Reflections of Littjara
1.0 // 3.0 This format mostly doesn’t seem tribal enough to make this really work well. Making token copies of all your creatures of a chosen type is great. That said, unlike some tribal payoff things in this set, Reflections of Littjara is something you probably only play when you really get there on a creature type -- I’m talking 10+ cards. This is because it has a pretty significant downside, which is the fact that the turn you play it -- it doesn’t do anything. That means you really have to be able to untap and utilize it immediately, and if you can’t, you might be dead.
Harald, King of Skemfar
3.0 In many BG decks Harald is a 3-mana 3/2 with Menace that draws you a card, and that’s pretty nice. Unfortunately, BG is one of the weaker color pairs in the format, and that holds him back significantly. The other Elf payoffs are pretty disappointing.
Koll, the Forgemaster
3.5 This guy is pretty scary in RW decks, as making all of your Equipped and Enchanted creatures come back to your hand is a really big deal. The token pumping part comes up less often, but he’s still pretty good overall.
Elven Bow
3.0 Generally, I think it is a bad plan to just straight up cast this as Equipment – when you do that, the bonus you get from them is not very good – 3 to equip is rough for +1/+2 and Reach. So normally, you want to cast this and make the elf token – which in effect, turns this into a 3-mana 2/3 with Reach that, if it dies, leaves equipment behind. And in a lot of ways, it is better than that – because you can move the Equipment before then if there’s a reason too, and even if your creature gets shut down by an Aura or bounced, you still have the Bow.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Snowfield Sinkhole
3.0 Like most of the snow dual lands that have White in them, this one isn’t quite as good as the others. Still, it provides fixing and snow mana, and that’s useful in this format.
Pack 1 Pick 2: Berg Strider
Darkbore Pathway
2.5 This all provide good fixing, but the Snow duals in the set are actually way better!
Gates of Istfell
3.5 It is great having a land that can draw you some cards and gain you some life in the late game – most lands become useless at that point! But not this one.
Valkyrie's Sword
3.0 This is part of a whole cycle of Equipment that lets you pay mana to make a creature for the Equipment to attach to. Overall here, you pay 7 mana to get a 6/5 with flying and Vigilance, which is an alright deal -- thought not a stellar one. But if you look at this as a 7-drop creature with a bunch of additional upside and flexibility, it does get a little better. Afterall, you can play it early if you need to -- though the cost of playing it and equipping it isn’t very pretty. I think ideally, you hold on to this until you can pay the extra mana, and then you get that large Angel who happens to leave behind some Equipment. It is really expensive to play this, but it does not seem like a bad top curve to me.
Gnottvold Slumbermound
3.5 Blowing up lands in this format is bigger than normal because of snow lands and this cycle, and being able to make a 4/4 at instant speed is pretty nice too.
Valor of the Worthy
2.0 I often complain about Auras that don’t give a good boost for the mana cost, as well as auras that don’t give you value to help a 2-for-1 not feel so bad. This does kind of okay on both of those fronts, but not super well on either. The efficiency here is pretty nice when you look at the whole package - one mana for a +1/+1 Aura and a 1/1 flyer if things go wrong, but I’m still not sure I like the risk of putting this on something. +1/+1 can have an impact, but it isn’t ultra likely to be game changing, and while you only spend a single White mana, you still have some risk here, as the 1/1 you get is probably worse than whatever you put it on.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Berg Strider
3.5 I always like this kind of creature that taps something down when it comes into play, but they are usually only at their best if they can lock the creature down for a turn too. Berg Strider won’t always do that, but it will do it often enough, and hey, at least it does something even if you don’t have the snow mana. It is also another snow payoff that doesn’t demand 10+ snow lands, you can run it with just a few. Tapping something down even without snow mana can often enable an attack you didn’t have otherwise, and tapping something down for a turn can really swing a race in your favor, since that creature won’t be blocking or attacking. This is certainly beefier than most of these tap-down creatures are too -- it has good enough stats to be imposing on some board states.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Ice Tunnel
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 1 Pick 3: Littjara Glade-Warden
Tibalt's Trickery
0.0 This is too hard to effectively use in Limited since its so random, and you won’t have a deck constructed to abuse it.
Littjara Glade-Warden
3.0 It is definitely a bit of a bummer that you can only use this ability at sorcery speed, but turning creatures in the graveyard into value in the late game is pretty nice. Two +1/+1 counters can make a significant difference on many board states. And in addition to that, it is also a changeling, so tribal synergies will make it better too. It does start out as a Hill Giant, but the ability is good enough to overcome that mediocre performance on the vanilla test.
The Three Seasons
1.0 This has not been very good. It seems like it might be an okay snow payoff, but it turns out that getting the most out of Chapter II is difficult, and that’s not great news when Chapter I has no immediate impact on the board. Then, Chapter III is kind of a bummer, because you have to give your opponent back some cards. Now, you can choose their worst ones and all that, but I’ve seen that side of the card backfire a lot.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Axgard Braggart
2.0 So, this card will never really be efficient. I mean, it starts as a 4-mana 3/3, and even if you boast with it, you’ll have spent 6 mana on a 4/4. However, efficiency isn’t everything. The fact is that this creature can grow throughout the game, and just the threat of using the ability will be enough for people not to block it when it attacks. Boast creatures a lot of the time will just end up feeling like situational mana sinks, and that’s not necessarily bad. The pseudo-vigilance it gains when it Boasts isn’t bad either.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Icehide Troll
3.0 This is a key common for Snow decks, as if you are able to pump this it becomes a pretty powerful threat. Because it asks for two snow that won’t work in every deck, but in the decks where the troll DOES work, it will be one of your best Commons.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Pack 1 Pick 4: Weigh Down
Doomskar Titan
3.5 He might cost 6 mana, but he’s going to add a whole lot of damage to the board often enough that he is well worth it! And, if you foretell him on an earlier turn where you have mana around to do it, he’ll come down a turn earlier! Now, the downside here, is that on his own, he can’t do a ton, but keep in mind, his ability affects him too -- he becomes a 5/4 with Haste, and that isn’t the worst fail case ever -- and how often will your board be empty anyway? He does need you to be really going at least somewhat wide to do his best work, but he will have an impact even if you just have a couple of creatures.
Frostpyre Arcanist
1.0 // 3.5 This type of design always interests me -- and by “this type” I mean cards that pay you off for having multiple copies of some card in your deck. The Giant deck -- which is UR -- is a spells deck, so this fits in very nicely -- it costing 4 won’t be that far-fetched, and a ⅖ isn’t too shabby for that kind of mana. You probably need at least two sets of duplicate spells, and ideally, cheap ones, so that is more likely when you play this that one of them is in your graveyard. If you can get this to draw a card for you even like half the time, you’re going to be pretty happy with this card. But yeah, if you don’t have any duplicates, it is probably best to steer clear.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Axgard Braggart
2.0 So, this card will never really be efficient. I mean, it starts as a 4-mana 3/3, and even if you boast with it, you’ll have spent 6 mana on a 4/4. However, efficiency isn’t everything. The fact is that this creature can grow throughout the game, and just the threat of using the ability will be enough for people not to block it when it attacks. Boast creatures a lot of the time will just end up feeling like situational mana sinks, and that’s not necessarily bad. The pseudo-vigilance it gains when it Boasts isn’t bad either.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 1 Pick 5: Behold the Multiverse
Doomskar Titan
3.5 He might cost 6 mana, but he’s going to add a whole lot of damage to the board often enough that he is well worth it! And, if you foretell him on an earlier turn where you have mana around to do it, he’ll come down a turn earlier! Now, the downside here, is that on his own, he can’t do a ton, but keep in mind, his ability affects him too -- he becomes a 5/4 with Haste, and that isn’t the worst fail case ever -- and how often will your board be empty anyway? He does need you to be really going at least somewhat wide to do his best work, but he will have an impact even if you just have a couple of creatures.
Frostpyre Arcanist
1.0 // 3.5 This type of design always interests me -- and by “this type” I mean cards that pay you off for having multiple copies of some card in your deck. The Giant deck -- which is UR -- is a spells deck, so this fits in very nicely -- it costing 4 won’t be that far-fetched, and a ⅖ isn’t too shabby for that kind of mana. You probably need at least two sets of duplicate spells, and ideally, cheap ones, so that is more likely when you play this that one of them is in your graveyard. If you can get this to draw a card for you even like half the time, you’re going to be pretty happy with this card. But yeah, if you don’t have any duplicates, it is probably best to steer clear.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Axgard Braggart
2.0 So, this card will never really be efficient. I mean, it starts as a 4-mana 3/3, and even if you boast with it, you’ll have spent 6 mana on a 4/4. However, efficiency isn’t everything. The fact is that this creature can grow throughout the game, and just the threat of using the ability will be enough for people not to block it when it attacks. Boast creatures a lot of the time will just end up feeling like situational mana sinks, and that’s not necessarily bad. The pseudo-vigilance it gains when it Boasts isn’t bad either.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 1 Pick 6: Snow-Covered Swamp
Bretagard Stronghold
3.5 Making two creatures bigger and giving them vigilance and lifelink is pretty awesome, especially because one of your lands id doing the job. Those two keywords combined can really help you win a race, since you gain life and allow your creatures to hang back as blockers.
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 1 Pick 7: Snow-Covered Island
Immersturm Skullcairn
3.0 I think this is weaker that the others in this cycle because one of its effects often has diminished returns by the late game - in particular, the discard a card part of the card. Mostly, this will give you some reach, and maybe you end up getting some useful card out of your opponent’s hand, but it won’t line up that way very often. It is still a land that does something useful in the later game, and I’m always on board for that.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 1 Pick 8: Koma's Faithful
Axgard Braggart
2.0 So, this card will never really be efficient. I mean, it starts as a 4-mana 3/3, and even if you boast with it, you’ll have spent 6 mana on a 4/4. However, efficiency isn’t everything. The fact is that this creature can grow throughout the game, and just the threat of using the ability will be enough for people not to block it when it attacks. Boast creatures a lot of the time will just end up feeling like situational mana sinks, and that’s not necessarily bad. The pseudo-vigilance it gains when it Boasts isn’t bad either.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Skull Raid
2.0 Mind Rot effects are often not great in Limited. In the early game, you can get a 2-for-1 with them -- but it comes at the great sacrifice of not adding to the board at all on turn 3. Then, in the late game, it tends to get worse as the game goes on, and will be a terrible draw way too often. This card gets around those problems by becoming a draw spell if your opponent odeon’t have two cards to discard, so that means that this Mind Rot has all the upside of most of them -- it can get you a 2-for-1 -- but it can still do it if your opponent has one or no cards in the hand. Now, it isn’t exactly an efficient draw spell, but that’s ok with me overall. Foretell, of course, also makes it easier to cast because you get to pay in installments.
Pack 1 Pick 9: Karfell Kennel-Master
Koll, the Forgemaster
3.5 This guy is pretty scary in RW decks, as making all of your Equipped and Enchanted creatures come back to your hand is a really big deal. The token pumping part comes up less often, but he’s still pretty good overall.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Snowfield Sinkhole
3.0 Like most of the snow dual lands that have White in them, this one isn’t quite as good as the others. Still, it provides fixing and snow mana, and that’s useful in this format.
Pack 1 Pick 10: Mists of Littjara
Gates of Istfell
3.5 It is great having a land that can draw you some cards and gain you some life in the late game – most lands become useless at that point! But not this one.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Pack 1 Pick 11: Undersea Invader
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Pack 1 Pick 12: Dogged Pursuit
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Pack 1 Pick 13: Frostpyre Arcanist
Frostpyre Arcanist
1.0 // 3.5 This type of design always interests me -- and by “this type” I mean cards that pay you off for having multiple copies of some card in your deck. The Giant deck -- which is UR -- is a spells deck, so this fits in very nicely -- it costing 4 won’t be that far-fetched, and a ⅖ isn’t too shabby for that kind of mana. You probably need at least two sets of duplicate spells, and ideally, cheap ones, so that is more likely when you play this that one of them is in your graveyard. If you can get this to draw a card for you even like half the time, you’re going to be pretty happy with this card. But yeah, if you don’t have any duplicates, it is probably best to steer clear.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Pack 1 Pick 14: Brinebarrow Intruder
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Pack 1 Pick 15: Brinebarrow Intruder
Burning-Rune Demon
4.5 A 6-mana 6/6 flyer is pretty scare, and Burning-Rune Demon will also draw you a card – and it is generally going to be a pretty good one. Sure, your opponent will make put the best one in the graveyard, but getting a huge evasive creature and what is probably the second best card left in your deck is a very good deal, and means this Demon is a 2-for-1, in addition to the fact that, if they don’t kill it, he represents a very quick threat. The fact he does something even if he dies right away is really nice
Koll, the Forgemaster
3.5 This guy is pretty scary in RW decks, as making all of your Equipped and Enchanted creatures come back to your hand is a really big deal. The token pumping part comes up less often, but he’s still pretty good overall.
Glimpse the Cosmos
3.5 So, if you have 0 Giants in your deck, this is a Sorcery speed Anticipate, which is the kind of card that makes the cut when you are low on playables. But, this has some very real upside. Casting this from your graveyard if you’re in Blue really won’t be that hard, and that means you pay three mana to see six cards and draw two, which is awesome. If you have even a single Giant in your deck, this is worth running. You don’t even have to wait for things to line up really perfectly to use it -- if you just have U left over after you cast a Giant, you can do this. Obviously, the more Giants the better, but this has a reasonable floor and is very easy to make work, and the card selection and advantage it grants you is great.
Blizzard Brawl
2.5 // 4.0 So, this is a strictly better Prey Upon, and Prey Upon is usually a solid but not great removal spell in the formats we’ve seen it in. Fight cards have a significant downside most other removal doesn’t -- if your opponent can interact at all, you can end up getting blown out. There’s also the fact that you need a decent number of sizable creatures to make it worth it. However, by only costing a single Green mana, finding a window where you can use this one isn’t too difficult. I think any Green deck probably plays the first copy of this, and if you can get enough snow permanents going, it will be one of the best cards in your deck, as +1/+0 and indestructible becoming part of the card is crazy good. That usually means that in addition to killing something, and making it harder for your opponent to interact with it, you’ll also have a free attack, and that type of turn will be devastating. I want to give this a build around grade, because I think the upgrade is super significant in a heavy snow deck. I’ll say this is a C in a regular Green deck, and a B in a deck that has enough snow permanents -- in those decks, this is premium removal.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 2 Pick 1: Burning-Rune Demon
Burning-Rune Demon
4.5 A 6-mana 6/6 flyer is pretty scare, and Burning-Rune Demon will also draw you a card – and it is generally going to be a pretty good one. Sure, your opponent will make put the best one in the graveyard, but getting a huge evasive creature and what is probably the second best card left in your deck is a very good deal, and means this Demon is a 2-for-1, in addition to the fact that, if they don’t kill it, he represents a very quick threat. The fact he does something even if he dies right away is really nice
Koll, the Forgemaster
3.5 This guy is pretty scary in RW decks, as making all of your Equipped and Enchanted creatures come back to your hand is a really big deal. The token pumping part comes up less often, but he’s still pretty good overall.
Glimpse the Cosmos
3.5 So, if you have 0 Giants in your deck, this is a Sorcery speed Anticipate, which is the kind of card that makes the cut when you are low on playables. But, this has some very real upside. Casting this from your graveyard if you’re in Blue really won’t be that hard, and that means you pay three mana to see six cards and draw two, which is awesome. If you have even a single Giant in your deck, this is worth running. You don’t even have to wait for things to line up really perfectly to use it -- if you just have U left over after you cast a Giant, you can do this. Obviously, the more Giants the better, but this has a reasonable floor and is very easy to make work, and the card selection and advantage it grants you is great.
Blizzard Brawl
2.5 // 4.0 So, this is a strictly better Prey Upon, and Prey Upon is usually a solid but not great removal spell in the formats we’ve seen it in. Fight cards have a significant downside most other removal doesn’t -- if your opponent can interact at all, you can end up getting blown out. There’s also the fact that you need a decent number of sizable creatures to make it worth it. However, by only costing a single Green mana, finding a window where you can use this one isn’t too difficult. I think any Green deck probably plays the first copy of this, and if you can get enough snow permanents going, it will be one of the best cards in your deck, as +1/+0 and indestructible becoming part of the card is crazy good. That usually means that in addition to killing something, and making it harder for your opponent to interact with it, you’ll also have a free attack, and that type of turn will be devastating. I want to give this a build around grade, because I think the upgrade is super significant in a heavy snow deck. I’ll say this is a C in a regular Green deck, and a B in a deck that has enough snow permanents -- in those decks, this is premium removal.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 2 Pick 2: King Narfi's Betrayal
King Narfi's Betrayal
2.5 Mostly this just amounts to being a kind of convoluted Divination. One thing that can be frustrating about it is that you have to cast the things you exiled during chapter II or III. If something happens and you can’t, you’re going to miss out on your shot to do it. Another annoying thing is that this just isnt’ especially good in the early game. If you get it late, it definitely is nice – just like Divination would be, but yeah, it isn’t incredible.
Maja, Bretagard Protector
4.0 Anthem effects are a powerful thing, especially when they come attached to a creature. And sure, the creature itself doesn’t have the most impressive of stats, but it will typically be adding a ton of power and toughness to the board -- especially because it comes with landfall that makes a 1/1 token! The ideal thing to do with it will often be to play it and then play a land so you get at least some value if Maja dies, but given that Maja will usually reshape the board anyway, it will be pretty challenging not to get some value out of the card.
Bloodline Pretender
2.5 A 3-mana 2/2 is not good. However, if you are in a tribal deck, the Pretender is going to be able to grow enough to be worth playing, especially because it also will benefit from any tribal payoffs you have. It can slot into a lot of decks in this format and be a pretty solid card.
Fynn, the Fangbearer
3.0 A two-mana ⅓ with death touch is actually a very good statline. This is because it can actually block one and two drops and survive, while still killing them. Then, Fynn adds some crazy deathtouch upside to the mix -- death touch combat damage to a player turning into poison counters is no small thing, though Fynn being the only creature in the set that has a poison counter ability does make it a little bit less appealing. There are other ways to get deahtoutch in this set, especially in Green-Black, so he will help you win with poison on occasion. If you get two of these, things might get really silly – and at Uncommon, it could happen! Still, I think most of the time he’ll just be a two mana 1/3 with deathtouch, and that’s good enough for me.
Axgard Braggart
2.0 So, this card will never really be efficient. I mean, it starts as a 4-mana 3/3, and even if you boast with it, you’ll have spent 6 mana on a 4/4. However, efficiency isn’t everything. The fact is that this creature can grow throughout the game, and just the threat of using the ability will be enough for people not to block it when it attacks. Boast creatures a lot of the time will just end up feeling like situational mana sinks, and that’s not necessarily bad. The pseudo-vigilance it gains when it Boasts isn’t bad either.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Woodland Chasm
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 3: Mistwalker
The Trickster-God's Heist
2.0 This is another situational Saga that doesn’t always do something. When you can play it and take full advantage it is strong, but it will be stuck in your hand doing nothing more often than you’d think.
Firja, Judge of Valor
3.5 A 5-mana 2/4 with flying and lifelink is sort of passable, and then if you can trigger her ability even once, you’re going to be in business. Keep in mind too, it is better than “Draw a card” because you get some card selection at the same time. She also helps you load your graveyard, and that’s not irrelevant! The ability itself can help you trigger it again next turn, too, since the extra card you get will likely be a spell.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Struggle for Skemfar
3.5 So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 2 Pick 4: Mistwalker
The Trickster-God's Heist
2.0 This is another situational Saga that doesn’t always do something. When you can play it and take full advantage it is strong, but it will be stuck in your hand doing nothing more often than you’d think.
Firja, Judge of Valor
3.5 A 5-mana 2/4 with flying and lifelink is sort of passable, and then if you can trigger her ability even once, you’re going to be in business. Keep in mind too, it is better than “Draw a card” because you get some card selection at the same time. She also helps you load your graveyard, and that’s not irrelevant! The ability itself can help you trigger it again next turn, too, since the extra card you get will likely be a spell.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Struggle for Skemfar
3.5 So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 2 Pick 5: Littjara Kinseekers
Crush the Weak
2.5 These types of cards always feel sort of awkward to me. That’s because you will far too frequently have a board state where it doesn’t help at all -- either because your opponents board is too big, or because your board is too small. It is nice that it adds some extra graveyard hate to the mix, and has Foretell, making paying for it a little more manageable. It fits really nicely into Giant decks, which are mostly larger creatures.
The Trickster-God's Heist
2.0 This is another situational Saga that doesn’t always do something. When you can play it and take full advantage it is strong, but it will be stuck in your hand doing nothing more often than you’d think.
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Littjara Kinseekers
1.5 A 4-mana 2/4 isn’t very good. But, if you can trigger its ETB ability, you’re going to be pretty happy -- as a 4-mana ⅗ that scries one is a pretty good deal. Now, because it has Changeling, you will just need two other creatures with matching creature types to trigger it, and while that isn’t always going to be what your board looks like, I imagine that in the late game it won’t be that hard to trigger. The ideal thing to do would be to curve out with creatures with the same types, but that won’t always be doable. Still, this being a reasonable 4-mana 2/4 changeling in the early game, and a much more impressive card in the later part of the game makes me think this is a pretty solid common for Blue.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Highland Forest
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 6: Shimmerdrift Vale
Icebreaker Kraken
1.0 It is pretty rough that this Kraken only cares about Snow LANDS for reducing its mana cost – snow permanents would be nice, only checking for snow lands means this will be very hard to make work in Limited, even if you draft like 7+ Snow lands, that doesn’t mean you’ll get all 7+, and he will still likely cost 8 or 9 mana, which is still going to be too slow in far too many games. Don’t get me wrong, his eTB ability is pretty good – but I feel like, as hard as it is to cast this guy, he should at least lock down lands too or something! Or maybe tap all their artifacts and creatures in addition. It will just be super hard to cast this, and its ability while good, will be kind of underwhelming a little too often. Oh, and the “return this kraken to your hand” part of it is just silly, because it is pretty darn likely you’ll never be casting it again if you do that, since you’ll very likely need to get those snow lands back in play to cast it, and that will take several turns which you probably don’t have in the late game.
Rootless Yew
3.0 This card has been worse than it looks, largely because there aren’t that many common or uncommon creatures it can grab for you. However, it does have reasonable stats, and being able to grab a Lindwurm with this is pretty sweet.
Hailstorm Valkyrie
2.0 A 4-mana 2/2 with flying and trample is not good. By adding the ability to pump snow mana into this, you get something that is certainly better. Oftentimes your opponent will just have to take a hit from this because of the threat of activation of that ability. That said, being able to do it more than once in this format is far from a forgone conclusion, and because it has such a bad baseline, the upside doesn’t do enough to make it a whole lot better.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Littjara Kinseekers
1.5 A 4-mana 2/4 isn’t very good. But, if you can trigger its ETB ability, you’re going to be pretty happy -- as a 4-mana ⅗ that scries one is a pretty good deal. Now, because it has Changeling, you will just need two other creatures with matching creature types to trigger it, and while that isn’t always going to be what your board looks like, I imagine that in the late game it won’t be that hard to trigger. The ideal thing to do would be to curve out with creatures with the same types, but that won’t always be doable. Still, this being a reasonable 4-mana 2/4 changeling in the early game, and a much more impressive card in the later part of the game makes me think this is a pretty solid common for Blue.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Shimmerdrift Vale
3.5 It isn’t often that one of the best Commons in a set is a Land, but that’s the case in Kaldheim. This land provides excellent fixing and snow mana, and those are really important things for many decks in this format.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Pack 2 Pick 7: Augury Raven
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Glittering Frost
2.5 This card is pretty important in the 4 and 5 color Snow decks, as it helps enable your mana while also giving you two snow permanents with a single card. It is pretty much useless in aggro decks, though.
Augury Raven
3.0 A 4-mana 3/3 flyer is a great rate in Limited, and this little Common has more upside than that! Because of Foretell, you can spread the cost of the card across two different payments, and while it won’t always make sense to do that -- there will be times where it helps you be really efficient with your mana, like if you want to play a 3-drop and foretell this instead of casting it that turn, or if you have nothing to do on turn two or three, foretelling this lets you pay less mana for it on a later turn.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 2 Pick 8: Snow-Covered Forest
Weathered Runestone
0.0 This isn’t really here for Limited, it is a hate card for constructed sideboards, and one that won’t have much of an impact on most of your games in Limited, so you should never play it.
Bretagard Stronghold
3.5 Making two creatures bigger and giving them vigilance and lifelink is pretty awesome, especially because one of your lands id doing the job. Those two keywords combined can really help you win a race, since you gain life and allow your creatures to hang back as blockers.
The Trickster-God's Heist
2.0 This is another situational Saga that doesn’t always do something. When you can play it and take full advantage it is strong, but it will be stuck in your hand doing nothing more often than you’d think.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 9: Glimpse the Cosmos
Glimpse the Cosmos
3.5 So, if you have 0 Giants in your deck, this is a Sorcery speed Anticipate, which is the kind of card that makes the cut when you are low on playables. But, this has some very real upside. Casting this from your graveyard if you’re in Blue really won’t be that hard, and that means you pay three mana to see six cards and draw two, which is awesome. If you have even a single Giant in your deck, this is worth running. You don’t even have to wait for things to line up really perfectly to use it -- if you just have U left over after you cast a Giant, you can do this. Obviously, the more Giants the better, but this has a reasonable floor and is very easy to make work, and the card selection and advantage it grants you is great.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 2 Pick 10: Karfell Harbinger
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Pack 2 Pick 11: Frostpyre Arcanist
Frostpyre Arcanist
1.0 // 3.5 This type of design always interests me -- and by “this type” I mean cards that pay you off for having multiple copies of some card in your deck. The Giant deck -- which is UR -- is a spells deck, so this fits in very nicely -- it costing 4 won’t be that far-fetched, and a ⅖ isn’t too shabby for that kind of mana. You probably need at least two sets of duplicate spells, and ideally, cheap ones, so that is more likely when you play this that one of them is in your graveyard. If you can get this to draw a card for you even like half the time, you’re going to be pretty happy with this card. But yeah, if you don’t have any duplicates, it is probably best to steer clear.
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Pack 2 Pick 12: Snow-Covered Mountain
Crush the Weak
2.5 These types of cards always feel sort of awkward to me. That’s because you will far too frequently have a board state where it doesn’t help at all -- either because your opponents board is too big, or because your board is too small. It is nice that it adds some extra graveyard hate to the mix, and has Foretell, making paying for it a little more manageable. It fits really nicely into Giant decks, which are mostly larger creatures.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Pack 2 Pick 13: Run Ashore
Crush the Weak
2.5 These types of cards always feel sort of awkward to me. That’s because you will far too frequently have a board state where it doesn’t help at all -- either because your opponents board is too big, or because your board is too small. It is nice that it adds some extra graveyard hate to the mix, and has Foretell, making paying for it a little more manageable. It fits really nicely into Giant decks, which are mostly larger creatures.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Pack 2 Pick 14: Undersea Invader
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Pack 2 Pick 15: Arachnoform
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Pack 3 Pick 1: Depart the Realm
Kolvori, God of Kinship
2.5 Both sides of this card love legendary creatures. And, the good news is, this set has a pretty strong legendary creatures sub-theme, with several appearing at uncommon. That said, it won’t be super easy to get enough legendary creatures to really take advantage of the god side of this card. Getting her to a 6/6 will be unlikely. But, her activated ability pays you off for just having a few legendary creatures at least, and she will be able to draw you a card with it sometimes even if you just have three in your whole deck, and taht’s acceptable since she is also a 4-mana 2/4. The other side of the card is less good in Limited. It is a two mana mana-rock, and that’s no joke -- even if it is limited to legendary spells and creatures of a specific type. It won’t always line up for you either -- both sides of this are a little dependent on your deck having just the right composition to really excel -- but I think that’s probably ok. She isn’t the most impressive God for Limited.
Svella, Ice Shaper
4.5 Svella comes with reasonable stats for the cost, and the ability to make snow artifacts that provide fixing and snow mana. The late game ability to choose a card from the top four cards of your library to cast is nice additional upside, and Svella can get there surprisingly quickly thanks to the Icy Manaliths. It is definitely an amazing late-game mana sink. Svella is a bomb that, if she isn’t killed, will simply win you the game.
Provoke the Trolls
2.5 4-mana to do 3 to anything is not an amazing deal, and it is definitely kept out of the “premium” tier of removal, but at least it can do it at instant speed. The additional upside here is that you can also use this as a combat trick, by targeting one of your own creatures to give it +5/+0. And, while that is certainly upside, it isn’t that much upside. First, you need the creature you target with it to survive, so that means it has at least 4 toughness. Second, if you’re using it to help you kill a blocking or attacking creature in combat, well -- you just 2-for-1’d yourself. Third, if you’re interested in using it to help you do lethal, it isn’t actually that much more damage than the card can do as a burn spell, since the 3 damage can just go after the opponent. So, yeah, on occasion you’ll use it for that stats boost -- but most of the time, this is just an okay removal spell.
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 3 Pick 2: Feed the Serpent
Righteous Valkyrie
3.5 So, on stats alone – a 3-mana 2/4 flyer is a pretty good deal. It can attack and block reasonably well, and that’s not a bad place to start when you have a really full textbox! This Valkyrie’s ability to gain life will be reasonably easy to trigger, especially because it checks for two different creature types that appear within White instead of just one, like some cards in this set. Now, I don’t think it will be especially easy to get the +2/+2 to your whole board, but it won’t be impossible either. But hey, I’m fully on board with a 3-mana 2/4 with Flying that gains me some life, and having the remote chance of getting the +2/+2 going is some nice additional upside.
Vengeful Reaper
3.5 This seems quite good to me. It can represent a real threat as an attacker thanks to haste and Flying, and once it can no longer attack effectively, deathtouch means it can still trade with anything. The Foretell here is nice too, as paying for it in payments will make it easier for you to double spell for the cards that care about that.
Bloodsky Berserker
3.5 Just triggering the ability once will be enough to feel like your investment was worth it, and if you do it more than that, this Berserker will get silly in a hurry. You won’t always be able to double spell, but you’ll be able to often enough that this is a very real threat, despite only being a two drop. I mean, if on turn four you play this and another two drop, that’s a pretty darn good turn four, even if you won’t get to take advantage of the menace side of things. This card, like a lot of BW cards in this set, incentivizes having a low curve and/or a lot of Foretell. Now, he does start out very vulnerable, and there will be times where you can’t get him going, or he dies to a one-mana removal spell -- but that’s fine.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Bound in Gold
4.0 So, here’s White’s usual Common Aura that is a premium removal spell. For three mana this shuts down pretty much everything -- apart from static abilities -- and that’s a really good deal. Keeping the creatures from even being able to crew vehicles is a really big deal too. This is white’s best common -- it just answers pretty much everything, and does it efficiently. It has the downsides of aura-based removal of course -- like there are ways to get rid of it -- but it is worth the risk. You can also splash it easily, which really matters in this format.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Berg Strider
3.5 I always like this kind of creature that taps something down when it comes into play, but they are usually only at their best if they can lock the creature down for a turn too. Berg Strider won’t always do that, but it will do it often enough, and hey, at least it does something even if you don’t have the snow mana. It is also another snow payoff that doesn’t demand 10+ snow lands, you can run it with just a few. Tapping something down even without snow mana can often enable an attack you didn’t have otherwise, and tapping something down for a turn can really swing a race in your favor, since that creature won’t be blocking or attacking. This is certainly beefier than most of these tap-down creatures are too -- it has good enough stats to be imposing on some board states.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 3 Pick 3: Elderfang Disciple
Barkchannel Pathway
2.5 This all provide good fixing, but the Snow duals in the set are actually way better!
The Trickster-God's Heist
2.0 This is another situational Saga that doesn’t always do something. When you can play it and take full advantage it is strong, but it will be stuck in your hand doing nothing more often than you’d think.
Replicating Ring
3.0 This provides great fixing, and it actually ends up making a bunch of copies more often than you might think! And all of that extra mana is also pretty good, because there are several creatures at lower rarities with snow mana activated abilities, and if you can sink that much snow mana into them, they become quite formidable.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 3 Pick 4: Behold the Multiverse
Glimpse the Cosmos
3.5 So, if you have 0 Giants in your deck, this is a Sorcery speed Anticipate, which is the kind of card that makes the cut when you are low on playables. But, this has some very real upside. Casting this from your graveyard if you’re in Blue really won’t be that hard, and that means you pay three mana to see six cards and draw two, which is awesome. If you have even a single Giant in your deck, this is worth running. You don’t even have to wait for things to line up really perfectly to use it -- if you just have U left over after you cast a Giant, you can do this. Obviously, the more Giants the better, but this has a reasonable floor and is very easy to make work, and the card selection and advantage it grants you is great.
Replicating Ring
3.0 This provides great fixing, and it actually ends up making a bunch of copies more often than you might think! And all of that extra mana is also pretty good, because there are several creatures at lower rarities with snow mana activated abilities, and if you can sink that much snow mana into them, they become quite formidable.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Valor of the Worthy
2.0 I often complain about Auras that don’t give a good boost for the mana cost, as well as auras that don’t give you value to help a 2-for-1 not feel so bad. This does kind of okay on both of those fronts, but not super well on either. The efficiency here is pretty nice when you look at the whole package - one mana for a +1/+1 Aura and a 1/1 flyer if things go wrong, but I’m still not sure I like the risk of putting this on something. +1/+1 can have an impact, but it isn’t ultra likely to be game changing, and while you only spend a single White mana, you still have some risk here, as the 1/1 you get is probably worse than whatever you put it on.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 3 Pick 5: Glimpse the Cosmos
Glimpse the Cosmos
3.5 So, if you have 0 Giants in your deck, this is a Sorcery speed Anticipate, which is the kind of card that makes the cut when you are low on playables. But, this has some very real upside. Casting this from your graveyard if you’re in Blue really won’t be that hard, and that means you pay three mana to see six cards and draw two, which is awesome. If you have even a single Giant in your deck, this is worth running. You don’t even have to wait for things to line up really perfectly to use it -- if you just have U left over after you cast a Giant, you can do this. Obviously, the more Giants the better, but this has a reasonable floor and is very easy to make work, and the card selection and advantage it grants you is great.
Replicating Ring
3.0 This provides great fixing, and it actually ends up making a bunch of copies more often than you might think! And all of that extra mana is also pretty good, because there are several creatures at lower rarities with snow mana activated abilities, and if you can sink that much snow mana into them, they become quite formidable.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Valor of the Worthy
2.0 I often complain about Auras that don’t give a good boost for the mana cost, as well as auras that don’t give you value to help a 2-for-1 not feel so bad. This does kind of okay on both of those fronts, but not super well on either. The efficiency here is pretty nice when you look at the whole package - one mana for a +1/+1 Aura and a 1/1 flyer if things go wrong, but I’m still not sure I like the risk of putting this on something. +1/+1 can have an impact, but it isn’t ultra likely to be game changing, and while you only spend a single White mana, you still have some risk here, as the 1/1 you get is probably worse than whatever you put it on.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 3 Pick 6: Karfell Harbinger
Harald, King of Skemfar
3.0 In many BG decks Harald is a 3-mana 3/2 with Menace that draws you a card, and that’s pretty nice. Unfortunately, BG is one of the weaker color pairs in the format, and that holds him back significantly. The other Elf payoffs are pretty disappointing.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Pack 3 Pick 7: Augury Raven
Forging the Tyrite Sword
0.5 You mostly don’t want to be playing this. It has little impact on the board early, and that’s not something RW is interested in – and neither is Treasure for the most part. The one situation where you do consider playing this is if you have Halvar in your deck, as he is one of the best cards in the format, and giving up some tempo to search him up in a couple turns is worth it.
Skemfar Shadowsage
2.5 This set is a lot less tribal than it looks, and the Elf deck isn’t particularly good, so the Shadowsage has really underperformed. Afterall, you do have to have at least two creatures in play that share a type for this to do anything . It doesn’t have the worst stats for 4 mana, as a ⅖ is a decentish defensive body. The set up here is just harder than one might think. I’m not saying it is bad exactly, just not as good as it would be in a super tribal set.
Inga Rune-Eyes
3.0 So, I was pretty much sold on this card after the ETB ability. A 4-mana 3/3 that Scries 3 is very nice. Never underestimate how good scrying is, especially higher scry values like 3 -- that is going to have a very real impact on how good your next few draws are, and that can often determine a game. She then has an ability that will be a little bit harder to make work -- if you jump through some hoops though, her drawing you three cards is pretty much insane, and if you can pull it off, it will be hard for your opponent to win. But, temper your expectations, pulling that off will be difficult. The most likely outcome is that she has an impact on how your opponent attacks and blocks, since they will be trying to avoid letting you draw those cards, but that is definitely not a bad thing.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Augury Raven
3.0 A 4-mana 3/3 flyer is a great rate in Limited, and this little Common has more upside than that! Because of Foretell, you can spread the cost of the card across two different payments, and while it won’t always make sense to do that -- there will be times where it helps you be really efficient with your mana, like if you want to play a 3-drop and foretell this instead of casting it that turn, or if you have nothing to do on turn two or three, foretelling this lets you pay less mana for it on a later turn.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Pack 3 Pick 8: Karfell Harbinger
Kardur, Doomscourge
4.0 Kardur is strong, so it is kind of unfortunate that BR collectively isn’t really. You’ll mostly play him off a splash in other decks. Forcing all of your opponent’s creatures to attack you can make a big impact, not only because you can set up blocks to kill their creatures -- which, with Kardur in play, also means you’ll drain them 1 life -- but also because it opens your opponent up for a crack back that might just be lethal. In other words, Your opponent will have to attack in what is likely a less-than-optimal situation, while you’ll be able to attack in a pretty good one. Now, if your opponent’s board is significantly better than yours, things might not go so well, but if that’s true, well -- they were probably going to attack you with everything anyway! Note, by the way, that it doesn’t matter who controls an attacking creature for the drain life trigger, so it matters when you attack and when your opponent attacks.
Axgard Armory
2.5 If you have the right deck composition, this is a nice utility land that can draw you 2 pretty meaningful cards in the late game.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Pack 3 Pick 9: Grim Draugr
Kolvori, God of Kinship
2.5 Both sides of this card love legendary creatures. And, the good news is, this set has a pretty strong legendary creatures sub-theme, with several appearing at uncommon. That said, it won’t be super easy to get enough legendary creatures to really take advantage of the god side of this card. Getting her to a 6/6 will be unlikely. But, her activated ability pays you off for just having a few legendary creatures at least, and she will be able to draw you a card with it sometimes even if you just have three in your whole deck, and taht’s acceptable since she is also a 4-mana 2/4. The other side of the card is less good in Limited. It is a two mana mana-rock, and that’s no joke -- even if it is limited to legendary spells and creatures of a specific type. It won’t always line up for you either -- both sides of this are a little dependent on your deck having just the right composition to really excel -- but I think that’s probably ok. She isn’t the most impressive God for Limited.
Provoke the Trolls
2.5 4-mana to do 3 to anything is not an amazing deal, and it is definitely kept out of the “premium” tier of removal, but at least it can do it at instant speed. The additional upside here is that you can also use this as a combat trick, by targeting one of your own creatures to give it +5/+0. And, while that is certainly upside, it isn’t that much upside. First, you need the creature you target with it to survive, so that means it has at least 4 toughness. Second, if you’re using it to help you kill a blocking or attacking creature in combat, well -- you just 2-for-1’d yourself. Third, if you’re interested in using it to help you do lethal, it isn’t actually that much more damage than the card can do as a burn spell, since the 3 damage can just go after the opponent. So, yeah, on occasion you’ll use it for that stats boost -- but most of the time, this is just an okay removal spell.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Pack 3 Pick 10: Infernal Pet
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Pack 3 Pick 11: Withercrown
The Trickster-God's Heist
2.0 This is another situational Saga that doesn’t always do something. When you can play it and take full advantage it is strong, but it will be stuck in your hand doing nothing more often than you’d think.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 3 Pick 12: Littjara Mirrorlake
Skemfar Elderhall
3.5 This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Littjara Mirrorlake
3.5 Making a copy of your best creature and making it a little bit better with a +1/+1 counter in the late game is no joke. This is a land that will add considerably to the board state in the late game, and that really shouldn’t be overlooked.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Pack 3 Pick 13: Bind the Monster
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Pack 3 Pick 14: Ravenform
Forging the Tyrite Sword
0.5 You mostly don’t want to be playing this. It has little impact on the board early, and that’s not something RW is interested in – and neither is Treasure for the most part. The one situation where you do consider playing this is if you have Halvar in your deck, as he is one of the best cards in the format, and giving up some tempo to search him up in a couple turns is worth it.
Pack 3 Pick 15: Forging the Tyrite Sword
Forging the Tyrite Sword
0.5 You mostly don’t want to be playing this. It has little impact on the board early, and that’s not something RW is interested in – and neither is Treasure for the most part. The one situation where you do consider playing this is if you have Halvar in your deck, as he is one of the best cards in the format, and giving up some tempo to search him up in a couple turns is worth it.