Elesh Norn, Mother of Machines
4.5 A 5-mana 4/7 with Vigilance is already a card you’d play in most formats. It can attack and block well, and of course Vigilance makes it easy to do both. So, the additional upside here is awesome! She doubles your ETB triggers and cancels your opponents, and these days there are lots of cards that have those types of effects. I think she does enough to get into the lower bomb range, especially because even if you don’t have a deck with a critical mass of ETB triggers, the addition of shutting down opposing triggers makes it more likely she has a real effect in addition to the statline
Necrogen Rotpriest
3.5 Black/Green is a grinder Toxic deck, as the Rotpriest shows you. It provides a medium defensive body, along with all kinds of toxic upside – you get to poison stuff more quickly, and granting death touch to toxic stuff is nice all game. On some boards, you’re going to put your opponent in a spot where they have to get a significant number of poison counters or set up an ugly block against your potential deathtouch creature. Threat of activation will be pretty real there!
Evolving Adaptive
3.5 If you play it early, it is going to get absolutely massive, and is a one drop that can potentially take the game over. It does get worse the later you play it, but it is still likely to grow basically any time you play a creature at that point
Feed the Infection
1.5 Lately, Sorcery-speed card draw effects that make you lose life have felt pretty bad, since you spend a significant amount of mana, don’t add to the board, and actually help out your aggressive opponent. However, I do think making your opponent lose 3 as well is a significant upgrade, but it still might be too slow
Hazardous Blast
1.5 // 2.5 We’ve seen this card before, more or less, and in the right deck it can be a pretty good way to end the game, as turning off all blocking can really allow you to do a ton of damage. In a pinch, it can also sweep away a bunch of X/1s, like Mite tokens and the like – so it sort of has an alternate mode, but certainly the most powerful thing to do with it is use it to let you alpha strike for the win. With Toxic in the format, it may be easier than normal to set up lethal too, since you can threaten with both poison counters and damage
Infectious Inquiry
2.0 Black usually gets a three mana Common that does some version of draw 2 lose 2, and it is usually a passable card. Not adding to the board can be a liability, and this format does feel like it will be a fast one – so you never really want more than one of these. That first copy seems alright, though.
Escaped Experiment
2.0 On its own, this is a two mana 2/1 that gives -1/-0 to an opposing creature when it attacks, and its ability can lower power a lot more than that! This can often enable nice attacks not just for the Experiment, but the board. That said, it doesn’t really change the ability of your opponent’s creatures to block effectively. They may not be able to kill things they tussle with, but if they could already block your stuff and survive – that will still be true.
Contagious Vorrac
4.0 This is a great Common. If this could only proliferate, or only get a land from the top four, it would be a good Common – having the option between both is great. It can help you hit your land drop when you need it to, and then you can Proliferate in the later game and get some nice value.
Duelist of Deep Faith
3.0 This is going to be a pain to block all game long, and that goes really well alongside Toxic. That makes this a pretty high quality Common
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Skyscythe Engulfer
1.5 If you’re behind, it can hang back and block even flyers, and if you’re ahead, it can attack pretty hard. I wish there was some sort of ETB associated with it so you got some permanent value, though. Six mana is a lot to not get something like that!
Charge of the Mites
2.5 While you’re overpaying a bit for each of these modes individually, the modality here is definitely nice! If you’re good at going wide – and if you’re in White you probably are – it can be a reasonable removal spell. If you’re having a hard time getting your board going, it can give you a couple of mites!
Lattice-Blade Mantis
3.0 This seems pretty strong for a Common. A 4-mana 4/3 is almost passable, so adding the ability to use oil counters to buff it up to a 5/4 that untaps is really nice. This can hit pretty hard while playing both offense and defense.
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Pack 1 Pick 2: Hexgold Halberd
Magmatic Sprinter
3.5 This looks really good. A three mana 3/2 with Haste is easily a C, and this comes with some pretty real upside! You can use this to put oil counters all over the place by casting it every turn, and there are definitely reasons to do that. Or, you can choose to have this stick in play for a couple of turns at a time if you need the board presence
Vat Emergence
2.0 We have seen many 5 mana reanimation spells be complete duds. There’s one at Uncommon in most sets! They tend to underwhelm because it is hard to consistently get something back that is actually worth that hefty investment. However, there are two things going on here that that really change things. The first is Proliferate, which has synergy everywhere in the format. More importantly, though, is the fact that this lets you get something from any graveyard. That effectively doubles your chances of finding something to reanimate that is worth the mana, and that’s a big deal!
Hexgold Halberd
3.5 This looks pretty nice! It is a two mana 2/2 that has First Strike and trample on your turn, and that makes for a pretty good attacker early and a solid presence all game long. That’s sort of the floor here too, because you can move the Halberd to other stuff that can take more advantage of it!
Copper Longlegs
1.5 A two mana 1/3 Reach isn’t very good. This can give itself up to Proliferate which is nice, since it will often not be a very relevant body on the board. Still, it doesn’t seem like this will be making the cut with regularity
Goldwarden's Helm
2.0 You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
Contagious Vorrac
4.0 This is a great Common. If this could only proliferate, or only get a land from the top four, it would be a good Common – having the option between both is great. It can help you hit your land drop when you need it to, and then you can Proliferate in the later game and get some nice value.
Mandible Justiciar
3.0 A two mana 2/1 with Lifelink is usually playable anyway, and this will often be a 3/2 or larger on your turn. Seems like a great two drop for aggressive decks that care about artifacts.
The Surgical Bay
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Experimental Augury
2.5 Anticipate usually isn’t great in Limited, but tacking Proliferate on to is a pretty big deal. There are lots of counters in this set, and even payoffs for prolfierating specifically! On top of that, UR likes spells, and this kind of instant that replaces itself always gets a boost there. Basically, this will actually effect the board reasonably often thanks to the synergies in the set, while also giving you some solid card selection.
Blazing Crescendo
2.0 This is somewhat similar to Enthusiastic Study from Strixhaven, in that it gives a +3/+1 boost and draws you a card. Enthusiastic Study gave trample too, which makes it better, but I think this is still a nice trick. Now, a +3/+1 boost isn’t great, as many creatures will still die because the toughness boost is so low – but this offsets that downside by getting you that card back. And, if you do manage to make your creature survive and get the card, it will feel great
Branchblight Stalker
2.5 A two mana 3/1 with upside will usually make the cut in aggro decks, but it isn’t anything special
Maze's Mantle
2.0 A three mana Flash Aura that gives +2/+2 is a card we’ve seen before, and it was playable. If you look at this only as a combat trick it doesn’t seem that efficient, as you can usually get +2/+2 for a single mana. However, the fact this stays around to enhance that creature beyond that turn makes a big difference. The hexproof upside is going to come up sometimes too!
Duress
0.5 This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
Pack 1 Pick 3: Hexgold Slash
Churning Reservoir
1.0 // 3.0 This feels like it has the potential to be quite the value engine, as there are lots of Red cards that can do some stuff with oil counters. The token creation effect certainly isn’t the most efficient thing ever, but I can see some decks finding a way to utilize it on turns when they can. This probably needs a buildaround though, as you really need to have a critical mass of oil counters and oil counter payoffs or this just won’t do enough to be worth a card
Font of Progress
0.0 Mill strategies rarely work out in Limited, mostly because actually effecting the board is all important, and mill has almost no effect on the game until your opponent actually runs out of cards. There is a card we’ll see later in this video that can really help you win with mill, but I don’t think this one will. You don’t really want to spend your mana on this ability – you want to be playing things that are more meaningful. Even proliferating to get this to where it mills more cards isn’t going to be good enough
Apostle of Invasion
2.5 A 6-mana 4/4 flyer isn’t enough to cut it these days, and is a card that you end up not playing more often than you do – it is something like a D+. That much mana for something that inefficient is a real liability these days. You just expect more for six mana! Now, Adding Double Strike to the mix is definitely interesting, and it seems like a decent number of White decks will have accomplished that by the time the Apostle comes down.
Hexgold Slash
3.5 Even without the Toxic-hating upside this card has, it would be quite good! One mana for 2 damage just tends to be a great deal, even allowing you to trade up for lots of 3 and 4 mana cards. Toxic is really everywhere in the format too, so you’re going to be able to do the 4 damage with this at some point in most games.
Aspirant's Ascent
2.0 One mana tricks have been some pretty serious business of late, and I think this looks like another solid one. This kind of gives you two separate uses, which is great for such a low cost! First it can be used as a traditional trick to help your creature win combat with the +1/+3 boost – but you can also use it before your opponent blocks to make a big creature take to the air and crack in for a bunch of damage – along with some toxic upside
Surgical Skullbomb
2.5 Like the others, this cycles at worst, and can have a real impact on the board that still nets you a card.
Ruthless Predation
3.5 This is basically Epic Confrontation, which is a great Limited Common. +1/+2 enables a lot more of your creatures to Fight successfully, and you can often knock a blocker out of the way and swing in with your buffed creature.
The Autonomous Furnace
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Offer Immortality
2.5 This trick is always decent. It doesn’t have the upside of helping you do more damage to your opponent, but it trades that in for the flexibility of winning virtually any combat and saving your creature from most removal
Chrome Prowler
1.5 None of what this does feels especially meaningful. It has mediocre stats and an ETB ability that is underwhelming. A 3/2 with Flash can ambush block stuff, but not that effectively – it just ends up being a surprise trade or chump block. The tap effect will be nice at times, but this just doesn’t feel like it has enough of an impact to make the cut consistently.
Planar Disruption
1.5 This really leaves Pacifism and Arrest in the dust, and is a great removal spell for White. Regular Pacifism effects often have the downside of not shutting down activated abilities, so you can’t always completely remove a card – but you can do that with Planar Disruption. You still have to worry about static effects, but those are much rarer. Its great you can slap it on Artifacts and Planeswalkers too
Pack 1 Pick 4: Volt Charge
Slaughter Singer
4.0 So, GW is about Toxic aggro – and A two mana 2/2 with Toxic 2 is already pretty solid, so offering a boost to all of your toxic creatures is nice – and will feel especially good with the tokens in the format. If you get it early it will allow you to be really aggressive, and if you get it late it can still have a pretty real and immediate impact
Blightbelly Rat
3.0 A two mana 2/2 is a passable place to start – so adding both Toxic and a nice death trigger to the mix probably makes this one of the best Black Commons
Cutthroat Centurion
2.0 This can threaten to become a 4/4 any time it swings, which is pretty nice. This kind of card often gets through without you actually having to sacrifice anything to it, because the opponent just can’t muster a good block. This also combines well with the various sacrifice synergies, and being a free Sacrifice effect means it has the upside of working really well with Red’s usual Threaten effect.
Contagious Vorrac
4.0 This is a great Common. If this could only proliferate, or only get a land from the top four, it would be a good Common – having the option between both is great. It can help you hit your land drop when you need it to, and then you can Proliferate in the later game and get some nice value.
Kuldotha Cackler
2.5 This will be able to attack with higher power a decent chunk of the time for sure, but the times where it is just a lowly 2/3 will feel pretty rough.
Meldweb Strider
2.0 A 5-mana 5/5 Vigilance Vehicle with Crew 3 is probably a 1.5. That’s just not a very good rate for a card that isn’t a creature unless you do some extra work! The fact this comes with an oil counter does matter though, as it does make it so this can be a creature all on its one for one turn, and if you proliferate it can become a real problem. Of course, the upside there is still that this is just a 5-mana 5/5 with Vigilance – which is nice, but again – there is work to be done to even get it to the point where it does that consistently.
Furnace Skullbomb
1.5 I think this is probably the worst of the bunch, mostly because its effect is more niche than the others. If you don’t have a permanent that cares about oil counters, it doesn’t do anything, while the others have effects that pretty much always do something. It still can be cycled away easily, and when you can get value out of the counters it is fine, but it is a bit worse than the others.
Charge of the Mites
2.5 While you’re overpaying a bit for each of these modes individually, the modality here is definitely nice! If you’re good at going wide – and if you’re in White you probably are – it can be a reasonable removal spell. If you’re having a hard time getting your board going, it can give you a couple of mites!
Free from Flesh
2.0 One mana for +2/+2 tends to be a pretty solid boost, as you can very cheaply allow your creature to win a lot of combats. The oil counters really matter for some cards too, though sometimes you’ll end up adding oil counters on something that can’t really do anything with them.
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Volt Charge
3.5 This is a reprint of a card that was great last time! Three mana for 3 damage at instant speed is usually premium. It isn’t always going to be able to trade up, but being able to go after your opponent and being Instant speed means you’re usually getting a good deal. Proliferate is a big addition, though, as this format has plenty of counters you can get an advantage out of.
Pack 1 Pick 5: Mandible Justiciar
Prosthetic Injector
1.5 This is cheap to play and Equip, but it doesn’t feel like it is worth a whole card to me. +0/+2 is a pretty meager boost, and while Toxic and Equipment have synergy in this format, there are better options for both of those of things that are also at lower rarities!
Exuberant Fuseling
2.0 If you play this on turn one, and can back it up with tricks, Equipment, and the like, it is going to be a real problem. But that’s a lot of stuff you have to do, and if you draw this late it is going to be pretty terrible.
Mandible Justiciar
3.0 A two mana 2/1 with Lifelink is usually playable anyway, and this will often be a 3/2 or larger on your turn. Seems like a great two drop for aggressive decks that care about artifacts.
Meldweb Curator
1.5 This has a mediocre stat-line, and its ability isn’t that impressive either. Getting back removal is nice of course, but putting it on top of your library isn’t that powerful. You’ll usually have to wait a turn to get it, and if you didn’t have something worth getting out of the graveyard, you’re even more out of luck.
Adaptive Sporesinger
2.5 Both of these triggers can be pretty nice. +2/+2 and Vigilance is a boost that can really allow you to have a much better turn, since it can allow a creature to attack more effectively and stay on defense, and when Proliferate can add a bunch of counters to stuff, that will feel good too.
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Dross Skullbomb
2.5 This one can get a creature back from your graveyard and draw you a card, and once it does that you get a pretty nice 2-for-1
Hazardous Blast
1.5 // 2.5 We’ve seen this card before, more or less, and in the right deck it can be a pretty good way to end the game, as turning off all blocking can really allow you to do a ton of damage. In a pinch, it can also sweep away a bunch of X/1s, like Mite tokens and the like – so it sort of has an alternate mode, but certainly the most powerful thing to do with it is use it to let you alpha strike for the win. With Toxic in the format, it may be easier than normal to set up lethal too, since you can threaten with both poison counters and damage
Basilica Skullbomb
2.0 Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
Pack 1 Pick 6: Resistance Skywarden
Expand the Sphere
1.5 You have a pretty good chance of hitting two lands when you cast this, and that’s some pretty serious ramp – but I love that you can choose some combination of lands and proliferating when you cast this. Sometimes in the late game drawing your ramp spell is pretty awful, and this becomes a 4-mana Sorcery that Proliferates twice in that situation, and that’s often going to have a significant impact on the board. That said, format looks fast enough that there won’t be that many decks looking to take this.
Resistance Skywarden
3.0 This is a pretty nice rate! Menace and Reach can be a bit awkward together, since one is an aggressive keyword and the other is defensive, but it also means that this can do a reasonable job as an attacker and a reasonable job as a blocker. It certainly isn’t exciting, but seems like a solid 5-drop.
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Axiom Engraver
1.5 This has a mediocre stat-line, and a card that can rummage a couple of times isn’t exactly something you’re going to go after. You’ll probably play this when you’re desperate for a two drop or some oil counters, but otherwise it won’t make the cut.
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
Eye of Malcator
2.0 One of Blue’s big themes is Artifacts, and this is certainly a payoff for playing them. It is nice that it Scries up front, which means you can make sure you are more likely to hit Artifacts on your next couple turns. Still, most of these cards we see that aren’t always creatures but temporarily become creatures when X happens have been sort of underwhelming. Its just rough that the card is near irrelevant on your opponents’ turn, and often doesn’t do enough on your turn either.
Oil-Gorger Troll
3.0 A 5-mana ¾ that gains you 3 life when it enters the battlefield is not especially good, so how good this card is comes down to how often you get to draw. I think it is definitely accessible, and one this card is gaining you life and netting you a card, it is going to feel pretty sweet. This is another Green card that feels like it can do a reasonable job of throwing a monkey wrench into the plans of aggro decks, as is often the case for creatures that gain life on ETB.
Duress
0.5 This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
Blazing Crescendo
2.0 This is somewhat similar to Enthusiastic Study from Strixhaven, in that it gives a +3/+1 boost and draws you a card. Enthusiastic Study gave trample too, which makes it better, but I think this is still a nice trick. Now, a +3/+1 boost isn’t great, as many creatures will still die because the toughness boost is so low – but this offsets that downside by getting you that card back. And, if you do manage to make your creature survive and get the card, it will feel great
Pack 1 Pick 7: Barbed Batterfist
Churning Reservoir
1.0 // 3.0 This feels like it has the potential to be quite the value engine, as there are lots of Red cards that can do some stuff with oil counters. The token creation effect certainly isn’t the most efficient thing ever, but I can see some decks finding a way to utilize it on turns when they can. This probably needs a buildaround though, as you really need to have a critical mass of oil counters and oil counter payoffs or this just won’t do enough to be worth a card
Shrapnel Slinger
2.5 This can kill a decent number of creatures in the format, and there’s also plenty of noncreature artifacts it can deal with too. Sacrificing a Mite or something else expendable seems particularly nice. You also have a baseline of a 2-mana 2/2, which you’ll certainly be wanting if you don’t have something else to do on turn two
Goldwarden's Helm
2.0 You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
Kuldotha Cackler
2.5 This will be able to attack with higher power a decent chunk of the time for sure, but the times where it is just a lowly 2/3 will feel pretty rough.
Barbed Batterfist
2.5 Two mana 3/1s tend to play pretty well in aggro decks, and that’s what you get up front here – and then you have the option of moving the Equipment to other stuff – like if you really want your token to be a 2/2, or if something else can benefit from the stat boost. +1/-1 certainly isn’t amazing, but this is really cheap to play and equip, which will be especially nice with Equipment payoffs in the set.
Basilica Skullbomb
2.0 Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
Hazardous Blast
1.5 // 2.5 We’ve seen this card before, more or less, and in the right deck it can be a pretty good way to end the game, as turning off all blocking can really allow you to do a ton of damage. In a pinch, it can also sweep away a bunch of X/1s, like Mite tokens and the like – so it sort of has an alternate mode, but certainly the most powerful thing to do with it is use it to let you alpha strike for the win. With Toxic in the format, it may be easier than normal to set up lethal too, since you can threaten with both poison counters and damage
Vivisurgeon's Insight
1.5 Man, I have a hard time believing paying 5 to draw three and Proliferate is going to be worth it here. I love the card advantage of course, but paying that much and likely having only a minimal impact on the board seems like a really bad idea
Pack 1 Pick 8: Free from Flesh
Reject Imperfection
2.0 Cancel ends up being a dud more often than not. The double Blue is surprisingly difficult to get at the right time, and leaving up three mana to counter something can horribly backfire if your opponent can play around it. It is nice that it triggers when you counter something cheap, as countering something that costs less than three feels particularly bad with this kind of card, so at least you get a consolation prize
Ravenous Necrotitan
2.5 I’m not in love with this. A 4-mana 6/6 that always makes you sacrifice a creature when it enters isn’t worth it except in decks with good sacrifice fodder. And while its nice that sometimes this will just be a straight up 4-mana 6/6 with no downside, it will probably be at the point in the game where it isn’t nearly as imposing. We’re still just talking about a card that’s biggest upside is that it is a big vanilla creature, and that isn’t exciting.
Armored Scrapgorger
3.5 This looks quite good. It fixes and ramps your mana effectively, and actually can become a 3/3 in the later stages of the game, and that’s enough size to at least be relevant all game long.
Oil-Gorger Troll
3.0 A 5-mana ¾ that gains you 3 life when it enters the battlefield is not especially good, so how good this card is comes down to how often you get to draw. I think it is definitely accessible, and one this card is gaining you life and netting you a card, it is going to feel pretty sweet. This is another Green card that feels like it can do a reasonable job of throwing a monkey wrench into the plans of aggro decks, as is often the case for creatures that gain life on ETB.
Free from Flesh
2.0 One mana for +2/+2 tends to be a pretty solid boost, as you can very cheaply allow your creature to win a lot of combats. The oil counters really matter for some cards too, though sometimes you’ll end up adding oil counters on something that can’t really do anything with them.
Predation Steward
2.0 This seems like a fine two drop. The ability isn’t exactly efficient, and it is definitely clunky as a sorcery speed only effect, but it can certainly allow you to send in an attacker that couldn’t attack otherwise.
Myr Kinsmith
0.0 // 2.0 There aren’t really that many Myrs in the set, so I mostly don’t see this getting off the ground. If you have at least three Myr, it is probably worth playing, as it will be able to generate a 2-for-1. And if you have Myr Convert, this will sort of fix your mana too. It is probably unplayable in most Limited decks, and playable if you have a couple of Converts.
Pack 1 Pick 9: Lattice-Blade Mantis
Feed the Infection
1.5 Lately, Sorcery-speed card draw effects that make you lose life have felt pretty bad, since you spend a significant amount of mana, don’t add to the board, and actually help out your aggressive opponent. However, I do think making your opponent lose 3 as well is a significant upgrade, but it still might be too slow
Hazardous Blast
1.5 // 2.5 We’ve seen this card before, more or less, and in the right deck it can be a pretty good way to end the game, as turning off all blocking can really allow you to do a ton of damage. In a pinch, it can also sweep away a bunch of X/1s, like Mite tokens and the like – so it sort of has an alternate mode, but certainly the most powerful thing to do with it is use it to let you alpha strike for the win. With Toxic in the format, it may be easier than normal to set up lethal too, since you can threaten with both poison counters and damage
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Skyscythe Engulfer
1.5 If you’re behind, it can hang back and block even flyers, and if you’re ahead, it can attack pretty hard. I wish there was some sort of ETB associated with it so you got some permanent value, though. Six mana is a lot to not get something like that!
Lattice-Blade Mantis
3.0 This seems pretty strong for a Common. A 4-mana 4/3 is almost passable, so adding the ability to use oil counters to buff it up to a 5/4 that untaps is really nice. This can hit pretty hard while playing both offense and defense.
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Pack 1 Pick 10: Blazing Crescendo
Copper Longlegs
1.5 A two mana 1/3 Reach isn’t very good. This can give itself up to Proliferate which is nice, since it will often not be a very relevant body on the board. Still, it doesn’t seem like this will be making the cut with regularity
Goldwarden's Helm
2.0 You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
The Surgical Bay
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Blazing Crescendo
2.0 This is somewhat similar to Enthusiastic Study from Strixhaven, in that it gives a +3/+1 boost and draws you a card. Enthusiastic Study gave trample too, which makes it better, but I think this is still a nice trick. Now, a +3/+1 boost isn’t great, as many creatures will still die because the toughness boost is so low – but this offsets that downside by getting you that card back. And, if you do manage to make your creature survive and get the card, it will feel great
Duress
0.5 This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
Pack 1 Pick 11: The Autonomous Furnace
Font of Progress
0.0 Mill strategies rarely work out in Limited, mostly because actually effecting the board is all important, and mill has almost no effect on the game until your opponent actually runs out of cards. There is a card we’ll see later in this video that can really help you win with mill, but I don’t think this one will. You don’t really want to spend your mana on this ability – you want to be playing things that are more meaningful. Even proliferating to get this to where it mills more cards isn’t going to be good enough
Aspirant's Ascent
2.0 One mana tricks have been some pretty serious business of late, and I think this looks like another solid one. This kind of gives you two separate uses, which is great for such a low cost! First it can be used as a traditional trick to help your creature win combat with the +1/+3 boost – but you can also use it before your opponent blocks to make a big creature take to the air and crack in for a bunch of damage – along with some toxic upside
The Autonomous Furnace
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Offer Immortality
2.5 This trick is always decent. It doesn’t have the upside of helping you do more damage to your opponent, but it trades that in for the flexibility of winning virtually any combat and saving your creature from most removal
Pack 1 Pick 12: Kuldotha Cackler
Cutthroat Centurion
2.0 This can threaten to become a 4/4 any time it swings, which is pretty nice. This kind of card often gets through without you actually having to sacrifice anything to it, because the opponent just can’t muster a good block. This also combines well with the various sacrifice synergies, and being a free Sacrifice effect means it has the upside of working really well with Red’s usual Threaten effect.
Kuldotha Cackler
2.5 This will be able to attack with higher power a decent chunk of the time for sure, but the times where it is just a lowly 2/3 will feel pretty rough.
Free from Flesh
2.0 One mana for +2/+2 tends to be a pretty solid boost, as you can very cheaply allow your creature to win a lot of combats. The oil counters really matter for some cards too, though sometimes you’ll end up adding oil counters on something that can’t really do anything with them.
Pack 1 Pick 13: Prosthetic Injector
Prosthetic Injector
1.5 This is cheap to play and Equip, but it doesn’t feel like it is worth a whole card to me. +0/+2 is a pretty meager boost, and while Toxic and Equipment have synergy in this format, there are better options for both of those of things that are also at lower rarities!
Hazardous Blast
1.5 // 2.5 We’ve seen this card before, more or less, and in the right deck it can be a pretty good way to end the game, as turning off all blocking can really allow you to do a ton of damage. In a pinch, it can also sweep away a bunch of X/1s, like Mite tokens and the like – so it sort of has an alternate mode, but certainly the most powerful thing to do with it is use it to let you alpha strike for the win. With Toxic in the format, it may be easier than normal to set up lethal too, since you can threaten with both poison counters and damage
Pack 1 Pick 14: Molten Rebuke
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Pack 2 Pick 1: Kemba, Kha Enduring
Kemba, Kha Enduring
4.0 There is a lot of good Equipment in this set, so Kemba is going to thrive. The free equip when it enters isn’t always going to matter, but when it does it will be pretty insane, especially because Kemba will get an additional +1/+1! And, if the ability to make Equipment way better wasn’t enough for you, in the late game Kemba can generate tons of cat tokens. It is a little bit of a build around maybe, but this can do things that all White decks in the format will be interested in, even if Kemba isn’t doing all of those things in each of those decks.
Serum-Core Chimera
3.0 As usual, Blue/Red is into spells – but there is an oil counter theme too! Like most signposts, this looks pretty nice. A 4-mana 2/4 Flyer isn’t amazing, but is actually a solid stat-line – so the upside of drawing a card and bolting a creature or planeswalker every three spells is pretty massive. The thing I don’t love here is that there are often going to be times where you just can’t get that third oil counter, even with proliferate around
Vat Emergence
2.0 We have seen many 5 mana reanimation spells be complete duds. There’s one at Uncommon in most sets! They tend to underwhelm because it is hard to consistently get something back that is actually worth that hefty investment. However, there are two things going on here that that really change things. The first is Proliferate, which has synergy everywhere in the format. More importantly, though, is the fact that this lets you get something from any graveyard. That effectively doubles your chances of finding something to reanimate that is worth the mana, and that’s a big deal!
Rebel Salvo
4.0 This is a great removal spell. Even in a deck with 0 Equipment, it is premium. It kills almost everything and can very easily trade up. Once you have some Equipment in your deck it can get really silly.
Blazing Crescendo
2.0 This is somewhat similar to Enthusiastic Study from Strixhaven, in that it gives a +3/+1 boost and draws you a card. Enthusiastic Study gave trample too, which makes it better, but I think this is still a nice trick. Now, a +3/+1 boost isn’t great, as many creatures will still die because the toughness boost is so low – but this offsets that downside by getting you that card back. And, if you do manage to make your creature survive and get the card, it will feel great
Infectious Inquiry
2.0 Black usually gets a three mana Common that does some version of draw 2 lose 2, and it is usually a passable card. Not adding to the board can be a liability, and this format does feel like it will be a fast one – so you never really want more than one of these. That first copy seems alright, though.
Pestilent Syphoner
2.0 This seems solid enough. It represents a real threat thanks to toxic, and is likely to contribute a few poison early. Some decks will just want to turn on their corrupted effects and not actually win with poison, and this will probably be at its best in that type of deck
Annihilating Glare
3.5 This is reminiscent of Eaten Alive, a Common removal spell that played really well in a format that had lots of expendable tokens to sacrifice. You know what this format also has? That’s right, lots of expendable tokens – especially if you’re in Black/White and have access to lots of Mites.
Orthodoxy Enforcer
2.0 This is a decent Common payoff for having Artifacts, as a 4-mana 4/4 with Vigilance is a formidable body all game long. When you don’t get that going, though, this will feel pretty bad
Escaped Experiment
2.0 On its own, this is a two mana 2/1 that gives -1/-0 to an opposing creature when it attacks, and its ability can lower power a lot more than that! This can often enable nice attacks not just for the Experiment, but the board. That said, it doesn’t really change the ability of your opponent’s creatures to block effectively. They may not be able to kill things they tussle with, but if they could already block your stuff and survive – that will still be true.
Maze's Mantle
2.0 A three mana Flash Aura that gives +2/+2 is a card we’ve seen before, and it was playable. If you look at this only as a combat trick it doesn’t seem that efficient, as you can usually get +2/+2 for a single mana. However, the fact this stays around to enhance that creature beyond that turn makes a big difference. The hexproof upside is going to come up sometimes too!
Cruel Grimnarch
1.5 Oftentimes a creature that makes your opponent discard really drops off in the late game, because your opponent is in top deck mode. So, its nice that this can gain you 4 life in that situation. We’re still talking about a creature that is fairly below-rate. Adding deathtouch to a 5/5 isn’t a huge upgrade, and if your opponent just holds on to a land in the late game this will still have the usual downside this type of card has
Quicksilver Fisher
2.5 This has reasonable Flying stats and a solid ETB ability. Looting is always a nice effect to tack on to a reasonable creature.
Pack 2 Pick 2: Hexgold Slash
Necrogen Rotpriest
3.5 Black/Green is a grinder Toxic deck, as the Rotpriest shows you. It provides a medium defensive body, along with all kinds of toxic upside – you get to poison stuff more quickly, and granting death touch to toxic stuff is nice all game. On some boards, you’re going to put your opponent in a spot where they have to get a significant number of poison counters or set up an ugly block against your potential deathtouch creature. Threat of activation will be pretty real there!
Watchful Blisterzoa
2.5 So, this is basically a 6-mana 4/4 Flyer that draws you a card when it dies, and that’s a 2-for-1.. Sometimes you’ll get more oil on it and draw more cards too. That’s a reasonable enough card, even if that stat-line has felt pretty bad lately. As much as I love 2-for-1s, paying this much mana for one that doesn’t leave behind any board presence at all – and dies to lots of cheap removal – is going to feel rough sometimes. If you need a 6-drop that can finish the game and have some upside, you could do worse than this – but you can probably do better too
Necrosquito
3.0 4-mana 2/2 Flyers have felt pretty bad lately – mostly because they can die to common one mana removal. However, this can grow quite quickly, especially if you combine it with sacrifice effects. But even combat can lead to this being an impressive flyer.
Rustvine Cultivator
1.5 This doesn’t look very good. The best thing about a mana dork is that it can play you more powerful spells every turn. This can’t do that. It will finally untap a land on turn three, and while the boost is nice, the fact you had to tap this twice to get it is no small thing. Sure, you can proliferate and stuff to have to tap it less, but you’re jumping through some pretty serious hoops to make your one drop work.
Hexgold Slash
3.5 Even without the Toxic-hating upside this card has, it would be quite good! One mana for 2 damage just tends to be a great deal, even allowing you to trade up for lots of 3 and 4 mana cards. Toxic is really everywhere in the format too, so you’re going to be able to do the 4 damage with this at some point in most games.
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Bladegraft Aspirant
2.5 A three mana 2/3 with Menace is usuallya lready playable, but this also gives you some big Equipment upside! Making it cheaper to play and cheaper to put on the Aspirant is pretty serious. A menace creature is great for suiting up too
Gitaxian Raptor
3.0 A three mana ¼ flyer is an acceptable rate, so its nice that this has the upside of using oil counters to increase its power and lower its toughness. Three oil counters is a nice number to have, as just attacking with this and turning it into a 2/3 three turns in a row is going to feel pretty good.
Goldwarden's Helm
2.0 You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
Quicksilver Fisher
2.5 This has reasonable Flying stats and a solid ETB ability. Looting is always a nice effect to tack on to a reasonable creature.
Dross Skullbomb
2.5 This one can get a creature back from your graveyard and draw you a card, and once it does that you get a pretty nice 2-for-1
Whisper of the Dross
1.5 If you can kill something with this, or have it help you win combat, it will feel pretty good since you’re only spending a single mana! Problem is, those situations won’t be that easy to manufacture
Prophetic Prism
2.5 We’ve seen this before and it is always surprisingly good. Filtering mana is of course in efficient, and this doesn’t actually net you mana – but the fact this fixes your mana and replaces itself is no small thing. Actually getting a card worth of value is a big deal.
Pack 2 Pick 3: Porcelain Zealot
Vat of Rebirth
1.0 This seems like it takes too much work. If you play it early it will definitely build up counters and then reanimate something at some point, but if you get it in the mid to late game, it is likely to be a little too slow to actually do anything, and that’s a huge downside
Resistance Reunited
1.5 +2/+2 can definitely win you some combats, but it isn’t that efficient and doesn’t have that much additional upside, and you need tricks to be flexible and powerful to counteract the downside of a 2-for-1 risk, and +2/+2 for 2 doesn’t really get you there. The Equipment upside is nice – and once you’re doing that, you can turn it in to a card that blanks removal too. Even in this set, with lots of Equipment, I think you’re going to cut this a decent chunk of the time
Porcelain Zealot
3.5 This has bad base stats, but at least it can buff itself in a pinch! +1/+1 every turn can make a difference more often than you might think, and the +2/+2 boost you can give to Toxic creatures really matters, as making them harder to block profitably comes with extra value
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
Duress
0.5 This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
Mandible Justiciar
3.0 A two mana 2/1 with Lifelink is usually playable anyway, and this will often be a 3/2 or larger on your turn. Seems like a great two drop for aggressive decks that care about artifacts.
Leonin Lightbringer
2.5 Equipping this won’t be particularly hard in this format, but it isn’t like the payoff here is amazing or anything. Ward 2 does make it a nice place to put Equipment too, since it feels awful if your opponent kills something in response to you Equipping it, and this makes that a lot harder.
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
Axiom Engraver
1.5 This has a mediocre stat-line, and a card that can rummage a couple of times isn’t exactly something you’re going to go after. You’ll probably play this when you’re desperate for a two drop or some oil counters, but otherwise it won’t make the cut.
Stinging Hivemaster
3.5 This is a very nice common. A three mana 3/2 with Toxic 1 is already probably playable, so the fact it spits out a Mite when it dies is sweet. It is worth noting that the token’s inability to block does lower the value of the token – more than adding Toxic 1 makes up for
Mesmerizing Dose
3.0 This looks really good to me. Three mana to lock a creature down is usually a playable card. Sure, it doesn’t fully remove a creature, and that can be a liability sometimes – and there are lots of ways your opponent can get around this card – like by bouncing their creature. Adding Proliferate is pretty serious, though!
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Pack 2 Pick 4: Infested Fleshcutter
Bilious Skulldweller
2.5 A one mana 1/1 with Deathtouch is usually solid. Gets interesting with Fight effects too. So, adding Toxic 1 to this is a nice upgrade, as it makes it more of a problem as an attacker.
Infested Fleshcutter
1.5 I don’t love the cost of casting and equipping this, but the fact it spits out a token is pretty nice. Of course, that token can’t block – but it does mean you have somewhere to stick this thing on the next turn. +2/+0 is enough to make a lot of creatures problematic too. I obviously think this is worse than all the For Mirrodin! Equipment, because with that you get the body right away – but this kind of does a similar thing in the end, since it adds a body to the board
Bladed Ambassador
3.5 Like other recent two mana 3/1s that can become indestructible, this is going to be a great two drop. Sure, if you don’t proliferate or something, it can only use the ability once – but the great thing about this type of ability is the threat of activation is often enough for people to decide not to block or attack into it, because they end up getting 2-for-1’d in a ton of situations. So, even with only one oil counter, this will be good.
Dross Skullbomb
2.5 This one can get a creature back from your graveyard and draw you a card, and once it does that you get a pretty nice 2-for-1
Glistener Seer
2.0 One mana 0/3s are pretty underwhelming. This one does Scry a few times though, and that can be useful all game long.
Offer Immortality
2.5 This trick is always decent. It doesn’t have the upside of helping you do more damage to your opponent, but it trades that in for the flexibility of winning virtually any combat and saving your creature from most removal
The Autonomous Furnace
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Vraska's Fall
1.5 This will have its moments, but this format also has a lot of tokens and creatures who give you value when they die, and when your opponent has those to sacrifice this won’t feel worth a card at all, even with the poison counter on top
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
Thirsting Roots
2.5 This is a solid modal card. It can help you fix your mana or just hit a land drop, and it is the kind of card that can almost stand in for a land in your deck, since it is almost a modal double-faced land card! Once you have the lands you need, you can Proliferate for some nice value. Sometimes neither mode will be useful, which is a bummer – but most of the time you’ll be getting something worthwhile for the investment.
Predation Steward
2.0 This seems like a fine two drop. The ability isn’t exactly efficient, and it is definitely clunky as a sorcery speed only effect, but it can certainly allow you to send in an attacker that couldn’t attack otherwise.
Pack 2 Pick 5: Dune Mover
Resistance Skywarden
3.0 This is a pretty nice rate! Menace and Reach can be a bit awkward together, since one is an aggressive keyword and the other is defensive, but it also means that this can do a reasonable job as an attacker and a reasonable job as a blocker. It certainly isn’t exciting, but seems like a solid 5-drop.
Gulping Scraptrap
2.5 This proliferates twice which is definitely some serious upside in this set. Of course, it also happens to a dismal 5-mana 4/4.
Maze's Mantle
2.0 A three mana Flash Aura that gives +2/+2 is a card we’ve seen before, and it was playable. If you look at this only as a combat trick it doesn’t seem that efficient, as you can usually get +2/+2 for a single mana. However, the fact this stays around to enhance that creature beyond that turn makes a big difference. The hexproof upside is going to come up sometimes too!
Meldweb Strider
2.0 A 5-mana 5/5 Vigilance Vehicle with Crew 3 is probably a 1.5. That’s just not a very good rate for a card that isn’t a creature unless you do some extra work! The fact this comes with an oil counter does matter though, as it does make it so this can be a creature all on its one for one turn, and if you proliferate it can become a real problem. Of course, the upside there is still that this is just a 5-mana 5/5 with Vigilance – which is nice, but again – there is work to be done to even get it to the point where it does that consistently.
Testament Bearer
2.0 This can give you a 2-for-1 with some nice card selection, but a 4-mana 4/1 is a rough rate
Basilica Skullbomb
2.0 Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
Rustvine Cultivator
1.5 This doesn’t look very good. The best thing about a mana dork is that it can play you more powerful spells every turn. This can’t do that. It will finally untap a land on turn three, and while the boost is nice, the fact you had to tap this twice to get it is no small thing. Sure, you can proliferate and stuff to have to tap it less, but you’re jumping through some pretty serious hoops to make your one drop work.
Whisper of the Dross
1.5 If you can kill something with this, or have it help you win combat, it will feel pretty good since you’re only spending a single mana! Problem is, those situations won’t be that easy to manufacture
Mirran Bardiche
2.0 This one gives you a 5-mana 4/3 with Vigilance up front. As is the case for most of the Common For Mirrodin! Artifacts, that rate wouldn’t really be acceptable all on its own – but being able to move the boost around when you need to is nice.
Dune Mover
2.0 This kind of fixing usually isn’t great, because putting the card on top is a pretty massive difference from getting it in your hand or something. But it does have solid stats and brings Toxic to the table.
Pack 2 Pick 6: Barbed Batterfist
Transplant Theorist
3.0 I’m already considering playing a 4-mana 2/4 that loots when it ETBs, so the additional artifact upside here is nice! The last ability doesn’t come up a ton, but sometimes if a game goes long, being able to put cards on the bottom of your library is a big deal. Not only can you outlast your opponent, but if you really run out of cards you can basically decide what you draw each turn! Still, about 99% of the card’s value comes from everything else about it, and not the graveyard ability
Distorted Curiosity
3.0 Divination is a 1.5 level card a lot of the time – and that’s what the base form of this card is - not adding to the board is rough, but getting a 2-for-1 is nice, and this has the potential to only cost a single mana in the later stages of the game, which is pretty amazing. Early you can use this to help you hit a land drop or whatever, and then in the mid-to-late game you can cast this for one, and probably play at least one of the things you draw. At that point, it will feel like it is impacting the board.
Zealot's Conviction
2.5 A one mana Aura with Flash that gives +1/+1 is already somewhat acceptable. The boost isn’t massive, so it can’t win that many combats, but the fact that it leaves a permanent buff behind really matters, because it means you effect the board in the short-term and long-term when you can win combat. Then, when you get Corrupted going, this becomes really good, as +2/+1 and First Strike is going to win you most combats, and the boost is once again permanent! One mana tricks really tend to overperform, even when the lack the ability to save a creature from most removal like this
Escaped Experiment
2.0 On its own, this is a two mana 2/1 that gives -1/-0 to an opposing creature when it attacks, and its ability can lower power a lot more than that! This can often enable nice attacks not just for the Experiment, but the board. That said, it doesn’t really change the ability of your opponent’s creatures to block effectively. They may not be able to kill things they tussle with, but if they could already block your stuff and survive – that will still be true.
Annihilating Glare
3.5 This is reminiscent of Eaten Alive, a Common removal spell that played really well in a format that had lots of expendable tokens to sacrifice. You know what this format also has? That’s right, lots of expendable tokens – especially if you’re in Black/White and have access to lots of Mites.
Thirsting Roots
2.5 This is a solid modal card. It can help you fix your mana or just hit a land drop, and it is the kind of card that can almost stand in for a land in your deck, since it is almost a modal double-faced land card! Once you have the lands you need, you can Proliferate for some nice value. Sometimes neither mode will be useful, which is a bummer – but most of the time you’ll be getting something worthwhile for the investment.
Barbed Batterfist
2.5 Two mana 3/1s tend to play pretty well in aggro decks, and that’s what you get up front here – and then you have the option of moving the Equipment to other stuff – like if you really want your token to be a 2/2, or if something else can benefit from the stat boost. +1/-1 certainly isn’t amazing, but this is really cheap to play and equip, which will be especially nice with Equipment payoffs in the set.
Rustvine Cultivator
1.5 This doesn’t look very good. The best thing about a mana dork is that it can play you more powerful spells every turn. This can’t do that. It will finally untap a land on turn three, and while the boost is nice, the fact you had to tap this twice to get it is no small thing. Sure, you can proliferate and stuff to have to tap it less, but you’re jumping through some pretty serious hoops to make your one drop work.
Furnace Strider
3.0 A 5-mana 4/5 isn’t the worst rate ever, especially because this can give itself haste! On your next turn whatever you cast gains haste too if you want it to, so it feels like you’re getting a pretty solid return on your investment with this.
Pack 2 Pick 7: Axiom Engraver
Thrummingbird
3.5 This was a nice card last time we saw it, and it certainly will be here. Multiplying poison and oil is going to be something Blue decks want to do
Axiom Engraver
1.5 This has a mediocre stat-line, and a card that can rummage a couple of times isn’t exactly something you’re going to go after. You’ll probably play this when you’re desperate for a two drop or some oil counters, but otherwise it won’t make the cut.
Phyrexian Atlas
1.5 In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.
Escaped Experiment
2.0 On its own, this is a two mana 2/1 that gives -1/-0 to an opposing creature when it attacks, and its ability can lower power a lot more than that! This can often enable nice attacks not just for the Experiment, but the board. That said, it doesn’t really change the ability of your opponent’s creatures to block effectively. They may not be able to kill things they tussle with, but if they could already block your stuff and survive – that will still be true.
Vulshok Splitter
2.0 So, this is effectively a 4-mana 4/2 when it comes down – one that leaves behind a pretty clunky piece of equipment. Neither of these things is that impressive for 4 mana, but the initial creature you get out of this definitely softens the blow, especially in a format with lots of payoffs for Equipment.
Fleshless Gladiator
3.0 This seems like a solid Common. You can play it early as a bear, and then in the mid to late game it can start coming back from your graveyard, which can net you a very real advantage
Furnace Strider
3.0 A 5-mana 4/5 isn’t the worst rate ever, especially because this can give itself haste! On your next turn whatever you cast gains haste too if you want it to, so it feels like you’re getting a pretty solid return on your investment with this.
Pack 2 Pick 8: Axiom Engraver
Vat of Rebirth
1.0 This seems like it takes too much work. If you play it early it will definitely build up counters and then reanimate something at some point, but if you get it in the mid to late game, it is likely to be a little too slow to actually do anything, and that’s a huge downside
Scheming Aspirant
3.5 Proliferate is already a good thing to be doing in this format, so the fact this also lets you drain your opponent for two when you do it is great. There’s enough proliferate in the format that I think this will be a good inclusion in most Black decks
Fleshless Gladiator
3.0 This seems like a solid Common. You can play it early as a bear, and then in the mid to late game it can start coming back from your graveyard, which can net you a very real advantage
Thrill of Possibility
1.5 We’ve seen this before, and it is often the kind of card that spell decks will run, but no one else really wants to play, and even the spell decks would be happier with a lot of other instants and sorceries that draw them cards!
Myr Kinsmith
0.0 // 2.0 There aren’t really that many Myrs in the set, so I mostly don’t see this getting off the ground. If you have at least three Myr, it is probably worth playing, as it will be able to generate a 2-for-1. And if you have Myr Convert, this will sort of fix your mana too. It is probably unplayable in most Limited decks, and playable if you have a couple of Converts.
Vivisurgeon's Insight
1.5 Man, I have a hard time believing paying 5 to draw three and Proliferate is going to be worth it here. I love the card advantage of course, but paying that much and likely having only a minimal impact on the board seems like a really bad idea
Axiom Engraver
1.5 This has a mediocre stat-line, and a card that can rummage a couple of times isn’t exactly something you’re going to go after. You’ll probably play this when you’re desperate for a two drop or some oil counters, but otherwise it won’t make the cut.
Pack 2 Pick 9: Orthodoxy Enforcer
Vat Emergence
2.0 We have seen many 5 mana reanimation spells be complete duds. There’s one at Uncommon in most sets! They tend to underwhelm because it is hard to consistently get something back that is actually worth that hefty investment. However, there are two things going on here that that really change things. The first is Proliferate, which has synergy everywhere in the format. More importantly, though, is the fact that this lets you get something from any graveyard. That effectively doubles your chances of finding something to reanimate that is worth the mana, and that’s a big deal!
Infectious Inquiry
2.0 Black usually gets a three mana Common that does some version of draw 2 lose 2, and it is usually a passable card. Not adding to the board can be a liability, and this format does feel like it will be a fast one – so you never really want more than one of these. That first copy seems alright, though.
Pestilent Syphoner
2.0 This seems solid enough. It represents a real threat thanks to toxic, and is likely to contribute a few poison early. Some decks will just want to turn on their corrupted effects and not actually win with poison, and this will probably be at its best in that type of deck
Orthodoxy Enforcer
2.0 This is a decent Common payoff for having Artifacts, as a 4-mana 4/4 with Vigilance is a formidable body all game long. When you don’t get that going, though, this will feel pretty bad
Escaped Experiment
2.0 On its own, this is a two mana 2/1 that gives -1/-0 to an opposing creature when it attacks, and its ability can lower power a lot more than that! This can often enable nice attacks not just for the Experiment, but the board. That said, it doesn’t really change the ability of your opponent’s creatures to block effectively. They may not be able to kill things they tussle with, but if they could already block your stuff and survive – that will still be true.
Cruel Grimnarch
1.5 Oftentimes a creature that makes your opponent discard really drops off in the late game, because your opponent is in top deck mode. So, its nice that this can gain you 4 life in that situation. We’re still talking about a creature that is fairly below-rate. Adding deathtouch to a 5/5 isn’t a huge upgrade, and if your opponent just holds on to a land in the late game this will still have the usual downside this type of card has
Pack 2 Pick 10: Prophetic Prism
Rustvine Cultivator
1.5 This doesn’t look very good. The best thing about a mana dork is that it can play you more powerful spells every turn. This can’t do that. It will finally untap a land on turn three, and while the boost is nice, the fact you had to tap this twice to get it is no small thing. Sure, you can proliferate and stuff to have to tap it less, but you’re jumping through some pretty serious hoops to make your one drop work.
The Dross Pits
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Gitaxian Raptor
3.0 A three mana ¼ flyer is an acceptable rate, so its nice that this has the upside of using oil counters to increase its power and lower its toughness. Three oil counters is a nice number to have, as just attacking with this and turning it into a 2/3 three turns in a row is going to feel pretty good.
Dross Skullbomb
2.5 This one can get a creature back from your graveyard and draw you a card, and once it does that you get a pretty nice 2-for-1
Prophetic Prism
2.5 We’ve seen this before and it is always surprisingly good. Filtering mana is of course in efficient, and this doesn’t actually net you mana – but the fact this fixes your mana and replaces itself is no small thing. Actually getting a card worth of value is a big deal.
Pack 2 Pick 11: Axiom Engraver
Vat of Rebirth
1.0 This seems like it takes too much work. If you play it early it will definitely build up counters and then reanimate something at some point, but if you get it in the mid to late game, it is likely to be a little too slow to actually do anything, and that’s a huge downside
Duress
0.5 This is a sideboard card. Against someone who isn’t a creature heavy deck, it is worth using. Against your typical Limited deck, though, it isn’t. It will just wiff far too often, and going down a card for no effect is brutal.
Axiom Engraver
1.5 This has a mediocre stat-line, and a card that can rummage a couple of times isn’t exactly something you’re going to go after. You’ll probably play this when you’re desperate for a two drop or some oil counters, but otherwise it won’t make the cut.
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Pack 2 Pick 12: Dross Skullbomb
Dross Skullbomb
2.5 This one can get a creature back from your graveyard and draw you a card, and once it does that you get a pretty nice 2-for-1
Offer Immortality
2.5 This trick is always decent. It doesn’t have the upside of helping you do more damage to your opponent, but it trades that in for the flexibility of winning virtually any combat and saving your creature from most removal
Vraska's Fall
1.5 This will have its moments, but this format also has a lot of tokens and creatures who give you value when they die, and when your opponent has those to sacrifice this won’t feel worth a card at all, even with the poison counter on top
Pack 2 Pick 13: Gulping Scraptrap
Gulping Scraptrap
2.5 This proliferates twice which is definitely some serious upside in this set. Of course, it also happens to a dismal 5-mana 4/4.
Rustvine Cultivator
1.5 This doesn’t look very good. The best thing about a mana dork is that it can play you more powerful spells every turn. This can’t do that. It will finally untap a land on turn three, and while the boost is nice, the fact you had to tap this twice to get it is no small thing. Sure, you can proliferate and stuff to have to tap it less, but you’re jumping through some pretty serious hoops to make your one drop work.
Pack 2 Pick 14: Escaped Experiment
Escaped Experiment
2.0 On its own, this is a two mana 2/1 that gives -1/-0 to an opposing creature when it attacks, and its ability can lower power a lot more than that! This can often enable nice attacks not just for the Experiment, but the board. That said, it doesn’t really change the ability of your opponent’s creatures to block effectively. They may not be able to kill things they tussle with, but if they could already block your stuff and survive – that will still be true.
Pack 3 Pick 1: Rebel Salvo
Unctus, Grand Metatect
4.5 I guess this is what a Phyrexianized grand architect looks like! And it looks like a pretty darn good card. Just looting when your blue creatures get tapped is a nice ability to have, but also buffing lots of artifact creatures and having the ability to turn creatures into blue artifact creatures makes all of that a lot better, because it lets you turn on those very bonuses! The one downside, I guess – is that the loot isn’t optional, so you might have to be a little careful sometimes, but that’s really splitting hairs. This is going to come down and make your whole board better with ease.
Bilious Skulldweller
2.5 A one mana 1/1 with Deathtouch is usually solid. Gets interesting with Fight effects too. So, adding Toxic 1 to this is a nice upgrade, as it makes it more of a problem as an attacker.
Unnatural Restoration
1.5 We see this effect a lot, and a Regrowth that only gets permanents is not usually very good in Limited, especially if that’s all the card does. It isn’t a disaster to play, but can be underwhelming for a lot of reasons! For one thing, it doesn’t do anything until there’s a permanent in the graveyard – and it doesn’t really feel like you’re accomplishing something until there is a worthwhile permanent, so it can be a dead card for awhile!
Rebel Salvo
4.0 This is a great removal spell. Even in a deck with 0 Equipment, it is premium. It kills almost everything and can very easily trade up. Once you have some Equipment in your deck it can get really silly.
Flensing Raptor
2.5 You’ll often have another Toxic creature around, and when you do this ETB ability is some serious business. When you don’t, you still get a Wind Drake with Toxic 1. I’m giving this a 2.5
Escaped Experiment
2.0 On its own, this is a two mana 2/1 that gives -1/-0 to an opposing creature when it attacks, and its ability can lower power a lot more than that! This can often enable nice attacks not just for the Experiment, but the board. That said, it doesn’t really change the ability of your opponent’s creatures to block effectively. They may not be able to kill things they tussle with, but if they could already block your stuff and survive – that will still be true.
Ichorspit Basilisk
1.5 A three mana 1/3 Deathtouch isn’t the most impressive thing ever, but it does provide a pretty good road block. Adding Toxic to a death toucher is nice upside, since blocking this can be a real pain
Hexgold Slash
3.5 Even without the Toxic-hating upside this card has, it would be quite good! One mana for 2 damage just tends to be a great deal, even allowing you to trade up for lots of 3 and 4 mana cards. Toxic is really everywhere in the format too, so you’re going to be able to do the 4 damage with this at some point in most games.
Ichor Synthesizer
1.5 A two mana 1/3 is below-rate these days, but this does eventually become an unblockable 3/3, and that’s certainly something your opponent has to contend with. What I don’t like, is that if you don’t get this down early, your chances of getting to four oil counters are significantly curtailed, in which case you’re just playing something that is pretty close to a two mana 1/3, and I don’t like that.
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Blightbelly Rat
3.0 A two mana 2/2 is a passable place to start – so adding both Toxic and a nice death trigger to the mix probably makes this one of the best Black Commons
Glistener Seer
2.0 One mana 0/3s are pretty underwhelming. This one does Scry a few times though, and that can be useful all game long.
Charge of the Mites
2.5 While you’re overpaying a bit for each of these modes individually, the modality here is definitely nice! If you’re good at going wide – and if you’re in White you probably are – it can be a reasonable removal spell. If you’re having a hard time getting your board going, it can give you a couple of mites!
Malcator's Watcher
2.0 I like cards that replace themselves, and this has a fairly relevant body by virtue of being evasive and an Artifact.
Pack 3 Pick 2: Flensing Raptor
Trawler Drake
3.0 A three mana 1/1 Flyer isn’t good, but there are enough ways to grow this – between casting spells and Proliferating, that it won’t be that hard to make this a good investment. The big downside is that it will die to pretty much everything the turn it comes down.
Infectious Bite
4.0 Instant speed Rabid Bite is great, so tacking on Poison upside is pretty awesome. As always, you have to be a little careful about casting removal like this, but it will do the job really well most of the time.
Paladin of Predation
2.0 This is hard to chump block, and it can end the game in two swings thanks to Toxic. The stat-line isn’t amazing for the cost though, and there will still be enough boards where your opponent can just double block it to take it down. It also doesn’t deliver any bonus value you get to hold on to in the event it gets destroyed, and if I’m going to spend 7 mana, I feel like I should get something, even a bit of life or a 1/1 token would make a big difference.
Zealot's Conviction
2.5 A one mana Aura with Flash that gives +1/+1 is already somewhat acceptable. The boost isn’t massive, so it can’t win that many combats, but the fact that it leaves a permanent buff behind really matters, because it means you effect the board in the short-term and long-term when you can win combat. Then, when you get Corrupted going, this becomes really good, as +2/+1 and First Strike is going to win you most combats, and the boost is once again permanent! One mana tricks really tend to overperform, even when the lack the ability to save a creature from most removal like this
Sinew Dancer
2.0 So, if you don’t get Corrupted going, this is a pretty bad card. While Master Decoy-type creatures are nice, we’ve seen in the past that asking for four mana for such an effect is just too much, and not an effective way to use your mana on most turns. Obviously, if you can get some poison on your opponent, it gets a lot better – as one mana a turn to tap something often just feels like removal. There is some interesting synergy to be had here, as if you have three poison on your opponent, you probably have some Toxic creatures in play, in which case tapping down a blocker is going to be increasingly problematic for your opponent. That said, getting three poison on your opponent is significant set up, and the baseline card is pretty bad
Cruel Grimnarch
1.5 Oftentimes a creature that makes your opponent discard really drops off in the late game, because your opponent is in top deck mode. So, its nice that this can gain you 4 life in that situation. We’re still talking about a creature that is fairly below-rate. Adding deathtouch to a 5/5 isn’t a huge upgrade, and if your opponent just holds on to a land in the late game this will still have the usual downside this type of card has
Flensing Raptor
2.5 You’ll often have another Toxic creature around, and when you do this ETB ability is some serious business. When you don’t, you still get a Wind Drake with Toxic 1. I’m giving this a 2.5
Aspirant's Ascent
2.0 One mana tricks have been some pretty serious business of late, and I think this looks like another solid one. This kind of gives you two separate uses, which is great for such a low cost! First it can be used as a traditional trick to help your creature win combat with the +1/+3 boost – but you can also use it before your opponent blocks to make a big creature take to the air and crack in for a bunch of damage – along with some toxic upside
Thirsting Roots
2.5 This is a solid modal card. It can help you fix your mana or just hit a land drop, and it is the kind of card that can almost stand in for a land in your deck, since it is almost a modal double-faced land card! Once you have the lands you need, you can Proliferate for some nice value. Sometimes neither mode will be useful, which is a bummer – but most of the time you’ll be getting something worthwhile for the investment.
Quicksilver Fisher
2.5 This has reasonable Flying stats and a solid ETB ability. Looting is always a nice effect to tack on to a reasonable creature.
Molten Rebuke
2.0 This is red’s usual really mediocre modal removal spell. 5 mana for 5 damage at Sorcery speed isn’t anywhere close to premium – it is super clunky and firing it off on something that is cheaper than it is rough. Destroying Equipment matters a little for sure, but the fact that most Equipment in this format has “For Mirrodin!” probably means you don’t even get a full card of value if you do that
Surgical Skullbomb
2.5 Like the others, this cycles at worst, and can have a real impact on the board that still nets you a card.
Pestilent Syphoner
2.0 This seems solid enough. It represents a real threat thanks to toxic, and is likely to contribute a few poison early. Some decks will just want to turn on their corrupted effects and not actually win with poison, and this will probably be at its best in that type of deck
Pack 3 Pick 3: Ossification
Oxidda Finisher
2.5 Paying 7 for this is bad, 6 is medium, and 5 is solid. Getting it lower than that is sort of unlikely, although with For Mirrodin!, it will be easier to play more Equipment in this format than in most. Normally you can’t run a ton of it because you need the creatures to put it on, but most of the Equipment in this set gives you both. Still, getting this to 5 is a reasonable expectation, getting below that probably isn’t.
Ossification
4.0 This is a neat take on this type of removal, one we haven’t really seen since Chained to the Rocks. Basically, this is going to be a two mana removal spell, and that’s certainly premium. The only downside about this getting attached to a land is that your opponent can rid themselves of it with land destruction or enchantment destruction, and that matters but I don’t think it is a huge concern, since land destruction is mostly awful in Limited
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
Cruel Grimnarch
1.5 Oftentimes a creature that makes your opponent discard really drops off in the late game, because your opponent is in top deck mode. So, its nice that this can gain you 4 life in that situation. We’re still talking about a creature that is fairly below-rate. Adding deathtouch to a 5/5 isn’t a huge upgrade, and if your opponent just holds on to a land in the late game this will still have the usual downside this type of card has
Goldwarden's Helm
2.0 You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
Blazing Crescendo
2.0 This is somewhat similar to Enthusiastic Study from Strixhaven, in that it gives a +3/+1 boost and draws you a card. Enthusiastic Study gave trample too, which makes it better, but I think this is still a nice trick. Now, a +3/+1 boost isn’t great, as many creatures will still die because the toughness boost is so low – but this offsets that downside by getting you that card back. And, if you do manage to make your creature survive and get the card, it will feel great
Mandible Justiciar
3.0 A two mana 2/1 with Lifelink is usually playable anyway, and this will often be a 3/2 or larger on your turn. Seems like a great two drop for aggressive decks that care about artifacts.
Hazardous Blast
1.5 // 2.5 We’ve seen this card before, more or less, and in the right deck it can be a pretty good way to end the game, as turning off all blocking can really allow you to do a ton of damage. In a pinch, it can also sweep away a bunch of X/1s, like Mite tokens and the like – so it sort of has an alternate mode, but certainly the most powerful thing to do with it is use it to let you alpha strike for the win. With Toxic in the format, it may be easier than normal to set up lethal too, since you can threaten with both poison counters and damage
Meldweb Strider
2.0 A 5-mana 5/5 Vigilance Vehicle with Crew 3 is probably a 1.5. That’s just not a very good rate for a card that isn’t a creature unless you do some extra work! The fact this comes with an oil counter does matter though, as it does make it so this can be a creature all on its one for one turn, and if you proliferate it can become a real problem. Of course, the upside there is still that this is just a 5-mana 5/5 with Vigilance – which is nice, but again – there is work to be done to even get it to the point where it does that consistently.
Contagious Vorrac
4.0 This is a great Common. If this could only proliferate, or only get a land from the top four, it would be a good Common – having the option between both is great. It can help you hit your land drop when you need it to, and then you can Proliferate in the later game and get some nice value.
Fleshless Gladiator
3.0 This seems like a solid Common. You can play it early as a bear, and then in the mid to late game it can start coming back from your graveyard, which can net you a very real advantage
Basilica Skullbomb
2.0 Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
Pack 3 Pick 4: Bladed Ambassador
Mirran Safehouse
0.0 This has a cool design! Especially because it even gains the ability to tap for mana, but this won’t amount to much more than a hard-to-use 3 mana mana rock, and that’s not worth a card in Limited.
Resistance Reunited
1.5 +2/+2 can definitely win you some combats, but it isn’t that efficient and doesn’t have that much additional upside, and you need tricks to be flexible and powerful to counteract the downside of a 2-for-1 risk, and +2/+2 for 2 doesn’t really get you there. The Equipment upside is nice – and once you’re doing that, you can turn it in to a card that blanks removal too. Even in this set, with lots of Equipment, I think you’re going to cut this a decent chunk of the time
Bladed Ambassador
3.5 Like other recent two mana 3/1s that can become indestructible, this is going to be a great two drop. Sure, if you don’t proliferate or something, it can only use the ability once – but the great thing about this type of ability is the threat of activation is often enough for people to decide not to block or attack into it, because they end up getting 2-for-1’d in a ton of situations. So, even with only one oil counter, this will be good.
Sheoldred's Headcleaver
1.5 A 4-mana 2/4 with Menace is probably a 1.0 at best, and while adding Toxic to the mix is nice, this still dies to a whole lot of common double blocks
Zealot's Conviction
2.5 A one mana Aura with Flash that gives +1/+1 is already somewhat acceptable. The boost isn’t massive, so it can’t win that many combats, but the fact that it leaves a permanent buff behind really matters, because it means you effect the board in the short-term and long-term when you can win combat. Then, when you get Corrupted going, this becomes really good, as +2/+1 and First Strike is going to win you most combats, and the boost is once again permanent! One mana tricks really tend to overperform, even when the lack the ability to save a creature from most removal like this
Cruel Grimnarch
1.5 Oftentimes a creature that makes your opponent discard really drops off in the late game, because your opponent is in top deck mode. So, its nice that this can gain you 4 life in that situation. We’re still talking about a creature that is fairly below-rate. Adding deathtouch to a 5/5 isn’t a huge upgrade, and if your opponent just holds on to a land in the late game this will still have the usual downside this type of card has
Furnace Strider
3.0 A 5-mana 4/5 isn’t the worst rate ever, especially because this can give itself haste! On your next turn whatever you cast gains haste too if you want it to, so it feels like you’re getting a pretty solid return on your investment with this.
Carnivorous Canopy
1.5 There are enough Artifacts and Enchantments in this set that this it probably isn’t a disaster to run this, especially with that Proliferate upside. It is a bit of a bummer that all this Artifact spot removal is a little worse in a world with the “For Mirrodin!” mechanic, because your opponent still holds on to a token, and being a Sorcery is pretty rough too. This is mostly a sideboard card, though. I think you’ll be disappointed if this makes your main deck.
Blazing Crescendo
2.0 This is somewhat similar to Enthusiastic Study from Strixhaven, in that it gives a +3/+1 boost and draws you a card. Enthusiastic Study gave trample too, which makes it better, but I think this is still a nice trick. Now, a +3/+1 boost isn’t great, as many creatures will still die because the toughness boost is so low – but this offsets that downside by getting you that card back. And, if you do manage to make your creature survive and get the card, it will feel great
Shrapnel Slinger
2.5 This can kill a decent number of creatures in the format, and there’s also plenty of noncreature artifacts it can deal with too. Sacrificing a Mite or something else expendable seems particularly nice. You also have a baseline of a 2-mana 2/2, which you’ll certainly be wanting if you don’t have something else to do on turn two
Gitaxian Anatomist
1.5 A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
Pack 3 Pick 5: Bladed Ambassador
Bladed Ambassador
3.5 Like other recent two mana 3/1s that can become indestructible, this is going to be a great two drop. Sure, if you don’t proliferate or something, it can only use the ability once – but the great thing about this type of ability is the threat of activation is often enough for people to decide not to block or attack into it, because they end up getting 2-for-1’d in a ton of situations. So, even with only one oil counter, this will be good.
Minor Misstep
0.0 This is a nice callback to Mental Misstep, and probably has some legs in Modern – but in Limited this just doesn’t counter enough stuff
Myr Convert
3.5 This seems pretty darn good. It ramps your mana, fixes your mana, and even has kind of a decent baseline as a two mana 2/1 with Infect 1. I think that whole package is worth a pretty early pick.
Surgical Skullbomb
2.5 Like the others, this cycles at worst, and can have a real impact on the board that still nets you a card.
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Cruel Grimnarch
1.5 Oftentimes a creature that makes your opponent discard really drops off in the late game, because your opponent is in top deck mode. So, its nice that this can gain you 4 life in that situation. We’re still talking about a creature that is fairly below-rate. Adding deathtouch to a 5/5 isn’t a huge upgrade, and if your opponent just holds on to a land in the late game this will still have the usual downside this type of card has
Crawling Chorus
2.5 One mana 1/1s that replace themselves with 1/1s tend to play reasonably well, but keep in mind that these Mites are worse than most tokens we’re used to – not blocking is a big deal! If you have sacrifice outlets to use alongside this is it can be particularly nice.
Meldweb Curator
1.5 This has a mediocre stat-line, and its ability isn’t that impressive either. Getting back removal is nice of course, but putting it on top of your library isn’t that powerful. You’ll usually have to wait a turn to get it, and if you didn’t have something worth getting out of the graveyard, you’re even more out of luck.
The Hunter Maze
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Phyrexian Atlas
1.5 In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.
Pack 3 Pick 6: Plated Onslaught
Plated Onslaught
1.5 // 3.0 Here is your big payoff for going wide with Mites! Your artifacts make it cheaper, and having a bunch of artifact creatures is going to feel really good when you have a +2/+1 boost. This sort of card usually needs a build around grade, because if you don’t have enough ways to go really wide, you can’t really play it – but when you’re in the right deck, this ends a lot of games
Unctus's Retrofitter
3.5 This looks really good. A three mana 2/3 with Toxic 1 is already passable, so the fact that this can turn an artifact into a 4/4 is pretty awesome! You can animate a noncreature artifact, or upgrade an Artifact creature that is smaller than a 4/4. There are plenty of targets in the set, including things like Mite tokens, so this is often going to give you a big advantage for only three mana
Indoctrination Attendant
2.5 A 4-mana ¾ with Toxic is acceptable, and there are certainly some nice ETBs to rebuy in this format. Its nice that this can do that for you while also generating a Mite. You can even bounce a land if you want to get the 1/1!
Quicksilver Fisher
2.5 This has reasonable Flying stats and a solid ETB ability. Looting is always a nice effect to tack on to a reasonable creature.
Shrapnel Slinger
2.5 This can kill a decent number of creatures in the format, and there’s also plenty of noncreature artifacts it can deal with too. Sacrificing a Mite or something else expendable seems particularly nice. You also have a baseline of a 2-mana 2/2, which you’ll certainly be wanting if you don’t have something else to do on turn two
Compleat Devotion
2.0 Two mana for +2/+2 is a mediocre boost, but the 2-for-1 upside you get when you use this on a Toxic creature is definitely real upside. There’s enough Toxic in White that I feel like this is a 2.0
Ichorspit Basilisk
1.5 A three mana 1/3 Deathtouch isn’t the most impressive thing ever, but it does provide a pretty good road block. Adding Toxic to a death toucher is nice upside, since blocking this can be a real pain
Gitaxian Raptor
3.0 A three mana ¼ flyer is an acceptable rate, so its nice that this has the upside of using oil counters to increase its power and lower its toughness. Three oil counters is a nice number to have, as just attacking with this and turning it into a 2/3 three turns in a row is going to feel pretty good.
The Fair Basilica
2.5 This seems like a solid utility land cycle. They enter tapped, so you don’t want too many of them, but the fact you can cash them in in the later stages of the game for a card is really nice, and can help when you’re flooding out.
Pack 3 Pick 7: Bladegraft Aspirant
Encroaching Mycosynth
0.0 So, this is basically a Mycosynth Lattice that doesn’t hit lands and only affects you. And…that doesn’t seem awful in Limited. Sure, I get it, there’s artifact payoffs in the set, but the impact this has on the board will be pretty meaningless about 99% of the time, and the times where it gives you an actual card worth of value will be even rarer.
Expand the Sphere
1.5 You have a pretty good chance of hitting two lands when you cast this, and that’s some pretty serious ramp – but I love that you can choose some combination of lands and proliferating when you cast this. Sometimes in the late game drawing your ramp spell is pretty awful, and this becomes a 4-mana Sorcery that Proliferates twice in that situation, and that’s often going to have a significant impact on the board. That said, format looks fast enough that there won’t be that many decks looking to take this.
Indoctrination Attendant
2.5 A 4-mana ¾ with Toxic is acceptable, and there are certainly some nice ETBs to rebuy in this format. Its nice that this can do that for you while also generating a Mite. You can even bounce a land if you want to get the 1/1!
Glistener Seer
2.0 One mana 0/3s are pretty underwhelming. This one does Scry a few times though, and that can be useful all game long.
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
Basilica Skullbomb
2.0 Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
Dross Skullbomb
2.5 This one can get a creature back from your graveyard and draw you a card, and once it does that you get a pretty nice 2-for-1
Bladegraft Aspirant
2.5 A three mana 2/3 with Menace is usuallya lready playable, but this also gives you some big Equipment upside! Making it cheaper to play and cheaper to put on the Aspirant is pretty serious. A menace creature is great for suiting up too
Pack 3 Pick 8: Indoctrination Attendant
Cacophony Scamp
3.5 A one mana 1/1 that does 1 to something when it dies is usually a playable card – it can trade up for X/2s and it can get 2-for-1s against two X/1s! On top of that, this has proliferate upside. Getting in with this and sacrificing it to get a couple extra counters – while also pinging something for 1, is going to feel pretty good. Enhancing it with Equipment, tricks, and auras will feel especially great.
Indoctrination Attendant
2.5 A 4-mana ¾ with Toxic is acceptable, and there are certainly some nice ETBs to rebuy in this format. Its nice that this can do that for you while also generating a Mite. You can even bounce a land if you want to get the 1/1!
Cruel Grimnarch
1.5 Oftentimes a creature that makes your opponent discard really drops off in the late game, because your opponent is in top deck mode. So, its nice that this can gain you 4 life in that situation. We’re still talking about a creature that is fairly below-rate. Adding deathtouch to a 5/5 isn’t a huge upgrade, and if your opponent just holds on to a land in the late game this will still have the usual downside this type of card has
Escaped Experiment
2.0 On its own, this is a two mana 2/1 that gives -1/-0 to an opposing creature when it attacks, and its ability can lower power a lot more than that! This can often enable nice attacks not just for the Experiment, but the board. That said, it doesn’t really change the ability of your opponent’s creatures to block effectively. They may not be able to kill things they tussle with, but if they could already block your stuff and survive – that will still be true.
Sawblade Scamp
2.5 This is kind of close to being Thermo-Alchemist, and that card has been great in spell decks in several different formats at this point. This does die super easy, but it only costs one, so your opponent won’t really be able to trade up for it or anything, and if it sits around in play in your spell-heavy deck, it is going to chip in for a ton of damage. Now, it is worse that the Alchemist, because the Alchemist can do damage without the help of spells, it just does more when you have them. The Scamp doesn’t do anything when you can’t find your spells, which happens
Plague Nurse
2.0 A 4-mana ¾ with Toxic 2 is fine, and adding more Toxic to your Toxic creatures can definitely cause problems. The threat of activation is something that your opponent really has to consider on a board with a few other Toxic creatures.
Compleat Devotion
2.0 Two mana for +2/+2 is a mediocre boost, but the 2-for-1 upside you get when you use this on a Toxic creature is definitely real upside. There’s enough Toxic in White that I feel like this is a 2.0
Pack 3 Pick 9: Forgehammer Centurion
Unnatural Restoration
1.5 We see this effect a lot, and a Regrowth that only gets permanents is not usually very good in Limited, especially if that’s all the card does. It isn’t a disaster to play, but can be underwhelming for a lot of reasons! For one thing, it doesn’t do anything until there’s a permanent in the graveyard – and it doesn’t really feel like you’re accomplishing something until there is a worthwhile permanent, so it can be a dead card for awhile!
Escaped Experiment
2.0 On its own, this is a two mana 2/1 that gives -1/-0 to an opposing creature when it attacks, and its ability can lower power a lot more than that! This can often enable nice attacks not just for the Experiment, but the board. That said, it doesn’t really change the ability of your opponent’s creatures to block effectively. They may not be able to kill things they tussle with, but if they could already block your stuff and survive – that will still be true.
Ichor Synthesizer
1.5 A two mana 1/3 is below-rate these days, but this does eventually become an unblockable 3/3, and that’s certainly something your opponent has to contend with. What I don’t like, is that if you don’t get this down early, your chances of getting to four oil counters are significantly curtailed, in which case you’re just playing something that is pretty close to a two mana 1/3, and I don’t like that.
Forgehammer Centurion
2.5 This isn’t as good as some Common Red cards that can make something unable to block, because the set up is fairly significant, but when it can use that ability it will really open the floodgates on your opponent.
Glistener Seer
2.0 One mana 0/3s are pretty underwhelming. This one does Scry a few times though, and that can be useful all game long.
Malcator's Watcher
2.0 I like cards that replace themselves, and this has a fairly relevant body by virtue of being evasive and an Artifact.
Pack 3 Pick 10: Zealot's Conviction
Zealot's Conviction
2.5 A one mana Aura with Flash that gives +1/+1 is already somewhat acceptable. The boost isn’t massive, so it can’t win that many combats, but the fact that it leaves a permanent buff behind really matters, because it means you effect the board in the short-term and long-term when you can win combat. Then, when you get Corrupted going, this becomes really good, as +2/+1 and First Strike is going to win you most combats, and the boost is once again permanent! One mana tricks really tend to overperform, even when the lack the ability to save a creature from most removal like this
Cruel Grimnarch
1.5 Oftentimes a creature that makes your opponent discard really drops off in the late game, because your opponent is in top deck mode. So, its nice that this can gain you 4 life in that situation. We’re still talking about a creature that is fairly below-rate. Adding deathtouch to a 5/5 isn’t a huge upgrade, and if your opponent just holds on to a land in the late game this will still have the usual downside this type of card has
Aspirant's Ascent
2.0 One mana tricks have been some pretty serious business of late, and I think this looks like another solid one. This kind of gives you two separate uses, which is great for such a low cost! First it can be used as a traditional trick to help your creature win combat with the +1/+3 boost – but you can also use it before your opponent blocks to make a big creature take to the air and crack in for a bunch of damage – along with some toxic upside
Thirsting Roots
2.5 This is a solid modal card. It can help you fix your mana or just hit a land drop, and it is the kind of card that can almost stand in for a land in your deck, since it is almost a modal double-faced land card! Once you have the lands you need, you can Proliferate for some nice value. Sometimes neither mode will be useful, which is a bummer – but most of the time you’ll be getting something worthwhile for the investment.
Surgical Skullbomb
2.5 Like the others, this cycles at worst, and can have a real impact on the board that still nets you a card.
Pack 3 Pick 11: Vanish into Eternity
Vanish into Eternity
1.5 Six mana to exile a creature is pretty far from an ideal rate, even on an instant. It just isn’t easy for a spell that expensive to ever be premium, because you will usually overpay to kill a cheaper creature. But the fact that this can deal with other permanent types much more efficiently helps things even out. Basically this is going to be a more expensive Disenchant early, and late it can deal with anything. It definitely isn’t premium, even with its modality, but I think the first copy will make the cut in a lot of White decks.
Goldwarden's Helm
2.0 You get a three mana 2/3 up front here, which isn’t the worst baseline – especially when you have Equipment and Artifact payoffs in the format. The Boost this offers on its own is certainly very meager, though.
Meldweb Strider
2.0 A 5-mana 5/5 Vigilance Vehicle with Crew 3 is probably a 1.5. That’s just not a very good rate for a card that isn’t a creature unless you do some extra work! The fact this comes with an oil counter does matter though, as it does make it so this can be a creature all on its one for one turn, and if you proliferate it can become a real problem. Of course, the upside there is still that this is just a 5-mana 5/5 with Vigilance – which is nice, but again – there is work to be done to even get it to the point where it does that consistently.
Basilica Skullbomb
2.0 Glad to see a Phyrexian variant of the Mirrodin Spellbomb! At worst, these all cycle away while giving you some artifact synergy, and that makes it hard for them to be terrible. Then, when you have the mana, it does something reasonably significant while still replacing itself. +2/+2 and Flying is the kind of boost that matters a big chunk of the time.
Pack 3 Pick 12: Zealot's Conviction
Zealot's Conviction
2.5 A one mana Aura with Flash that gives +1/+1 is already somewhat acceptable. The boost isn’t massive, so it can’t win that many combats, but the fact that it leaves a permanent buff behind really matters, because it means you effect the board in the short-term and long-term when you can win combat. Then, when you get Corrupted going, this becomes really good, as +2/+1 and First Strike is going to win you most combats, and the boost is once again permanent! One mana tricks really tend to overperform, even when the lack the ability to save a creature from most removal like this
Carnivorous Canopy
1.5 There are enough Artifacts and Enchantments in this set that this it probably isn’t a disaster to run this, especially with that Proliferate upside. It is a bit of a bummer that all this Artifact spot removal is a little worse in a world with the “For Mirrodin!” mechanic, because your opponent still holds on to a token, and being a Sorcery is pretty rough too. This is mostly a sideboard card, though. I think you’ll be disappointed if this makes your main deck.
Gitaxian Anatomist
1.5 A 4-mana 2/5 is passable, and having the option to Proliferate can be nice, especially because Blue has lots of oil counters running around – and some poison too! It is definitely awkward you have to tap this to Proliferate, since the thing this card is best at in terms of combat is blocking, and not being able to do that for a turn might be a liability.
Pack 3 Pick 13: Phyrexian Atlas
Minor Misstep
0.0 This is a nice callback to Mental Misstep, and probably has some legs in Modern – but in Limited this just doesn’t counter enough stuff
Phyrexian Atlas
1.5 In most formats, a three mana mana rock just isn’t worth it. You need to add more meaningfully to the board, and using a card to get a small mana boost can be pretty rough. In theory, this does start doing something in the middle part of the game, but I’m still not in on this.