Absolving Lammasu
4 A 5-mana 4/3 flyer that gains 3 life when it dies is a card you’re already pretty happy with. This is because it pressures your opponent effectively, and the fail case is that it trades with a removal spell or a creature and gains you 3. So, the fact this also shuts of suspect across the board is pretty sweet. If you’re in White, you’re probably not using suspect a whole lot yourself, so if that ability it does something, it will usually power down the opposing board. Then, on top of all of that, the Lammasu also lets you suspect an opposing creature when it dies. Sure, there’s both upside and downside associated with that, but because you’re making the choice you can usually find an advantageous way to use it. This does a ton for the mana cost while sporting a fairly good stat-line – making it a very good uncommon.
Outrageous Robbery
4 So, this is effectively an X draw spell, except you get to steal your opponents stuff instead. I wouldn’t count on milling your opponent out with it, but there is a chance of it. Because it’s an Instant you can exile a bunch of stuff and then start playing it on your turn. Obviously it doesn’t add to the board and its expensive to really get there with it, but I think it’s powerful enough to be a 4.0
Glint Weaver
2.5 Here’s this format big ol’ green creature that gains you life, which can help you stabilize from behind. If the Weaver is alone, it’s a 7-mana 6/6 with Reach that gains you 6 life – that’s not amazing, but it’s passable – and because you can distribute the counters in any number of ways, it’s often going to be better than that. This is because you’ll be able to put it on creatures who can already attack and/or gain even more life than 6. Still, this is a 7-drop, something that gives me a little pause in today’s limited formats. I do think it’s the right kind of 7-drop because it gives you value on board almost no matter what and gains you life.
Persuasive Interrogators
2.5 There’s not enough poison in this format for the Interrogators to poison someone out very often. Obviously, you’re going to need a ton of Clues to get there. So, most of the card’s value is just being a 6-mana ⅚ that Investigates and that’s…passable, especially with the poison upside.
Exit Specialist
3 If this didn’t have Disguise, it wouldn’t be very good. The stat-line is bad and the type of evasion it has just…doesn’t do enough most of the time. But, when you mix in the Disguise part, you end up with a Man-O’-War of sorts, and that seems pretty sweet. Bounce effects have gotten worse over the years, in a world of ETB abilities and the like, but this still looks pretty nice to me. It adds to the board while giving you some tempo, and the fact you can do it at instant speed gives you some serious blowout potential.
Reckless Detective
2.5 It’s nice that you have two different ways to make this a ⅔, and both options are pretty reasonable. If you discard, you’re rummaging, which itself isn’t a bad effect, and if you have an expendable artifact it will feel more like you’re netting a card. It won’t be able to attack effectively all game, but playing this on two seems pretty good, and it isn’t like it can be completely ignored in the mid-to-late game either.
Goblin Warchief
0.5 Don’t let this card fool you. Goblins are not well-supported in this format. This will basically just be a 3-mana 2/2 with Haste most of the time, and that isn’t worth it.
Gearbane Orangutan
1.5 If you can either destroy an opposing artifact, or give up an expendable artifact when you play this, it’ll be fine. Ideally of course, you give up a clue. Still, I think there are going to be enough situations where neither mode is useful and this is a miserable card when that happens.
Public Thoroughfare
2.5 This is another nice source of fixing, even if it does require you to jump through a few hoops. Being able to only tap a Clue or something once when you play it is nice.
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
Due Diligence
2 Without the ETB this would be really bad. If you throw the ETB in the mix, it gets more interesting. There are going to be times where you cast this and end up with two great attacks as a result, and the Vigilance makes it so you don’t have to give up on defending yourself either, so chances are better than normal that those attacks are worth taking. Alternatively, making one thing get +4/+4 and Vigilance for a turn doesn’t sound bad either. You do need to be careful about casting this, as you do with most Auras, but this one does enough to be make the cut a decent chunk of the time.
Cold Case Cracker
3 A 4-mana 3/3 Flyer isn’t what it once was, but it’s not a bad stat-line, and this one replaces itself with a valuable Clue and it has a useful creature type.
Repeat Offender
2 This has an almost-passable baseline and ability that will make for a good mana sink in the later stages of the game. I like that you can use it at instant speed, so threat of activation will be pretty real.
Pack 1 Pick 2: Out Cold
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Concealed Weapon
1.5 +3/+0 can make just about any creature into a better attacker, but the lack of a toughness boost limits just how useful it can be, unless you’re equipping an evasive creature. Adding Disguise to the mix is important, because the worst thing in the world is drawing Equipment when you have nothing worth equipping it too, so this gives you a decent fail case, and can even work as a combat trick later in the game.
Caught Red-Handed
1 At first an instant speed threaten sounds really good, but because this one suspects the creature you grab, it can’t actually be used to block an opposing attacker or anything like that, so it being an instant isn’t a huge deal. 5 mana for a threaten just feels like too much, even if the creature does get menace. The “can’t be countered” line of text does mean you can go after Disguise creatures, but this format doesn’t even have that prominent of a creature sacrifice them.
Undercity Eliminator
3.5 If you can exile a creature with this, it’s gonna feel pretty awesome – but only if you’re giving up something expendable. The ideal thing to give up is a clue, but there are other things around worth sacrificing. It isn’t going to work amazingly in every deck, but I think this will feel close enough to Ravenous Chupacabra often enough.
Out Cold
2 I’m not always a huge fan of cards that just Stun things, as it often doesn’t feel like they do enough to be worth a card. Sure, you can get two creatures out of the way for two attacks and two blocks, but if you don’t have the game in-hand by the time they untap, you’re going to be in trouble. But because this gives you a Clue, it gives you that card back. I still don’t really think you want more than one, but this looks like a pretty good version of this effect. It can even hit Disguised creatures without you having to worry about Ward.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.
Seasoned Consultant
2 This will feel pretty nice attacking as a 3/3, but it probably won’t be doing that until turn 4 at the earliest, so it isn’t going to be lighting the world on fire either.
Murder
3.5 Murder is still a pretty good Magic card in Limited. The double black can be a pain, but this is still premium.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
The Chase Is On
2 This is expensive for a trick, but your creature is likely to win combat and you even get a 2-for-1 in the long run.
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Pack 1 Pick 3: Gearbane Orangutan
Gearbane Orangutan
1.5 If you can either destroy an opposing artifact, or give up an expendable artifact when you play this, it’ll be fine. Ideally of course, you give up a clue. Still, I think there are going to be enough situations where neither mode is useful and this is a miserable card when that happens.
Soul Enervation
4 This is a good removal spell, even without the creatures leaving your graveyard upside, and that means even if your deck has absolutely 0 ways to remove creatures from your graveyard, this will perform well enough to be included. And, most Black decks will be able to trigger the drain life effect on this at least a couple of times a game, and once you’ve done that you’re going to feel like you’ve really gotten there.
Krovod Haunch
2.5 One to play and two to equip for +2/+0 is kind of alright, and when it isn’t meaningful enough for you, this basically becomes 4 mana to make two 1/1 tokens and gain you three life. Neither mode is crazy of course, but the modality this gives you makes it a decent inclusion. I’m giving it a C.
Curious Inquiry
2.5 Auras that cost one blue and give a creature +1/+1 and the ability to draw you a card when they hit your opponent have a pretty good track record in Limited. This is because it can allow you to ensure that you’re going to at least break even on cards even by hitting your opponent once, and the card advantage can quickly bury your opponent. Getting a clue is a bit worse than drawing a card straight up, even in a format with clue payoffs, but this still looks like a nice card, especially in decks that have cheap evasive creatures.
Rope
1.5 I think this is the worst card in this cycle. The buffs it offers are underwhelming, especially when you’re paying 3 to equip.
Make Your Move
2 We see this type of removal that only hits big creatures all the time, and it’s usually pretty mediocre, simply because its too narrow. They usually don’t even make the cut in your main deck. But, stapling Disenchant to it is a pretty big upgrade, especially in a set that has a fair number of both, probably makes this into a solid playable, and I think it even has a shot at being better than that.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
Cerebral Confiscation
1 So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Pack 1 Pick 4: Undercover Crocodelf
Evidence Examiner
2.5 So, if you’ve got some spare stuff in your graveyard, this can turn it into cards, and it gives you a repeatable way to collect evidence, something that seems particularly useful for payoffs that give you something when cards leave your graveyard. Still, I do wish this was both an enabler and a payoff for collecting evidence. As is, it doesn’t feel strong enough to pull me into the color pair.
Get a Leg Up
3 This trick gives +1/+1 as a floor, and it can give a way bigger boost than that. We've seen this card before without the Reach, and it's always a good trick.
Break Out
3 This is a two mana card selection spell that gives you an option of adding to the board, and that's pretty awesome.
Crowd-Control Warden
3 It’ll be at least a 5/5 in most cases, and other times it will be absolutely massive! The whole Disguise thing is a big deal too, when the creature has the potential of being this big.
Undercover Crocodelf
2 So…without Disguise this wouldn’t be very good. A 6-mana 5/5 just doesn’t move the needle, especially one that can only do something if it hits your opponent. Disguise does enough to make this playable, though, because you can get it on the board much earlier of course, but you can also find a way to sneak it in and get that clue more easily.
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.
Defenestrated Phantom
2 No matter how you cast this, you’re really not getting a very good deal. You do still have the upside of having this big ol’ flyer you can cast in the early game, but like I said, it’s never going to feel that good. It isn’t terrible either. I’m giving it a C-.
Repeat Offender
2 This has an almost-passable baseline and ability that will make for a good mana sink in the later stages of the game. I like that you can use it at instant speed, so threat of activation will be pretty real.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Offender at Large
2 Just playing this face up is going to be the play more often than not, and when you do it has a reasonable shot at giving you an attack you didn’t have before. This is the type of disguise creature you probably only play face down when you’ve got nothing else going on on turn three. Either way, this card looks like it will have trouble making the cut sometimes.
Pack 1 Pick 5: Seasoned Consultant
Blood Spatter Analysis
4 This is a great removal spell that turns into a 2-for-1 if the game goes long enough. Hard to be upset with that.
It Doesn't Add Up
2 This lets you reanimated something at instant speed. Of course…because you are forces to suspect the creature, it can't ambush block stuff, and that’s a big part of what would make this sweet. As is, it's an expensive removal spell with an effect that has just as mich downside as upside, and this kind of thing even with upside isn't always useful. That doesn't add up to a very good grade.
Absolving Lammasu
4 A 5-mana 4/3 flyer that gains 3 life when it dies is a card you’re already pretty happy with. This is because it pressures your opponent effectively, and the fail case is that it trades with a removal spell or a creature and gains you 3. So, the fact this also shuts of suspect across the board is pretty sweet. If you’re in White, you’re probably not using suspect a whole lot yourself, so if that ability it does something, it will usually power down the opposing board. Then, on top of all of that, the Lammasu also lets you suspect an opposing creature when it dies. Sure, there’s both upside and downside associated with that, but because you’re making the choice you can usually find an advantageous way to use it. This does a ton for the mana cost while sporting a fairly good stat-line – making it a very good uncommon.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Seasoned Consultant
2 This will feel pretty nice attacking as a 3/3, but it probably won’t be doing that until turn 4 at the earliest, so it isn’t going to be lighting the world on fire either.
Benthic Criminologists
2.5 These are some medium stats, but giving up Clues or other artifacts to draw cards is certainly worthwhile. And this can do it a couple of times in most cases.
Unscrupulous Agent
3 We see this card a lot lately, and it’s always pretty nice. Goes after a card in your opponents hand while adding to the board, and then you can sacrifice it or otherwise utilize it for other purposes, sometimes it even feels like you’re getting a 2-for-1.
Auspicious Arrival
2 This is a solid trick – one that represents a 2-for-1 thanks to that Clue. +2/+2 for two isn’t the most impressive boost-to-cost ratio, but it’s enough.
Pack 1 Pick 6: Marketwatch Phantom
Crimestopper Sprite
2.5 A three mana 2/2 flyer isn’t too bad, and one that stuns something on ETB is probably a 3.0, it’s just a great tempo play to add to the board while getting a creature out of the way. This won’t always stun stuff, and isn’t that likely to do it on turn three, but I think it will do it often enough.
Lumbering Laundry
2 We’ve seen in past sets with Morph that being able to look at your opponent’s face-down cards isn’t really worth spending mana. Sure, the information is nice, and there’s worse things you could sink your mana into, but until you reach a point where you have literally nothing else you can do, you’re not going to be using this ability. So, what you’re left with is a pretty medium creature with a bit of Disguise upside.
Marketwatch Phantom
3 This feels like a very important common for aggressive White decks. That type of deck will have tons of cards that trigger this. It doesn't seem like it will be rare for this to crack in as a flyer on turns 3 and 4.
Snarling Gorehound
2.5 A one mana 1/1 Menace feels pretty nice on turn one, and this is likely to give you some card selection and graveyard synergy throughout the game. Seems like nice value for one mana.
Bubble Smuggler
2 If you need to play a two drop well…it is one. A pretty bad one, but one nonetheless. Then if you need something on three you can disguise it, and then in the late game it can become a big monster. Now, this card isn’t ever going to make you feel like you’re doing something busted, as it’s kind of medium at all three points in the game, but the fact it can do all those things is enough for it to be fine.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Pack 1 Pick 7: Auspicious Arrival
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
Branch of Vitu-Ghazi
2.5 If you just need the mana right away, you can play it, but this has two other really nice functions. First, it's flood insurance. The last thing you want to do in the late game is draw a land - but thud one can be a creature when that's the case. And in the mid-game, when you might need the fixing, you can turn it face up. Remember you can do weird stuff like assign this to block and turn it face up, at which point you get the mana and the creature it blocked is still considered blocked, but you don't lose the land.
Murder
3.5 Murder is still a pretty good Magic card in Limited. The double black can be a pain, but this is still premium.
Agency Coroner
2 This is a lot of mana for the usual sacrifice a creature draw a card effect, but the fact you’ll sometimes draw two helps soften that blow.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Bubble Smuggler
2 If you need to play a two drop well…it is one. A pretty bad one, but one nonetheless. Then if you need something on three you can disguise it, and then in the late game it can become a big monster. Now, this card isn’t ever going to make you feel like you’re doing something busted, as it’s kind of medium at all three points in the game, but the fact it can do all those things is enough for it to be fine.
Auspicious Arrival
2 This is a solid trick – one that represents a 2-for-1 thanks to that Clue. +2/+2 for two isn’t the most impressive boost-to-cost ratio, but it’s enough.
Pack 1 Pick 8: Griffnaut Tracker
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Leering Onlooker
3.5 I’m reasonably happy with a two mana ⅓ Flyer, and this one gives you a couple bodies out of the graveyard. This means that if you’re milling yourself it still gives you value, and just casting it normally and getting the bodies back later is a nice feeling too.
Chalk Outline
0.0 / 3.5 The idea here is to play cards with Collect Evidence alongside this, and if you have enough of that going on – and enough creatures in your deck – this has the potential to be a fairly absurd engine, since it effectively gives you 2 cards every time you Collect Evidence. The problem is that this does absolutely nothing up front. Still, the upside is kind of insane, and I think accessible enough in some decks for this to get a buildaround grade.
Faerie Snoop
3 A three mana ¼ flyer isn’t a disaster, and the Disguise upside here is pretty real. Drawing a card is always nice, and there’s plenty of incentive for putting things in the graveyard too. These hybrid Disguise costs also mean these are going to be playable in a wider variety of decks than just Blue-Black.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Griffnaut Tracker
2 4-mana 3/2 flyers aren’t what they once were, but hating on the graveyard has value, and the stat-line isn’t a complete disaster. I’m giving this a C.
Pack 1 Pick 9: Due Diligence
Absolving Lammasu
4 A 5-mana 4/3 flyer that gains 3 life when it dies is a card you’re already pretty happy with. This is because it pressures your opponent effectively, and the fail case is that it trades with a removal spell or a creature and gains you 3. So, the fact this also shuts of suspect across the board is pretty sweet. If you’re in White, you’re probably not using suspect a whole lot yourself, so if that ability it does something, it will usually power down the opposing board. Then, on top of all of that, the Lammasu also lets you suspect an opposing creature when it dies. Sure, there’s both upside and downside associated with that, but because you’re making the choice you can usually find an advantageous way to use it. This does a ton for the mana cost while sporting a fairly good stat-line – making it a very good uncommon.
Outrageous Robbery
4 So, this is effectively an X draw spell, except you get to steal your opponents stuff instead. I wouldn’t count on milling your opponent out with it, but there is a chance of it. Because it’s an Instant you can exile a bunch of stuff and then start playing it on your turn. Obviously it doesn’t add to the board and its expensive to really get there with it, but I think it’s powerful enough to be a 4.0
Persuasive Interrogators
2.5 There’s not enough poison in this format for the Interrogators to poison someone out very often. Obviously, you’re going to need a ton of Clues to get there. So, most of the card’s value is just being a 6-mana ⅚ that Investigates and that’s…passable, especially with the poison upside.
Due Diligence
2 Without the ETB this would be really bad. If you throw the ETB in the mix, it gets more interesting. There are going to be times where you cast this and end up with two great attacks as a result, and the Vigilance makes it so you don’t have to give up on defending yourself either, so chances are better than normal that those attacks are worth taking. Alternatively, making one thing get +4/+4 and Vigilance for a turn doesn’t sound bad either. You do need to be careful about casting this, as you do with most Auras, but this one does enough to be make the cut a decent chunk of the time.
Repeat Offender
2 This has an almost-passable baseline and ability that will make for a good mana sink in the later stages of the game. I like that you can use it at instant speed, so threat of activation will be pretty real.
Pack 1 Pick 10: Murder
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Macabre Reconstruction
2.5 Paying two for this is very doable, and when you do that it feels great. You probably don't want more than one, though.
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.
Murder
3.5 Murder is still a pretty good Magic card in Limited. The double black can be a pain, but this is still premium.
Pack 1 Pick 11: Cerebral Confiscation
Rope
1.5 I think this is the worst card in this cycle. The buffs it offers are underwhelming, especially when you’re paying 3 to equip.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Cerebral Confiscation
1 So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Pack 1 Pick 12: Rot Farm Mortipede
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.
Defenestrated Phantom
2 No matter how you cast this, you’re really not getting a very good deal. You do still have the upside of having this big ol’ flyer you can cast in the early game, but like I said, it’s never going to feel that good. It isn’t terrible either. I’m giving it a C-.
Pack 1 Pick 13: It Doesn't Add Up
It Doesn't Add Up
2 This lets you reanimated something at instant speed. Of course…because you are forces to suspect the creature, it can't ambush block stuff, and that’s a big part of what would make this sweet. As is, it's an expensive removal spell with an effect that has just as mich downside as upside, and this kind of thing even with upside isn't always useful. That doesn't add up to a very good grade.
Pack 2 Pick 1: Aurelia, the Law Above
Crowd-Control Warden
3 It’ll be at least a 5/5 in most cases, and other times it will be absolutely massive! The whole Disguise thing is a big deal too, when the creature has the potential of being this big.
Aurelia, the Law Above
5 A 5-mana 4/4 with these three keywords is probably already a 4.0 or 4.5, so Aurelia’s Battallion and super duper battalion abilities are pretty great. Because she’s got haste and flying, there’s a pretty significant chance you’ll draw that card the turn you play here. Keep in mind she also triggers when your opponent attacks with 3 or 5 or more creatures.
It Doesn't Add Up
2 This lets you reanimated something at instant speed. Of course…because you are forces to suspect the creature, it can't ambush block stuff, and that’s a big part of what would make this sweet. As is, it's an expensive removal spell with an effect that has just as mich downside as upside, and this kind of thing even with upside isn't always useful. That doesn't add up to a very good grade.
Surveillance Monitor
3.5 If this was just straight up a 4-mana 3/3 that made a 1/1 Flyer, it’d be a 4.0. That’s just a great rate and a card you’d take very highly. This won’t always do it up front, but it’ll do it pretty often – and then it’s likely to crank out a few more Thopters if it’s left alone.
Slimy Dualleech
2.5 This can buff itself, and if you have tokens or disguise creatures to send in, you can put your opponent in a pretty bad spot.
Evidence Examiner
2.5 So, if you’ve got some spare stuff in your graveyard, this can turn it into cards, and it gives you a repeatable way to collect evidence, something that seems particularly useful for payoffs that give you something when cards leave your graveyard. Still, I do wish this was both an enabler and a payoff for collecting evidence. As is, it doesn’t feel strong enough to pull me into the color pair.
Bite Down on Crime
3.5 If you aren't collecting evidence, this is pretty darn clunky. And clunky is dangerous on a removal spell like this, since your opponent interacting can 2-for-1 you. Still, if you choose your spot carefully, this is likely to kill most opposing stuff, and the stats boost might also really improve your attacks. Combine that with the Evidence upside and I think this manages to just sneak into “premium removal” range.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Novice Inspector
3.5 This is a functional reprint of Thraben Inspector, which was amazing. Two pieces of material for one mana is awesome.
Crimestopper Sprite
2.5 A three mana 2/2 flyer isn’t too bad, and one that stuns something on ETB is probably a 3.0, it’s just a great tempo play to add to the board while getting a creature out of the way. This won’t always stun stuff, and isn’t that likely to do it on turn three, but I think it will do it often enough.
Pack 2 Pick 2: Torch the Witness
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.
Slimy Dualleech
2.5 This can buff itself, and if you have tokens or disguise creatures to send in, you can put your opponent in a pretty bad spot.
Torch the Witness
4 It’s always going to feel like very efficient removal, and it scales all game long and it’s likely to let you investigate in most situations, so you even get a 2-for-1!
Expose the Culprit
0 This is too narrow, and the effect it typically gives you won't be worth a card.
Krovod Haunch
2.5 One to play and two to equip for +2/+0 is kind of alright, and when it isn’t meaningful enough for you, this basically becomes 4 mana to make two 1/1 tokens and gain you three life. Neither mode is crazy of course, but the modality this gives you makes it a decent inclusion. I’m giving it a C.
Snarling Gorehound
2.5 A one mana 1/1 Menace feels pretty nice on turn one, and this is likely to give you some card selection and graveyard synergy throughout the game. Seems like nice value for one mana.
Defenestrated Phantom
2 No matter how you cast this, you’re really not getting a very good deal. You do still have the upside of having this big ol’ flyer you can cast in the early game, but like I said, it’s never going to feel that good. It isn’t terrible either. I’m giving it a C-.
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Innocent Bystander
1.5 A two mana 2/1 that always gives you a clue when it dies is probably a C, but obviously enough this doesn’t always do it. In fact, in a lot of situations where it takes three, your opponent’s creature probably survives. That means this will often just be trading with another two drop or, worse – a 1/1 token.
Public Thoroughfare
2.5 This is another nice source of fixing, even if it does require you to jump through a few hoops. Being able to only tap a Clue or something once when you play it is nice.
Tunnel Tipster
4 A two mana 1/1 that can tap for green is already a C-level card, and this has legitimate potential to grow throughout the game, which means it can stay more relevant than most mana dorks. Of course, if you draw it late it isn’t the most impressive thing ever, but playing this on turn two and playing a couple of Disguise creatures seems like a super common play pattern. This Common looks quite good.
Faerie Snoop
3 A three mana ¼ flyer isn’t a disaster, and the Disguise upside here is pretty real. Drawing a card is always nice, and there’s plenty of incentive for putting things in the graveyard too. These hybrid Disguise costs also mean these are going to be playable in a wider variety of decks than just Blue-Black.
Pack 2 Pick 3: Krenko, Baron of Tin Street
Fanatical Strength
3 We’ve seen Run Amok in the past, and it has a strictly worse text box because it can only target attacking creatures, and Run Amok was an absolute beating in aggro decks. I think this will be too. The stats boost + trample can just wreck combat in so many ways, and make damage lethal out of nowhere. The boost is enough to save a creature from some removal spells in a pinch too. You’re going to want to keep this card in the back of your mind any time you’re playing someone who is in Green.
Krenko, Baron of Tin Street
4 A three mana 3/3 with Haste is a great starting point, and this has great upside in a set with Clues everywhere. He's going to be able to crank out goblins and buff them on many boards. He even buffs himself!
Doppelgang
3 5 mana to make a token copy of a permanent isn’t that great. Obviously, it’s highly dependent on what you copy, but when you’re evaluating a card like this you have to think about how often you’re getting that 5 mana worth of value and, there will probably be more times where you don’t get your mana’s worth. Still, when you cast this you’re going to get a copy of whatever the best permanent on the battlefield is – most of the time you’ll be going after creature, and that means you either have a copy of your best creature, or a copy of your opponent’s best creature.
Fae Flight
3 This Aura looks quite good. Obviously, the ideal situation is to cast it in response to removal, in which case you’re left with a buffed evasive creature, and you’ve already taken a card of value away from your opponent. But this also has the upside all Flying auras do, w hich is that you can just…slap it on some big monster and quickly win the game.
Mistway Spy
3.5 Playing this on turn one is pretty acceptable, because it has evasion and a useful creature type – but the Disguise ability here is pretty impressive too. It counts every creature that hits your opponent, so you can get more than one clue. Obviously enough, because the Spy has evasion itself, you can turn it face up, crack in with it and get that Clue, which seems like a pretty normal play pattern.
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
Innocent Bystander
1.5 A two mana 2/1 that always gives you a clue when it dies is probably a C, but obviously enough this doesn’t always do it. In fact, in a lot of situations where it takes three, your opponent’s creature probably survives. That means this will often just be trading with another two drop or, worse – a 1/1 token.
Murder
3.5 Murder is still a pretty good Magic card in Limited. The double black can be a pain, but this is still premium.
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
Granite Witness
2.5 A 4-mana 3/2 with Flying and Vigilance is sort of passable, so the Disguise upside here is a nice thing to have around. Tapping or untapping things isn’t always gonna be useful, but when it is, it can be pretty awesome.
Pack 2 Pick 4: Perimeter Enforcer
Felonious Rage
2 We've seen this card before, more or less, and it’s a nice trick. The power boost lets your creature take down most stuff, and you come out ahead thanks to the token, and at only one mana it is really priced to move.
Flotsam
2.5 The Flotsam side helps you set up graveyard shenanigans and replaces itself, and the Jetsam side gives you a free spell. Neither are going to feel like the most efficient thing in the world in most cases – You have to pay 4 total mana to mill three and draw a card with Flotsam, and Jetsam isn’t usually going to give you back the mana you spent, and if either of this card was only one or the other it would be too narrow and mediocre. But, having both makes a big difference – that’s what is great about split cards. Both plays might be kind of meh, but the fact remains you have a card that does something useful and something early late, and most cards don’t have that kind of flexibility.
Perimeter Enforcer
3.5 A two mana 1/1 with flying and lifelink is already pretty nice, and a great creature to enhance, and this will often enhance itself in a format with this many detectives.
Lumbering Laundry
2 We’ve seen in past sets with Morph that being able to look at your opponent’s face-down cards isn’t really worth spending mana. Sure, the information is nice, and there’s worse things you could sink your mana into, but until you reach a point where you have literally nothing else you can do, you’re not going to be using this ability. So, what you’re left with is a pretty medium creature with a bit of Disguise upside.
Vitu-Ghazi Inspector
2.5 You're not usually going to be able to unlock this cards full power on turn two, and while a ⅓ with reach isn't a disaster for two mana, it isn't remotely close to good either. The good news is that the ETB is useful pretty much all game long.
Unauthorized Exit
2 This card is always pretty decent. You go down a card in most cases, but you get some nice tempo, and Surveil 1 can improve your next draw and/or load your graveyard. It is hurt a little bit by the absence of a dedicated spell deck in the format.
Cerebral Confiscation
1 So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Vengeful Creeper
2.5 A 5-mana 5/5 is pretty beefy, and this one has some Disenchant upside. Feels like most Green decks will want one of these.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
Person of Interest
3.5 4-mana for a 2/2 and a 2/2 Menace that can’t block is a pretty amazing rate. Not much more to say there, but this is a really good Common.
Pack 2 Pick 5: Person of Interest
Jaded Analyst
1.5 It feels like every single one of these creatures that has defender but loses defender when X happens has been really unimpressive, and I kind of thing this is too. I get it, you can give up a clue and attack with it, but by the time you can set that up, it isn’t like a 3/2 is going to light the world on fire. Most of the time this type of card is a 3/3, so at least it is a reasonable blocker, but a 3/2 is substantially worse.
Chalk Outline
0.0 / 3.5 The idea here is to play cards with Collect Evidence alongside this, and if you have enough of that going on – and enough creatures in your deck – this has the potential to be a fairly absurd engine, since it effectively gives you 2 cards every time you Collect Evidence. The problem is that this does absolutely nothing up front. Still, the upside is kind of insane, and I think accessible enough in some decks for this to get a buildaround grade.
On the Job
1.5 // 3.0 As usual with Inspiring Charge effects, this is a build around. Red/White decks look the most well-positioned for this as they can go the widest, but you really need to be all in on curving out and going wide, or this isn’t worth it, even with the clue. It’s probably a D in your typical White deck, but a card you’re usually going to be happy with one of in your more aggressive decks.
Person of Interest
3.5 4-mana for a 2/2 and a 2/2 Menace that can’t block is a pretty amazing rate. Not much more to say there, but this is a really good Common.
Granite Witness
2.5 A 4-mana 3/2 with Flying and Vigilance is sort of passable, so the Disguise upside here is a nice thing to have around. Tapping or untapping things isn’t always gonna be useful, but when it is, it can be pretty awesome.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Rubblebelt Maverick
3.5 These days, they give us lots of Common one drops that do a whole bunch of little things, and almost all of them have been impressive in Limited – I think this is another one of those. A one mana 1/1 with Surveil 2 is probably playable to begin with, especially if you’re a graveyard deck. Add to that the ability to put a counter on something, and this card just feels like it will do a ton of work.
Slime Against Humanity
0.0 // 3.0 You need at least three of these before they are worth playing, and 4 is better.
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.
Pack 2 Pick 6: Person of Interest
Living Conundrum
2.5 A 5-mana ⅖ with Hexproof is pretty interesting, especially at Uncommon. As usual, pairing hexproof with Auras and other enhancements can be a real beating for your opponent. The rest of the card’s effect isn’t going to come up a ton in Limited, but Blue does have enough graveyard stuff going on that turning this into a 10/10 isn’t impossible, and obviously the hexproof keeps you from really getting punished for milling your whole library.
Soul Search
1.5 This hits a wide enough variety of things to not to be an entirely useless discard spell, and the fact that sometimes you can get a token is pretty sweet.
Demand Answers
2.5 We’ve come a long way since Tormenting Voice. This is an Instant and you can choose to sacrifice an artifact or discard a card as an additional cost. That’s actually a pretty big deal, because this format has so many Clues.
Rakish Scoundrel
2 A 4-mana 3/3 death touch is probably a 1.5. It can trade for anything, but that’s really only exciting on cheap death touchers, and this definitely isn’t one. And sure, this can grant indestructibility when it enters, or can do it at instant speed if you have the mana for disguise – which means that it will kill whatever blocks it and survive thanks to death touch and indestructibility, but it seems like you’re just paying too much mana for this no matter how you deploy it.
Dramatic Accusation
2.5 Three mana Blue Auras that tap a creature down usually aren’t anything special. The problem is that they don’t entirely remove the creature in all situations, so abilities are still relevant, and if your opponent has a way to sacrifice or otherwise utilize the tapped down creature you end up feeling like you’re really far behind. The Accusation’s activated ability adds an interesting wrinkle to this, since now you can get rid of the creature if it has problematic abilities and everything. The downside is your opponent might draw it again later.
Public Thoroughfare
2.5 This is another nice source of fixing, even if it does require you to jump through a few hoops. Being able to only tap a Clue or something once when you play it is nice.
Person of Interest
3.5 4-mana for a 2/2 and a 2/2 Menace that can’t block is a pretty amazing rate. Not much more to say there, but this is a really good Common.
Cerebral Confiscation
1 So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Pack 2 Pick 7: Escape Tunnel
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Rune-Brand Juggler
3.5 Suspecting your creature might mean you get a good attack right away, and if nothing else the Juggler can suspect itself. It is nice that it’s a “may” trigger, if you’re in a spot where you need to block. The activated ability is pretty good, especially if you’re making tokens into suspects, something that doesn’t seem particularly far-fetched. It won’t feel quite as good to give up real creatures with that ability, but that’s not a bad fail-case either. If you have a Suspect in play and mana up, your opponent is going to be in a nightmare scenario.
Reasonable Doubt
2 This can hit any type of spell, but your opponent can also ignore it with spare mana. As usual, that type of card is never amazing, although it can feel pretty nice in the early game.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Suspicious Detonation
2.5 If this was always 5 mana, it’d probably be a 1.5. That’s a really clunky Sorcery that usually can’t trade up. But, this will cost two fairly often in Red decks. Sacrificing a Clue is all you need to be able to do, and as we’ve seen there are otherwise to sacrifice artifacts too. It can also go after Disguised creatures since it can’t be countered.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
Pack 2 Pick 8: Red Herring
Shady Informant
2.5 If you could only play this face up, it would be a pretty nice card. It has high enough power to trade with a whole lot of stuff, and the death trigger is likely to let you kill something else too – and that’s a 2-for-1. So, the fact you can get it on the board earlier in the game without your opponent knowing it’s lurking there makes it even nicer.
Get a Leg Up
3 This trick gives +1/+1 as a floor, and it can give a way bigger boost than that. We've seen this card before without the Reach, and it's always a good trick.
Pick Your Poison
0.5 Even at one mana and with all these modes, this still feels like it won't do enough far too often. I think it's a sideboard card.
Magnifying Glass
1 This is a bad mana rock that is way too slow at making Clues.
Red Herring
1.5 This can do some serious work if you play it on turn two, and if you get it later in the game you can give it up to get a card. It’s an artifact and a clue, so it’s got some synergy in the format too, especially in Blue-Red. Still…the card’s fail case doesn’t exactly excite me. Paying 4 to draw a card, even in installments isn’t exactly awesome.
Reasonable Doubt
2 This can hit any type of spell, but your opponent can also ignore it with spare mana. As usual, that type of card is never amazing, although it can feel pretty nice in the early game.
Pack 2 Pick 9: Thinking Cap
It Doesn't Add Up
2 This lets you reanimated something at instant speed. Of course…because you are forces to suspect the creature, it can't ambush block stuff, and that’s a big part of what would make this sweet. As is, it's an expensive removal spell with an effect that has just as mich downside as upside, and this kind of thing even with upside isn't always useful. That doesn't add up to a very good grade.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Toxin Analysis
1.5 This is really cheap, and cheap tricks are often real good for their ability to punch above their weight class – and this one even gives you a clue! But…there’s a problem. It doesn’t offer anything that can help your creature survive combat. Sure, your creature can always trade thanks to this, but it’s still going to feel close enough to a 2-for-1 to sting when you have to use it that way. It does work nicely with Suspect, but I don't think that's enough.
Pack 2 Pick 10: Krovod Haunch
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.
Krovod Haunch
2.5 One to play and two to equip for +2/+0 is kind of alright, and when it isn’t meaningful enough for you, this basically becomes 4 mana to make two 1/1 tokens and gain you three life. Neither mode is crazy of course, but the modality this gives you makes it a decent inclusion. I’m giving it a C.
Public Thoroughfare
2.5 This is another nice source of fixing, even if it does require you to jump through a few hoops. Being able to only tap a Clue or something once when you play it is nice.
Faerie Snoop
3 A three mana ¼ flyer isn’t a disaster, and the Disguise upside here is pretty real. Drawing a card is always nice, and there’s plenty of incentive for putting things in the graveyard too. These hybrid Disguise costs also mean these are going to be playable in a wider variety of decks than just Blue-Black.
Pack 2 Pick 11: Granite Witness
Fae Flight
3 This Aura looks quite good. Obviously, the ideal situation is to cast it in response to removal, in which case you’re left with a buffed evasive creature, and you’ve already taken a card of value away from your opponent. But this also has the upside all Flying auras do, w hich is that you can just…slap it on some big monster and quickly win the game.
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Granite Witness
2.5 A 4-mana 3/2 with Flying and Vigilance is sort of passable, so the Disguise upside here is a nice thing to have around. Tapping or untapping things isn’t always gonna be useful, but when it is, it can be pretty awesome.
Pack 2 Pick 12: Unauthorized Exit
Unauthorized Exit
2 This card is always pretty decent. You go down a card in most cases, but you get some nice tempo, and Surveil 1 can improve your next draw and/or load your graveyard. It is hurt a little bit by the absence of a dedicated spell deck in the format.
Cerebral Confiscation
1 So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Pack 2 Pick 13: Rot Farm Mortipede
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.
Pack 3 Pick 1: Museum Nightwatch
Unscrupulous Agent
3 We see this card a lot lately, and it’s always pretty nice. Goes after a card in your opponents hand while adding to the board, and then you can sacrifice it or otherwise utilize it for other purposes, sometimes it even feels like you’re getting a 2-for-1.
Kylox, Visionary Inventor
1.5 This asks way too much of you for a 7-mana card. You have to go behind on board in order to roll the dice and hope you get to cast some spells is a pretty bad idea. Menace, Ward, and Haste do mean you'll get this trigger pretty much every time you play Kylox, and there might be some decks that can get there without, but I don't think most will.
Hedge Whisperer
2.5 This ability is reasonably powerful once you get there, but in the meantime you’ve got a one mana 0/3, something that just isn’t relevant on most boards. It’s also a little annoying the ability is as expensive as it is, and you can still only have one animated land at a time. You have to jump through some very real hoops and play an otherwise sub-par creature.
Soul Enervation
4 This is a good removal spell, even without the creatures leaving your graveyard upside, and that means even if your deck has absolutely 0 ways to remove creatures from your graveyard, this will perform well enough to be included. And, most Black decks will be able to trigger the drain life effect on this at least a couple of times a game, and once you’ve done that you’re going to feel like you’ve really gotten there.
Case of the Pilfered Proof
1.5 I don't think this is very good. You have to play it ahead of your detectives to get the counters, and there’s where most of the value is, because getting an extra clue here and there isn’t the most impressive payoff.
Nervous Gardener
3 A two mana 2/2 isn’t what it used to be, but that’s the fail case here, and this has the upside of fixing your mana. Note, by the way, that it can grab this format’s dual lands, should you pick one up.
Innocent Bystander
1.5 A two mana 2/1 that always gives you a clue when it dies is probably a C, but obviously enough this doesn’t always do it. In fact, in a lot of situations where it takes three, your opponent’s creature probably survives. That means this will often just be trading with another two drop or, worse – a 1/1 token.
Unauthorized Exit
2 This card is always pretty decent. You go down a card in most cases, but you get some nice tempo, and Surveil 1 can improve your next draw and/or load your graveyard. It is hurt a little bit by the absence of a dedicated spell deck in the format.
Repeat Offender
2 This has an almost-passable baseline and ability that will make for a good mana sink in the later stages of the game. I like that you can use it at instant speed, so threat of activation will be pretty real.
Reasonable Doubt
2 This can hit any type of spell, but your opponent can also ignore it with spare mana. As usual, that type of card is never amazing, although it can feel pretty nice in the early game.
Museum Nightwatch
2.5 Spending 4 mana to get a 3/2 and a 2/2 is decent, and you can Disguise this to keep your opponent from knowing that it will leave value behind.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Pack 3 Pick 2: Torch the Witness
Granite Witness
2.5 A 4-mana 3/2 with Flying and Vigilance is sort of passable, so the Disguise upside here is a nice thing to have around. Tapping or untapping things isn’t always gonna be useful, but when it is, it can be pretty awesome.
Convenient Target
1.5 One red for +1/+1 and Menace isn't the worst, and because you can get this back it isn't going to 2-for-1 you. You can also use it to get a blocker out of the way in a pinch.
Torch the Witness
4 It’s always going to feel like very efficient removal, and it scales all game long and it’s likely to let you investigate in most situations, so you even get a 2-for-1!
Leering Onlooker
3.5 I’m reasonably happy with a two mana ⅓ Flyer, and this one gives you a couple bodies out of the graveyard. This means that if you’re milling yourself it still gives you value, and just casting it normally and getting the bodies back later is a nice feeling too.
Karlov Watchdog
3 This is a pretty nice Battalion trigger. Red/White in the format should be able to get this going pretty effectively, and obviously the boost it gives is at its best when you have a bunch of creatures anyway. The stats boost also makes it very likely that you’ll keep enough stuff alive to do it all over again the next turn. The card’s big downside is being a 4-mana card with 2-toughness that can be killed by almost every removal spell in the format, many of which cost one mana or are stapled to creatures, and that’s a miserable feeling.
The Chase Is On
2 This is expensive for a trick, but your creature is likely to win combat and you even get a 2-for-1 in the long run.
Behind the Mask
1 This type of card rarely works out in Limited, and I think even at one mana I’m not super interested in this. It’s easy to look at this and see it as a trick with multiple modes – and that is what it is, but reducing a creature to 1/1 or growing a creature to 4/3, or turning a clue into a 4/3, while possibilities is only useful situationally. You need stat-lines to line up just right, and if you’re turning your 2/2 or something into a 4/3 it’s really not worth it. Furthermore, shrinking an opposing creature to a 1/1 is only relevant or useful when your opponent attacks with the right creature that you actually want to remove. Basically, this is too situational to do something worthwhile very often.
Escape Tunnel
3 This is Evolving Wilds with upside, and that upside can allow you send in an unblockable Disguise creature.
Crowd-Control Warden
3 It’ll be at least a 5/5 in most cases, and other times it will be absolutely massive! The whole Disguise thing is a big deal too, when the creature has the potential of being this big.
Projektor Inspector
2.5 A three mana 3/2 that loots on ETB is decent, and looting with this more than once isn’t impossible.
Slice from the Shadows
3.5 Uncounterability actually matters in this set because of all the Disguise creatures with Ward. –X/-X is never going to feel super efficient, but it’s an instant and it scales all game, so I think it’s premium.
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Pack 3 Pick 3: Case of the Gateway Express
Krovod Haunch
2.5 One to play and two to equip for +2/+0 is kind of alright, and when it isn’t meaningful enough for you, this basically becomes 4 mana to make two 1/1 tokens and gain you three life. Neither mode is crazy of course, but the modality this gives you makes it a decent inclusion. I’m giving it a C.
Trostani, Three Whispers
4 This has above-rate stats and the ability to grant these keywords is pretty awesome, especially since it can use the abilities on itself. The threat of activation is very real, and your opponent really has to think about death touch and double strike when making their decisions.
A Killer Among Us
2.5 A 4-mana 3/3 that makes a Clue is fine, and this will be a 4/4 Vigilance from time to time.
Break Out
3 This is a two mana card selection spell that gives you an option of adding to the board, and that's pretty awesome.
Get a Leg Up
3 This trick gives +1/+1 as a floor, and it can give a way bigger boost than that. We've seen this card before without the Reach, and it's always a good trick.
Case of the Gateway Express
4 The ETB will be a reasonable removal spell most of the time, and sometimes a really good one – and this case is easier to solve than most. The reward isn’t exactly game-breaking, but it’s certainly relevant, especially because it’s effectively stapled to a solid removal spell.
Griffnaut Tracker
2 4-mana 3/2 flyers aren’t what they once were, but hating on the graveyard has value, and the stat-line isn’t a complete disaster. I’m giving this a C.
Cerebral Confiscation
1 So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Felonious Rage
2 We've seen this card before, more or less, and it’s a nice trick. The power boost lets your creature take down most stuff, and you come out ahead thanks to the token, and at only one mana it is really priced to move.
Riftburst Hellion
2.5 This isn’t going to feel amazing either way you get the 6/7 with Reach, but the fact that it IS a huge creature with the upside of being castable as a three mana 2/2 Ward 2 makes it worthwhile.
Bubble Smuggler
2 If you need to play a two drop well…it is one. A pretty bad one, but one nonetheless. Then if you need something on three you can disguise it, and then in the late game it can become a big monster. Now, this card isn’t ever going to make you feel like you’re doing something busted, as it’s kind of medium at all three points in the game, but the fact it can do all those things is enough for it to be fine.
Presumed Dead
2.5 This type of trick always performs fairly well, as it does enough to make a creature punch above it’s weight class, yet it still survives. It even works well against removal, and it gets particularly interesting with creatures that have ETB abilities. Suspect won’t always feel like upside, but I think it will more often than not.
Mistway Spy
3.5 Playing this on turn one is pretty acceptable, because it has evasion and a useful creature type – but the Disguise ability here is pretty impressive too. It counts every creature that hits your opponent, so you can get more than one clue. Obviously enough, because the Spy has evasion itself, you can turn it face up, crack in with it and get that Clue, which seems like a pretty normal play pattern.
Inside Source
3.5 Three mana for a 2/2 and a 1/1 is always a pretty good rate in Limited, so when you tack on this card’s ability to buff your detectives – albeit inefficiently – I think we’re talking about a very nice Common.
Goblin Maskmaker
2 So, if you get this on exactly turn one and you have some Disguise creatures in your hand, this can feel pretty good – as dropping a 2/2 Ward 2 on turn two – one that will have all kinds of upside – is pretty awesome. The problem is that this has diminishing returns as the game goes on, especially because it has to attack to give you that discount.
Topiary Panther
2.5 This fixes your mana well and sets up Collect Evidence 6 in the early game, and in the late game it's a passable creature.
Auspicious Arrival
2 This is a solid trick – one that represents a 2-for-1 thanks to that Clue. +2/+2 for two isn’t the most impressive boost-to-cost ratio, but it’s enough.
Extract a Confession
3.5 This looks like a great common. Edicts tend to be at their best when your opponent has the fewest creatures. That usually means the early game. But thanks to collevt evidence here, this stays pretty good by the mid to late game, as getting rid of your opponents highest power creature will also mean their best creature loke 80 percent of the time.
Reasonable Doubt
2 This can hit any type of spell, but your opponent can also ignore it with spare mana. As usual, that type of card is never amazing, although it can feel pretty nice in the early game.
Griffnaut Tracker
2 4-mana 3/2 flyers aren’t what they once were, but hating on the graveyard has value, and the stat-line isn’t a complete disaster. I’m giving this a C.
Pack 3 Pick 5: Felonious Rage
Living Conundrum
2.5 A 5-mana ⅖ with Hexproof is pretty interesting, especially at Uncommon. As usual, pairing hexproof with Auras and other enhancements can be a real beating for your opponent. The rest of the card’s effect isn’t going to come up a ton in Limited, but Blue does have enough graveyard stuff going on that turning this into a 10/10 isn’t impossible, and obviously the hexproof keeps you from really getting punished for milling your whole library.
Flotsam
2.5 The Flotsam side helps you set up graveyard shenanigans and replaces itself, and the Jetsam side gives you a free spell. Neither are going to feel like the most efficient thing in the world in most cases – You have to pay 4 total mana to mill three and draw a card with Flotsam, and Jetsam isn’t usually going to give you back the mana you spent, and if either of this card was only one or the other it would be too narrow and mediocre. But, having both makes a big difference – that’s what is great about split cards. Both plays might be kind of meh, but the fact remains you have a card that does something useful and something early late, and most cards don’t have that kind of flexibility.
Evidence Examiner
2.5 So, if you’ve got some spare stuff in your graveyard, this can turn it into cards, and it gives you a repeatable way to collect evidence, something that seems particularly useful for payoffs that give you something when cards leave your graveyard. Still, I do wish this was both an enabler and a payoff for collecting evidence. As is, it doesn’t feel strong enough to pull me into the color pair.
Hotshot Investigators
1 I’m not very impressed with this overall. It just doesn’t give you enough for 6 mana these days. It seems super clunky, no matter which mode you go with.
Felonious Rage
2 We've seen this card before, more or less, and it’s a nice trick. The power boost lets your creature take down most stuff, and you come out ahead thanks to the token, and at only one mana it is really priced to move.
Repeat Offender
2 This has an almost-passable baseline and ability that will make for a good mana sink in the later stages of the game. I like that you can use it at instant speed, so threat of activation will be pretty real.
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.
Undercover Crocodelf
2 So…without Disguise this wouldn’t be very good. A 6-mana 5/5 just doesn’t move the needle, especially one that can only do something if it hits your opponent. Disguise does enough to make this playable, though, because you can get it on the board much earlier of course, but you can also find a way to sneak it in and get that clue more easily.
Chalk Outline
0.0 / 3.5 The idea here is to play cards with Collect Evidence alongside this, and if you have enough of that going on – and enough creatures in your deck – this has the potential to be a fairly absurd engine, since it effectively gives you 2 cards every time you Collect Evidence. The problem is that this does absolutely nothing up front. Still, the upside is kind of insane, and I think accessible enough in some decks for this to get a buildaround grade.
Flotsam
2.5 The Flotsam side helps you set up graveyard shenanigans and replaces itself, and the Jetsam side gives you a free spell. Neither are going to feel like the most efficient thing in the world in most cases – You have to pay 4 total mana to mill three and draw a card with Flotsam, and Jetsam isn’t usually going to give you back the mana you spent, and if either of this card was only one or the other it would be too narrow and mediocre. But, having both makes a big difference – that’s what is great about split cards. Both plays might be kind of meh, but the fact remains you have a card that does something useful and something early late, and most cards don’t have that kind of flexibility.
Fanatical Strength
3 We’ve seen Run Amok in the past, and it has a strictly worse text box because it can only target attacking creatures, and Run Amok was an absolute beating in aggro decks. I think this will be too. The stats boost + trample can just wreck combat in so many ways, and make damage lethal out of nowhere. The boost is enough to save a creature from some removal spells in a pinch too. You’re going to want to keep this card in the back of your mind any time you’re playing someone who is in Green.
Bubble Smuggler
2 If you need to play a two drop well…it is one. A pretty bad one, but one nonetheless. Then if you need something on three you can disguise it, and then in the late game it can become a big monster. Now, this card isn’t ever going to make you feel like you’re doing something busted, as it’s kind of medium at all three points in the game, but the fact it can do all those things is enough for it to be fine.
Slice from the Shadows
3.5 Uncounterability actually matters in this set because of all the Disguise creatures with Ward. –X/-X is never going to feel super efficient, but it’s an instant and it scales all game, so I think it’s premium.
Gearbane Orangutan
1.5 If you can either destroy an opposing artifact, or give up an expendable artifact when you play this, it’ll be fine. Ideally of course, you give up a clue. Still, I think there are going to be enough situations where neither mode is useful and this is a miserable card when that happens.
Pack 3 Pick 7: Due Diligence
Forum Familiar
2.5 This is a Disguise creature that you’re going to want to play face down about 99% of the time., since if you don’t, it’s just a vanilla one mana 1/1 and those tend to get irrelevant quickly. However, if you play this face down it’s going to be pretty darn relevant thanks to its ability to bounce your permanents. You can do this to rebuy ETBs or help a creature dodge removal and stuff like that, but you can even just return a land if you just want the Familiar to be a 2/2. Obviously that’s not optimal, but it’s something. I think this will lie in wait and have big impacts on many games. This also gives us back-to-back white Disguise creatures who can turn face up and blank removal, so that’s something your’e going to have to keep in mind.
Branch of Vitu-Ghazi
2.5 If you just need the mana right away, you can play it, but this has two other really nice functions. First, it's flood insurance. The last thing you want to do in the late game is draw a land - but thud one can be a creature when that's the case. And in the mid-game, when you might need the fixing, you can turn it face up. Remember you can do weird stuff like assign this to block and turn it face up, at which point you get the mana and the creature it blocked is still considered blocked, but you don't lose the land.
Absolving Lammasu
4 A 5-mana 4/3 flyer that gains 3 life when it dies is a card you’re already pretty happy with. This is because it pressures your opponent effectively, and the fail case is that it trades with a removal spell or a creature and gains you 3. So, the fact this also shuts of suspect across the board is pretty sweet. If you’re in White, you’re probably not using suspect a whole lot yourself, so if that ability it does something, it will usually power down the opposing board. Then, on top of all of that, the Lammasu also lets you suspect an opposing creature when it dies. Sure, there’s both upside and downside associated with that, but because you’re making the choice you can usually find an advantageous way to use it. This does a ton for the mana cost while sporting a fairly good stat-line – making it a very good uncommon.
Snarling Gorehound
2.5 A one mana 1/1 Menace feels pretty nice on turn one, and this is likely to give you some card selection and graveyard synergy throughout the game. Seems like nice value for one mana.
Cold Case Cracker
3 A 4-mana 3/3 Flyer isn’t what it once was, but it’s not a bad stat-line, and this one replaces itself with a valuable Clue and it has a useful creature type.
Cerebral Confiscation
1 So…this is either Mind Rot or Coercion, and neither of those is a great card these days, mostly because they don’t do anything in the late game and don’t add to the board.
Due Diligence
2 Without the ETB this would be really bad. If you throw the ETB in the mix, it gets more interesting. There are going to be times where you cast this and end up with two great attacks as a result, and the Vigilance makes it so you don’t have to give up on defending yourself either, so chances are better than normal that those attacks are worth taking. Alternatively, making one thing get +4/+4 and Vigilance for a turn doesn’t sound bad either. You do need to be careful about casting this, as you do with most Auras, but this one does enough to be make the cut a decent chunk of the time.
Pack 3 Pick 8: Absolving Lammasu
Absolving Lammasu
4 A 5-mana 4/3 flyer that gains 3 life when it dies is a card you’re already pretty happy with. This is because it pressures your opponent effectively, and the fail case is that it trades with a removal spell or a creature and gains you 3. So, the fact this also shuts of suspect across the board is pretty sweet. If you’re in White, you’re probably not using suspect a whole lot yourself, so if that ability it does something, it will usually power down the opposing board. Then, on top of all of that, the Lammasu also lets you suspect an opposing creature when it dies. Sure, there’s both upside and downside associated with that, but because you’re making the choice you can usually find an advantageous way to use it. This does a ton for the mana cost while sporting a fairly good stat-line – making it a very good uncommon.
Agency Outfitter
2.5 The idea here is that you search up these two cards and use the Glass to equip the Cap, in which case the Outfitter is effectively a 5/5 Flyer. The problem is that you need those cards in your deck to make it happen, and Magnifying Glass is pretty terrible to have in your deck.
Sudden Setback
3.5 We’ve seen a lot of 4 mana blue cards lately that let you get rid of a nonland permanent by giving your opponent the option of put it on top or bottom of the library, and they’ve fared pretty well. None of them have been amazing, but they let you trade 1-for-1 and you can do it at instant speed. So, add in the ability to also do this with spells on the stack, and I think we’re talking about a fairly high quality card.
Rubblebelt Braggart
3 So, when this attacks you can choose to give it menace and make it unable to block, and a 5/5 menace isn’t something your opponent can just shrug about in most cases.
Repeat Offender
2 This has an almost-passable baseline and ability that will make for a good mana sink in the later stages of the game. I like that you can use it at instant speed, so threat of activation will be pretty real.
Pick Your Poison
0.5 Even at one mana and with all these modes, this still feels like it won't do enough far too often. I think it's a sideboard card.
Pack 3 Pick 9: Case of the Pilfered Proof
Unscrupulous Agent
3 We see this card a lot lately, and it’s always pretty nice. Goes after a card in your opponents hand while adding to the board, and then you can sacrifice it or otherwise utilize it for other purposes, sometimes it even feels like you’re getting a 2-for-1.
Case of the Pilfered Proof
1.5 I don't think this is very good. You have to play it ahead of your detectives to get the counters, and there’s where most of the value is, because getting an extra clue here and there isn’t the most impressive payoff.
Repeat Offender
2 This has an almost-passable baseline and ability that will make for a good mana sink in the later stages of the game. I like that you can use it at instant speed, so threat of activation will be pretty real.
Reasonable Doubt
2 This can hit any type of spell, but your opponent can also ignore it with spare mana. As usual, that type of card is never amazing, although it can feel pretty nice in the early game.
Thinking Cap
2 If this were always 1 to Equip, it would probably be a 2.5, just because that’s a fairly efficient boost – one that’s easy to move around. Detectives are plentiful enough in this format that this still looks solid.
Pack 3 Pick 10: Karlov Watchdog
Karlov Watchdog
3 This is a pretty nice Battalion trigger. Red/White in the format should be able to get this going pretty effectively, and obviously the boost it gives is at its best when you have a bunch of creatures anyway. The stats boost also makes it very likely that you’ll keep enough stuff alive to do it all over again the next turn. The card’s big downside is being a 4-mana card with 2-toughness that can be killed by almost every removal spell in the format, many of which cost one mana or are stapled to creatures, and that’s a miserable feeling.
Behind the Mask
1 This type of card rarely works out in Limited, and I think even at one mana I’m not super interested in this. It’s easy to look at this and see it as a trick with multiple modes – and that is what it is, but reducing a creature to 1/1 or growing a creature to 4/3, or turning a clue into a 4/3, while possibilities is only useful situationally. You need stat-lines to line up just right, and if you’re turning your 2/2 or something into a 4/3 it’s really not worth it. Furthermore, shrinking an opposing creature to a 1/1 is only relevant or useful when your opponent attacks with the right creature that you actually want to remove. Basically, this is too situational to do something worthwhile very often.
Slice from the Shadows
3.5 Uncounterability actually matters in this set because of all the Disguise creatures with Ward. –X/-X is never going to feel super efficient, but it’s an instant and it scales all game, so I think it’s premium.
Airtight Alibi
2 When you can use this correctly, it can be an absolute beating. It can work as a decent trick that leaves the buff behind, and it can blank removal. Turning off Suspect will usually be more upside than downside, too. Still, it's tricky to leave up this much mana.
Pack 3 Pick 11: Griffnaut Tracker
Krovod Haunch
2.5 One to play and two to equip for +2/+0 is kind of alright, and when it isn’t meaningful enough for you, this basically becomes 4 mana to make two 1/1 tokens and gain you three life. Neither mode is crazy of course, but the modality this gives you makes it a decent inclusion. I’m giving it a C.
Break Out
3 This is a two mana card selection spell that gives you an option of adding to the board, and that's pretty awesome.
Griffnaut Tracker
2 4-mana 3/2 flyers aren’t what they once were, but hating on the graveyard has value, and the stat-line isn’t a complete disaster. I’m giving this a C.
Pack 3 Pick 12: Griffnaut Tracker
Extract a Confession
3.5 This looks like a great common. Edicts tend to be at their best when your opponent has the fewest creatures. That usually means the early game. But thanks to collevt evidence here, this stays pretty good by the mid to late game, as getting rid of your opponents highest power creature will also mean their best creature loke 80 percent of the time.
Griffnaut Tracker
2 4-mana 3/2 flyers aren’t what they once were, but hating on the graveyard has value, and the stat-line isn’t a complete disaster. I’m giving this a C.
Pack 3 Pick 13: Rot Farm Mortipede
Rot Farm Mortipede
3 The boost that the Mortipede gets is legit, as a 4/4 menace lifelinker is far better than a ¾. Getting stuff to leave your graveyard isn’t a huge ask in the format either, as the entire “Collect Evidence” mechanic is all about doing that. Putting cards from your graveyard to your hand and all of that will trigger this too. I think most Black decks will realistically be able to trigger this once or twice a game, and that’s really all you need for this to pull its weight.