Spark Double
4.0 Clones are always nice, and this is one of the better ones we’ve seen. While it is Limited only to your side of the table, it is still pretty flexible, since it can copy a creature or planeswalker, and what’s more is, it comes into play with additional counters! In short, this will be your best creature or planewalker but better, and that means it isn’t too hard to get 4 mana worth of value out of it.
Price of Betrayal
0.5 Even in a set that has a ton of counters, it is pretty hard to consistently use Price of Betrayal to get rid of an opponents’ card. You’ll find yourself downgrading or weakening a card more often, and that just isn’t worth it.
Pledge of Unity
3.5 So, this is a nice signpost uncommon for GW, where you want to be both going wide and making +1/+1 counters, and obviously this helps on both fronts! This, plus Proliferate is pretty crazy!
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.
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.
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.
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.
Tamiyo's Epiphany
3.0 This lets you see up to SIX cards in your deck for only 4 mana. That’s some pretty serious card selection, and not usually the kind we see at Common. Now, it is a Sorcery, which will sometimes make it really awkward. Like, you know, if you are getting beat down you don’t really want to be drawing the Epiphany. Still, I think the upside makes it worth playing one copy of in virtually every Blue deck. Going beyond one copy is probably a little dangerous.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
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.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
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.
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.
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 1 Pick 2: Callous Dismissal
Rally of Wings
1.0 // 2.5 Obviously you need a ton of flyers for this to work out, but I think the UW will be pretty flier filled. You probably need at least 7 flyers for this to be worth it, and more would probably be better. It is flexible, in that you can use it to do lethal, but you can also use it to get larger flyers out of your way and keep your creatures alive. You can also use it to untap all your flyers to eat your opponent’s creatures. Most of the time, going aggressive with it will be best, but having the other options doesn’t hurt.
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.
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.
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!
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!
Goblin Assault Team
1.5 So, a 4-mana 4/1 with Haste would normally not be so good -- maybe it can get in for 4 once or something, but then it dies to literally everything. However, because this also leaves a +1/+1 counter behind, it helps you get around that downside. There is also additional upside here in the fact that it can trade for a ton of stuff with 4 power -- any time you can trade for something decently sized with this and get the counter, you're going to feel ok about things. I'm not sure you'll ever want more than one of these, but the first of these seems like a reasonable inclusion in most Red decks.
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.
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.
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.
Jaya's Greeting
4.0 Two mana to do 3 to something at Instant speed is already premium, so adding Scry is just icing on the cake.
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.
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.
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.
Pack 1 Pick 3: Tyrant's Scorn
Tyrant's Scorn
3.0 This has nice flexibility – it can kill smaller creatures, and it can bounce the ones it can’t kill. That’s a pretty good deal, and allows it to have at least some impact on virtually every creature in the set.
Despark
3.0 When it can kill things, it does it really efficiently. It can’t always though, and it being as situational as it is can be a bummer.
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.
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.
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.
Trusted Pegasus
3.5 This is a nice aggressive card. It has good base stats, and then can bring another creature to the sky with it, which can really lead to you doing a ton of damage.
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.
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.
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.
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.
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.
Pack 1 Pick 4: Thunder Drake
Rally of Wings
1.0 // 2.5 Obviously you need a ton of flyers for this to work out, but I think the UW will be pretty flier filled. You probably need at least 7 flyers for this to be worth it, and more would probably be better. It is flexible, in that you can use it to do lethal, but you can also use it to get larger flyers out of your way and keep your creatures alive. You can also use it to untap all your flyers to eat your opponent’s creatures. Most of the time, going aggressive with it will be best, but having the other options doesn’t hurt.
Bond of Discipline
1.5 It is easy to imagine the ideal scenario here, where you cast the Bond and swing for lethal, but it just doesn’t line up that way very easily. Sure, you don’t even need lethal because of lifelink, but you still end up using a whole card just to damage your opponent and mess up the race a little. While it is more effective than a Fog, in a lot of ways this card feels like a glorified one.
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.
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.
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.
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.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Sarkhan's Catharsis
1.0 Even in a set with this many Planeswalkers I’m not very interested in a Lava Axe variant.
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.
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.
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.
Pack 1 Pick 5: Duskmantle Operative
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.
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.
Relentless Advance
1.5 You have two possibilities here: one is that you just paid 4 to put 3 +1/+1 counters onto a Zombie Army token you already have, the other is that you paid 4 mana for a 3/3 – in other words, a Hill Giant. Sure, it has some synergy with populate and other cards with Amass, but neither of those deals would be a particularly attractive card in Limited.
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.
Mana Geode
1.5 If you need fixing you could do worse than playing this.
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.
Crush Dissent
1.5 As good as Amass is in this format, I don’t like this card a whole lot. Counters that let your opponent pay mana to ignore them have to be really efficient in Limited, since they will become weaker and weaker as the game goes on. Now, the fail case here is that you still get to Amass, and that keeps it from being unplayable.
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.
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.
Pack 1 Pick 6: Trusted Pegasus
Price of Betrayal
0.5 Even in a set that has a ton of counters, it is pretty hard to consistently use Price of Betrayal to get rid of an opponents’ card. You’ll find yourself downgrading or weakening a card more often, and that just isn’t worth it.
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.
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.
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.
Trusted Pegasus
3.5 This is a nice aggressive card. It has good base stats, and then can bring another creature to the sky with it, which can really lead to you doing a ton of damage.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
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.
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.
Crush Dissent
1.5 As good as Amass is in this format, I don’t like this card a whole lot. Counters that let your opponent pay mana to ignore them have to be really efficient in Limited, since they will become weaker and weaker as the game goes on. Now, the fail case here is that you still get to Amass, and that keeps it from being unplayable.
Pack 1 Pick 7: Single Combat
Single Combat
3.5 Board sweepers that let your opponent make decisions can be pretty frustrating. I mean this is still a boardsweeper, but the fact your opponent will always hold on to their best creature is a problem, because it means that if you cast this and your opponent has the best creature on the table, you can't do anything about it. Still, I think it has enough power behind it that it is a good card, but be ready to be disappointed sometimes.
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.
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.
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.
Crush Dissent
1.5 As good as Amass is in this format, I don’t like this card a whole lot. Counters that let your opponent pay mana to ignore them have to be really efficient in Limited, since they will become weaker and weaker as the game goes on. Now, the fail case here is that you still get to Amass, and that keeps it from being unplayable.
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.
Sky Theater Strix
1.5 This is a two mana ½ Flyer that will sometimes attack for two. Not great, but not bad either.
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.
Pack 1 Pick 8: Makeshift Battalion
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.
Crush Dissent
1.5 As good as Amass is in this format, I don’t like this card a whole lot. Counters that let your opponent pay mana to ignore them have to be really efficient in Limited, since they will become weaker and weaker as the game goes on. Now, the fail case here is that you still get to Amass, and that keeps it from being unplayable.
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.
Bulwark Giant
1.5 Well, this is the kind of card that really stabilize you against an aggressive deck. 5 life is huge against decks intent on ending the game quickly, and a 3/6 is no small roadblock. Obviously, this is primarily a defensive card, and not something every White deck is after.
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.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
Pack 1 Pick 9: Guild Globe
Price of Betrayal
0.5 Even in a set that has a ton of counters, it is pretty hard to consistently use Price of Betrayal to get rid of an opponents’ card. You’ll find yourself downgrading or weakening a card more often, and that just isn’t worth 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.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
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.
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 1 Pick 10: Law-Rune Enforcer
Rally of Wings
1.0 // 2.5 Obviously you need a ton of flyers for this to work out, but I think the UW will be pretty flier filled. You probably need at least 7 flyers for this to be worth it, and more would probably be better. It is flexible, in that you can use it to do lethal, but you can also use it to get larger flyers out of your way and keep your creatures alive. You can also use it to untap all your flyers to eat your opponent’s creatures. Most of the time, going aggressive with it will be best, but having the other options doesn’t hurt.
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!
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!
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.
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.
Pack 1 Pick 11: Prismite
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.
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.
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 1 Pick 12: Totally Lost
Rally of Wings
1.0 // 2.5 Obviously you need a ton of flyers for this to work out, but I think the UW will be pretty flier filled. You probably need at least 7 flyers for this to be worth it, and more would probably be better. It is flexible, in that you can use it to do lethal, but you can also use it to get larger flyers out of your way and keep your creatures alive. You can also use it to untap all your flyers to eat your opponent’s creatures. Most of the time, going aggressive with it will be best, but having the other options doesn’t hurt.
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.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Pack 1 Pick 13: Return to Nature
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.
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.
Pack 1 Pick 14: Steady Aim
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 1: Tamiyo's Epiphany
Finale of Promise
0.0 // 3.0 Paying 5 mana to copy two 3 mana or less spells in your graveyard sounds like a good deal to me, for example – and that’s not some crazy scenario. That said, it IS a bit of a buildaround, because you have to have enough reasonably costed instants and sorceries in your deck to make it work. It might be tempting to first pick because it is such a sweet card, and I think doing it in a weak pack might be ok because it does have a high ceiling.
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.
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.
Deathsprout
4.0 Killing a creature for 4 mana at instant speed AND fixing your mana is great. This is one of the best uncommons 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.
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.
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!
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.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Wall of Runes
1.5 If you’re a defensive deck, you’ll play this and it will be passable. If you’re not defensive, don’t play it.
Tamiyo's Epiphany
3.0 This lets you see up to SIX cards in your deck for only 4 mana. That’s some pretty serious card selection, and not usually the kind we see at Common. Now, it is a Sorcery, which will sometimes make it really awkward. Like, you know, if you are getting beat down you don’t really want to be drawing the Epiphany. Still, I think the upside makes it worth playing one copy of in virtually every Blue deck. Going beyond one copy is probably a little dangerous.
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.
Arlinn's Wolf
2.0 A 3-mana 3/2 that can’t be blocked by smaller creatures is nice. Sometimes your 3/2 gets in trouble against a couple of 1/3s or something, and this prevents that. It isn’t anything special, but it is definitely a 3-drop you’ll play without feeling bad about.
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.
Pack 2 Pick 2: Gleaming Overseer
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.
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.
Despark
3.0 When it can kill things, it does it really efficiently. It can’t always though, and it being as situational as it is can be a bummer.
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.
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.
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.
Trusted Pegasus
3.5 This is a nice aggressive card. It has good base stats, and then can bring another creature to the sky with it, which can really lead to you doing a ton of damage.
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.
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.
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.
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.
Goblin Assault Team
1.5 So, a 4-mana 4/1 with Haste would normally not be so good -- maybe it can get in for 4 once or something, but then it dies to literally everything. However, because this also leaves a +1/+1 counter behind, it helps you get around that downside. There is also additional upside here in the fact that it can trade for a ton of stuff with 4 power -- any time you can trade for something decently sized with this and get the counter, you're going to feel ok about things. I'm not sure you'll ever want more than one of these, but the first of these seems like a reasonable inclusion in most Red 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 2 Pick 3: Ugin's Conjurant
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.
Ugin's Conjurant
3.0 X-costed creatures are nice because you can play them anywhere on your curve and they will be reasonably efficient. Now, this X-costed creature does shrink when it is damaged, but with all the Proliferate in this set, it is still a pretty good creature to have.
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.
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.
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.
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.
Sarkhan's Catharsis
1.0 Even in a set with this many Planeswalkers I’m not very interested in a Lava Axe variant.
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.
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.
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.
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.
Trusted Pegasus
3.5 This is a nice aggressive card. It has good base stats, and then can bring another creature to the sky with it, which can really lead to you doing a ton of damage.
Pack 2 Pick 4: Rescuer Sphinx
Ravnica at War
1.5 This is a very inconsistent card that it is challenging to make work more in your favor. You kind of just have to hope your opponent has the right board for this to work, and that you don’t have too many multi-colored things in play. And yeah, that last part can be accomplished somewhat in the draft, but you can’t control your opponent, and there are plenty of times when this isn’t worth casting, and you don’t really want to have that sort of thing in Limited. It does have a high ceiling, but it is wildly inconsistent.
Bond of Revival
2.0 These types of effects tend to underperform, at least 5 mana. It is nice that this one gives Haste to your creature, so maybe you get in for some damage right away. But frequently you’ll have this and all you can do is bring back a 2-drop or a 3-drop that doesn’t make a huge impact. Or worse you will draw it early when it isn’t really going to be worth it. Of course, the upside can be massive, and it certainly gets better in decks with a couple really powerful creatures – something this set has no shortage of.
Rescuer Sphinx
3.5 4-mana 3/2 with Flying isn’t a terrible place to start, and this does more than that! Returning one of your permanents to your hand can give you some value – either by making an Aura-based removal spell fall off, or by taking advantage of an ETB ability. In this set, you can also add Planeswalkers to the list, who you can bounce when they are low on loyalty. Plus, the Sphinx gets a +1/+1 counter out of the deal if it does that.
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.
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.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
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.
Tamiyo's Epiphany
3.0 This lets you see up to SIX cards in your deck for only 4 mana. That’s some pretty serious card selection, and not usually the kind we see at Common. Now, it is a Sorcery, which will sometimes make it really awkward. Like, you know, if you are getting beat down you don’t really want to be drawing the Epiphany. Still, I think the upside makes it worth playing one copy of in virtually every Blue deck. Going beyond one copy is probably a little dangerous.
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.
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.
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.
Pack 2 Pick 5: Duskmantle Operative
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.
Naga Eternal
1.0 This is a vanilla creature with mediocre stats. That’s all.
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.
Crush Dissent
1.5 As good as Amass is in this format, I don’t like this card a whole lot. Counters that let your opponent pay mana to ignore them have to be really efficient in Limited, since they will become weaker and weaker as the game goes on. Now, the fail case here is that you still get to Amass, and that keeps it from being unplayable.
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.
Mana Geode
1.5 If you need fixing you could do worse than playing this.
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.
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.
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.
Pack 2 Pick 6: Bond of Insight
Bond of Insight
0.0 // 2.5 This isn’t as good as it looks. This is because you will need a decent number of instants and sorceries for this card to actually do anything. Milling yourself and your opponent 4 cards just isn’t worth it if you aren’t also returning two instants and sorceries – even just returning one is pretty bad for 4 mana. If you have enough spells it does improve, though.
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.
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.
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.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Relentless Advance
1.5 You have two possibilities here: one is that you just paid 4 to put 3 +1/+1 counters onto a Zombie Army token you already have, the other is that you paid 4 mana for a 3/3 – in other words, a Hill Giant. Sure, it has some synergy with populate and other cards with Amass, but neither of those deals would be a particularly attractive card in Limited.
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.
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.
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.
Pack 2 Pick 7: Rescuer Sphinx
Rescuer Sphinx
3.5 4-mana 3/2 with Flying isn’t a terrible place to start, and this does more than that! Returning one of your permanents to your hand can give you some value – either by making an Aura-based removal spell fall off, or by taking advantage of an ETB ability. In this set, you can also add Planeswalkers to the list, who you can bounce when they are low on loyalty. Plus, the Sphinx gets a +1/+1 counter out of the deal if it does that.
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.
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.
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.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
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.
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.
Naga Eternal
1.0 This is a vanilla creature with mediocre stats. That’s all.
Pack 2 Pick 8: Martyr for the Cause
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.”
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.
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.
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.
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.
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.
Arlinn's Wolf
2.0 A 3-mana 3/2 that can’t be blocked by smaller creatures is nice. Sometimes your 3/2 gets in trouble against a couple of 1/3s or something, and this prevents that. It isn’t anything special, but it is definitely a 3-drop you’ll play without feeling bad about.
Pack 2 Pick 9: Wall of Runes
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.
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!
Wall of Runes
1.5 If you’re a defensive deck, you’ll play this and it will be passable. If you’re not defensive, don’t play it.
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.
Arlinn's Wolf
2.0 A 3-mana 3/2 that can’t be blocked by smaller creatures is nice. Sometimes your 3/2 gets in trouble against a couple of 1/3s or something, and this prevents that. It isn’t anything special, but it is definitely a 3-drop you’ll play without feeling bad about.
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.
Pack 2 Pick 10: Wanderer's Strike
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.
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.
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.
Goblin Assault Team
1.5 So, a 4-mana 4/1 with Haste would normally not be so good -- maybe it can get in for 4 once or something, but then it dies to literally everything. However, because this also leaves a +1/+1 counter behind, it helps you get around that downside. There is also additional upside here in the fact that it can trade for a ton of stuff with 4 power -- any time you can trade for something decently sized with this and get the counter, you're going to feel ok about things. I'm not sure you'll ever want more than one of these, but the first of these seems like a reasonable inclusion in most Red 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 2 Pick 11: Trusted Pegasus
Sarkhan's Catharsis
1.0 Even in a set with this many Planeswalkers I’m not very interested in a Lava Axe variant.
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.
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.
Trusted Pegasus
3.5 This is a nice aggressive card. It has good base stats, and then can bring another creature to the sky with it, which can really lead to you doing a ton of damage.
Pack 2 Pick 12: No Escape
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.
Tamiyo's Epiphany
3.0 This lets you see up to SIX cards in your deck for only 4 mana. That’s some pretty serious card selection, and not usually the kind we see at Common. Now, it is a Sorcery, which will sometimes make it really awkward. Like, you know, if you are getting beat down you don’t really want to be drawing the Epiphany. Still, I think the upside makes it worth playing one copy of in virtually every Blue deck. Going beyond one copy is probably a little dangerous.
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.
Pack 2 Pick 13: Naga Eternal
Naga Eternal
1.0 This is a vanilla creature with mediocre stats. That’s all.
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 14: Teyo's Lightshield
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.
Pack 3 Pick 1: Soul Diviner
Soul Diviner
3.5 This set is absolutely loaded with +1/+1 counters and loyalty counters, as well as proliferate, meaning even more counters. Being able to turn counters into cards is a great deal -- +1/+1 counters are nice, sure – but not usually worth a whole card, same with Loyalty counters in most cases – so being able to turn them into that is very strong. On top of all that, the Diviner is a 2-mana 2/3, which obviously holds up pretty well on the vanilla test. I think your average UB deck in this format probably has 4-5 cards that put a counter somewhere, and even if this only draws you the one card, you’re going to feel pretty good.
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.
Deathsprout
4.0 Killing a creature for 4 mana at instant speed AND fixing your mana is great. This is one of the best uncommons in the set.
Tibalt, Rakish Instigator
3.5 The whole “Your opponents can’t gain life” thing is unlikely to come up in Limited very often, but the ability to make a devil the turn he comes down, and another on the next turn – assuming he’s still around, isn’t too shabby. They can effectively protect him, while also having the threat of taking down two X/1s, and anything with 2 toughness. I mean, he isn’t great by any stretch – but he seems decent.
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.
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.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
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.
Arlinn's Wolf
2.0 A 3-mana 3/2 that can’t be blocked by smaller creatures is nice. Sometimes your 3/2 gets in trouble against a couple of 1/3s or something, and this prevents that. It isn’t anything special, but it is definitely a 3-drop you’ll play without feeling bad about.
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.
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.
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.
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.
Pack 3 Pick 2: Tyrant's Scorn
Deliver Unto Evil
2.0 3 mana to get two cards back from the graveyard will normally be what you get with this. That’s not bad, but the fact your opponent gets to choose will sometimes be pretty rough. It will get better the later the game goes and the more powerful options you have in your graveyard.
Rubblebelt Rioters
3.0 This can often attack pretty hard right away, but it also becomes less relevant as the game goes long as a result of not really having any evasion.
Tyrant's Scorn
3.0 This has nice flexibility – it can kill smaller creatures, and it can bounce the ones it can’t kill. That’s a pretty good deal, and allows it to have at least some impact on virtually every creature in the set.
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.
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.
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.
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.
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.
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.
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.
Tamiyo's Epiphany
3.0 This lets you see up to SIX cards in your deck for only 4 mana. That’s some pretty serious card selection, and not usually the kind we see at Common. Now, it is a Sorcery, which will sometimes make it really awkward. Like, you know, if you are getting beat down you don’t really want to be drawing the Epiphany. Still, I think the upside makes it worth playing one copy of in virtually every Blue deck. Going beyond one copy is probably a little dangerous.
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.
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.
Pack 3 Pick 3: Eternal Skylord
Eternal Skylord
4.0 So, you pay 5 mana here to always get 5/5 worth of stats, and 2/2 of that will have flying. If you already have an Army in play, it getting flying and +2/+2 right away is great. You can play this and have it be great in a deck with 0 other ways to make Armies, too, because it is just efficient on its own. Because of all that, this is one of the better uncommons in the set.
Bleeding Edge
4.0 This will frequently feel like a 3-mana 2/2 that destroys a creature when it enters the battlefield – and that’s a great card. It definitely will feel a bit less good to put counters on an Army already in play, but it is still a reasonable deal. The -2/-2 can’t kill everything of course, but it does enough for me to want to value this really highly.
Saheeli's Silverwing
1.5 There isn’t enough of an artifact sub-theme in the set that you want to play sub-par cards just because they are artifacts, and that’s what this is. 4 mana for a 2/3 flyer is not a good rate, and the ETB ability it has is not the most relevant. It gives you some minor information, and that’s not enough to overcome these bad stats.
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.
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.
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.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
Tithebearer Giant
3.0 Because this is fairly expensive and has mediocre stats you don’t normally want more than one of these, but the first copy is pretty nice. Because it draws you a card and has a reasonable body, you’re virtually always going to get a 2-for-1 out of this, and 2-for-1s go a long way towards helping you win.
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.
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.
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.
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.
Pack 3 Pick 4: Spellkeeper Weird
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.
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.
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.
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.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
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.
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.
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.
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.
Crush Dissent
1.5 As good as Amass is in this format, I don’t like this card a whole lot. Counters that let your opponent pay mana to ignore them have to be really efficient in Limited, since they will become weaker and weaker as the game goes on. Now, the fail case here is that you still get to Amass, and that keeps it from being unplayable.
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.
Pack 3 Pick 5: Spellkeeper Weird
Tomik, Distinguished Advokist
2.5 I mean, a 2-mana 2/3 flyer is good and all, but the mana cost here isn’t the easiest, and your chances of actually playing it on turn 2 in Limited are not so good because of that. The rest of the textbox on this card is irrelevant in Limited.
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.
Relentless Advance
1.5 You have two possibilities here: one is that you just paid 4 to put 3 +1/+1 counters onto a Zombie Army token you already have, the other is that you paid 4 mana for a 3/3 – in other words, a Hill Giant. Sure, it has some synergy with populate and other cards with Amass, but neither of those deals would be a particularly attractive card in Limited.
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.
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.
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.
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.
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.
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.
Naga Eternal
1.0 This is a vanilla creature with mediocre stats. That’s all.
Pack 3 Pick 6: Thunder Drake
Ravnica at War
1.5 This is a very inconsistent card that it is challenging to make work more in your favor. You kind of just have to hope your opponent has the right board for this to work, and that you don’t have too many multi-colored things in play. And yeah, that last part can be accomplished somewhat in the draft, but you can’t control your opponent, and there are plenty of times when this isn’t worth casting, and you don’t really want to have that sort of thing in Limited. It does have a high ceiling, but it is wildly inconsistent.
Nahiri, Storm of Stone
3.0 Her static ability is nice, since it can enable so many attacks that weren't possible otherwise -- first strike can be a real game changer. But her value comes from the fact that she's also a reasonable removal spell. For 4 mana, she can take down tapped creatures with up to SIX toughness. And sure, killing something that is tapped usually means it hit you first, and that's never great, but when it comes with the additional upside of perhaps being able to kill 2 or 3 creatures, and First Strike for your team, that’s not too bad.
Prison Realm
4.0 This is excellent removal, taking down any creature or planeswalker no questions asked. Adding Scry to the equation is nice too. And yeah, if it gets blown up your opponent gets their thing back, but the efficiency, power, and flexibility it offers makes that a worthwhile risk.
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.
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.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
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.
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.
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.
Pack 3 Pick 7: Callous Dismissal
Naga Eternal
1.0 This is a vanilla creature with mediocre stats. That’s all.
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.
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.
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.
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.”
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.
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.
Jaya's Greeting
4.0 Two mana to do 3 to something at Instant speed is already premium, so adding Scry is just icing on the cake.
Pack 3 Pick 8: Toll of the Invasion
Rubblebelt Rioters
3.0 This can often attack pretty hard right away, but it also becomes less relevant as the game goes long as a result of not really having any evasion.
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.”
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.
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.
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.
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.
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 9: Banehound
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.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
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.
Arlinn's Wolf
2.0 A 3-mana 3/2 that can’t be blocked by smaller creatures is nice. Sometimes your 3/2 gets in trouble against a couple of 1/3s or something, and this prevents that. It isn’t anything special, but it is definitely a 3-drop you’ll play without feeling bad about.
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.
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.
Pack 3 Pick 10: No Escape
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.
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.
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.
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.
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.
Pack 3 Pick 11: Totally Lost
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
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.
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.
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.
Pack 3 Pick 12: Giant Growth
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.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
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.
Pack 3 Pick 13: Naga Eternal
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.
Naga Eternal
1.0 This is a vanilla creature with mediocre stats. That’s all.
Pack 3 Pick 14: Forced Landing
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.