Widespread Brutality
3.5 Sometimes, this will let you pay 4 to put a 2/2 on the battlefield and kill all the small creatures on the board – and sometimes that will be plenty good. Other times, though, you’ll already have an Army in play, and you can do even more damage to the board. If you can get this up to 3 or 4, you’ll be in some serious business. Especially because if the creature was already in play that got amassed, you can bash in with it after all the other creatutres on the board die. Even on its own, 4 mana for a 2/2 that does 2 to the whole board is kind of attractive, though somewhat situational.
Teyo, the Shieldmage
2.0 Basically, you are paying 3 for a 0/3 wall, and maybe he makes you a second one too. With most of these walkers, if you get to use their ability the second time, they sound pretty good. In this case? Not so much. 3 mana for two 0/3s is something, but not anything special. It isn’t like 0/3s are even that hard to bust through in the long run.
Liliana's Triumph
2.5 Most edict effects we see are kind of lame in Limited. This is because your opponent always gets to make the choice on something like this, and frequently it won’t’ be very impactful, especially in the late game. But when you make it Instant speed and only two mana, you’re getting into some attractive territory. Being an Instant can make it so that you can cast it in response to a creature coming into play, and sometimes that’s the best thing to do, so that you have a better chance of making your opponent lose their best creature. Liliana is a Mythic Rare, so you won’t often be getting that part of the card to work.
Tibalt's Rager
3.0 This is a two-mana ½ that can pump its power and – more importantly, do 1 to something when it dies. It can attack hard if your opponent lets it, and if they have an X/1 in play it isn’t too hard for you to get a 2-for-1, so it can really put your opponent in a bad spot sometimes.
Law-Rune Enforcer
4.0 Any time we have seen master decoy around, it has been great – and in some ways, this is even better. For one thing, it is one fewer mana to cast for the same stats, and it only asks for colorless mana to tap things. Of course, the original Master Decoy can tap any creature – but tapping things with CMC 2 or greater is what you do with this kind of card any way, so that isn’t a huge downgrade. Being able to lock down your opponent’s best creature, or get problem blockers out of the way is huge, and in a lot of ways a card like Law-Rune Enforcer becomes a removal spell. This is an absolutely excellent common.
Ahn-Crop Invader
3.0 This is a nice aggressive creature. Because it has First Strike, your opponent will often just not be willing to block it when you attack with it when you have mana up, since it is likely to win most combat even if you just sacrifice one thing to it. It pairs particularly well with Amass tokens.
Sarkhan's Catharsis
1.0 Even in a set with this many Planeswalkers I’m not very interested in a Lava Axe variant.
Banehound
1.0 This is the kind of card new players will overrate because on the surface it seems like a pretty great deal. I mean, a one mana 1/1 with two keyword abilities is somewhat tempting, right? Well, not really. That’s because these two particular keyword abilities, lifelink and haste, aren’t particularly useful on a 1/1. For both of those to be at their best, you want a bit more power, so the returns on having those two keyword abilities really doesn’t make this all that much better than having a vanilla 1-mana 1/1.
No Escape
3.0 This is a pretty good counterspell. Creatures and planeswalkers together are going to make up three quarters or more of most decks, so this has plenty of targets. And it’s a hard counter! And it exiles the things it counters. All of that makes me want to play the first copy of this in most Blue decks.
Bloom Hulk
3.5 This has good stats and it proliferates. You’ll usually feel like you’re getting more than 4 mana’s worth of value out of this. This is one of Green’s best commons.
Rising Populace
1.5 This sort of creature always seems to disappoint. 3-mana 2/2 is not a stat line you want to have, but it does slowly get bigger the longer the game goes on.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Unlikely Aid
2.0 This is a solid trick. The stats boost and indestructibility is going to be enough for your creature to win most combats, and you can even use it in response to (most) removal to save your creature. Now, it IS still a trick, which is something only aggro decks are really interested in, and it is a bit risky since your opponent interacting in response to it is really bad.
Guild Globe
1.5 This replaces itself and gives you some fixing. If you’re interested in splashing something this can help you do it.
Pack 1 Pick 2: Ob Nixilis's Cruelty
Time Wipe
4.5 So, frequently the problem with a Wrath is that you have to lose all of your creatures too. However, when you can keep your creature alive – like we’ve seen before with Duneblast – you are given something really powerful. This isn’t exactly Duneblast, because you do still have to return your creature, and frequently your opponent will get the first chance to repopulate the board, but the fact that you save your best creature who at worst can come down again next turn is pretty good.
Tibalt, Rakish Instigator
3.5 The whole “Your opponents can’t gain life” thing is unlikely to come up in Limited very often, but the ability to make a devil the turn he comes down, and another on the next turn – assuming he’s still around, isn’t too shabby. They can effectively protect him, while also having the threat of taking down two X/1s, and anything with 2 toughness. I mean, he isn’t great by any stretch – but he seems decent.
Tyrant's Scorn
3.0 This has nice flexibility – it can kill smaller creatures, and it can bounce the ones it can’t kill. That’s a pretty good deal, and allows it to have at least some impact on virtually every creature in the set.
Vivien's Grizzly
2.0 Like her Arkbow, her Grizzly also is a nice manasink, though less reliable than the legendary artifacts. But still, this is basically a really bad Duskwatch Recruiter – but the Recruiter was an absurd limited card, so being a bad version of it doesn’t mean the card itself is bad. It has alright stats and the ability to draw you cards sometimes in the late game.
Aven Eternal
3.5 3-mana 2/2 flyers tend to be playable if that’s all they are. Adding Amass here is great, and will give you a great deal whether you put a counter on an Army already in play or you make a token.
Enforcer Griffin
2.5 A 5-mana ¾ with Flying might not seem great, but it has just the right size in this format, outclassing most of the non-rare Flyers in the set. It isn’t anything special, but it is better than it looks.
Gateway Plaza
2.0 This is pretty good fixing, even if it does make you basically pay a mana for it.
Arboreal Grazer
1.0 This kind of card tends to be pretty terrible in Limited. Getting to put a land in play will feel pretty good in the early game, but you aren’t actually netting a card there. It might get you ahead in the short-term, but it isn’t nearly as good as having a creature that is a mana dork, or one that searches up a land, its way worse. Then, in the late game, it is entirely useless! Mostly, don’t play this.
Jaya's Greeting
4.0 Two mana to do 3 to something at Instant speed is already premium, so adding Scry is just icing on the cake.
Tamiyo's Epiphany
3.0 This lets you see up to SIX cards in your deck for only 4 mana. That’s some pretty serious card selection, and not usually the kind we see at Common. Now, it is a Sorcery, which will sometimes make it really awkward. Like, you know, if you are getting beat down you don’t really want to be drawing the Epiphany. Still, I think the upside makes it worth playing one copy of in virtually every Blue deck. Going beyond one copy is probably a little dangerous.
Totally Lost
1.5 We've seen this card a lot, and it is always kind of ok. Putting something on top of your library is better than just bouncing something, because it means you are replacing your opponent's draw, meaning you are trading one card for one card -- which is not the guess with regular bounce spells. Still, at 5 mana this is a bit clunky, though it can enable some nice blowouts in response to combat tricks and will be nice against Amass tokens.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Ob Nixilis's Cruelty
4.0 This is is Black’s obligatory premium common removal spell. 3 mana for -5/-5 is a great deal, especially at instant speed, and especially with the exile clause attached to it. The great thing about this kind of card too, is that it doesn’t have to outright kill a creature to give you value, sometimes, you can set up a block and use it to make your opponent’s creature smaller so yours survives in combat. Granted, -5/-5 is going to do the job on its own most of the time, but -X/-X Black removal spells always come with that bit of upside. This is probably the best Common in the set.
Pack 1 Pick 3: Devouring Hellion
Emergence Zone
0.0 Don’t play this. It damages your mana base and it doesn’t have an ability that makes that worthwhile.
Devouring Hellion
2.0 This has a pretty abysmal floor, as a 3-mana 2/2, but with just one sacrificed creature or planeswalker, it is a 4/4, and it scales up from there. The ideal thing is to sacrifice something that isn’t worth having around anymore – like an uncommon Planeswalker with only 1 loyalty left, or a creature with a death trigger, or a creature token, or a creature with an aura-based removal spell on it. Problem is, you just won’t always be able to set that up, even in the most synergistic of decks there will be times where this just isn’t worth doing, and because of that I have a hard time thinking of it as anything more than a solid playable.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Tithebearer Giant
3.0 Because this is fairly expensive and has mediocre stats you don’t normally want more than one of these, but the first copy is pretty nice. Because it draws you a card and has a reasonable body, you’re virtually always going to get a 2-for-1 out of this, and 2-for-1s go a long way towards helping you win.
Prismite
1.0 This is a creature with bad stats that also doesn’t filter mana very well. If your deck is desperately in need of a two drop AND some mana fixing, it can do those things, but again – it doesn’t do either of them well.
Relentless Advance
1.5 You have two possibilities here: one is that you just paid 4 to put 3 +1/+1 counters onto a Zombie Army token you already have, the other is that you paid 4 mana for a 3/3 – in other words, a Hill Giant. Sure, it has some synergy with populate and other cards with Amass, but neither of those deals would be a particularly attractive card in Limited.
Burning Prophet
2.0 I love scrying, and I always love the UR spell deck, and this does both! Don’t get me wrong, it isn’t incredible at all – but this is pretty close to Prowess, and a 2-mana 1/3 with Prowess is usually a solid, if unexciting, card.
Ahn-Crop Invader
3.0 This is a nice aggressive creature. Because it has First Strike, your opponent will often just not be willing to block it when you attack with it when you have mana up, since it is likely to win most combat even if you just sacrifice one thing to it. It pairs particularly well with Amass tokens.
Sorin's Thirst
2.5 These types of removal spells are always nice. Killing small creatures at Instant speed and gaining some life is a pretty good deal. It isn’t quite premium, but its close.
Charmed Stray
1.0 // 2.5 This is only going to be worth it if you end up with 3+ of them, as a one -mana 1/1 with lifelink just doesn’t do enough to be worth a card. If you do have multiple copies, they do get better – but I’d advise not going after them hard, and just picking them up late in packs.
Iron Bully
2.5 This card really overperforms thanks to all the Proliferate in the set. Even if it just puts its counter on itself, it doesn’t tend to only be a 2/2 with Menace for very long!
Bloom Hulk
3.5 This has good stats and it proliferates. You’ll usually feel like you’re getting more than 4 mana’s worth of value out of this. This is one of Green’s best commons.
Pack 1 Pick 4: Ob Nixilis's Cruelty
Augur of Bolas
1.5 // 3.0 You need to be drawing a card with this like half the time for it to be worth. In other words, you need way more instants and sorceries than most decks are gonna have – which is like, 4 or 5. Now, it isn’t like the fail case for this card is abysmal, since it is still a two-mana 1/3, so it is passable even if you don’t get there, but obviously it is way better in a deck with lots of spells.
Ob Nixilis's Cruelty
4.0 This is is Black’s obligatory premium common removal spell. 3 mana for -5/-5 is a great deal, especially at instant speed, and especially with the exile clause attached to it. The great thing about this kind of card too, is that it doesn’t have to outright kill a creature to give you value, sometimes, you can set up a block and use it to make your opponent’s creature smaller so yours survives in combat. Granted, -5/-5 is going to do the job on its own most of the time, but -X/-X Black removal spells always come with that bit of upside. This is probably the best Common in the set.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Steady Aim
1.0 This will make your creature survive combat frequently, and can be used in response to damage-based removal. What I don’t love is that it isn’t that exciting offensively, and generally you want your combat tricks to produce blowouts on the attack, like blowing up double blocks – which this won’t do as often. I think it is an ok trick, but I don’t want more than one in an ideal world.
Courage in Crisis
2.0 If this was just 3-mana to put a counter on something at Sorcery speed, it would be an F or close to it. But you add proliferate to the mix and things get more interesting. Basically, at its worse, this gives you two +1/+1 counters at sorcery speed, and there will be plenty of times where it will add counters some other places too. That said, it does come with some pretty huge risk in that it can open you up to a 2-for-1 if you're not careful.
Davriel's Shadowfugue
1.0 4 mana to make the opponent discard 2 and lose 2 life just isn’t a good deal. Mind Rot, which makes the opponent discard 2 for 3 mana is often not good enough for Limited, and this costs one more and adds a negligible effect.
Spellgorger Weird
1.0 // 3.5 I do think this needs two grades, as you need a critical mass of instants and sorceries to really get there. Sure, if you get it to 3/3 you’re doing alright, but obviously you want a deck with 7+ instants and sorceries to fully take advantage of this thing. Doesn’t hurt that it has synergy with proliferate either!
Wall of Runes
1.5 If you’re a defensive deck, you’ll play this and it will be passable. If you’re not defensive, don’t play it.
Law-Rune Enforcer
4.0 Any time we have seen master decoy around, it has been great – and in some ways, this is even better. For one thing, it is one fewer mana to cast for the same stats, and it only asks for colorless mana to tap things. Of course, the original Master Decoy can tap any creature – but tapping things with CMC 2 or greater is what you do with this kind of card any way, so that isn’t a huge downgrade. Being able to lock down your opponent’s best creature, or get problem blockers out of the way is huge, and in a lot of ways a card like Law-Rune Enforcer becomes a removal spell. This is an absolutely excellent common.
Spellkeeper Weird
2.0 A 3-mana ¼ has some not entirely horrendous defensive stats, and this one comes with the ability to get back key spells – with removal spells being the most interesting. While I think this will probably be best in a UR spells deck, I think most Blue decks in this format will probably run enough instants and sorceries for the Weird to be a solid inclusion in the deck.
Mana Geode
1.5 If you need fixing you could do worse than playing this.
Pack 1 Pick 5: Ob Nixilis's Cruelty
Storm the Citadel
1.0 I am not a big fan of this in Limited. 5 for +2/+2 at sorcery speed for your whole team is nothing special – an evasive ability like trample, or something like vigilance added to it would make it a lot better. As it is, I don’t see the combat damage trigger on this card mattering in most games. Yeah, I’m just not impressed, even if your deck can go wide, you hopefully have some better ways to take advantage of it than this.
Arlinn's Wolf
2.0 A 3-mana 3/2 that can’t be blocked by smaller creatures is nice. Sometimes your 3/2 gets in trouble against a couple of 1/3s or something, and this prevents that. It isn’t anything special, but it is definitely a 3-drop you’ll play without feeling bad about.
Centaur Nurturer
3.0 Decent stats, vanilla test wise, gains you life when it comes down and blocks reasonably – and it provides fixing and ramp? I’m all over that for my Green decks.
Kraul Stinger
1.5 This can trade with anything, but being a 3-mana 2/2 isn’t so good. One mana 1/1 death touchers are way better, because you can always trade up.
Relentless Advance
1.5 You have two possibilities here: one is that you just paid 4 to put 3 +1/+1 counters onto a Zombie Army token you already have, the other is that you paid 4 mana for a 3/3 – in other words, a Hill Giant. Sure, it has some synergy with populate and other cards with Amass, but neither of those deals would be a particularly attractive card in Limited.
Burning Prophet
2.0 I love scrying, and I always love the UR spell deck, and this does both! Don’t get me wrong, it isn’t incredible at all – but this is pretty close to Prowess, and a 2-mana 1/3 with Prowess is usually a solid, if unexciting, card.
Iron Bully
2.5 This card really overperforms thanks to all the Proliferate in the set. Even if it just puts its counter on itself, it doesn’t tend to only be a 2/2 with Menace for very long!
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
Davriel's Shadowfugue
1.0 4 mana to make the opponent discard 2 and lose 2 life just isn’t a good deal. Mind Rot, which makes the opponent discard 2 for 3 mana is often not good enough for Limited, and this costs one more and adds a negligible effect.
Ob Nixilis's Cruelty
4.0 This is is Black’s obligatory premium common removal spell. 3 mana for -5/-5 is a great deal, especially at instant speed, and especially with the exile clause attached to it. The great thing about this kind of card too, is that it doesn’t have to outright kill a creature to give you value, sometimes, you can set up a block and use it to make your opponent’s creature smaller so yours survives in combat. Granted, -5/-5 is going to do the job on its own most of the time, but -X/-X Black removal spells always come with that bit of upside. This is probably the best Common in the set.
Pack 1 Pick 6: Invading Manticore
Tenth District Legionnaire
3.0 A two mana 2/2 with Haste does some work already, but the fact this also has Heroic -- more or less -- and such a good trigger for when you target it makes it very interesting. Combat tricks will be even more powerful than usual on this guy, since he gets extra big and does so permanently. Same with auras! And Scry on top of all of that is very nice.
Erratic Visionary
1.5 This has a decent body and it loots. Looting can improve your draws in the late game, and that’s nice.
Band Together
3.0 Just up front: note this does not let you target two different creatures of your opponent's. Instead, you target two of your creatures, who then do damage equal to their power to one creature your opponent controls. Now that that's clear -- this is still an excellent common for Green. We have seen instant speed versions of this effect before, and they all only allowed you to target one creature on your side to do the damage -- this lets you do even more damage, allowing your two smallish creatures to take down one of your opponent's much larger creatures.
Invading Manticore
2.5 Whether or not you already have an army, you are paying 6 mana to add 6/7 to the battlefield, and that's not a bad thing to have at the top of your curve.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Rising Populace
1.5 This sort of creature always seems to disappoint. 3-mana 2/2 is not a stat line you want to have, but it does slowly get bigger the longer the game goes on.
Thundering Ceratok
2.0 So a 5-mana 4/5 with Trample is already passable, it is a body big enough that trample really means something. Making it so this also gives trample to your whole team is nice, though it is worth noting that I would guess that around 50% of the time you play this, that won’t matter. There will also be plenty of times when it does, just don’t expect it to be a huge play all the time, and don’t value it that way, because it won’t.
Arboreal Grazer
1.0 This kind of card tends to be pretty terrible in Limited. Getting to put a land in play will feel pretty good in the early game, but you aren’t actually netting a card there. It might get you ahead in the short-term, but it isn’t nearly as good as having a creature that is a mana dork, or one that searches up a land, its way worse. Then, in the late game, it is entirely useless! Mostly, don’t play this.
Contentious Plan
2.0 A cantrip with Proliferate is nice in this format. You’ll just almost always have something to put more counters on, and that will feel great since this just replaces itself.
Pack 1 Pick 7: Silent Submersible
Silent Submersible
1.5 This thing is pretty disappointing. It isn’t good at getting in for damage at all between its small size and lack of evasion. Sometimes you can get it going, and that will feel pretty nice, but most of the time it will just sit on the table doing nothing.
Interplanar Beacon
1.0 Filter lands are always only worth playing if you’re utterly desperate to splash something. And this one only lets you do it for planeswalkers! If you are splashing a planeswalker or two you might play it, but you mostly shouldn’t.
Vivien's Grizzly
2.0 Like her Arkbow, her Grizzly also is a nice manasink, though less reliable than the legendary artifacts. But still, this is basically a really bad Duskwatch Recruiter – but the Recruiter was an absurd limited card, so being a bad version of it doesn’t mean the card itself is bad. It has alright stats and the ability to draw you cards sometimes in the late game.
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
Banehound
1.0 This is the kind of card new players will overrate because on the surface it seems like a pretty great deal. I mean, a one mana 1/1 with two keyword abilities is somewhat tempting, right? Well, not really. That’s because these two particular keyword abilities, lifelink and haste, aren’t particularly useful on a 1/1. For both of those to be at their best, you want a bit more power, so the returns on having those two keyword abilities really doesn’t make this all that much better than having a vanilla 1-mana 1/1.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
Saheeli's Silverwing
1.5 There isn’t enough of an artifact sub-theme in the set that you want to play sub-par cards just because they are artifacts, and that’s what this is. 4 mana for a 2/3 flyer is not a good rate, and the ETB ability it has is not the most relevant. It gives you some minor information, and that’s not enough to overcome these bad stats.
Blindblast
1.5 Adding a card-draw effect to a card always makes it way more attractive, and I think that is certainly the case here. This can kill some small creatures, in which case you get a straight-up two-for-one, but my guess is that you'll usually just use this to make your opponent's best creature unable to block. That kind of effect is quite strong in aggressive Red decks, as sometimes you go from not being able to attack at all, to being able to attack with everything after a problem creature is removed from the equation. It still isn’t something you probably ever want more than one of, and you don’t want it all if you aren’t aggressive.
Pack 1 Pick 8: Deliver Unto Evil
Deliver Unto Evil
2.0 3 mana to get two cards back from the graveyard will normally be what you get with this. That’s not bad, but the fact your opponent gets to choose will sometimes be pretty rough. It will get better the later the game goes and the more powerful options you have in your graveyard.
Aid the Fallen
2.0 To play this, you want to be consistently getting back both a creature and a planeswalker. The good news is, that isn’t super hard to do in this format. This is the kind of card that is terrible early but really good late, and most Black decks want one copy of this to help them have that nice late game.
Stealth Mission
1.0 I don’t like most versions of this card we see. Sure, you get a free swing in, and sometimes that will win you the game. But a lot of the time it just doesn’t matter. And it is super risky because it opens you up to the dreaded 2-for-1 in many situations if you aren’t careful.
Return to Nature
1.5 This hates on enough things that it is worth playing in your main deck sometimes, though this format does not have a ton of Artifacts.
Battlefield Promotion
1.0 Even though this set has a long of payoffs for +1/+1 counters, and a few for gaining life, I’m normally not interested in this. This is a relatively grindy format, and combat tricks like this just don’t work like you’d hope they would in other formats. You should mostly avoid this.
Heartfire
1.5 Two mana to do 4 to anything at Instant speed would be premium removal. This asks you to do a little more work than that though, wanting you to sacrifice a creature or planeswalker to use it. Now, it looks like the RB deck is going to be interested in doing some sacrificing, and will also have creatures that are good to sacrifice, so maybe that's the best place for it. But either way, I think this is an alright card -- what saves it from being outright bad is the fact that it is an Instant, and the fact it can go to your opponent' face. As an Instant, it can be used in situations where losing the creature isn't as much of a downside -- like after you block something first, then sacrifice the creature to kill something else. The most attractive time to use this is in response to your opponent's removal of course. But still, even in those "ideal" situations, you're not really getting a 2-for-1. To do that you'll need to be giving up tokens.
Nahiri's Stoneblades
0.0 I don't like tricks that don't help my creature survive combat. Only bumping power with no keyword added just isn’t worth it, even if you can pump two creatures.
Pack 1 Pick 9: Ahn-Crop Invader
Teyo, the Shieldmage
2.0 Basically, you are paying 3 for a 0/3 wall, and maybe he makes you a second one too. With most of these walkers, if you get to use their ability the second time, they sound pretty good. In this case? Not so much. 3 mana for two 0/3s is something, but not anything special. It isn’t like 0/3s are even that hard to bust through in the long run.
Ahn-Crop Invader
3.0 This is a nice aggressive creature. Because it has First Strike, your opponent will often just not be willing to block it when you attack with it when you have mana up, since it is likely to win most combat even if you just sacrifice one thing to it. It pairs particularly well with Amass tokens.
Banehound
1.0 This is the kind of card new players will overrate because on the surface it seems like a pretty great deal. I mean, a one mana 1/1 with two keyword abilities is somewhat tempting, right? Well, not really. That’s because these two particular keyword abilities, lifelink and haste, aren’t particularly useful on a 1/1. For both of those to be at their best, you want a bit more power, so the returns on having those two keyword abilities really doesn’t make this all that much better than having a vanilla 1-mana 1/1.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Unlikely Aid
2.0 This is a solid trick. The stats boost and indestructibility is going to be enough for your creature to win most combats, and you can even use it in response to (most) removal to save your creature. Now, it IS still a trick, which is something only aggro decks are really interested in, and it is a bit risky since your opponent interacting in response to it is really bad.
Guild Globe
1.5 This replaces itself and gives you some fixing. If you’re interested in splashing something this can help you do it.
Pack 1 Pick 10: Vampire Opportunist
Vivien's Grizzly
2.0 Like her Arkbow, her Grizzly also is a nice manasink, though less reliable than the legendary artifacts. But still, this is basically a really bad Duskwatch Recruiter – but the Recruiter was an absurd limited card, so being a bad version of it doesn’t mean the card itself is bad. It has alright stats and the ability to draw you cards sometimes in the late game.
Enforcer Griffin
2.5 A 5-mana ¾ with Flying might not seem great, but it has just the right size in this format, outclassing most of the non-rare Flyers in the set. It isn’t anything special, but it is better than it looks.
Tamiyo's Epiphany
3.0 This lets you see up to SIX cards in your deck for only 4 mana. That’s some pretty serious card selection, and not usually the kind we see at Common. Now, it is a Sorcery, which will sometimes make it really awkward. Like, you know, if you are getting beat down you don’t really want to be drawing the Epiphany. Still, I think the upside makes it worth playing one copy of in virtually every Blue deck. Going beyond one copy is probably a little dangerous.
Totally Lost
1.5 We've seen this card a lot, and it is always kind of ok. Putting something on top of your library is better than just bouncing something, because it means you are replacing your opponent's draw, meaning you are trading one card for one card -- which is not the guess with regular bounce spells. Still, at 5 mana this is a bit clunky, though it can enable some nice blowouts in response to combat tricks and will be nice against Amass tokens.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Pack 1 Pick 11: Tithebearer Giant
Emergence Zone
0.0 Don’t play this. It damages your mana base and it doesn’t have an ability that makes that worthwhile.
Tithebearer Giant
3.0 Because this is fairly expensive and has mediocre stats you don’t normally want more than one of these, but the first copy is pretty nice. Because it draws you a card and has a reasonable body, you’re virtually always going to get a 2-for-1 out of this, and 2-for-1s go a long way towards helping you win.
Relentless Advance
1.5 You have two possibilities here: one is that you just paid 4 to put 3 +1/+1 counters onto a Zombie Army token you already have, the other is that you paid 4 mana for a 3/3 – in other words, a Hill Giant. Sure, it has some synergy with populate and other cards with Amass, but neither of those deals would be a particularly attractive card in Limited.
Charmed Stray
1.0 // 2.5 This is only going to be worth it if you end up with 3+ of them, as a one -mana 1/1 with lifelink just doesn’t do enough to be worth a card. If you do have multiple copies, they do get better – but I’d advise not going after them hard, and just picking them up late in packs.
Pack 1 Pick 12: Davriel's Shadowfugue
Steady Aim
1.0 This will make your creature survive combat frequently, and can be used in response to damage-based removal. What I don’t love is that it isn’t that exciting offensively, and generally you want your combat tricks to produce blowouts on the attack, like blowing up double blocks – which this won’t do as often. I think it is an ok trick, but I don’t want more than one in an ideal world.
Davriel's Shadowfugue
1.0 4 mana to make the opponent discard 2 and lose 2 life just isn’t a good deal. Mind Rot, which makes the opponent discard 2 for 3 mana is often not good enough for Limited, and this costs one more and adds a negligible effect.
Wall of Runes
1.5 If you’re a defensive deck, you’ll play this and it will be passable. If you’re not defensive, don’t play it.
Pack 1 Pick 13: Iron Bully
Storm the Citadel
1.0 I am not a big fan of this in Limited. 5 for +2/+2 at sorcery speed for your whole team is nothing special – an evasive ability like trample, or something like vigilance added to it would make it a lot better. As it is, I don’t see the combat damage trigger on this card mattering in most games. Yeah, I’m just not impressed, even if your deck can go wide, you hopefully have some better ways to take advantage of it than this.
Iron Bully
2.5 This card really overperforms thanks to all the Proliferate in the set. Even if it just puts its counter on itself, it doesn’t tend to only be a 2/2 with Menace for very long!
Pack 1 Pick 14: Rising Populace
Rising Populace
1.5 This sort of creature always seems to disappoint. 3-mana 2/2 is not a stat line you want to have, but it does slowly get bigger the longer the game goes on.
Pack 2 Pick 1: Ilharg, the Raze-Boar
Ilharg, the Raze-Boar
4.5 A 5-mana 6/6 with Trample would already be a good card, though not anything exciting – but the rest of that text is pretty silly! Getting to put a creature onto the battlefield tapped and attacking every time he attacks is nice, especially if that creature is evasive or has an ETB ability – but either way, if you’re already attacking with a 6/6 trample, dropping another creature on to the table is not going to be fun for your opponent to deal with. Now, I do think there will be times where you just don’t have any creature to put down, but you still have a massive creature doing work for you. Plus, when he dies, he gets tucked back into your library – even if he is exiled, which is some nice additional upside. So, yeah, I think this is a bomb.
Ral's Outburst
3.5 4 mana to do 3 at Instant speed is already playable, but the fact that this not only draws you a card, but even gives you a bit of card selection makes this great. It will always be a 2-for-1, and if you can’t kill a creature with it, you can still hit your opponent and try to dig for something.
Bond of Flourishing
1.0 This reminds me a lot of cards like Adventurous Impulse and Anticipate – which means it is a fine card to include, can help dig you into whatever you really need, but it isn’t anything amazing. I do like that it gains you 3 life, so that if doing this means you are going behind on board a bit to dig, you at least gain some life to helps often that blow. And yeah, it can only hit permanents, but that’s MOST of your deck, so I think that’s fine.
Teyo, the Shieldmage
2.0 Basically, you are paying 3 for a 0/3 wall, and maybe he makes you a second one too. With most of these walkers, if you get to use their ability the second time, they sound pretty good. In this case? Not so much. 3 mana for two 0/3s is something, but not anything special. It isn’t like 0/3s are even that hard to bust through in the long run.
Callous Dismissal
3.5 So, most of the time this is a two mana 1/1 that bounces an opposing creature. That’s great. Any time you can add to your board and subtract from your opponents’ with a single card, you’re going to be pretty happy about, and this does it pretty often.
Teyo's Lightshield
2.5 A 3-mana ¼ is an ok deal, and a 3-mana 0/3 that puts a counter on something a little more meaningful is even better.
Shriekdiver
1.5 A 3-mana 2/1 with Flying is kind of ok, and you can make this one into a 4-mana 2/1 with Flying and Haste which is…also ok.
Band Together
3.0 Just up front: note this does not let you target two different creatures of your opponent's. Instead, you target two of your creatures, who then do damage equal to their power to one creature your opponent controls. Now that that's clear -- this is still an excellent common for Green. We have seen instant speed versions of this effect before, and they all only allowed you to target one creature on your side to do the damage -- this lets you do even more damage, allowing your two smallish creatures to take down one of your opponent's much larger creatures.
Iron Bully
2.5 This card really overperforms thanks to all the Proliferate in the set. Even if it just puts its counter on itself, it doesn’t tend to only be a 2/2 with Menace for very long!
Kraul Stinger
1.5 This can trade with anything, but being a 3-mana 2/2 isn’t so good. One mana 1/1 death touchers are way better, because you can always trade up.
Kronch Wrangler
2.5 So a 2-mana 2/1 with trample is not very good. Add this other text to it, though and it obviously gets a good deal better. Obviously best suited to RG, where there are the most “ferocious” pay offs, but the fact that this gets bigger in the late game is nice when coupled with the fact that it can do some damage or trade early.
Chainwhip Cyclops
1.5 This guy is decent. There are tons of board states where an ability like that really opens the flood gates – get that one problem blocker out of the way, and now the best your opponent can do is chump or trade! It does cost a lot of mana here, at 4, and it comes on an inefficient creature as a 5-mana 4/4, but that effect can be a good mana sink.
Stealth Mission
1.0 I don’t like most versions of this card we see. Sure, you get a free swing in, and sometimes that will win you the game. But a lot of the time it just doesn’t matter. And it is super risky because it opens you up to the dreaded 2-for-1 in many situations if you aren’t careful.
Aven Eternal
3.5 3-mana 2/2 flyers tend to be playable if that’s all they are. Adding Amass here is great, and will give you a great deal whether you put a counter on an Army already in play or you make a token.
Pack 2 Pick 2: Ob Nixilis's Cruelty
Jiang Yanggu, Wildcrafter
3.0 His static ability will be pretty nice in decks that get their on the counters, and the fact that he can make creatures get counters all on his own is nice. He has low starting loyalty, and he asks that a creature already be in play, but having a card that fixes for you while making your creatures better is pretty god.
Bond of Flourishing
1.0 This reminds me a lot of cards like Adventurous Impulse and Anticipate – which means it is a fine card to include, can help dig you into whatever you really need, but it isn’t anything amazing. I do like that it gains you 3 life, so that if doing this means you are going behind on board a bit to dig, you at least gain some life to helps often that blow. And yeah, it can only hit permanents, but that’s MOST of your deck, so I think that’s fine.
Bond of Revival
2.0 These types of effects tend to underperform, at least 5 mana. It is nice that this one gives Haste to your creature, so maybe you get in for some damage right away. But frequently you’ll have this and all you can do is bring back a 2-drop or a 3-drop that doesn’t make a huge impact. Or worse you will draw it early when it isn’t really going to be worth it. Of course, the upside can be massive, and it certainly gets better in decks with a couple really powerful creatures – something this set has no shortage of.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Guild Globe
1.5 This replaces itself and gives you some fixing. If you’re interested in splashing something this can help you do it.
Ob Nixilis's Cruelty
4.0 This is is Black’s obligatory premium common removal spell. 3 mana for -5/-5 is a great deal, especially at instant speed, and especially with the exile clause attached to it. The great thing about this kind of card too, is that it doesn’t have to outright kill a creature to give you value, sometimes, you can set up a block and use it to make your opponent’s creature smaller so yours survives in combat. Granted, -5/-5 is going to do the job on its own most of the time, but -X/-X Black removal spells always come with that bit of upside. This is probably the best Common in the set.
Grim Initiate
3.0 Like all these cards with Amass, you have to look at this as having one of two possibilities. One is that, when this dies, it makes a 1/1 token that has synergy with Amass payoffs and Proliferate. The other is that it makes your Army bigger. I think both of those options are pretty nice when attached to a one-drop with First Strike, and means that it has at least some usefulness all game long, even if that usefulness is never going to be earthshattering. It is also great if you are interested in sacrificing stuff, since it gives you two bodies.
Band Together
3.0 Just up front: note this does not let you target two different creatures of your opponent's. Instead, you target two of your creatures, who then do damage equal to their power to one creature your opponent controls. Now that that's clear -- this is still an excellent common for Green. We have seen instant speed versions of this effect before, and they all only allowed you to target one creature on your side to do the damage -- this lets you do even more damage, allowing your two smallish creatures to take down one of your opponent's much larger creatures.
Rising Populace
1.5 This sort of creature always seems to disappoint. 3-mana 2/2 is not a stat line you want to have, but it does slowly get bigger the longer the game goes on.
Thundering Ceratok
2.0 So a 5-mana 4/5 with Trample is already passable, it is a body big enough that trample really means something. Making it so this also gives trample to your whole team is nice, though it is worth noting that I would guess that around 50% of the time you play this, that won’t matter. There will also be plenty of times when it does, just don’t expect it to be a huge play all the time, and don’t value it that way, because it won’t.
Contentious Plan
2.0 A cantrip with Proliferate is nice in this format. You’ll just almost always have something to put more counters on, and that will feel great since this just replaces itself.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Totally Lost
1.5 We've seen this card a lot, and it is always kind of ok. Putting something on top of your library is better than just bouncing something, because it means you are replacing your opponent's draw, meaning you are trading one card for one card -- which is not the guess with regular bounce spells. Still, at 5 mana this is a bit clunky, though it can enable some nice blowouts in response to combat tricks and will be nice against Amass tokens.
Pack 2 Pick 3: Lazotep Reaver
Angrath's Rampage
2.5 It is nice that this is flexible, because an edict effect like it can sometimes be pretty underwhelming. This will feel the most effective when you name planeswalker and your opponent only has one! Naming creatures or artifacts won’t feel nearly as good, as your opponent probably has a lot of fodder.
Pledge of Unity
3.5 So, this is a nice signpost uncommon for GW, where you want to be both going wide and making +1/+1 counters, and obviously this helps on both fronts! This, plus Proliferate is pretty crazy!
Wardscale Crocodile
2.0 Hexproof on a common is pretty nice. I mean sure, it can die in combat pretty easily, but because it has hexproof you can make sure that it only dies in combat when it is beneficial for you—like killing a creature with 5 toughness. Then, there is the usual upside that Hexproof creatures bring – risky spells, like Fight cards, or auras and the like become a lot better, because you know your opponent won’t be able to easily 2-for-1 you.
Lazotep Reaver
3.0 This is a nice two drop. Two mana for 2/3 of stats divided across two bodies is a great deal, and it stays relevant all game long.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Gideon's Sacrifice
0.0 This card is way too finnicky to be worth it in Limited. It is basically a fog that kills one of your creatures – it has a little more upside than Fog, but it just won’t be worth it very often. You have to 2-for-1 or 2-for-none yourself to use it, and I’m gonna pass on that.
Blindblast
1.5 Adding a card-draw effect to a card always makes it way more attractive, and I think that is certainly the case here. This can kill some small creatures, in which case you get a straight-up two-for-one, but my guess is that you'll usually just use this to make your opponent's best creature unable to block. That kind of effect is quite strong in aggressive Red decks, as sometimes you go from not being able to attack at all, to being able to attack with everything after a problem creature is removed from the equation. It still isn’t something you probably ever want more than one of, and you don’t want it all if you aren’t aggressive.
Chandra's Pyrohelix
3.5 We’ve seen this exact card and others like it a few times, and it is always good. Being able to kill an X/2 is nice, being able to go to your opponent’s face is nice too when it will finish them off. Most formats also have enough X/1s in them that you can get a 2-for-1 with this a decent chunk of the time. I think that for me, this gets into the lower range of “premium removal,” and is first pickable in some weaker packs.
Courage in Crisis
2.0 If this was just 3-mana to put a counter on something at Sorcery speed, it would be an F or close to it. But you add proliferate to the mix and things get more interesting. Basically, at its worse, this gives you two +1/+1 counters at sorcery speed, and there will be plenty of times where it will add counters some other places too. That said, it does come with some pretty huge risk in that it can open you up to a 2-for-1 if you're not careful.
Totally Lost
1.5 We've seen this card a lot, and it is always kind of ok. Putting something on top of your library is better than just bouncing something, because it means you are replacing your opponent's draw, meaning you are trading one card for one card -- which is not the guess with regular bounce spells. Still, at 5 mana this is a bit clunky, though it can enable some nice blowouts in response to combat tricks and will be nice against Amass tokens.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Vivien's Grizzly
2.0 Like her Arkbow, her Grizzly also is a nice manasink, though less reliable than the legendary artifacts. But still, this is basically a really bad Duskwatch Recruiter – but the Recruiter was an absurd limited card, so being a bad version of it doesn’t mean the card itself is bad. It has alright stats and the ability to draw you cards sometimes in the late game.
Pack 2 Pick 4: Spark Reaper
Dovin's Veto
0.5 This is definitely a card that was printed with constructed in mind. Negate is usually pretty nice in constructed, it is not nearly as nice in Limited. Your typical Limited deck will only have about 5 cards that this can counter, and that’s not nearly enough for you to ever want to play this in your main 40 cards.
Bolt Bend
0.0 Too situational to ever do anything consistently enough to be worth putting in your deck.
Loxodon Sergeant
2.0 This starts out with reasonablish stats, and it also has a useful ability. Obviously, Vigilance for your whole team when this comes down is decent, but it is the kind of ETB ability that I would guess won't matter about 50% of the time. Don't get me wrong, it makes a difference, but I don't feel like enough of one. I think this is a card that you don't feel bad about having in your deck, but you probably don't want more than one.
Kaya's Ghostform
1.0 This just isn’t useful. It is nice that it counts being exiled, because it seems like there is a lot of that going around in this set, but still. You open yourself up to a 2-for-1 when you cast it in the first place, and then when it sticks you do get something pretty nice – the creature comes back. But for that to really be worth it you probably need something awesome, or something with a death trigger or ETB trigger. If you can do that, maybe you play it, but mostly I think you should steer clear of this.
Invading Manticore
2.5 Whether or not you already have an army, you are paying 6 mana to add 6/7 to the battlefield, and that's not a bad thing to have at the top of your curve.
Kraul Stinger
1.5 This can trade with anything, but being a 3-mana 2/2 isn’t so good. One mana 1/1 death touchers are way better, because you can always trade up.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Spark Reaper
2.5 A 3-mana 2/3 has somewhat passable stats, and this has a pretty nice activated ability. The fact that you can use it at Instant speed – which we don’t always get with effects like this is what really makes it worthwhile, since you can use it in response to removal or declare a block and then use it, getting some serious value. This is a decent late-game mana sink.
Centaur Nurturer
3.0 Decent stats, vanilla test wise, gains you life when it comes down and blocks reasonably – and it provides fixing and ramp? I’m all over that for my Green decks.
Makeshift Battalion
2.5 You’ll play this in an aggressive deck, but for the most part that type of deck isn’t great in this format. It just won’t always be easy to send in two additional creatures into combat, and it won’t be worth risking trades so much either since the payoff is just a +1/+1 counter. I’m not saying this is bad, just not something you should be excited about.
Aven Eternal
3.5 3-mana 2/2 flyers tend to be playable if that’s all they are. Adding Amass here is great, and will give you a great deal whether you put a counter on an Army already in play or you make a token.
Pack 2 Pick 5: Burning Prophet
Bond of Discipline
1.5 It is easy to imagine the ideal scenario here, where you cast the Bond and swing for lethal, but it just doesn’t line up that way very easily. Sure, you don’t even need lethal because of lifelink, but you still end up using a whole card just to damage your opponent and mess up the race a little. While it is more effective than a Fog, in a lot of ways this card feels like a glorified one.
Cyclops Electromancer
1.0 // 3.5 So, I think this is the kind of card that needs two grades. If you are playing a deck that has a fairly standard 2-4 instants or sorceries in it, this is going to be almost unplayable. Basically, I think you want to have at least 2 instants and sorceries in your graveyard when you play this, as that gives you a good chance to kill a creature -- it needs to be doing that, because 5 for a 4/2 is obviously not so good. If you end up in a spell-heavy deck, which it looks like UR wants to be in this format, though, this will be one of the best cards in your deck, and will do an impressive Flame-Tongue Kavu impression.
Burning Prophet
2.0 I love scrying, and I always love the UR spell deck, and this does both! Don’t get me wrong, it isn’t incredible at all – but this is pretty close to Prowess, and a 2-mana 1/3 with Prowess is usually a solid, if unexciting, card.
Wall of Runes
1.5 If you’re a defensive deck, you’ll play this and it will be passable. If you’re not defensive, don’t play it.
Mana Geode
1.5 If you need fixing you could do worse than playing this.
Spark Reaper
2.5 A 3-mana 2/3 has somewhat passable stats, and this has a pretty nice activated ability. The fact that you can use it at Instant speed – which we don’t always get with effects like this is what really makes it worthwhile, since you can use it in response to removal or declare a block and then use it, getting some serious value. This is a decent late-game mana sink.
Naga Eternal
1.0 This is a vanilla creature with mediocre stats. That’s all.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Sorin's Thirst
2.5 These types of removal spells are always nice. Killing small creatures at Instant speed and gaining some life is a pretty good deal. It isn’t quite premium, but its close.
Steady Aim
1.0 This will make your creature survive combat frequently, and can be used in response to damage-based removal. What I don’t love is that it isn’t that exciting offensively, and generally you want your combat tricks to produce blowouts on the attack, like blowing up double blocks – which this won’t do as often. I think it is an ok trick, but I don’t want more than one in an ideal world.
Pack 2 Pick 6: Eternal Taskmaster
Eternal Taskmaster
3.0 Two mana for a 2/3 is a nice deal, even coming into play tapped, and the fact that this guy can bring creatures back to your hand from your graveyard is really nice too, and something that gives him usefulness all game long.
Merfolk Skydiver
3.5 This can be a two-mana 2/2 flyer, or you can put the counter somewhere else if that’s more impactful – but either way, that’s a good deal, much like Pollenbright Druid. What pushes this past the Druid is that it can Proliferate repeatedly, which even in a worst case scenario will mean you are Proliferating the +1/+1 counter of this thing over and over, and in most scenarios you will have +1/+1 counters or Loyalty counters elsewhere too. It is a great late game manasink.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
Honor the God-Pharaoh
2.0 Tormenting Voice + Amass isn’t too bad. You get to add to the board while improving card quality, and that seems fine.
Saheeli's Silverwing
1.5 There isn’t enough of an artifact sub-theme in the set that you want to play sub-par cards just because they are artifacts, and that’s what this is. 4 mana for a 2/3 flyer is not a good rate, and the ETB ability it has is not the most relevant. It gives you some minor information, and that’s not enough to overcome these bad stats.
Aid the Fallen
2.0 To play this, you want to be consistently getting back both a creature and a planeswalker. The good news is, that isn’t super hard to do in this format. This is the kind of card that is terrible early but really good late, and most Black decks want one copy of this to help them have that nice late game.
Gideon's Sacrifice
0.0 This card is way too finnicky to be worth it in Limited. It is basically a fog that kills one of your creatures – it has a little more upside than Fog, but it just won’t be worth it very often. You have to 2-for-1 or 2-for-none yourself to use it, and I’m gonna pass on that.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Vraska's Finisher
3.0 This type of card does not normally impress me, but Vraska’s Finisher really does well in this format. With all the planeswalkers around, Vraska’s ability to destroy the ones that have been damaged on your turn is pretty great, especially because people often let through damage on a planeswalker if it doesn’t kill it. When you do that, you don’t end up using up a card to kill the walker. Generally, if you are using this to kill a creature, you do use up another card to make it get damaged, but still, sometimes that’s worth doing.
Pack 2 Pick 7: Honor the God-Pharaoh
Tenth District Legionnaire
3.0 A two mana 2/2 with Haste does some work already, but the fact this also has Heroic -- more or less -- and such a good trigger for when you target it makes it very interesting. Combat tricks will be even more powerful than usual on this guy, since he gets extra big and does so permanently. Same with auras! And Scry on top of all of that is very nice.
Giant Growth
2.0 We don’t see combat tricks like this very often anymore. A single mana giving such a massive P/T boost is great, and will make a creature capable of winning almost any combat. The opportunity cost of leaving up one Green mana is really low, and the upside here is very high. It is still a combat trick, so it has some issues of being situational and easy to get blown out on.
Goblin Assault Team
1.5 So, a 4-mana 4/1 with Haste would normally not be so good -- maybe it can get in for 4 once or something, but then it dies to literally everything. However, because this also leaves a +1/+1 counter behind, it helps you get around that downside. There is also additional upside here in the fact that it can trade for a ton of stuff with 4 power -- any time you can trade for something decently sized with this and get the counter, you're going to feel ok about things. I'm not sure you'll ever want more than one of these, but the first of these seems like a reasonable inclusion in most Red decks.
Honor the God-Pharaoh
2.0 Tormenting Voice + Amass isn’t too bad. You get to add to the board while improving card quality, and that seems fine.
Wall of Runes
1.5 If you’re a defensive deck, you’ll play this and it will be passable. If you’re not defensive, don’t play it.
Loxodon Sergeant
2.0 This starts out with reasonablish stats, and it also has a useful ability. Obviously, Vigilance for your whole team when this comes down is decent, but it is the kind of ETB ability that I would guess won't matter about 50% of the time. Don't get me wrong, it makes a difference, but I don't feel like enough of one. I think this is a card that you don't feel bad about having in your deck, but you probably don't want more than one.
Spark Reaper
2.5 A 3-mana 2/3 has somewhat passable stats, and this has a pretty nice activated ability. The fact that you can use it at Instant speed – which we don’t always get with effects like this is what really makes it worthwhile, since you can use it in response to removal or declare a block and then use it, getting some serious value. This is a decent late-game mana sink.
Wardscale Crocodile
2.0 Hexproof on a common is pretty nice. I mean sure, it can die in combat pretty easily, but because it has hexproof you can make sure that it only dies in combat when it is beneficial for you—like killing a creature with 5 toughness. Then, there is the usual upside that Hexproof creatures bring – risky spells, like Fight cards, or auras and the like become a lot better, because you know your opponent won’t be able to easily 2-for-1 you.
Pack 2 Pick 8: Sarkhan's Catharsis
Augur of Bolas
1.5 // 3.0 You need to be drawing a card with this like half the time for it to be worth. In other words, you need way more instants and sorceries than most decks are gonna have – which is like, 4 or 5. Now, it isn’t like the fail case for this card is abysmal, since it is still a two-mana 1/3, so it is passable even if you don’t get there, but obviously it is way better in a deck with lots of spells.
Thundering Ceratok
2.0 So a 5-mana 4/5 with Trample is already passable, it is a body big enough that trample really means something. Making it so this also gives trample to your whole team is nice, though it is worth noting that I would guess that around 50% of the time you play this, that won’t matter. There will also be plenty of times when it does, just don’t expect it to be a huge play all the time, and don’t value it that way, because it won’t.
Sarkhan's Catharsis
1.0 Even in a set with this many Planeswalkers I’m not very interested in a Lava Axe variant.
Relentless Advance
1.5 You have two possibilities here: one is that you just paid 4 to put 3 +1/+1 counters onto a Zombie Army token you already have, the other is that you paid 4 mana for a 3/3 – in other words, a Hill Giant. Sure, it has some synergy with populate and other cards with Amass, but neither of those deals would be a particularly attractive card in Limited.
Demolish
0.0 I always try to give this a sideboard grade, but the reality is – you will never side this in in this set. There aren’t enough artifacts or problem lands, so most of the time this reads “Pay 4 mana, discard this and do almost nothing.”
Wardscale Crocodile
2.0 Hexproof on a common is pretty nice. I mean sure, it can die in combat pretty easily, but because it has hexproof you can make sure that it only dies in combat when it is beneficial for you—like killing a creature with 5 toughness. Then, there is the usual upside that Hexproof creatures bring – risky spells, like Fight cards, or auras and the like become a lot better, because you know your opponent won’t be able to easily 2-for-1 you.
Law-Rune Enforcer
4.0 Any time we have seen master decoy around, it has been great – and in some ways, this is even better. For one thing, it is one fewer mana to cast for the same stats, and it only asks for colorless mana to tap things. Of course, the original Master Decoy can tap any creature – but tapping things with CMC 2 or greater is what you do with this kind of card any way, so that isn’t a huge downgrade. Being able to lock down your opponent’s best creature, or get problem blockers out of the way is huge, and in a lot of ways a card like Law-Rune Enforcer becomes a removal spell. This is an absolutely excellent common.
Pack 2 Pick 9: Iron Bully
Teyo's Lightshield
2.5 A 3-mana ¼ is an ok deal, and a 3-mana 0/3 that puts a counter on something a little more meaningful is even better.
Band Together
3.0 Just up front: note this does not let you target two different creatures of your opponent's. Instead, you target two of your creatures, who then do damage equal to their power to one creature your opponent controls. Now that that's clear -- this is still an excellent common for Green. We have seen instant speed versions of this effect before, and they all only allowed you to target one creature on your side to do the damage -- this lets you do even more damage, allowing your two smallish creatures to take down one of your opponent's much larger creatures.
Iron Bully
2.5 This card really overperforms thanks to all the Proliferate in the set. Even if it just puts its counter on itself, it doesn’t tend to only be a 2/2 with Menace for very long!
Kraul Stinger
1.5 This can trade with anything, but being a 3-mana 2/2 isn’t so good. One mana 1/1 death touchers are way better, because you can always trade up.
Kronch Wrangler
2.5 So a 2-mana 2/1 with trample is not very good. Add this other text to it, though and it obviously gets a good deal better. Obviously best suited to RG, where there are the most “ferocious” pay offs, but the fact that this gets bigger in the late game is nice when coupled with the fact that it can do some damage or trade early.
Stealth Mission
1.0 I don’t like most versions of this card we see. Sure, you get a free swing in, and sometimes that will win you the game. But a lot of the time it just doesn’t matter. And it is super risky because it opens you up to the dreaded 2-for-1 in many situations if you aren’t careful.
Pack 2 Pick 10: Vampire Opportunist
Bond of Flourishing
1.0 This reminds me a lot of cards like Adventurous Impulse and Anticipate – which means it is a fine card to include, can help dig you into whatever you really need, but it isn’t anything amazing. I do like that it gains you 3 life, so that if doing this means you are going behind on board a bit to dig, you at least gain some life to helps often that blow. And yeah, it can only hit permanents, but that’s MOST of your deck, so I think that’s fine.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Thundering Ceratok
2.0 So a 5-mana 4/5 with Trample is already passable, it is a body big enough that trample really means something. Making it so this also gives trample to your whole team is nice, though it is worth noting that I would guess that around 50% of the time you play this, that won’t matter. There will also be plenty of times when it does, just don’t expect it to be a huge play all the time, and don’t value it that way, because it won’t.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Totally Lost
1.5 We've seen this card a lot, and it is always kind of ok. Putting something on top of your library is better than just bouncing something, because it means you are replacing your opponent's draw, meaning you are trading one card for one card -- which is not the guess with regular bounce spells. Still, at 5 mana this is a bit clunky, though it can enable some nice blowouts in response to combat tricks and will be nice against Amass tokens.
Pack 2 Pick 11: Lazotep Behemoth
Wardscale Crocodile
2.0 Hexproof on a common is pretty nice. I mean sure, it can die in combat pretty easily, but because it has hexproof you can make sure that it only dies in combat when it is beneficial for you—like killing a creature with 5 toughness. Then, there is the usual upside that Hexproof creatures bring – risky spells, like Fight cards, or auras and the like become a lot better, because you know your opponent won’t be able to easily 2-for-1 you.
Lazotep Behemoth
1.0 A 5-mana 5/4 is some ok stats. Better than some vanilla stat lines. But you still mostly wont play this.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Vivien's Grizzly
2.0 Like her Arkbow, her Grizzly also is a nice manasink, though less reliable than the legendary artifacts. But still, this is basically a really bad Duskwatch Recruiter – but the Recruiter was an absurd limited card, so being a bad version of it doesn’t mean the card itself is bad. It has alright stats and the ability to draw you cards sometimes in the late game.
Pack 2 Pick 12: Vampire Opportunist
Kraul Stinger
1.5 This can trade with anything, but being a 3-mana 2/2 isn’t so good. One mana 1/1 death touchers are way better, because you can always trade up.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Centaur Nurturer
3.0 Decent stats, vanilla test wise, gains you life when it comes down and blocks reasonably – and it provides fixing and ramp? I’m all over that for my Green decks.
Pack 2 Pick 13: Naga Eternal
Wall of Runes
1.5 If you’re a defensive deck, you’ll play this and it will be passable. If you’re not defensive, don’t play it.
Naga Eternal
1.0 This is a vanilla creature with mediocre stats. That’s all.
Pack 2 Pick 14: Forced Landing
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
Pack 3 Pick 1: Sarkhan the Masterless
Sarkhan the Masterless
4.5 This Sarkhan is great. He can come down and make a Dragon to protect him right away, which will also make attacking more difficult for your opponent because of the static ability. Then on the next few turns you send Sarkhan and your other planeswalkers to the sky, doing huge amounts of damage. If you get to make another Dragon token the game is over for your opponent. He does a good job of protecting himself and makes tokens that are win conditions, so sign me up!
Dovin's Veto
0.5 This is definitely a card that was printed with constructed in mind. Negate is usually pretty nice in constructed, it is not nearly as nice in Limited. Your typical Limited deck will only have about 5 cards that this can counter, and that’s not nearly enough for you to ever want to play this in your main 40 cards.
Evolution Sage
1.5 // 4.0 So, a 3-mana 3/2 is usually not that great, and something you only include when desperate – but this obviously brings more than that to the table. Landfall for Proliferate seems pretty nice, especially because Green seems interested in +1/+1 counters, and obviously all decks will have planeswalkers. This becomes a serious value engine if it isn’t dealt with, at least in a deck that takes advantage by having lots of counters to proliferate.
Mowu, Loyal Companion
1.5 // 3.5 Like his owner, Mowu is a +1/+1 counter build around. He gets silly when you can put counters on him, and is super underwhelming when you can’t.
Contentious Plan
2.0 A cantrip with Proliferate is nice in this format. You’ll just almost always have something to put more counters on, and that will feel great since this just replaces itself.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Saheeli's Silverwing
1.5 There isn’t enough of an artifact sub-theme in the set that you want to play sub-par cards just because they are artifacts, and that’s what this is. 4 mana for a 2/3 flyer is not a good rate, and the ETB ability it has is not the most relevant. It gives you some minor information, and that’s not enough to overcome these bad stats.
Pouncing Lynx
3.0 Two mana 2/1 first strike is pretty darn good, and yeah – this can only do it when it attacks, but that’s still pretty great. This is a difficult creature to deal with in the early game, and first strike can even pose problems later in games for your opponent. This can be especially good in conjunction with combat tricks.
Mana Geode
1.5 If you need fixing you could do worse than playing this.
Kasmina's Transmutation
2.5 Removal that doesn’t really remove is always pretty underwhelming. I mean, sure, you do at least take away all of the creature’s abilities and make it a 1/1, but it can still block, and that’s a pretty big deal. This is still decent removal, just don’t treat it like one of the best common removal spells in the set.
Banehound
1.0 This is the kind of card new players will overrate because on the surface it seems like a pretty great deal. I mean, a one mana 1/1 with two keyword abilities is somewhat tempting, right? Well, not really. That’s because these two particular keyword abilities, lifelink and haste, aren’t particularly useful on a 1/1. For both of those to be at their best, you want a bit more power, so the returns on having those two keyword abilities really doesn’t make this all that much better than having a vanilla 1-mana 1/1.
Wardscale Crocodile
2.0 Hexproof on a common is pretty nice. I mean sure, it can die in combat pretty easily, but because it has hexproof you can make sure that it only dies in combat when it is beneficial for you—like killing a creature with 5 toughness. Then, there is the usual upside that Hexproof creatures bring – risky spells, like Fight cards, or auras and the like become a lot better, because you know your opponent won’t be able to easily 2-for-1 you.
Heartfire
1.5 Two mana to do 4 to anything at Instant speed would be premium removal. This asks you to do a little more work than that though, wanting you to sacrifice a creature or planeswalker to use it. Now, it looks like the RB deck is going to be interested in doing some sacrificing, and will also have creatures that are good to sacrifice, so maybe that's the best place for it. But either way, I think this is an alright card -- what saves it from being outright bad is the fact that it is an Instant, and the fact it can go to your opponent' face. As an Instant, it can be used in situations where losing the creature isn't as much of a downside -- like after you block something first, then sacrifice the creature to kill something else. The most attractive time to use this is in response to your opponent's removal of course. But still, even in those "ideal" situations, you're not really getting a 2-for-1. To do that you'll need to be giving up tokens.
Demolish
0.0 I always try to give this a sideboard grade, but the reality is – you will never side this in in this set. There aren’t enough artifacts or problem lands, so most of the time this reads “Pay 4 mana, discard this and do almost nothing.”
Pack 3 Pick 2: Jaya's Greeting
Lazotep Plating
1.5 There are a few cards in this set that seem to have been printed with the intent of taking away the downside Amass has -- that is, that you can put at on of resources into one of those tokens and have it get bounced or destroyed and really not feel so good about the situation. Overall, I think this is actually a pretty nice card. Sometimes we see these hexproof effects and they are hard to want to actually play, but since this one coems with Amass, it does more than just blank a removal spell. I also think the special synergy with Amass will make this pretty solid. Still, it is highly situational -- against some opponents it wont' really matter -- but hey, at least you can Amass 1 in those matches, I guess?
Kasmina, Enigmatic Mentor
4.0 This is one of the best uncommon walkers in the set. 4 mana for a 2/2 that loots would already be kind of a passable card. I mean it wouldn’t be great, probably a D, but the point is that’s what this card is at its worse, and it obviously can do way more. I think getting two 2/2s and looting twice is a great deal for 4 mana, and adding the static ability is sort of just an extra bonus.
Cruel Celebrant
3.0 We have seen a lot of creatures that drain the opponent for 1 every time something dies, and they’re always pretty nice. Having one at 2 mana will probably be pretty similar to Zulaport Cutthroat, which was a pretty good card in its format.
Spellgorger Weird
1.0 // 3.5 I do think this needs two grades, as you need a critical mass of instants and sorceries to really get there. Sure, if you get it to 3/3 you’re doing alright, but obviously you want a deck with 7+ instants and sorceries to fully take advantage of this thing. Doesn’t hurt that it has synergy with proliferate either!
Herald of the Dreadhorde
2.0 A 4-mana 3/2 isn’t great, but hey – it can trade with plenty of 4 drops, and if you’re trading with this your’e probably going to come out ahead, because it comes with Amass 2. Whether this makes you a 2/2 creature or makes your Army a bigger, it is a good deal, since it is coming in addition to a trade.
Enforcer Griffin
2.5 A 5-mana ¾ with Flying might not seem great, but it has just the right size in this format, outclassing most of the non-rare Flyers in the set. It isn’t anything special, but it is better than it looks.
Aid the Fallen
2.0 To play this, you want to be consistently getting back both a creature and a planeswalker. The good news is, that isn’t super hard to do in this format. This is the kind of card that is terrible early but really good late, and most Black decks want one copy of this to help them have that nice late game.
Wall of Runes
1.5 If you’re a defensive deck, you’ll play this and it will be passable. If you’re not defensive, don’t play it.
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Jaya's Greeting
4.0 Two mana to do 3 to something at Instant speed is already premium, so adding Scry is just icing on the cake.
Band Together
3.0 Just up front: note this does not let you target two different creatures of your opponent's. Instead, you target two of your creatures, who then do damage equal to their power to one creature your opponent controls. Now that that's clear -- this is still an excellent common for Green. We have seen instant speed versions of this effect before, and they all only allowed you to target one creature on your side to do the damage -- this lets you do even more damage, allowing your two smallish creatures to take down one of your opponent's much larger creatures.
Kronch Wrangler
2.5 So a 2-mana 2/1 with trample is not very good. Add this other text to it, though and it obviously gets a good deal better. Obviously best suited to RG, where there are the most “ferocious” pay offs, but the fact that this gets bigger in the late game is nice when coupled with the fact that it can do some damage or trade early.
Pack 3 Pick 3: Raging Kronch
Gideon's Triumph
3.0 This is situational, but efficient. Keep in mind, by the way, that you can wait to use this until after combat is over – like if your opponent double blocks and you can only kill one of their creatures in combat, if you use this after the one creature died in combat, you can also get the second creature. Generally, your opponent will be attacking with and blocking with their largest creature, so I think overall this will do what you need it to.
Bond of Flourishing
1.0 This reminds me a lot of cards like Adventurous Impulse and Anticipate – which means it is a fine card to include, can help dig you into whatever you really need, but it isn’t anything amazing. I do like that it gains you 3 life, so that if doing this means you are going behind on board a bit to dig, you at least gain some life to helps often that blow. And yeah, it can only hit permanents, but that’s MOST of your deck, so I think that’s fine.
Rubblebelt Rioters
3.0 This can often attack pretty hard right away, but it also becomes less relevant as the game goes long as a result of not really having any evasion.
Battlefield Promotion
1.0 Even though this set has a long of payoffs for +1/+1 counters, and a few for gaining life, I’m normally not interested in this. This is a relatively grindy format, and combat tricks like this just don’t work like you’d hope they would in other formats. You should mostly avoid this.
Sky Theater Strix
1.5 This is a two mana ½ Flyer that will sometimes attack for two. Not great, but not bad either.
Thundering Ceratok
2.0 So a 5-mana 4/5 with Trample is already passable, it is a body big enough that trample really means something. Making it so this also gives trample to your whole team is nice, though it is worth noting that I would guess that around 50% of the time you play this, that won’t matter. There will also be plenty of times when it does, just don’t expect it to be a huge play all the time, and don’t value it that way, because it won’t.
Goblin Assailant
1.0 This is a vanilla creature with mediocre stats. You’ll only play it if you’re desperate for a two drop.
Banehound
1.0 This is the kind of card new players will overrate because on the surface it seems like a pretty great deal. I mean, a one mana 1/1 with two keyword abilities is somewhat tempting, right? Well, not really. That’s because these two particular keyword abilities, lifelink and haste, aren’t particularly useful on a 1/1. For both of those to be at their best, you want a bit more power, so the returns on having those two keyword abilities really doesn’t make this all that much better than having a vanilla 1-mana 1/1.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
Ahn-Crop Invader
3.0 This is a nice aggressive creature. Because it has First Strike, your opponent will often just not be willing to block it when you attack with it when you have mana up, since it is likely to win most combat even if you just sacrifice one thing to it. It pairs particularly well with Amass tokens.
Raging Kronch
1.5 Usually when we see creatures who can’t attack alone they have more impressive stats than this. That said, usually creatures who can’t attack alone can’t block alone either – but this Kronch can. Obviously a fine card in an aggressive deck, and it cheaply triggers all the “ferocious” pay offs in the set.
Crush Dissent
1.5 As good as Amass is in this format, I don’t like this card a whole lot. Counters that let your opponent pay mana to ignore them have to be really efficient in Limited, since they will become weaker and weaker as the game goes on. Now, the fail case here is that you still get to Amass, and that keeps it from being unplayable.
Pack 3 Pick 4: Ob Nixilis, the Hate-Twisted
Ob Nixilis, the Hate-Twisted
2.5 The static ability here gives you some nice inevitably, and his loyalty ability isn’t ENTIRELY terrible either. Destroying any creature is great – though allowing your opponent to draw two cards definitely isn’t. But hey, at least he does 2 damage to them in the process, right?
Dreadmalkin
2.0 This can get pretty big, which is pretty nice with Menace. Even just attacking with it with some mana up will sometimes give your opponent a headache. The sacrifice effect is pretty steep, but the goods is with Amass it will have plenty of tokens to gobble up if it wants them. Still, this kind of “eggs in one basket” strategy can easily backfire in Limited.
Mayhem Devil
1.5 // 3.5 This is very much a buildaround, but the good news is that it has reasonable stats even if you can't quite build around it. When you do manage to have ways to sacrifice stuff in your deck, it is an incredible payoff, as doing 1 to anything can really make effects far more powerful! Worth noting too, that if your opponent sacrifices something, you get to take advantage of the trigger then, too -- so edict effects go up in value a little bit if you have Mayhem Devil.
Bulwark Giant
1.5 Well, this is the kind of card that really stabilize you against an aggressive deck. 5 life is huge against decks intent on ending the game quickly, and a 3/6 is no small roadblock. Obviously, this is primarily a defensive card, and not something every White deck is after.
Makeshift Battalion
2.5 You’ll play this in an aggressive deck, but for the most part that type of deck isn’t great in this format. It just won’t always be easy to send in two additional creatures into combat, and it won’t be worth risking trades so much either since the payoff is just a +1/+1 counter. I’m not saying this is bad, just not something you should be excited about.
Spark Reaper
2.5 A 3-mana 2/3 has somewhat passable stats, and this has a pretty nice activated ability. The fact that you can use it at Instant speed – which we don’t always get with effects like this is what really makes it worthwhile, since you can use it in response to removal or declare a block and then use it, getting some serious value. This is a decent late-game mana sink.
Nahiri's Stoneblades
0.0 I don't like tricks that don't help my creature survive combat. Only bumping power with no keyword added just isn’t worth it, even if you can pump two creatures.
Sky Theater Strix
1.5 This is a two mana ½ Flyer that will sometimes attack for two. Not great, but not bad either.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
Sarkhan's Catharsis
1.0 Even in a set with this many Planeswalkers I’m not very interested in a Lava Axe variant.
Pack 3 Pick 5: Honor the God-Pharaoh
Ajani's Pridemate
3.5 This is good every time we’ve seen it. A 2-mana 2/2 as a fail case makes it so that it has a very reasonable floor, and this format has enough life gain to make sure that the Pridemate won’t normally stay a 2/2 for very long.
Saheeli, Sublime Artificer
2.0 // 4.0 This is one of the better spell payoffs in the whole set! Saheeli is one of the few walkers in this set where most of the value actually comes from her static ability, and not her loyalty ability. Making a 1/1 Servo every time you play a noncreature spell is really good, as it suddenly makes all those spells add to the board in addition to doing whatever else they are doing. Obviously she is a build around, but she is a really powerful one.
Chainwhip Cyclops
1.5 This guy is decent. There are tons of board states where an ability like that really opens the flood gates – get that one problem blocker out of the way, and now the best your opponent can do is chump or trade! It does cost a lot of mana here, at 4, and it comes on an inefficient creature as a 5-mana 4/4, but that effect can be a good mana sink.
Pouncing Lynx
3.0 Two mana 2/1 first strike is pretty darn good, and yeah – this can only do it when it attacks, but that’s still pretty great. This is a difficult creature to deal with in the early game, and first strike can even pose problems later in games for your opponent. This can be especially good in conjunction with combat tricks.
Honor the God-Pharaoh
2.0 Tormenting Voice + Amass isn’t too bad. You get to add to the board while improving card quality, and that seems fine.
Wall of Runes
1.5 If you’re a defensive deck, you’ll play this and it will be passable. If you’re not defensive, don’t play it.
War Screecher
1.5 2-mana 1/3 flyers are usually alright, and this can pump your whole team in the late game. It is decent filler.
Totally Lost
1.5 We've seen this card a lot, and it is always kind of ok. Putting something on top of your library is better than just bouncing something, because it means you are replacing your opponent's draw, meaning you are trading one card for one card -- which is not the guess with regular bounce spells. Still, at 5 mana this is a bit clunky, though it can enable some nice blowouts in response to combat tricks and will be nice against Amass tokens.
Stealth Mission
1.0 I don’t like most versions of this card we see. Sure, you get a free swing in, and sometimes that will win you the game. But a lot of the time it just doesn’t matter. And it is super risky because it opens you up to the dreaded 2-for-1 in many situations if you aren’t careful.
Thundering Ceratok
2.0 So a 5-mana 4/5 with Trample is already passable, it is a body big enough that trample really means something. Making it so this also gives trample to your whole team is nice, though it is worth noting that I would guess that around 50% of the time you play this, that won’t matter. There will also be plenty of times when it does, just don’t expect it to be a huge play all the time, and don’t value it that way, because it won’t.
Pack 3 Pick 6: Toll of the Invasion
Bond of Revival
2.0 These types of effects tend to underperform, at least 5 mana. It is nice that this one gives Haste to your creature, so maybe you get in for some damage right away. But frequently you’ll have this and all you can do is bring back a 2-drop or a 3-drop that doesn’t make a huge impact. Or worse you will draw it early when it isn’t really going to be worth it. Of course, the upside can be massive, and it certainly gets better in decks with a couple really powerful creatures – something this set has no shortage of.
Enforcer Griffin
2.5 A 5-mana ¾ with Flying might not seem great, but it has just the right size in this format, outclassing most of the non-rare Flyers in the set. It isn’t anything special, but it is better than it looks.
Chainwhip Cyclops
1.5 This guy is decent. There are tons of board states where an ability like that really opens the flood gates – get that one problem blocker out of the way, and now the best your opponent can do is chump or trade! It does cost a lot of mana here, at 4, and it comes on an inefficient creature as a 5-mana 4/4, but that effect can be a good mana sink.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
Prismite
1.0 This is a creature with bad stats that also doesn’t filter mana very well. If your deck is desperately in need of a two drop AND some mana fixing, it can do those things, but again – it doesn’t do either of them well.
Blindblast
1.5 Adding a card-draw effect to a card always makes it way more attractive, and I think that is certainly the case here. This can kill some small creatures, in which case you get a straight-up two-for-one, but my guess is that you'll usually just use this to make your opponent's best creature unable to block. That kind of effect is quite strong in aggressive Red decks, as sometimes you go from not being able to attack at all, to being able to attack with everything after a problem creature is removed from the equation. It still isn’t something you probably ever want more than one of, and you don’t want it all if you aren’t aggressive.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
Toll of the Invasion
3.5 This card is an overperformer. Most discard spells in Limited aren’t super impressive, but you have to look at this one as a 3-mana 1/1 that lets you get rid of your opponents best non land card. This format has lots of powerful expensive cards, which means people have cards in hand even late, and the disruption this offers – while also adding to the board – is pretty nice.
Makeshift Battalion
2.5 You’ll play this in an aggressive deck, but for the most part that type of deck isn’t great in this format. It just won’t always be easy to send in two additional creatures into combat, and it won’t be worth risking trades so much either since the payoff is just a +1/+1 counter. I’m not saying this is bad, just not something you should be excited about.
Pack 3 Pick 7: Grim Initiate
Rally of Wings
1.0 // 2.5 Obviously you need a ton of flyers for this to work out, but I think the UW will be pretty flier filled. You probably need at least 7 flyers for this to be worth it, and more would probably be better. It is flexible, in that you can use it to do lethal, but you can also use it to get larger flyers out of your way and keep your creatures alive. You can also use it to untap all your flyers to eat your opponent’s creatures. Most of the time, going aggressive with it will be best, but having the other options doesn’t hurt.
Grim Initiate
3.0 Like all these cards with Amass, you have to look at this as having one of two possibilities. One is that, when this dies, it makes a 1/1 token that has synergy with Amass payoffs and Proliferate. The other is that it makes your Army bigger. I think both of those options are pretty nice when attached to a one-drop with First Strike, and means that it has at least some usefulness all game long, even if that usefulness is never going to be earthshattering. It is also great if you are interested in sacrificing stuff, since it gives you two bodies.
Totally Lost
1.5 We've seen this card a lot, and it is always kind of ok. Putting something on top of your library is better than just bouncing something, because it means you are replacing your opponent's draw, meaning you are trading one card for one card -- which is not the guess with regular bounce spells. Still, at 5 mana this is a bit clunky, though it can enable some nice blowouts in response to combat tricks and will be nice against Amass tokens.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Erratic Visionary
1.5 This has a decent body and it loots. Looting can improve your draws in the late game, and that’s nice.
Iron Bully
2.5 This card really overperforms thanks to all the Proliferate in the set. Even if it just puts its counter on itself, it doesn’t tend to only be a 2/2 with Menace for very long!
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
Charity Extractor
1.5 This is a pretty good defensive card, and not a bad place to counters thanks to lifelink. But you’ll cut it a lot. It just doesn’t do enough.
Pack 3 Pick 8: Kaya's Ghostform
Bond of Insight
0.0 // 2.5 This isn’t as good as it looks. This is because you will need a decent number of instants and sorceries for this card to actually do anything. Milling yourself and your opponent 4 cards just isn’t worth it if you aren’t also returning two instants and sorceries – even just returning one is pretty bad for 4 mana. If you have enough spells it does improve, though.
Huatli, the Sun's Heart
1.0 This is a high toughness build around in a set that doesn’t really have anything else pushing you in that direction. Gaining life with the loyalty ability isn’t that great, and the static ability normally won’t be upgrading your board.
Jace's Triumph
2.0 This is mostly just Divination. Having a Jace is possible, but not super likely. Divination is always a pretty decent card, and that’s what this is.
Naga Eternal
1.0 This is a vanilla creature with mediocre stats. That’s all.
Kaya's Ghostform
1.0 This just isn’t useful. It is nice that it counts being exiled, because it seems like there is a lot of that going around in this set, but still. You open yourself up to a 2-for-1 when you cast it in the first place, and then when it sticks you do get something pretty nice – the creature comes back. But for that to really be worth it you probably need something awesome, or something with a death trigger or ETB trigger. If you can do that, maybe you play it, but mostly I think you should steer clear of this.
Rising Populace
1.5 This sort of creature always seems to disappoint. 3-mana 2/2 is not a stat line you want to have, but it does slowly get bigger the longer the game goes on.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
Pack 3 Pick 9: Vampire Opportunist
Dovin's Veto
0.5 This is definitely a card that was printed with constructed in mind. Negate is usually pretty nice in constructed, it is not nearly as nice in Limited. Your typical Limited deck will only have about 5 cards that this can counter, and that’s not nearly enough for you to ever want to play this in your main 40 cards.
Contentious Plan
2.0 A cantrip with Proliferate is nice in this format. You’ll just almost always have something to put more counters on, and that will feel great since this just replaces itself.
Vampire Opportunist
1.5 This starts with some mediocre stats, and it has a late game ability that is pretty expensive. That said, it isn’t the worst mana sink to have, as it can really close out a game in tight situations.
Banehound
1.0 This is the kind of card new players will overrate because on the surface it seems like a pretty great deal. I mean, a one mana 1/1 with two keyword abilities is somewhat tempting, right? Well, not really. That’s because these two particular keyword abilities, lifelink and haste, aren’t particularly useful on a 1/1. For both of those to be at their best, you want a bit more power, so the returns on having those two keyword abilities really doesn’t make this all that much better than having a vanilla 1-mana 1/1.
Wardscale Crocodile
2.0 Hexproof on a common is pretty nice. I mean sure, it can die in combat pretty easily, but because it has hexproof you can make sure that it only dies in combat when it is beneficial for you—like killing a creature with 5 toughness. Then, there is the usual upside that Hexproof creatures bring – risky spells, like Fight cards, or auras and the like become a lot better, because you know your opponent won’t be able to easily 2-for-1 you.
Demolish
0.0 I always try to give this a sideboard grade, but the reality is – you will never side this in in this set. There aren’t enough artifacts or problem lands, so most of the time this reads “Pay 4 mana, discard this and do almost nothing.”
Pack 3 Pick 10: Aid the Fallen
Cruel Celebrant
3.0 We have seen a lot of creatures that drain the opponent for 1 every time something dies, and they’re always pretty nice. Having one at 2 mana will probably be pretty similar to Zulaport Cutthroat, which was a pretty good card in its format.
Herald of the Dreadhorde
2.0 A 4-mana 3/2 isn’t great, but hey – it can trade with plenty of 4 drops, and if you’re trading with this your’e probably going to come out ahead, because it comes with Amass 2. Whether this makes you a 2/2 creature or makes your Army a bigger, it is a good deal, since it is coming in addition to a trade.
Aid the Fallen
2.0 To play this, you want to be consistently getting back both a creature and a planeswalker. The good news is, that isn’t super hard to do in this format. This is the kind of card that is terrible early but really good late, and most Black decks want one copy of this to help them have that nice late game.
Wall of Runes
1.5 If you’re a defensive deck, you’ll play this and it will be passable. If you’re not defensive, don’t play it.
Martyr for the Cause
3.0 This guy adds proliferate to a Grizzly Bear body, which means that he has some late-game relevance, even if he can just block and add a couple counters to your permanents that’s going to do something.
Pack 3 Pick 11: Ahn-Crop Invader
Goblin Assailant
1.0 This is a vanilla creature with mediocre stats. You’ll only play it if you’re desperate for a two drop.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
Ahn-Crop Invader
3.0 This is a nice aggressive creature. Because it has First Strike, your opponent will often just not be willing to block it when you attack with it when you have mana up, since it is likely to win most combat even if you just sacrifice one thing to it. It pairs particularly well with Amass tokens.
Crush Dissent
1.5 As good as Amass is in this format, I don’t like this card a whole lot. Counters that let your opponent pay mana to ignore them have to be really efficient in Limited, since they will become weaker and weaker as the game goes on. Now, the fail case here is that you still get to Amass, and that keeps it from being unplayable.
Pack 3 Pick 12: Spark Reaper
Bulwark Giant
1.5 Well, this is the kind of card that really stabilize you against an aggressive deck. 5 life is huge against decks intent on ending the game quickly, and a 3/6 is no small roadblock. Obviously, this is primarily a defensive card, and not something every White deck is after.
Spark Reaper
2.5 A 3-mana 2/3 has somewhat passable stats, and this has a pretty nice activated ability. The fact that you can use it at Instant speed – which we don’t always get with effects like this is what really makes it worthwhile, since you can use it in response to removal or declare a block and then use it, getting some serious value. This is a decent late-game mana sink.
Forced Landing
0.5 This is an interesting version of the Green flyer hate sideboard card that every set has. Instead of just straight Plummet, this lets you put the creature on the bottom of their library – which is sometimes better, like if the creature has a death trigger or your opponent has ways to get stuff back from their graveyard. Still, this is mostly likely a sideboard card.
Pack 3 Pick 13: Stealth Mission
Wall of Runes
1.5 If you’re a defensive deck, you’ll play this and it will be passable. If you’re not defensive, don’t play it.
Stealth Mission
1.0 I don’t like most versions of this card we see. Sure, you get a free swing in, and sometimes that will win you the game. But a lot of the time it just doesn’t matter. And it is super risky because it opens you up to the dreaded 2-for-1 in many situations if you aren’t careful.
Pack 3 Pick 14: Chainwhip Cyclops
Chainwhip Cyclops
1.5 This guy is decent. There are tons of board states where an ability like that really opens the flood gates – get that one problem blocker out of the way, and now the best your opponent can do is chump or trade! It does cost a lot of mana here, at 4, and it comes on an inefficient creature as a 5-mana 4/4, but that effect can be a good mana sink.