Ox of Agonas
4.5 This is a really neat card. 5 mana for a 4/2 that, in most cases, will be netting you at least a couple of cards is really sweet. And, the fact that he helps stock up your graeyard so you can bring him back later with Escape is some nice internal synergy. This is the kind of card that doesn’t have impressive stats, and it won’t be your win condition exactly, but the amount of cards it nets you -- especially if you manage to get it back with Escape later -- is completely absurd, and will be enough to win you the game on card advantage alone. I also like the high power, because it means finding a way to trade with the creature itself isn’t too hard. The one place where this might not feel great is if you are trying to hold on to some cards in your hand, but the good news is you can wait to cast this until it is as beneficial as possible.
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Anax, Hardened in the Forge
4.0 At worst, he is a 3-mana 2/3 with a powerful ability who churns out creature tokens when stuff dies. Now, the fact that those creature tokens can’t block is no small thing – part of the value of creature tokens in a lot of games is that they can provide chump blockers, and these can’t do that – they are all about attacking. So yes, that is definitely a downgrade, but still – you’re getting creature tokens when stuff dies, and that’s nice value. Plus, he also likes it when extra big creatures die, and he can make two tokens. It is nice too that this ability includes himself, so it basically impossible for your opponent to straight up trade with Anax – he can even potentially get his power up to 4, in which case he would make two tokens! I think that Anax brings a lot of power for an uncommon, especially as a three drop.
Destiny Spinner
4.0 This little two drop is good all game long. It has good stats, and it can animate your lands into pretty scary attackers in the late game, when it can often take over.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Aspect of Lamprey
2.0 Lifelink + Mind Rot turns out to be a pretty decent combination in this set. This is another Discard spell that still does a thing in the late game, and that’s nice, because it gets around some significant downside.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Irreverent Revelers
0.5 There aren’t really enough Artifacts in this set for this to be worth it in your main deck. If you go up against someone with a few targets though, this can become a 2-for-1.
Captivating Unicorn
1.5 The Constellation Trigger here is alright, and the stats of the creature are passable. You’ll play this at the top of your curve in some aggressive decks.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Venomous Hierophant
2.5 This loads your graveyard in a format that is interested in that, and it can trade for anything!
Pack 1 Pick 2: Iroas's Blessing
Destiny Spinner
4.0 This little two drop is good all game long. It has good stats, and it can animate your lands into pretty scary attackers in the late game, when it can often take over.
Enemy of Enlightenment
1.5 It is tempting to look at this as a potential finisher in your deck, but it is harder to consistently have it be a threatening presence than you might think, and you also have to contend with the symmetrical discard, which narrows the window in which you can play it. That said, it can be a finisher, but it isn’t a great one.
The Birth of Meletis
2.5 This might seem like it does 3 kind of minor things -- but I think it is a pretty reasonable inclusion in White decks in this format. Searching up a Plains gurantees you will hit your 3rd land drop, a 0/4 defender is unexciting, but it does add something to the board, and 2 life is unexciting too. But, if you look at this with all the parts together, it is basically Wall of Omens that gains you 2 life, for the same mana cost, and that’s something I want to play, especially in less aggressive White decks.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Mire's Grasp
3.5 This is premium removal. Two mana for -3/-3 is a good deal, and while I would probably prefer it to be an Instant rather than an Enchantment, the fact that you can only cast it at Sorcery speed is made up for, at least a little bit, by having the useful Enchantment type.
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Loathsome Chimera
3.0 Another nice Escape creature, the Chimera offers the ability to trade as a result of its high power, and then it can just keep coming back and threatening the opponent as a 5/2.
Iroas's Blessing
3.5 This is a removal spell that also gives one of your creatures a stats boost, and that’s pretty nice. It isn’t the most efficient at removing things, but it is nice that it actually impacts your side of the board too, even if +1/+1 isn’t always going to be a major thing.
Pack 1 Pick 3: Mire's Grasp
Blood Aspirant
3.0 He gets bigger when you sacrifice permanents, and also gives you a way to do that. His ability to ping a creature and make it unable to block is pretty powerful, especially because he will be getting bigger at the same time. He will often make your attacks look much better, if yo’ure willing to give up a creature or an Enchantment. There will of course be times where you just can’t get things going with the Aspirant, and that will hurt -- but there will also be games where activating his ability twice will just win you the game.
Klothys's Design
1.0 Six mana for a board pump effect like this honestly isn’t that impressive, especially because the boost it gives is so inconsistent, and it doesn’t even offer a keyword ability to sweeten the deal. You’ll play this in some of your Green decks, especially if you’re close to mono-green and going wide, but you’ll barely every play this.
Staggering Insight
3.5 I like this a lot, especially the idea of putting it on an evasive creature. Auras can be super risky because of 2-for-1s, but any Aura that can help mitigate against that is going to be nice, and this certainly does that -- drawing you a card every single time your creature hits your opponent. As long as your deck has a reasonable number of flyers -- and it will in UW -- there are going to be times where you just stick this on a flier and run away with the game. Putting it on a creature on the ground makes it harder to get the full value out of it, but it can still present a real threat.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Mire's Grasp
3.5 This is premium removal. Two mana for -3/-3 is a good deal, and while I would probably prefer it to be an Instant rather than an Enchantment, the fact that you can only cast it at Sorcery speed is made up for, at least a little bit, by having the useful Enchantment type.
Thirst for Meaning
2.5 This is a decent draw spell. Sometimes giving up an Enchantment will be worth it, but don’t just do it automatically. Sometimes giving up a couple of lands will just be better.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Sentinel's Eyes
2.5 This Aura gets around the classic problem that many of them have – the danger of a 2-for-1. With Escape, you can avoid that ever being a real problem, and enjoy the benefits of a pretty efficient stats boost on your creatures.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Grim Physician
1.0 This can trade for X/2s, or threaten a 2-for-1 against two X/1s. It isn’t a terrible thing to sacrifice. But you mostly won’t play it.
Pack 1 Pick 4: Warbriar Blessing
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Thundering Chariot
2.5 This is pretty easy to crew, but not that easy to cast. It is a pretty good creature though when you can crew it.
Alseid of Life's Bounty
3.0 This one drop has an ability that keeps it relevant all game long. Early on, it can attack and get in for some damage, and it has lifelink so putting Auras on it feels pretty good! But once it can no longer attack effectively, its ability to give Protection to thinks will be a huge boon. You can use it to help a creature get in lethal, wreak havoc on combat, or save a creature from removal.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Warbriar Blessing
3.5 This gives a large enough boost to toughness that this enables a number of creatures to fight and survive than would have been able to without it. This often feels like a removal spell that leaves behind a permanent stats boost for one of your creatures, and that tends to feel pretty good – though it does have the usual downsides that Fight spells do – if you’re not careful, you might get 2-for-1’d.
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Aspect of Manticore
2.0 This is another Aura that feels like a combat trick that leaves some value behind, and the boost it often gives is well worth it in aggro decks. Still risky of course, so keep that in mind.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Pack 1 Pick 5: Daybreak Chimera
Escape Velocity
2.0 This is a cheap Aura with Escape, and Escape really helps it get around the downside some Auras have – you won’t really be getting 2-for-1’d if they kill the creature you put this on, because it will keep coming back!
Klothys's Design
1.0 Six mana for a board pump effect like this honestly isn’t that impressive, especially because the boost it gives is so inconsistent, and it doesn’t even offer a keyword ability to sweeten the deal. You’ll play this in some of your Green decks, especially if you’re close to mono-green and going wide, but you’ll barely every play this.
Impending Doom
2.0 This gives a really nice stats boost for the cost, though it does come with some quite significant upside. If you’re an aggressive deck, slapping this on your one or two drop can often win you the game – but of course you’re going to get 2-for-1’d and Lightning Bolted if your opponent has an answer. This tends to be worth it in those aggro decks, but not really anywhere else.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Daybreak Chimera
3.0 This isn’t great if you have 0 devotion to White, but all you need is one devotion for this to become a 4-mana 3/3 Flyer, which is a great deal in Limited, and sometimes it will only cost three!
Starlit Mantle
2.0 The flexibility of this to feel like a combat trick that sticks around OR a counterspell against removal is pretty nice, especially in a set loaded with Enchantment payoffs.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Flicker of Fate
1.0 Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Loathsome Chimera
3.0 Another nice Escape creature, the Chimera offers the ability to trade as a result of its high power, and then it can just keep coming back and threatening the opponent as a 5/2.
Pack 1 Pick 6: Incendiary Oracle
Minion's Return
1.5 Situational cards are not your friend in Limited, and that’s definitely what this ends up being. It is tempting to imagine using this to steal your opponents’ bomb, or keep yours alive, but there are plenty of games where things just won’t line up the way you want them to and this ends up being an underwhelming or worse – useless card.
Escape Velocity
2.0 This is a cheap Aura with Escape, and Escape really helps it get around the downside some Auras have – you won’t really be getting 2-for-1’d if they kill the creature you put this on, because it will keep coming back!
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Soulreaper of Mogis
2.0 This has decent stats and an okay mana sink ability. The ability does feel pretty clunky, especially when there are cheaper sacrifice outlets around, like the Lampad.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Elite Instructor
1.5 This has bad stats but a decent ETB ability. Looting does mean that it does something kind of relevant all game long, although it isn’t the most impressive thing.
Temple Thief
2.0 This is a Bear that is sometimes unblockable, but not really often enough to be that great.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Ilysian Caryatid
3.0 This gives you some nice fixing that gets better if you have a big guy around. It is super vulnerable and dies to every removal in the set, which is especially painful when your opponent spend only one mana to kill it, but it is still a high quality common.
Pack 1 Pick 7: Lagonna-Band Storyteller
Lagonna-Band Storyteller
2.5 This ETB trigger is pretty nice! There are lots of good Enchantments in this set, including Sagas which throw themselves in the graveyard, so getting something back with the Storyteller isn’t that hard to set up. People often overrate how good putting something on top of your library is – keep in mind that it is just card selection, and not card advantage. That doesn’t make the Storyteller bad, just not as good as some might think.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Memory Drain
0.5 This counterspell costs way too much mana, and adding Scry doesn’t really help that.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Hyrax Tower Scout
1.5 This has solid stats, and its ETB ability will occasionally do something, though not usually anything especially meaningful.
Pack 1 Pick 8: Underworld Rage-Hound
Whirlwind Denial
1.5 This is a neat design for a counterspell that we haven’t really seen before. Most of the time in Limited, your opponent will just be controlling one spell or ability, so this is basically just a fancy Convolute, and that isn’t an amazing place to be. On occasion, you may be able to get more than just the one spell, but it isn’t that easy to make it happen.
Glory Bearers
1.5 This has kind of okay stats and a kind of okay ability. Pumping toughness on attacks isn’t a huge deal, but it makes a difference sometimes.
Underworld Rage-Hound
3.0 This is a key common for Red aggro decks in this format. It has reasonably aggressive stats and doesn’t tend to stay dead, and can really represent inevitability.
Infuriate
1.5 This is an alright trick. You’ll play it sometimes in aggro decks.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Pack 1 Pick 9: Irreverent Revelers
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Triton Waverider
2.0 It is tempting to look at this as a 4-mana 3/3 Flyer, and it isn’t that hard to trigger Constellation, but the key is triggering it consistently, and at a time when a 3/3 Flyer matters, and it seems like that doesn’t happen nearly as often as you’d hope.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Irreverent Revelers
0.5 There aren’t really enough Artifacts in this set for this to be worth it in your main deck. If you go up against someone with a few targets though, this can become a 2-for-1.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Pack 1 Pick 10: Nyxborn Courser
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Pack 1 Pick 11: Stampede Rider
Klothys's Design
1.0 Six mana for a board pump effect like this honestly isn’t that impressive, especially because the boost it gives is so inconsistent, and it doesn’t even offer a keyword ability to sweeten the deal. You’ll play this in some of your Green decks, especially if you’re close to mono-green and going wide, but you’ll barely every play this.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Pack 1 Pick 12: Portent of Betrayal
Underworld Dreams
1.0 Devotion is generally not a big enough theme in this set for Underworld Dreams to be worth it. It is too hard to cast and too slow for such a lame effect.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Pack 1 Pick 13: Wrap in Flames
Escape Velocity
2.0 This is a cheap Aura with Escape, and Escape really helps it get around the downside some Auras have – you won’t really be getting 2-for-1’d if they kill the creature you put this on, because it will keep coming back!
Wrap in Flames
1.5 This is alright in aggro decks, as it can let you close out a game, but it is still highly situational – it doesn’t tend to do much unless you have lethal.
Pack 1 Pick 14: Escape Velocity
Escape Velocity
2.0 This is a cheap Aura with Escape, and Escape really helps it get around the downside some Auras have – you won’t really be getting 2-for-1’d if they kill the creature you put this on, because it will keep coming back!
Pack 2 Pick 1: Pheres-Band Brawler
Underworld Breach
0.0 This is too difficult to set up in Limited. Don’t play it.
Staggering Insight
3.5 I like this a lot, especially the idea of putting it on an evasive creature. Auras can be super risky because of 2-for-1s, but any Aura that can help mitigate against that is going to be nice, and this certainly does that -- drawing you a card every single time your creature hits your opponent. As long as your deck has a reasonable number of flyers -- and it will in UW -- there are going to be times where you just stick this on a flier and run away with the game. Putting it on a creature on the ground makes it harder to get the full value out of it, but it can still present a real threat.
Nyx Herald
3.5 On its own, this is a 3-mana ¾ with Trample, and in most ways it is better than that, because it can spread that stats boost and keyword ability to other creatures.
Pheres-Band Brawler
3.5 Creatuers with an ETB removal effect always feel great in Limited, since they allow you to develop your board while taking away from your opponents’. As a 4/4, the Brawler will be able to take down a big chunk of creatures in the set while it sticks around to trade with something else. That goes a long way towards helping you pull back even with an opponent who was ahead of you.
Mire's Grasp
3.5 This is premium removal. Two mana for -3/-3 is a good deal, and while I would probably prefer it to be an Instant rather than an Enchantment, the fact that you can only cast it at Sorcery speed is made up for, at least a little bit, by having the useful Enchantment type.
Skophos Warleader
2.0 This is another cheap sacrifice outlet, which works quite well in the BR deck. It is pretty inefficient other than that, though.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Final Death
3.0 It isn’t fancy, but Final Death is a nice common removal spell for Black. 5-mana to exile any creature at instant speed is nice, especially because this format loves the graveyard. For me, I think it still falls a little short of “premium” territory, but not by much.
Karametra's Blessing
1.5 This is a decent trick with nice Enchantment upside – it IS still a trick though, and you’ll only play it in the most aggressive of decks.
Witness of Tomorrows
2.5 Witness of Tomorrows tends to overperform. It lines up really well against most other flyers in the format as a ¾, and can be a really threatening presence in the air, and it doesn’t have the worst manasink ability either.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Pack 2 Pick 2: Hero of the Games
The Triumph of Anax
1.0 first three chapters help make it so your creatures can attack harder and give them trample, and if you play this on turn 3 and your opponent has an empty board you can start doing a ton of damage. But, that’s the kind of ability that normally won’t scale very well as the game goes on -- sure, if you have creatures who are challenging to block it gets more interesting, but the boost to only power and Trample just isn’t something I’m that interested in. I feel like most aggro decks would rather just play a 3-mana creature than this. Now, the fourth chapter of this Saga is the most interesting one, since it gives you a fight effect -- but the fact your opponent KNOWS it is coming, means they can play around it to some extent -- it just takes so long for you to get to chapter 4 too.
Shimmerwing Chimera
3.5 A 4-mana 3/2 with Flying is a good starting point, and adding the ability to bounce your stuff is nice. Now, it is important to note that it says “up to one” which means you don’t have to bounce any Enchantments if you don’t want to, and that’s good, because it means that the upkeep ability of the Chimera is only ever going to be upside, and upside on a 4-mana 3/2 Flyer is pretty nice. Now, there will be plenty of times where this is nothing more than a 3/2 Flyer, but you can combine this with some other things to be pretty nasty – this includes the Omen cycle, as well as Sagas, Constellation, and Enchantment creatures with ETB abilities.
Sea God's Scorn
1.5 This kind of card always seems to disappoint. Don’t get me wrong, what it does is pretty powerful – it can completely reshape the board, and it will be especially nice to bounce things that cost more than 6 mana total, so you’re coming out ahead mana-wise. The problem is, it is pretty impossible to come out ahead card-wise. Sure, your opponent has to recast everything, but if you can’t win the game quickly after casting the Scorn, you’re in trouble. The other problem a card like this always has, is, most Blue decks probably aren’t that interested in an effect like this. This will mostly only be good in more aggressive decks, who can get the opening they want after casting this. Problem is, it costs 6 mana, and most aggressive decks don’t really want to go there. In a mid-rangey or control deck, it is less appealing, since setting up a situation where it wins you the game will be a little more challenging. Also worth noting that you can bounce your own stuff with this, and sometimes that’s the right thing to do.
Nyxborn Courser
1.0 This is a vanilla creature with reasonable stats and the Enchantment type, as well as two White mana its cost for Devotion. You’ll play it sometimes when you need one or all of those things.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Thirst for Meaning
2.5 This is a decent draw spell. Sometimes giving up an Enchantment will be worth it, but don’t just do it automatically. Sometimes giving up a couple of lands will just be better.
Sunmane Pegasus
3.0 This card really overperforms. It might have some underwhelming stats to begin with, but the ability to gain Vigilance and Lifelink in the mid-to-late game turns out to be pretty good, as it makes it hard for your opponent to race you, and you can even keep it back to block!
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Ilysian Caryatid
3.0 This gives you some nice fixing that gets better if you have a big guy around. It is super vulnerable and dies to every removal in the set, which is especially painful when your opponent spend only one mana to kill it, but it is still a high quality common.
Underworld Charger
2.5 This is a fairly efficient aggressive creature who refuses to stay dead, and when it comes back it does so quite large! You can’t really play this anywhere but an aggro deck since it can’t block, but it works out pretty nicely there.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Pack 2 Pick 3: Favored of Iroas
Favored of Iroas
2.5 This can hit hard on turns when you get the Constellation going, and putting an Aura on him in particular feels pretty great.
Thundering Chariot
2.5 This is pretty easy to crew, but not that easy to cast. It is a pretty good creature though when you can crew it.
Alirios, Enraptured
4.0 This gives you a great rate – you get 5/5 worth of stats for three mana! And sure, generally only one of them is going to be untapped, but when Alirios dies he leaves behind significant value. This is one of the best ETB abilities to abuse in this entire set too, so if you have ways to do that, considering utilizing them here.
Blight-Breath Catoblepas
3.0 This typically lets you add to the board while subtracting from your opponents – even just killing a 2/2 with it, which it will always be able to do, is reasonable, and if you get your devotion higher it can be even more potent. That said, you don’t usually want more than one copy of this because its so expensive.
Glory Bearers
1.5 This has kind of okay stats and a kind of okay ability. Pumping toughness on attacks isn’t a huge deal, but it makes a difference sometimes.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Hero of the Games
2.0 This has decent stats, and targeting it with stuff pumps your whole board, which is nice.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Revoke Existence
2.5 So, your first instinct might be to think that this is just a sideboard card -- but in this set, where tons of creatures also happen to be enchantments, and there are just more Enchantments than usual in most sets, this is a reasonable card to play one of in your deck.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Pack 2 Pick 4: Indomitable Will
Enigmatic Incarnation
0.0 This is too situational and difficult to build around to be worth it in Limited.
Enemy of Enlightenment
1.5 It is tempting to look at this as a potential finisher in your deck, but it is harder to consistently have it be a threatening presence than you might think, and you also have to contend with the symmetrical discard, which narrows the window in which you can play it. That said, it can be a finisher, but it isn’t a great one.
Cling to Dust
0.0 This isn’t worth a slot in your deck. The Escape cost is too high – in both mana and cards you have to exile – so ever being able to use this repeatedly is unlikely.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Aspect of Manticore
2.0 This is another Aura that feels like a combat trick that leaves some value behind, and the boost it often gives is well worth it in aggro decks. Still risky of course, so keep that in mind.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Vexing Gull
2.5 Three mana for a 2/2 flyer used to sort of be the quintessential common for Blue, and these days, as creatures continue to get stronger, that stat-line isn’t quite as impressive – but by adding Flash to the mix here, you have a pretty nice card. Flash creatures can of course be used to come into play and ambush an attacker, but a 2/2 isn’t going to be doing that a ton. Still, being able to play this at Instant speed has its bonuses – the most obvious one being that this set’s UR archetype is all about playing stuff on your opponent’s turn. It also doesn’t hurt that you can flash this in at the end of your opponent’s turn, and, if they are tapped out, you can put an Aura on it on your turn. Then of course, Flash just makes it so you can leave up instants and activated abilities without really taking a hit on tempo, and all of that’s pretty nice!
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Pack 2 Pick 5: Iroas's Blessing
Impending Doom
2.0 This gives a really nice stats boost for the cost, though it does come with some quite significant upside. If you’re an aggressive deck, slapping this on your one or two drop can often win you the game – but of course you’re going to get 2-for-1’d and Lightning Bolted if your opponent has an answer. This tends to be worth it in those aggro decks, but not really anywhere else.
Sweet Oblivion
0.5 You can use this to mill yourself -- something that might be worth doing in a deck with lots of graveyard synergy -- or you can mill your opponent, something that might be worth doing in a control deck that plans on winning hte game by milling the opponent. Mill decks don’t always come together in formats, but it is nice that this particular mill card can be repeatedly cast from the graveyard. In other words, if you are really good at milling yourself, and you can provide the cards to fuel Escape, this one card could be enough to win you the game by milling your opponent. If this were at Common, it would kind of be a nightmare, since Mill decks would be pretty easy to draft, since getting 2 or 3 of these would be no problem -- at uncommon, getting multiples of this might be tricky.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Flicker of Fate
1.0 Like most similar cards we see, Flicker of Fate is highly situational, and only really worth running in a very narrow number of decks – like those with tons of ETB triggers.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Iroas's Blessing
3.5 This is a removal spell that also gives one of your creatures a stats boost, and that’s pretty nice. It isn’t the most efficient at removing things, but it is nice that it actually impacts your side of the board too, even if +1/+1 isn’t always going to be a major thing.
Aspect of Lamprey
2.0 Lifelink + Mind Rot turns out to be a pretty decent combination in this set. This is another Discard spell that still does a thing in the late game, and that’s nice, because it gets around some significant downside.
Starlit Mantle
2.0 The flexibility of this to feel like a combat trick that sticks around OR a counterspell against removal is pretty nice, especially in a set loaded with Enchantment payoffs.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Pack 2 Pick 6: Portent of Betrayal
Sweet Oblivion
0.5 You can use this to mill yourself -- something that might be worth doing in a deck with lots of graveyard synergy -- or you can mill your opponent, something that might be worth doing in a control deck that plans on winning hte game by milling the opponent. Mill decks don’t always come together in formats, but it is nice that this particular mill card can be repeatedly cast from the graveyard. In other words, if you are really good at milling yourself, and you can provide the cards to fuel Escape, this one card could be enough to win you the game by milling your opponent. If this were at Common, it would kind of be a nightmare, since Mill decks would be pretty easy to draft, since getting 2 or 3 of these would be no problem -- at uncommon, getting multiples of this might be tricky.
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Starlit Mantle
2.0 The flexibility of this to feel like a combat trick that sticks around OR a counterspell against removal is pretty nice, especially in a set loaded with Enchantment payoffs.
Rumbling Sentry
1.5 This has good defensive stats, you’ll play it in more controlling decks.
Witness of Tomorrows
2.5 Witness of Tomorrows tends to overperform. It lines up really well against most other flyers in the format as a ¾, and can be a really threatening presence in the air, and it doesn’t have the worst manasink ability either.
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Pack 2 Pick 7: Omen of the Sea
Enemy of Enlightenment
1.5 It is tempting to look at this as a potential finisher in your deck, but it is harder to consistently have it be a threatening presence than you might think, and you also have to contend with the symmetrical discard, which narrows the window in which you can play it. That said, it can be a finisher, but it isn’t a great one.
Klothys's Design
1.0 Six mana for a board pump effect like this honestly isn’t that impressive, especially because the boost it gives is so inconsistent, and it doesn’t even offer a keyword ability to sweeten the deal. You’ll play this in some of your Green decks, especially if you’re close to mono-green and going wide, but you’ll barely every play this.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Omen of the Sea
2.5 Two mana to Scry 2 and draw a card at instant speed is already kind of a reasonable thing -- compare it to Anticipate. Here, the fact that you can use it to Scry later on in the game, and the fact that it will be right at home in a few different decks in this format -- both those interested in Enchantments, and those interested in doing stuff on the opponent’s turn -- is enough for this to be a solid playable.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Ichthyomorphosis
2.5 Blue always get a solid, but unexciting, removal spell that transforms a creature into something else. The downside with all of them is that the creature can still do stuff, even if it is shrunk. At best, this tends to mean the creature can still chump block, and at worst it means the creature can still be sizable thanks to Auras, +1/+1 counters, and Equipment.
Pack 2 Pick 8: Final Flare
Impending Doom
2.0 This gives a really nice stats boost for the cost, though it does come with some quite significant upside. If you’re an aggressive deck, slapping this on your one or two drop can often win you the game – but of course you’re going to get 2-for-1’d and Lightning Bolted if your opponent has an answer. This tends to be worth it in those aggro decks, but not really anywhere else.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Brine Giant
1.5 This is basically affinity for Enchantments. I think you need to consistently only be paying 5 for this for it to be worth it, and even 5 isn’t anything impressive. Lower than that and it starts to be a little more passable.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Pack 2 Pick 9: Witness of Tomorrows
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Witness of Tomorrows
2.5 Witness of Tomorrows tends to overperform. It lines up really well against most other flyers in the format as a ¾, and can be a really threatening presence in the air, and it doesn’t have the worst manasink ability either.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Towering-Wave Mystic
2.0 This can help you mill your opponent if that’s what you’re interested in doing, but it can also mill you -- milling yourself will probably be more useful most of the time, as this format has lots of graveyard action, as we’ve already said. It is still a creature with sub-par vanilla stats, but I think the fact that it can help stock your graveyard and/or mill your opponent is enough for it to be a card you feel decent about as the 22nd or 23rd card in your deck.
Plummet
0.5 This is mostly a sideboard card, but one you end up bringing a significant chunk of the time, provided you see a few flyers in game one.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Pack 2 Pick 10: Thirst for Meaning
Sea God's Scorn
1.5 This kind of card always seems to disappoint. Don’t get me wrong, what it does is pretty powerful – it can completely reshape the board, and it will be especially nice to bounce things that cost more than 6 mana total, so you’re coming out ahead mana-wise. The problem is, it is pretty impossible to come out ahead card-wise. Sure, your opponent has to recast everything, but if you can’t win the game quickly after casting the Scorn, you’re in trouble. The other problem a card like this always has, is, most Blue decks probably aren’t that interested in an effect like this. This will mostly only be good in more aggressive decks, who can get the opening they want after casting this. Problem is, it costs 6 mana, and most aggressive decks don’t really want to go there. In a mid-rangey or control deck, it is less appealing, since setting up a situation where it wins you the game will be a little more challenging. Also worth noting that you can bounce your own stuff with this, and sometimes that’s the right thing to do.
Gift of Strength
1.0 This is an alright trick, but in a format with lots of playable offensive Auras, tricks are a little less valuable.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Thirst for Meaning
2.5 This is a decent draw spell. Sometimes giving up an Enchantment will be worth it, but don’t just do it automatically. Sometimes giving up a couple of lands will just be better.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Pack 2 Pick 11: Sleep of the Dead
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Traveler's Amulet
2.5 This is always nice in every format we see it in. It gives you serious fixing, and if your curve is low enough you can count it as a land in your deck, allowing you to play more meaningful cards.
Stampede Rider
3.0 This is a great Common payoff for the 4-power deck, as it often will be a ¾, and in a set with lots of Auras, trample is pretty nice! Note by the way that it counts itself when looking for 4 power, so if you have suited him up with an Aura that allows him to have 4-power, it will still get the boost.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Pack 2 Pick 12: Oread of Mountain's Blaze
Cling to Dust
0.0 This isn’t worth a slot in your deck. The Escape cost is too high – in both mana and cards you have to exile – so ever being able to use this repeatedly is unlikely.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Pack 2 Pick 13: Stern Dismissal
Sweet Oblivion
0.5 You can use this to mill yourself -- something that might be worth doing in a deck with lots of graveyard synergy -- or you can mill your opponent, something that might be worth doing in a control deck that plans on winning hte game by milling the opponent. Mill decks don’t always come together in formats, but it is nice that this particular mill card can be repeatedly cast from the graveyard. In other words, if you are really good at milling yourself, and you can provide the cards to fuel Escape, this one card could be enough to win you the game by milling your opponent. If this were at Common, it would kind of be a nightmare, since Mill decks would be pretty easy to draft, since getting 2 or 3 of these would be no problem -- at uncommon, getting multiples of this might be tricky.
Stern Dismissal
2.5 This bounces things really efficiently, allowing you to come out ahead in terms of tempo virtually all the time. Leaving up the mana for it is pretty easy too, so it is more likely to be used in a blow-out type situation – like in response to a trick or an Aura.
Pack 2 Pick 14: Eidolon of Philosophy
Eidolon of Philosophy
1.5 A one mana ½ just isn’t worth the card most of the time, but having the ability to draw 3 cards in the late game is kind of nice It is also an Enchantment, which certainly will matter in this format. Most decks won’t be interested in this, but if you have a sweet control deck, playing one of those won’t be too bad.
Pack 3 Pick 1: Daxos, Blessed by the Sun
Nylea's Intervention
1.0 This normally just doesn’t do enough for the investment. If you can get it to kill a flyer or two it will feel pretty good, but that alone is mostly a sideboard effect. It does also help you splash, since it lets you search up lands, but overall it is just too slow and clunky to be worth it.
Dreamstalker Manticore
3.5 This starts with solid stats, and then has the ability to ping stuff if you cast a spell on an opponents’ turn. That ability often really complicates the board state for your opponent, especially if you have cards in hand on their turn. You can of course threaten to kill X/1s, but the Manticore can also help take down an attacker who was blocked, and can even go after the opponent when you need the reach.
Daxos, Blessed by the Sun
3.0 On his own, with no help, he is a 2-mana 2/2 with a nice lifegain ability. With just a few more White symbols lying around on your board, he becomes a fairly reasonable blocker who can also do some attacking if he needs to. Meanwhile, he is also gaining you a bit of life here and there. That’s all nice value on a two-drop, even if he does cost double White.
Shoal Kraken
2.0 I like looting a fair bit – and it gets some extra value in this set because of the Escape mechanic. This has passable stats too, so you’ll play it in some of the grindier decks.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Warbriar Blessing
3.5 This gives a large enough boost to toughness that this enables a number of creatures to fight and survive than would have been able to without it. This often feels like a removal spell that leaves behind a permanent stats boost for one of your creatures, and that tends to feel pretty good – though it does have the usual downsides that Fight spells do – if you’re not careful, you might get 2-for-1’d.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Final Death
3.0 It isn’t fancy, but Final Death is a nice common removal spell for Black. 5-mana to exile any creature at instant speed is nice, especially because this format loves the graveyard. For me, I think it still falls a little short of “premium” territory, but not by much.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Loathsome Chimera
3.0 Another nice Escape creature, the Chimera offers the ability to trade as a result of its high power, and then it can just keep coming back and threatening the opponent as a 5/2.
Pack 3 Pick 2: Storm's Wrath
Storm's Wrath
4.5 As usual, Board sweepers are really strong in Limited, and this kills almost everything in this format. They are hard-to-replace effects that just completely reshape the game. And sure, they are obviously symmetrical, but because you’re the one with Storm’s Wrath you know its coming – your opponent doesn’t, and that is often enough for you to come out ahead.
Stinging Lionfish
2.0 Tapping down an opponent’s creature isn’t terrible, as it can both allow you to avoid an attack from your opponent’s best creature, and allow you to have better attacks on your turn. That said, the payoff here isn’t ultra impressive. UR is definitely going to be interested in having a bunch of Instants and cards with Flash, but I don’t think this will be one of the cards you really desperately want for that deck to work -- but it will be a solid roleplayer.
Favored of Iroas
2.5 This can hit hard on turns when you get the Constellation going, and putting an Aura on him in particular feels pretty great.
Nylea's Huntmaster
2.0 This has alright stats and a decent ETB trigger, though it is kind of a bummer it only increases power. This makes it harder for it to create an attack for you where a creature is now able to survive combat, instead it will just make it hit harder.
Karametra's Blessing
1.5 This is a decent trick with nice Enchantment upside – it IS still a trick though, and you’ll only play it in the most aggressive of decks.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Starlit Mantle
2.0 The flexibility of this to feel like a combat trick that sticks around OR a counterspell against removal is pretty nice, especially in a set loaded with Enchantment payoffs.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Pack 3 Pick 3: Daxos, Blessed by the Sun
Mischievous Chimera
3.0 This isn’t the greatest of signpost uncommons, and I think it is a big reason why UR decks fall flat sometimes. Don’t get me wrong, it has good evasive stats and a nice ability – doing 1 to the opponent and scrying when you cast a spell on their turn is nice! I’m just saying it doesn’t feel quite as pushed as the other signposts in this set.
Daxos, Blessed by the Sun
3.0 On his own, with no help, he is a 2-mana 2/2 with a nice lifegain ability. With just a few more White symbols lying around on your board, he becomes a fairly reasonable blocker who can also do some attacking if he needs to. Meanwhile, he is also gaining you a bit of life here and there. That’s all nice value on a two-drop, even if he does cost double White.
One with the Stars
2.5 This is a pretty clunky removal spell, but it is nice that it can shut down most creatures – for the most part. Abilities will still stick around, but it at least makes a creature unable to attack or block, and those are the key things in most Limited games anyway.
Pharika's Libation
2.0 Because you can choose what this Edict hits, you can often choose an option that takes out a pretty good permanent. It still has the downside of all Edicts – the bigger the board, the worse it gets.
Karametra's Blessing
1.5 This is a decent trick with nice Enchantment upside – it IS still a trick though, and you’ll only play it in the most aggressive of decks.
Deny the Divine
2.5 This is quality counter-magic in this format. It is capable of countering the vast majority of spells that you’ll run into, it does it relatively efficiently, and it even exiles the card cutting down on Escape shenanigans.
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Hyrax Tower Scout
1.5 This has solid stats, and its ETB ability will occasionally do something, though not usually anything especially meaningful.
Captivating Unicorn
1.5 The Constellation Trigger here is alright, and the stats of the creature are passable. You’ll play this at the top of your curve in some aggressive decks.
Pack 3 Pick 4: Omen of the Sun
Devourer of Memory
3.5 As a two mana 2/1, it doesn’t do so well on the vanilla test, but this set is loaded up with self-mill cards, especially in Blue and Black, and that will make it a 3/2 unblockable on your turn a lot of the time, especially because it comes with a built-in way to start milling yourself, which is not a bad place to sink mana in the later part of the game. The Devourer can represent some serious inevitability, and I am definitely interested in that.
Dawn Evangel
2.5 The Evangel also helps you avoid the dreaded 2-for-1, since if one of your creatures with an Aura gets killed, you get something back that puts you and your opponent at parity in terms of cards. One kind of weird thing to note about this card, is it doesn’t matter whose creature with an Aura dies, either way, you get the opportunity to put a small creature back into your hand. All that said, I feel like there is a considerable chunk of the time where this is just a 3-mana 2/3.
Eutropia the Twice-Favored
4.0 Eutropia is a great payoff for Enchantments. If she could just put counters on things or just give them flying, she would be a good card – but she does both! Keep in mind too, that even if you have nothing on board, Eutropia can pump herself.
Ichthyomorphosis
2.5 Blue always get a solid, but unexciting, removal spell that transforms a creature into something else. The downside with all of them is that the creature can still do stuff, even if it is shrunk. At best, this tends to mean the creature can still chump block, and at worst it means the creature can still be sizable thanks to Auras, +1/+1 counters, and Equipment.
Setessan Training
2.5 This replaces itself, and that’s quite nice. The +1/+0 and Trample boost probably wouldn’t have been enough, even in a format with Enchantmetn synergy, but because it draws you a card, you get to avoid the danger of a 2-for-1.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Omen of the Sun
2.0 If we just pretended like Omen of the Sun were an Instant – that created two 1/1 soldiers and gained you 2 life, it would be in the lower range of playable – probably something you cut more often than not. The nice thing about making the tokens at Instant speed is that sometimes you can ambush an opponent’s 3/1 or something, at which point you’re really coming out ahead. But obviously, Omen of the Sun has more going on than just that – since it can be cashed in for Scry later in the game, and it is also an Enchantment in a set where that’s important.
Nyxborn Marauder
1.5 This is an Enchantment that has alright stats and contributes to your devotion. You’ll play it sometimes.
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Pack 3 Pick 5: Pious Wayfarer
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Warden of the Chained
3.0 This signpost uncommon feels a bit underwhelming to me. Sure, the guy is efficient and he has trample, but I feel like I should be getting a little something else to make up for the downside here. Sure, even if you don’t have a big enough creature, the Warden is a good blocker, and sure – RG is the color pair all about having high power – but still, just not that impressed here. Will you play him in all your RG decks? Absolutely. But he shouldn’t be the card that pulls you into the color pair.
Pious Wayfarer
2.5 This is a pretty nice one-drop. In the early going, it can pump itself with its Constellation trigger, but in the later part of the game he can start pumping more meaningful creatures – the kind that can attack as a result of the stats boost they receive. That helps keep him relevant all game long.
Return to Nature
2.5 You can main deck this pretty easily in this format – there are Enchantments everywhere, and sometimes exiling an Escape creature is worth it.
Incendiary Oracle
3.0 This has nice stats and some really significant text. Pumping power is nice, because it allows it to threaten to hit hard when you have all your mana open, and can trade for lots of stuff, and the exile clause also comes up in this graveyard-heavy format.
Indomitable Will
1.5 This is basically a combat trick that sticks around, and if you can use it to kill an opponent’s creature and keep yours alive, you are out of 2-for-1 territory. Now, it is still risky -- your opponent can kill your creature in response and then you’re the one getting 2-for-1’d -- but if you play this wisely, it seems like it is a reasonable inclusion in a creature-based deck.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Scavenging Harpy
2.0 Three mana 2/1 flyers are fine and this has some minor upside that will probably be a little bit less minor in this set -- since it has the ability to exile a card from the graveyard, so taking an Escape card seems pretty nice.
Setessan Training
2.5 This replaces itself, and that’s quite nice. The +1/+0 and Trample boost probably wouldn’t have been enough, even in a format with Enchantmetn synergy, but because it draws you a card, you get to avoid the danger of a 2-for-1.
Omen of the Sea
2.5 Two mana to Scry 2 and draw a card at instant speed is already kind of a reasonable thing -- compare it to Anticipate. Here, the fact that you can use it to Scry later on in the game, and the fact that it will be right at home in a few different decks in this format -- both those interested in Enchantments, and those interested in doing stuff on the opponent’s turn -- is enough for this to be a solid playable.
Pack 3 Pick 6: Hero of the Pride
Staggering Insight
3.5 I like this a lot, especially the idea of putting it on an evasive creature. Auras can be super risky because of 2-for-1s, but any Aura that can help mitigate against that is going to be nice, and this certainly does that -- drawing you a card every single time your creature hits your opponent. As long as your deck has a reasonable number of flyers -- and it will in UW -- there are going to be times where you just stick this on a flier and run away with the game. Putting it on a creature on the ground makes it harder to get the full value out of it, but it can still present a real threat.
Omen of the Sea
2.5 Two mana to Scry 2 and draw a card at instant speed is already kind of a reasonable thing -- compare it to Anticipate. Here, the fact that you can use it to Scry later on in the game, and the fact that it will be right at home in a few different decks in this format -- both those interested in Enchantments, and those interested in doing stuff on the opponent’s turn -- is enough for this to be a solid playable.
Moss Viper
2.5 One-mana 1/1 Deathtouchers are always solid playables, they can trade with anything, which is especially appealing for a card that only costs one mana.
Setessan Training
2.5 This replaces itself, and that’s quite nice. The +1/+0 and Trample boost probably wouldn’t have been enough, even in a format with Enchantmetn synergy, but because it draws you a card, you get to avoid the danger of a 2-for-1.
Karametra's Blessing
1.5 This is a decent trick with nice Enchantment upside – it IS still a trick though, and you’ll only play it in the most aggressive of decks.
Triumphant Surge
1.5 This kind of “Kill a big thing” removal spell is always fine, but generally not more than that.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.
Pack 3 Pick 7: Leonin of the Lost Pride
Furious Rise
1.0 // 3.5 This is a powerful 4-power build around that basically draws you a card every turn when you meet the requirement. Your deck has to have the right composition, but when it does, this will win you games.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Omen of the Hunt
2.5 This is nice fixing and ramp, and like all Omens it can be cashed in to Scry later in the game. If you aren’t splashing it probably isn’t something you’re super interested in playing.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Riptide Turtle
1.0 This has Flash, which matters for the UR deck in this format, and it had okay defensive stats, but you still usually won’t play it
Wings of Hubris
1.5 Granting flying to things is always a reasonable thing to do with Equipment, and the additional upside here of making the equipped creature unblockable doesn’t hurt, though you probably only do that if you can do lethal.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Pack 3 Pick 8: Karametra's Blessing
Siona, Captain of the Pyleas
3.5 Siona makes it clear that GW is all about Enchantments, and more specifically - Auras. It is going to be pretty hard to wiff entirely on Enchantments in your top 7 cards in this format, so generally Siona will at least be a 3-mana 2/2 that draws you a card, something that is always solid. But then, it comes with the ability to make a creature token every time you put an Aura on one of your creatures, and that’s a nice payoff too. Auras can sometimes be risky because if your opponent has removal, you get 2-for-1’d -- but making a creature token every time you put an Aura on something helps soften the blow if that’s what happens, because at least you have a 1/1 left behind. Siona is going to draw you a card and make 1-2 creature tokens without a whole lot of help.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Nyxborn Colossus
1.5 This is reasonably efficient, has the Enchantment type, and increases your devotion. You’ll play it at the top of your curve in Green decks sometimes, though you’re probably holding out hope for something better.
Sunmane Pegasus
3.0 This card really overperforms. It might have some underwhelming stats to begin with, but the ability to gain Vigilance and Lifelink in the mid-to-late game turns out to be pretty good, as it makes it hard for your opponent to race you, and you can even keep it back to block!
Skola Grovedancer
2.0 This is a decent enough two-drop. None of its text is especially impressive, but at least it has a man sink ability that can help fuel your Escape.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Karametra's Blessing
1.5 This is a decent trick with nice Enchantment upside – it IS still a trick though, and you’ll only play it in the most aggressive of decks.
Pack 3 Pick 9: Leonin of the Lost Pride
Rage-Scarred Berserker
2.0 This has okay stats and an ETB ability that will frequently allow you to make an attack you couldn’t before. He’s not bad.
Inspire Awe
0.0 Fogs are unplayable in Limited 99% of the time. You use up a card for no real effect. This is not the 1% where that’s not true.
Sleep of the Dead
1.5 So, temporary tap effects like this are often not super impressive, especially at Sorcery speed! But this only costs a single mana to do it, and it comes with Escape. Sometimes you’ll have enough fuel in your graveyard to cast this 2-3 times, and if you do, it usually means you did lethal. Still, it really only tends to work out in more aggressive decks, and that is a pretty big limitation.
Leonin of the Lost Pride
2.0 A two mana 3/1 is already decent enough, and the exile clause here actually comes up in Limited, since there are so many cards with Escape.
Altar of the Pantheon
1.5 Devotion is a much smaller theme in Theros this time around, but there are a few cards that care about it. This also fixes and ramps for you, which some decks will want, and it will even gain you life on occasion, which doesn’t hurt!
Loathsome Chimera
3.0 Another nice Escape creature, the Chimera offers the ability to trade as a result of its high power, and then it can just keep coming back and threatening the opponent as a 5/2.
Pack 3 Pick 10: Stinging Lionfish
Stinging Lionfish
2.0 Tapping down an opponent’s creature isn’t terrible, as it can both allow you to avoid an attack from your opponent’s best creature, and allow you to have better attacks on your turn. That said, the payoff here isn’t ultra impressive. UR is definitely going to be interested in having a bunch of Instants and cards with Flash, but I don’t think this will be one of the cards you really desperately want for that deck to work -- but it will be a solid roleplayer.
Starlit Mantle
2.0 The flexibility of this to feel like a combat trick that sticks around OR a counterspell against removal is pretty nice, especially in a set loaded with Enchantment payoffs.
Oread of Mountain's Blaze
1.5 This has decent stats and it can loot – though for a significant mana investment. Still, being an Enchantment and loading the graveyard are two relevant things in this format.
Nyxborn Seaguard
1.5 This is a vanilla creature with the Enchantment type and it also contributes to your devotion. The stats here aren’t too shabby, so you’ll play it sometimes.
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Pack 3 Pick 11: Final Flare
Nylea's Forerunner
2.5 This is a solid creature that is especially good in the 4-power deck, as giving Trample to everybody is likely to have an immediate impact in a deck with enough larger creatures, and of course the Forerunner packs more than 4 power itself!
Setessan Skirmisher
2.5 This is a two-drop that is often a 4/3, and that’s not too shabby. It is an especially good place to stick an Aura, as the boost it will get on the turn you play it will be awesome.
Final Flare
1.5 There aren’t many formats where removal spells that involve you sacrificing a creature end up working out in Limited, and this isn’t one of them, even with a fairly legit sacrifice deck around.
Bronze Sword
1.0 1 to play and 3 to equip is too much for this stats boost in most cases.
Pack 3 Pick 12: Arena Trickster
Arena Trickster
2.0 Red, and especially Red-Blue, has several payoffs for playing stuff on your opponent’s turn, and Arena Trickster is one of those – and he seems like he will be a solid card in that type of deck. Even getting one counter on this is pretty nice, and anything beyond that you start to feel really good about things. It also doesn’t hurt that you make it bigger at Instant speed, as sometimes that will really allow you to manufacture a blow out. Still, the UR deck doesn’t come together often enough for this to be great.
Satyr's Cunning
0.0 Making unblockable tokens over and over again and using up your valuable graveyard resources and mana just isn’t worth it.
Unknown Shores
1.0 Filterlands that don’t do anything else tend to be pretty bad, but you’ll run this if you’re desperate for fixing.
Pack 3 Pick 13: Soul-Guide Lantern
Soul-Guide Lantern
1.5 This format has a lot of graveyard stuff, so this is a little better than it usually is. Worst case, it can sort of just cycle itself, best case, it really interferes with your opponents’ plans.
Naiad of Hidden Coves
2.5 Reducing the cost of your instants and cards with Flash is pretty nice – as it will enable you to trigger your other payoffs more easily, and cast more powerful spells sooner. The fact that this also comes with a semi-reasonable body is nice too – they could easily have printed this as a 2/2 and it still would have been decent, so I’m pretty happy with 2/3 here.
Pack 3 Pick 14: Portent of Betrayal
Portent of Betrayal
0.0 // 2.5 There is a real sacrifice deck in this format, and that means this Threaten effect is actually worthwhile sometimes! Stealing an opposing creature and then sacrificing it is one of the sweetest things you’ll ever do in Magic, and because there are good sacrifice outlets in this format, you’ll actually set that up sometimes. It is unplayable pretty much everywhere else, though.