant. Frequently, you’ll get that Surveil trigger the turn you play it too. This seems like it gives you some impressive value for the cost.
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.
Faerie Snoop
3 A three mana ¼ flyer isn’t a disaster, and the Disguise upside here is pretty real. Drawing a card is always nice, and there’s plenty of incentive for putting things in the graveyard too. These hybrid Disguise costs also mean these are going to be playable in a wider variety of decks than just Blue-Black.
Pack 1 Pick 10: Loxodon Eavesdropper
Cease
2.5 The Cease side lets you hate on the graveyard while replacing itself which…probably wouldn’t be good enough to make the main deck in this format. The Desist side is more situational, but there are definitely going to be board states in this format where it really impacts the board, and most of the time when you get to 6 mana it has a pretty good chance at destroying something, just…hopefully not your stuff.
Loxodon Eavesdropper
2.5 5 mana for three 1/1s isn't great, but you can attack with all three tokens the next turn and really give your opponent a headache. At that point, you are definitely getting your mana's worth.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Pack 1 Pick 11: Rubblebelt Maverick
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
Shady Informant
2.5 If you could only play this face up, it would be a pretty nice card. It has high enough power to trade with a whole lot of stuff, and the death trigger is likely to let you kill something else too – and that’s a 2-for-1. So, the fact you can get it on the board earlier in the game without your opponent knowing it’s lurking there makes it even nicer.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Pack 1 Pick 12: Soul Search
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
Caught Red-Handed
1 At first an instant speed threaten sounds really good, but because this one suspects the creature you grab, it can’t actually be used to block an opposing attacker or anything like that, so it being an instant isn’t a huge deal. 5 mana for a threaten just feels like too much, even if the creature does get menace. The “can’t be countered” line of text does mean you can go after Disguise creatures, but this format doesn’t even have that prominent of a creature sacrifice them.
Pack 1 Pick 13: Magnetic Snuffler
Magnetic Snuffler
2.5 This set does have some Equipment that sacrifice themselves and draw you a card, and that’s kind of what it’s supposed to interact with. There’s also a decent amount of self-mill in the format. But…I still wouldn’t count on triggering that ETB all that often. When you can, it will feel nice. I think most of the value of the Snuffler comes from the fact that it grows when you sacrifice clues or other artifacts – but, the fact it starts out so inefficiently makes it hard for me to really feel great about this card.
Pack 2 Pick 1: Makeshift Binding
On the Job
1.5 // 3.0 As usual with Inspiring Charge effects, this is a build around. Red/White decks look the most well-positioned for this as they can go the widest, but you really need to be all in on curving out and going wide, or this isn’t worth it, even with the clue. It’s probably a D in your typical White deck, but a card you’re usually going to be happy with one of in your more aggressive decks.
Doorkeeper Thrull
2.5 Your deck is pretty likely to have effects that this shuts down, so you have to be careful about when you play it. That said, you do get to decide when you play it, and casting it in response to a creature with an ETB or something is likely to feel pretty good. Especially with the reasonable stat-line.
Repulsive Mutation
3 because leaving up mana and hoping your opponent plays into it can be a really serious problem. You have to be careful about using them.
Chalk Outline
0.0 / 3.5 The idea here is to play cards with Collect Evidence alongside this, and if you have enough of that going on – and enough creatures in your deck – this has the potential to be a fairly absurd engine, since it effectively gives you 2 cards every time you Collect Evidence. The problem is that this does absolutely nothing up front. Still, the upside is kind of insane, and I think accessible enough in some decks for this to get a buildaround grade.
Essence of Antiquity
2.5 A 5-mana 1/10 is…kind of okay. It can block for days, although the lower power will make it unable to kill stuff all that often. The Disguise part is pretty sweet here, though. You’re usually going to play this face down and have it lie in wait as a 2/2, up until you reach a point where transforming it is advantageous. This will most frequently be when you can use it to blank a removal spell, but turning it into a 1/10 can be valuable all on its own, and untapping your whole board can have benefits too.
Burden of Proof
2.5 This is a very interesting version of this “Frogify”-type effect. Lately it seems like they are doing their darnedest to design one that’s actually solid in Limited, and they’ve had some success with that lately. I think they’ve done it again here. The usual problem with this type of card is that you don’t really entirely remove a creature when you turn it into a 1/1, so you’re often coming out behind. However, this adds a couple of important wrinkles. First, it has Flash – so you can turn something into a 1/1 at instant speed, which all-but-guarantees that it’s going down. Second, if your creature is a detective, this is a powerful combat trick. It’s also really nice that they made it only buff detectives you control, otherwise this card would be super frustrating.
Auspicious Arrival
2 This is a solid trick – one that represents a 2-for-1 thanks to that Clue. +2/+2 for two isn’t the most impressive boost-to-cost ratio, but it’s enough.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Makeshift Binding
4 This is an excellent Common. Even if it didn’t gain you 2 life, it’d be premium removal, and once you tack on that life gain we’re talking about arguably the best White Common in the set. Removing something and gaining life a the same time is one of the best ways to get back ahead from behind.
Galvanize
4 Two mana instant deal threes are always great, and this one will do 5 a chunk of the time.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
Cerebral Confiscation
1 So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Pack 2 Pick 2: Inside Source
Behind the Mask
1 This type of card rarely works out in Limited, and I think even at one mana I’m not super interested in this. It’s easy to look at this and see it as a trick with multiple modes – and that is what it is, but reducing a creature to 1/1 or growing a creature to 4/3, or turning a clue into a 4/3, while possibilities is only useful situationally. You need stat-lines to line up just right, and if you’re turning your 2/2 or something into a 4/3 it’s really not worth it. Furthermore, shrinking an opposing creature to a 1/1 is only relevant or useful when your opponent attacks with the right creature that you actually want to remove. Basically, this is too situational to do something worthwhile very often.
Get a Leg Up
3 This trick gives +1/+1 as a floor, and it can give a way bigger boost than that. We've seen this card before without the Reach, and it's always a good trick.
Flotsam
2.5 The Flotsam side helps you set up graveyard shenanigans and replaces itself, and the Jetsam side gives you a free spell. Neither are going to feel like the most efficient thing in the world in most cases – You have to pay 4 total mana to mill three and draw a card with Flotsam, and Jetsam isn’t usually going to give you back the mana you spent, and if either of this card was only one or the other it would be too narrow and mediocre. But, having both makes a big difference – that’s what is great about split cards. Both plays might be kind of meh, but the fact remains you have a card that does something useful and something early late, and most cards don’t have that kind of flexibility.
Case of the Trampled Garden
3 What this gives you up front is fairly acceptable, and Green decks will certainly be capable of solving this. Once you do, buffing an attacking creature every turn is going to feel pretty good. Still, it doesn’t do a ton up front.
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.
Vengeful Creeper
2.5 A 5-mana 5/5 is pretty beefy, and this one has some Disenchant upside. Feels like most Green decks will want one of these.
Inside Source
3.5 Three mana for a 2/2 and a 1/1 is always a pretty good rate in Limited, so when you tack on this card’s ability to buff your detectives – albeit inefficiently – I think we’re talking about a very nice Common.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
Murder
3.5 Murder is still a pretty good Magic card in Limited. The double black can be a pain, but this is still premium.
Novice Inspector
3.5 This is a functional reprint of Thraben Inspector, which was amazing. Two pieces of material for one mana is awesome.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Pack 2 Pick 3: Novice Inspector
Drag the Canal
3.5 If this always made a 2/2, gained you 2, surveiled 2, and investigated for 2, it would probably be a B+. That’s just crazy value for the cost! Obviously it isn’t always going to line up that way, though. Still, the fail case is two mana for a 2/2 flash with a useful creature type, and if you can find a way to make something die before you cast it, it’s going to give you some awesome value.
Concealed Weapon
1.5 +3/+0 can make just about any creature into a better attacker, but the lack of a toughness boost limits just how useful it can be, unless you’re equipping an evasive creature. Adding Disguise to the mix is important, because the worst thing in the world is drawing Equipment when you have nothing worth equipping it too, so this gives you a decent fail case, and can even work as a combat trick later in the game.
Soul Enervation
4 This is a good removal spell, even without the creatures leaving your graveyard upside, and that means even if your deck has absolutely 0 ways to remove creatures from your graveyard, this will perform well enough to be included. And, most Black decks will be able to trigger the drain life effect on this at least a couple of times a game, and once you’ve done that you’re going to feel like you’ve really gotten there.
Furtive Courier
2.5 This will be unblockable a decent chunk of the time in Blue decks with th and looting on every attack is pretty powerful.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Out Cold
2 I’m not always a huge fan of cards that just Stun things, as it often doesn’t feel like they do enough to be worth a card. Sure, you can get two creatures out of the way for two attacks and two blocks, but if you don’t have the game in-hand by the time they untap, you’re going to be in trouble. But because this gives you a Clue, it gives you that card back. I still don’t really think you want more than one, but this looks like a pretty good version of this effect. It can even hit Disguised creatures without you having to worry about Ward.
The Chase Is On
2 This is expensive for a trick, but your creature is likely to win combat and you even get a 2-for-1 in the long run.
Loxodon Eavesdropper
2.5 5 mana for three 1/1s isn't great, but you can attack with all three tokens the next turn and really give your opponent a headache. At that point, you are definitely getting your mana's worth.
Novice Inspector
3.5 This is a functional reprint of Thraben Inspector, which was amazing. Two pieces of material for one mana is awesome.
Basilica Stalker
2.5 It's never going to feel like you’re getting great value with the Stalker, whether you disguise it first or otherwise. But it probably won't feel bad either.
Pack 2 Pick 4: Dramatic Accusation
Bite Down on Crime
3.5 If you aren't collecting evidence, this is pretty darn clunky. And clunky is dangerous on a removal spell like this, since your opponent interacting can 2-for-1 you. Still, if you choose your spot carefully, this is likely to kill most opposing stuff, and the stats boost might also really improve your attacks. Combine that with the Evidence upside and I think this manages to just sneak into “premium removal” range.
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
Forum Familiar
2.5 This is a Disguise creature that you’re going to want to play face down about 99% of the time., since if you don’t, it’s just a vanilla one mana 1/1 and those tend to get irrelevant quickly. However, if you play this face down it’s going to be pretty darn relevant thanks to its ability to bounce your permanents. You can do this to rebuy ETBs or help a creature dodge removal and stuff like that, but you can even just return a land if you just want the Familiar to be a 2/2. Obviously that’s not optimal, but it’s something. I think this will lie in wait and have big impacts on many games. This also gives us back-to-back white Disguise creatures who can turn face up and blank removal, so that’s something your’e going to have to keep in mind.
Slice from the Shadows
3.5 Uncounterability actually matters in this set because of all the Disguise creatures with Ward. –X/-X is never going to feel super efficient, but it’s an instant and it scales all game, so I think it’s premium.
Dramatic Accusation
2.5 Three mana Blue Auras that tap a creature down usually aren’t anything special. The problem is that they don’t entirely remove the creature in all situations, so abilities are still relevant, and if your opponent has a way to sacrifice or otherwise utilize the tapped down creature you end up feeling like you’re really far behind. The Accusation’s activated ability adds an interesting wrinkle to this, since now you can get rid of the creature if it has problematic abilities and everything. The downside is your opponent might draw it again later.
Defenestrated Phantom
2 No matter how you cast this, you’re really not getting a very good deal. You do still have the upside of having this big ol’ flyer you can cast in the early game, but like I said, it’s never going to feel that good. It isn’t terrible either. I’m giving it a C-.
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
The Chase Is On
2 This is expensive for a trick, but your creature is likely to win combat and you even get a 2-for-1 in the long run.
Pack 2 Pick 5: Hotshot Investigators
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Persuasive Interrogators
2.5 There’s not enough poison in this format for the Interrogators to poison someone out very often. Obviously, you’re going to need a ton of Clues to get there. So, most of the card’s value is just being a 6-mana ⅚ that Investigates and that’s…passable, especially with the poison upside.
Festerleech
3 This is going to feel quite nice on turn one, especially because if you’re in Black you’re probably a graveyard deck, and this certainly enables things early. You’re almost guaranteed an attack on turn two, since even if your opponent played their own one drop, they aren’t going to be able to block this when you have two mana up, and a 3/3 can stay relevant pretty much all game long, though it does have somewhat diminishing returns the later the game goes.
Case of the Shattered Pact
2.5 A colorless source of fixing is a nice thing to have around, and this format has enough multicolored stuff going on that solving this isn’t impossible, and obviously the Case itself increases your chances of having a deck that lets you solve this, but I still think this will be hard enough to solve that most of the value just comes from its ability to fix your mana, with some occasional late-game upside.
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.
Public Thoroughfare
2.5 This is another nice source of fixing, even if it does require you to jump through a few hoops. Being able to only tap a Clue or something once when you play it is nice.
Fanatical Strength
3 We’ve seen Run Amok in the past, and it has a strictly worse text box because it can only target attacking creatures, and Run Amok was an absolute beating in aggro decks. I think this will be too. The stats boost + trample can just wreck combat in so many ways, and make damage lethal out of nowhere. The boost is enough to save a creature from some removal spells in a pinch too. You’re going to want to keep this card in the back of your mind any time you’re playing someone who is in Green.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Agency Coroner
2 This is a lot of mana for the usual sacrifice a creature draw a card effect, but the fact you’ll sometimes draw two helps soften that blow.
Pack 2 Pick 6: Marketwatch Phantom
Marketwatch Phantom
3 This feels like a very important common for aggressive White decks. That type of deck will have tons of cards that trigger this. It doesn't seem like it will be rare for this to crack in as a flyer on turns 3 and 4.
Case of the Shattered Pact
2.5 A colorless source of fixing is a nice thing to have around, and this format has enough multicolored stuff going on that solving this isn’t impossible, and obviously the Case itself increases your chances of having a deck that lets you solve this, but I still think this will be hard enough to solve that most of the value just comes from its ability to fix your mana, with some occasional late-game upside.
Pompous Gadabout
2.5 This can't be blocked by disguised creatures, and you can use tricks on it without any fear of interaction.
Demand Answers
2.5 We’ve come a long way since Tormenting Voice. This is an Instant and you can choose to sacrifice an artifact or discard a card as an additional cost. That’s actually a pretty big deal, because this format has so many Clues.
Loxodon Eavesdropper
2.5 5 mana for three 1/1s isn't great, but you can attack with all three tokens the next turn and really give your opponent a headache. At that point, you are definitely getting your mana's worth.
Slice from the Shadows
3.5 Uncounterability actually matters in this set because of all the Disguise creatures with Ward. –X/-X is never going to feel super efficient, but it’s an instant and it scales all game, so I think it’s premium.
Gadget Technician
3.5 Playing this face up gives you a pretty nice rate, and the Disguise option is pretty nice too. This looks like a really good common.
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Pack 2 Pick 7: Faerie Snoop
Faerie Snoop
3 A three mana ¼ flyer isn’t a disaster, and the Disguise upside here is pretty real. Drawing a card is always nice, and there’s plenty of incentive for putting things in the graveyard too. These hybrid Disguise costs also mean these are going to be playable in a wider variety of decks than just Blue-Black.
Lumbering Laundry
2 We’ve seen in past sets with Morph that being able to look at your opponent’s face-down cards isn’t really worth spending mana. Sure, the information is nice, and there’s worse things you could sink your mana into, but until you reach a point where you have literally nothing else you can do, you’re not going to be using this ability. So, what you’re left with is a pretty medium creature with a bit of Disguise upside.
Candlestick
2.5 The Cluequipments in Blue and Red might just be the best since the Blue-Red deck is so into sacrificing artifacts, but lots of decks in the format like Clues too, and this one can help set up collect evidence.
It Doesn't Add Up
2 This lets you reanimated something at instant speed. Of course…because you are forces to suspect the creature, it can't ambush block stuff, and that’s a big part of what would make this sweet. As is, it's an expensive removal spell with an effect that has just as mich downside as upside, and this kind of thing even with upside isn't always useful. That doesn't add up to a very good grade.
Felonious Rage
2 We've seen this card before, more or less, and it’s a nice trick. The power boost lets your creature take down most stuff, and you come out ahead thanks to the token, and at only one mana it is really priced to move.
Suspicious Detonation
2.5 If this was always 5 mana, it’d probably be a 1.5. That’s a really clunky Sorcery that usually can’t trade up. But, this will cost two fairly often in Red decks. Sacrificing a Clue is all you need to be able to do, and as we’ve seen there are otherwise to sacrifice artifacts too. It can also go after Disguised creatures since it can’t be countered.
Slice from the Shadows
3.5 Uncounterability actually matters in this set because of all the Disguise creatures with Ward. –X/-X is never going to feel super efficient, but it’s an instant and it scales all game, so I think it’s premium.
Pack 2 Pick 8: Mistway Spy
Presumed Dead
2.5 This type of trick always performs fairly well, as it does enough to make a creature punch above it’s weight class, yet it still survives. It even works well against removal, and it gets particularly interesting with creatures that have ETB abilities. Suspect won’t always feel like upside, but I think it will more often than not.
Mistway Spy
3.5 Playing this on turn one is pretty acceptable, because it has evasion and a useful creature type – but the Disguise ability here is pretty impressive too. It counts every creature that hits your opponent, so you can get more than one clue. Obviously enough, because the Spy has evasion itself, you can turn it face up, crack in with it and get that Clue, which seems like a pretty normal play pattern.
Seasoned Consultant
2 This will feel pretty nice attacking as a 3/3, but it probably won’t be doing that until turn 4 at the earliest, so it isn’t going to be lighting the world on fire either.
Goblin Maskmaker
2 So, if you get this on exactly turn one and you have some Disguise creatures in your hand, this can feel pretty good – as dropping a 2/2 Ward 2 on turn two – one that will have all kinds of upside – is pretty awesome. The problem is that this has diminishing returns as the game goes on, especially because it has to attack to give you that discount.
Vengeful Creeper
2.5 A 5-mana 5/5 is pretty beefy, and this one has some Disenchant upside. Feels like most Green decks will want one of these.
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Pack 2 Pick 9: Essence of Antiquity
Chalk Outline
0.0 / 3.5 The idea here is to play cards with Collect Evidence alongside this, and if you have enough of that going on – and enough creatures in your deck – this has the potential to be a fairly absurd engine, since it effectively gives you 2 cards every time you Collect Evidence. The problem is that this does absolutely nothing up front. Still, the upside is kind of insane, and I think accessible enough in some decks for this to get a buildaround grade.
Essence of Antiquity
2.5 A 5-mana 1/10 is…kind of okay. It can block for days, although the lower power will make it unable to kill stuff all that often. The Disguise part is pretty sweet here, though. You’re usually going to play this face down and have it lie in wait as a 2/2, up until you reach a point where transforming it is advantageous. This will most frequently be when you can use it to blank a removal spell, but turning it into a 1/10 can be valuable all on its own, and untapping your whole board can have benefits too.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Cerebral Confiscation
1 So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Pack 2 Pick 10: Hotshot Investigators
Behind the Mask
1 This type of card rarely works out in Limited, and I think even at one mana I’m not super interested in this. It’s easy to look at this and see it as a trick with multiple modes – and that is what it is, but reducing a creature to 1/1 or growing a creature to 4/3, or turning a clue into a 4/3, while possibilities is only useful situationally. You need stat-lines to line up just right, and if you’re turning your 2/2 or something into a 4/3 it’s really not worth it. Furthermore, shrinking an opposing creature to a 1/1 is only relevant or useful when your opponent attacks with the right creature that you actually want to remove. Basically, this is too situational to do something worthwhile very often.
Case of the Trampled Garden
3 What this gives you up front is fairly acceptable, and Green decks will certainly be capable of solving this. Once you do, buffing an attacking creature every turn is going to feel pretty good. Still, it doesn’t do a ton up front.
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Pack 2 Pick 11: Jaded Analyst
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Basilica Stalker
2.5 It's never going to feel like you’re getting great value with the Stalker, whether you disguise it first or otherwise. But it probably won't feel bad either.
Pack 2 Pick 12: Soul Search
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
Agency Coroner
2 This is a lot of mana for the usual sacrifice a creature draw a card effect, but the fact you’ll sometimes draw two helps soften that blow.
Pack 3 Pick 1: Cold Case Cracker
Basilica Stalker
2.5 It's never going to feel like you’re getting great value with the Stalker, whether you disguise it first or otherwise. But it probably won't feel bad either.
Cease
2.5 The Cease side lets you hate on the graveyard while replacing itself which…probably wouldn’t be good enough to make the main deck in this format. The Desist side is more situational, but there are definitely going to be board states in this format where it really impacts the board, and most of the time when you get to 6 mana it has a pretty good chance at destroying something, just…hopefully not your stuff.
Call a Surprise Witness
2.5 We’ve seen two mana spells that reanimate small creatures and give them a little buff work out reasonably well of late, and I think this is another one of those. It does take set up, and a deck made up of the right composition, but I don’t think it will be hard to feel like you’re getting a good deal when you can cast this.
Vengeful Tracker
2.5 This has a solid baseline, and against some opponents relying on Clues it can be really punishing.
Repulsive Mutation
3 because leaving up mana and hoping your opponent plays into it can be a really serious problem. You have to be careful about using them.
Projektor Inspector
2.5 A three mana 3/2 that loots on ETB is decent, and looting with this more than once isn’t impossible.
Make Your Move
2 We see this type of removal that only hits big creatures all the time, and it’s usually pretty mediocre, simply because its too narrow. They usually don’t even make the cut in your main deck. But, stapling Disenchant to it is a pretty big upgrade, especially in a set that has a fair number of both, probably makes this into a solid playable, and I think it even has a shot at being better than that.
Basilica Stalker
2.5 It's never going to feel like you’re getting great value with the Stalker, whether you disguise it first or otherwise. But it probably won't feel bad either.
Person of Interest
3.5 4-mana for a 2/2 and a 2/2 Menace that can’t block is a pretty amazing rate. Not much more to say there, but this is a really good Common.
Cold Case Cracker
3 A 4-mana 3/3 Flyer isn’t what it once was, but it’s not a bad stat-line, and this one replaces itself with a valuable Clue and it has a useful creature type.
Tunnel Tipster
4 A two mana 1/1 that can tap for green is already a C-level card, and this has legitimate potential to grow throughout the game, which means it can stay more relevant than most mana dorks. Of course, if you draw it late it isn’t the most impressive thing ever, but playing this on turn two and playing a couple of Disguise creatures seems like a super common play pattern. This Common looks quite good.
Offender at Large
2 Just playing this face up is going to be the play more often than not, and when you do it has a reasonable shot at giving you an attack you didn’t have before. This is the type of disguise creature you probably only play face down when you’ve got nothing else going on on turn three. Either way, this card looks like it will have trouble making the cut sometimes.
Pack 3 Pick 2: Makeshift Binding
Fae Flight
3 This Aura looks quite good. Obviously, the ideal situation is to cast it in response to removal, in which case you’re left with a buffed evasive creature, and you’ve already taken a card of value away from your opponent. But this also has the upside all Flying auras do, w hich is that you can just…slap it on some big monster and quickly win the game.
Soul Enervation
4 This is a good removal spell, even without the creatures leaving your graveyard upside, and that means even if your deck has absolutely 0 ways to remove creatures from your graveyard, this will perform well enough to be included. And, most Black decks will be able to trigger the drain life effect on this at least a couple of times a game, and once you’ve done that you’re going to feel like you’ve really gotten there.
Forum Familiar
2.5 This is a Disguise creature that you’re going to want to play face down about 99% of the time., since if you don’t, it’s just a vanilla one mana 1/1 and those tend to get irrelevant quickly. However, if you play this face down it’s going to be pretty darn relevant thanks to its ability to bounce your permanents. You can do this to rebuy ETBs or help a creature dodge removal and stuff like that, but you can even just return a land if you just want the Familiar to be a 2/2. Obviously that’s not optimal, but it’s something. I think this will lie in wait and have big impacts on many games. This also gives us back-to-back white Disguise creatures who can turn face up and blank removal, so that’s something your’e going to have to keep in mind.
Call a Surprise Witness
2.5 We’ve seen two mana spells that reanimate small creatures and give them a little buff work out reasonably well of late, and I think this is another one of those. It does take set up, and a deck made up of the right composition, but I don’t think it will be hard to feel like you’re getting a good deal when you can cast this.
Culvert Ambusher
2 This kind of effect doesn’t always play well. There just aren’t always situations where it matters. Still, when it does matter, it feels a bit like situational removal, and it’s stapled to a creature with okayish stats, not to mention Disguise upside.
Unauthorized Exit
2 This card is always pretty decent. You go down a card in most cases, but you get some nice tempo, and Surveil 1 can improve your next draw and/or load your graveyard. It is hurt a little bit by the absence of a dedicated spell deck in the format.
Extract a Confession
3.5 This looks like a great common. Edicts tend to be at their best when your opponent has the fewest creatures. That usually means the early game. But thanks to collevt evidence here, this stays pretty good by the mid to late game, as getting rid of your opponents highest power creature will also mean their best creature loke 80 percent of the time.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Benthic Criminologists
2.5 These are some medium stats, but giving up Clues or other artifacts to draw cards is certainly worthwhile. And this can do it a couple of times in most cases.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Undercover Crocodelf
2 So…without Disguise this wouldn’t be very good. A 6-mana 5/5 just doesn’t move the needle, especially one that can only do something if it hits your opponent. Disguise does enough to make this playable, though, because you can get it on the board much earlier of course, but you can also find a way to sneak it in and get that clue more easily.
Makeshift Binding
4 This is an excellent Common. Even if it didn’t gain you 2 life, it’d be premium removal, and once you tack on that life gain we’re talking about arguably the best White Common in the set. Removing something and gaining life a the same time is one of the best ways to get back ahead from behind.
Pack 3 Pick 3: Fae Flight
Lightning Helix
4 This is a pretty sweet reprint, and an incredibly powerful removal spell. Don’t underestimate just how good it is to simultaneously remove a creature and gain life. That can alter a game in your favor in a big way, and it can even go after the opponent. It’s certainly premium removal.
Cornered Crook
4 There are no shortage of Clues in the format, and even giving up a full card for the bolt effect is going to be worthwhile a big chunk of the time. This will feel like a 2-for-1 when you can give up a clue, and you’ll still come out ahead most of the time if you have to give up something else.
Crime Novelist
3 It has a pretty ugly starting point, but if you have Clues and other artifacts and sacrifice stuff, this can get big. And because Clues draw you cards, the mana might actually matter too.
Case of the Gorgon's Kiss
2.5 If you can solve this the value is insane, and it can certainly set that up for you. On the flip side, it also the potential to do absolutely nothing.
Fae Flight
3 This Aura looks quite good. Obviously, the ideal situation is to cast it in response to removal, in which case you’re left with a buffed evasive creature, and you’ve already taken a card of value away from your opponent. But this also has the upside all Flying auras do, w hich is that you can just…slap it on some big monster and quickly win the game.
Gearbane Orangutan
1.5 If you can either destroy an opposing artifact, or give up an expendable artifact when you play this, it’ll be fine. Ideally of course, you give up a clue. Still, I think there are going to be enough situations where neither mode is useful and this is a miserable card when that happens.
Galvanize
4 Two mana instant deal threes are always great, and this one will do 5 a chunk of the time.
Museum Nightwatch
2.5 Spending 4 mana to get a 3/2 and a 2/2 is decent, and you can Disguise this to keep your opponent from knowing that it will leave value behind.
Pick Your Poison
0.5 Even at one mana and with all these modes, this still feels like it won't do enough far too often. I think it's a sideboard card.
Snarling Gorehound
2.5 A one mana 1/1 Menace feels pretty nice on turn one, and this is likely to give you some card selection and graveyard synergy throughout the game. Seems like nice value for one mana.
Deduce
2.5 This is a nice little card draw spell, because it ultimately gives you a 2-for-1, and there’s lots of additional upside for making Clue tokens in the format. You probably don’t want too many of these because they don’t really add to the board.
Pack 3 Pick 4: No More Lies
No More Lies
2 A harder to cast mana leak, even with exile upside, isn't that good in Limited. It can hit some stuff early, but being able to leave up this mana is far from a guarantee. Then, the longer the game goes on, the less useful it is, because your opponent is more likely to be able to pay the tax.
Vengeful Tracker
2.5 This has a solid baseline, and against some opponents relying on Clues it can be really punishing.
Caught Red-Handed
1 At first an instant speed threaten sounds really good, but because this one suspects the creature you grab, it can’t actually be used to block an opposing attacker or anything like that, so it being an instant isn’t a huge deal. 5 mana for a threaten just feels like too much, even if the creature does get menace. The “can’t be countered” line of text does mean you can go after Disguise creatures, but this format doesn’t even have that prominent of a creature sacrifice them.
Culvert Ambusher
2 This kind of effect doesn’t always play well. There just aren’t always situations where it matters. Still, when it does matter, it feels a bit like situational removal, and it’s stapled to a creature with okayish stats, not to mention Disguise upside.
Get a Leg Up
3 This trick gives +1/+1 as a floor, and it can give a way bigger boost than that. We've seen this card before without the Reach, and it's always a good trick.
Make Your Move
2 We see this type of removal that only hits big creatures all the time, and it’s usually pretty mediocre, simply because its too narrow. They usually don’t even make the cut in your main deck. But, stapling Disenchant to it is a pretty big upgrade, especially in a set that has a fair number of both, probably makes this into a solid playable, and I think it even has a shot at being better than that.
Behind the Mask
1 This type of card rarely works out in Limited, and I think even at one mana I’m not super interested in this. It’s easy to look at this and see it as a trick with multiple modes – and that is what it is, but reducing a creature to 1/1 or growing a creature to 4/3, or turning a clue into a 4/3, while possibilities is only useful situationally. You need stat-lines to line up just right, and if you’re turning your 2/2 or something into a 4/3 it’s really not worth it. Furthermore, shrinking an opposing creature to a 1/1 is only relevant or useful when your opponent attacks with the right creature that you actually want to remove. Basically, this is too situational to do something worthwhile very often.
Person of Interest
3.5 4-mana for a 2/2 and a 2/2 Menace that can’t block is a pretty amazing rate. Not much more to say there, but this is a really good Common.
Pick Your Poison
0.5 Even at one mana and with all these modes, this still feels like it won't do enough far too often. I think it's a sideboard card.
Extract a Confession
3.5 This looks like a great common. Edicts tend to be at their best when your opponent has the fewest creatures. That usually means the early game. But thanks to collevt evidence here, this stays pretty good by the mid to late game, as getting rid of your opponents highest power creature will also mean their best creature loke 80 percent of the time.
Pack 3 Pick 5: Projektor Inspector
Riftburst Hellion
2.5 This isn’t going to feel amazing either way you get the 6/7 with Reach, but the fact that it IS a huge creature with the upside of being castable as a three mana 2/2 Ward 2 makes it worthwhile.
Push
4 The Push half is where you’re going to get about 90% of the value here, as it’s a solid removal spell. But…having the Pull half is definitely upside, because in the right situation it can just end the game.
Projektor Inspector
2.5 A three mana 3/2 that loots on ETB is decent, and looting with this more than once isn’t impossible.
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Extract a Confession
3.5 This looks like a great common. Edicts tend to be at their best when your opponent has the fewest creatures. That usually means the early game. But thanks to collevt evidence here, this stays pretty good by the mid to late game, as getting rid of your opponents highest power creature will also mean their best creature loke 80 percent of the time.
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.
Topiary Panther
2.5 This fixes your mana well and sets up Collect Evidence 6 in the early game, and in the late game it's a passable creature.
Riftburst Hellion
2.5 This isn’t going to feel amazing either way you get the 6/7 with Reach, but the fact that it IS a huge creature with the upside of being castable as a three mana 2/2 Ward 2 makes it worthwhile.
Pack 3 Pick 6: Cold Case Cracker
Slice from the Shadows
3.5 Uncounterability actually matters in this set because of all the Disguise creatures with Ward. –X/-X is never going to feel super efficient, but it’s an instant and it scales all game, so I think it’s premium.
Chalk Outline
0.0 / 3.5 The idea here is to play cards with Collect Evidence alongside this, and if you have enough of that going on – and enough creatures in your deck – this has the potential to be a fairly absurd engine, since it effectively gives you 2 cards every time you Collect Evidence. The problem is that this does absolutely nothing up front. Still, the upside is kind of insane, and I think accessible enough in some decks for this to get a buildaround grade.
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.
Cerebral Confiscation
1 So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Defenestrated Phantom
2 No matter how you cast this, you’re really not getting a very good deal. You do still have the upside of having this big ol’ flyer you can cast in the early game, but like I said, it’s never going to feel that good. It isn’t terrible either. I’m giving it a C-.
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Cold Case Cracker
3 A 4-mana 3/3 Flyer isn’t what it once was, but it’s not a bad stat-line, and this one replaces itself with a valuable Clue and it has a useful creature type.
Gearbane Orangutan
1.5 If you can either destroy an opposing artifact, or give up an expendable artifact when you play this, it’ll be fine. Ideally of course, you give up a clue. Still, I think there are going to be enough situations where neither mode is useful and this is a miserable card when that happens.
Pack 3 Pick 7: Cold Case Cracker
Felonious Rage
2 We've seen this card before, more or less, and it’s a nice trick. The power boost lets your creature take down most stuff, and you come out ahead thanks to the token, and at only one mana it is really priced to move.
Crime Novelist
3 It has a pretty ugly starting point, but if you have Clues and other artifacts and sacrifice stuff, this can get big. And because Clues draw you cards, the mana might actually matter too.
Krovod Haunch
2.5 One to play and two to equip for +2/+0 is kind of alright, and when it isn’t meaningful enough for you, this basically becomes 4 mana to make two 1/1 tokens and gain you three life. Neither mode is crazy of course, but the modality this gives you makes it a decent inclusion. I’m giving it a C.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Offender at Large
2 Just playing this face up is going to be the play more often than not, and when you do it has a reasonable shot at giving you an attack you didn’t have before. This is the type of disguise creature you probably only play face down when you’ve got nothing else going on on turn three. Either way, this card looks like it will have trouble making the cut sometimes.
Cold Case Cracker
3 A 4-mana 3/3 Flyer isn’t what it once was, but it’s not a bad stat-line, and this one replaces itself with a valuable Clue and it has a useful creature type.
Undercover Crocodelf
2 So…without Disguise this wouldn’t be very good. A 6-mana 5/5 just doesn’t move the needle, especially one that can only do something if it hits your opponent. Disguise does enough to make this playable, though, because you can get it on the board much earlier of course, but you can also find a way to sneak it in and get that clue more easily.
Pack 3 Pick 8: Curious Inquiry
Wrench
2.5 All of these Cluequipments are solid or better, because they offer a decent effect, while also having the ability to be thrown away for something else when the Equipment doesn’t do enough. The stats boost here isn’t the most efficient thing ever, and the tap effect is expensive, but it certainly isn’t a bad mana sink – and the fact you can swing with something, keep it untapped, and leave mana up for the effect is nice.
Presumed Dead
2.5 This type of trick always performs fairly well, as it does enough to make a creature punch above it’s weight class, yet it still survives. It even works well against removal, and it gets particularly interesting with creatures that have ETB abilities. Suspect won’t always feel like upside, but I think it will more often than not.
Curious Inquiry
2.5 Auras that cost one blue and give a creature +1/+1 and the ability to draw you a card when they hit your opponent have a pretty good track record in Limited. This is because it can allow you to ensure that you’re going to at least break even on cards even by hitting your opponent once, and the card advantage can quickly bury your opponent. Getting a clue is a bit worse than drawing a card straight up, even in a format with clue payoffs, but this still looks like a nice card, especially in decks that have cheap evasive creatures.
Basilica Stalker
2.5 It's never going to feel like you’re getting great value with the Stalker, whether you disguise it first or otherwise. But it probably won't feel bad either.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Pack 3 Pick 9: Make Your Move
Basilica Stalker
2.5 It's never going to feel like you’re getting great value with the Stalker, whether you disguise it first or otherwise. But it probably won't feel bad either.
Repulsive Mutation
3 because leaving up mana and hoping your opponent plays into it can be a really serious problem. You have to be careful about using them.
Make Your Move
2 We see this type of removal that only hits big creatures all the time, and it’s usually pretty mediocre, simply because its too narrow. They usually don’t even make the cut in your main deck. But, stapling Disenchant to it is a pretty big upgrade, especially in a set that has a fair number of both, probably makes this into a solid playable, and I think it even has a shot at being better than that.
Basilica Stalker
2.5 It's never going to feel like you’re getting great value with the Stalker, whether you disguise it first or otherwise. But it probably won't feel bad either.
Offender at Large
2 Just playing this face up is going to be the play more often than not, and when you do it has a reasonable shot at giving you an attack you didn’t have before. This is the type of disguise creature you probably only play face down when you’ve got nothing else going on on turn three. Either way, this card looks like it will have trouble making the cut sometimes.
Pack 3 Pick 10: Benthic Criminologists
Fae Flight
3 This Aura looks quite good. Obviously, the ideal situation is to cast it in response to removal, in which case you’re left with a buffed evasive creature, and you’ve already taken a card of value away from your opponent. But this also has the upside all Flying auras do, w hich is that you can just…slap it on some big monster and quickly win the game.
Unauthorized Exit
2 This card is always pretty decent. You go down a card in most cases, but you get some nice tempo, and Surveil 1 can improve your next draw and/or load your graveyard. It is hurt a little bit by the absence of a dedicated spell deck in the format.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Benthic Criminologists
2.5 These are some medium stats, but giving up Clues or other artifacts to draw cards is certainly worthwhile. And this can do it a couple of times in most cases.
Pack 3 Pick 11: Deduce
Case of the Gorgon's Kiss
2.5 If you can solve this the value is insane, and it can certainly set that up for you. On the flip side, it also the potential to do absolutely nothing.
Pick Your Poison
0.5 Even at one mana and with all these modes, this still feels like it won't do enough far too often. I think it's a sideboard card.
Deduce
2.5 This is a nice little card draw spell, because it ultimately gives you a 2-for-1, and there’s lots of additional upside for making Clue tokens in the format. You probably don’t want too many of these because they don’t really add to the board.
Pack 3 Pick 12: Behind the Mask
Behind the Mask
1 This type of card rarely works out in Limited, and I think even at one mana I’m not super interested in this. It’s easy to look at this and see it as a trick with multiple modes – and that is what it is, but reducing a creature to 1/1 or growing a creature to 4/3, or turning a clue into a 4/3, while possibilities is only useful situationally. You need stat-lines to line up just right, and if you’re turning your 2/2 or something into a 4/3 it’s really not worth it. Furthermore, shrinking an opposing creature to a 1/1 is only relevant or useful when your opponent attacks with the right creature that you actually want to remove. Basically, this is too situational to do something worthwhile very often.
Pick Your Poison
0.5 Even at one mana and with all these modes, this still feels like it won't do enough far too often. I think it's a sideboard card.
Pack 3 Pick 13: Hotshot Investigators
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.