Leyline Prowler
4.0 A 3-mana 2/3 with Lifelink and Deathtouch is something I'd already be in on. Those are two great keyword abilities -- being able to trade with anything and gain you life is a good deal, and obviously it stonewalls smaller creatures. Then, they made it so that this not only ramps but also fixes your mana! This is a really great uncommon.
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.
Angrath, Captain of Chaos
2.5 Menace to your whole team for 4 mana isn’t awesome, but I feel like you’ll feel alright if you can use the loyalty ability twice to get a 4/4 or two 2/2s out of the deal as well.
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.
Gateway Plaza
2.0 This is pretty good fixing, even if it does make you basically pay a mana for it.
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.
Mana Geode
1.5 If you need fixing you could do worse than playing this.
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.
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.
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.
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.
Samut's Sprint
1.5 This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
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 2: Angrath, Captain of Chaos
Leyline Prowler
4.0 A 3-mana 2/3 with Lifelink and Deathtouch is something I'd already be in on. Those are two great keyword abilities -- being able to trade with anything and gain you life is a good deal, and obviously it stonewalls smaller creatures. Then, they made it so that this not only ramps but also fixes your mana! This is a really great uncommon.
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.
Angrath, Captain of Chaos
2.5 Menace to your whole team for 4 mana isn’t awesome, but I feel like you’ll feel alright if you can use the loyalty ability twice to get a 4/4 or two 2/2s out of the deal as well.
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.
Gateway Plaza
2.0 This is pretty good fixing, even if it does make you basically pay a mana for it.
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.
Mana Geode
1.5 If you need fixing you could do worse than playing this.
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.
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.
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.
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.
Samut's Sprint
1.5 This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
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 3: Kaya, Bane of the Dead
Ugin's Conjurant
3.0 X-costed creatures are nice because you can play them anywhere on your curve and they will be reasonably efficient. Now, this X-costed creature does shrink when it is damaged, but with all the Proliferate in this set, it is still a pretty good creature to have.
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.
Kaya, Bane of the Dead
3.5 She doesn’t do anything fancy – and her static ability will often be irrelevant, but at worse you pay 6 mana to permanently kill any creature. That’s obviously not a great card in terms of how much mana you pay. BUT - a good chunk of the time Kaya will take down two creatures, an excellent deal for 6 mana. If you can add counters to her even once, she can do it 3 times potentially.
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.
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.
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.
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.
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.
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.
Samut's Sprint
1.5 This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
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.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Pack 1 Pick 4: Chandra's Pyrohelix
Solar Blaze
3.0 This kind of card is always weird, because how good it depends very specifically on how P/T are distributed in a format. What percentage of creatures can this kill? Is there a way you can build around it by taking creatuers who don’t die to it? I mean, I think the answer to those, respectively, is “most creatures” and “yes, you can build around it.” But it is going to be inconsistent.
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.
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.
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.
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.
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.
Wanderer's Strike
3.5 5 mana is a lot, but killing something no question asked is a pretty good return at that investment. Being at Sorcery speed hurts a little, but adding Populate in a set that seems to have a plethora of reasons to Populate is nice.
Kiora's Dambreaker
2.0 A 6-mana 5/6 isn’t great, but it is passable stats, especially in Blue. Add Proliferate to that and it certainly gets better – especially in a set whose cup runneth over with various types of counters.
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.
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.
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.
Pack 1 Pick 5: Dreadhorde Butcher
Dreadhorde Butcher
3.5 So, at worst, this is a 2 mana 1/1 that does 1 damage to something when it dies. So, a worse Footlight Fiend is what it will be on some board states, and while that’s nothing special. But obviously, this has far more upside than that. The haste it comes with means getting in for 1 with it won’t be super difficult, at which point you have a 2-drop that can now Shock something when it dies, and if you get there, you’re in pretty awesome shape. Clearing the way for him with removal spells and combat tricks isn’t anything crazy in this color pair either. Then it has huge upside with proliferate too. So this is a card that has a pretty attainable and powerful ceiling, where just a 2/2 is great and if you can go bigger it is even better.
Neoform
0.0 This “Birthing Pod” effect is hard to make work in Limited, just because your deck can’t really be constructed around it effectively. It is just difficult to make it actually worth trading one card for another in most scenarios, and in this case – you actually have to 2-for-1 yourself by using Neoform, so I think it is worse. I don’t think adding the counter to the creature makes it much better.
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.
Divine Arrow
3.0 This is a removal spell that is situational, but it does the job pretty efficiently. You’ll never really cut the first copy of this, but being situational does hold it back from being premium.
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.”
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.
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.
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.
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.
Pack 1 Pick 6: Tibalt's Rager
Kiora, Behemoth Beckoner
2.5 That is a lot of starting loyalty! Kiora seems to be all about playing big dudes. Her static ability pays you off for doing so, and her -1 ability can help you ramp. Worth noting, also, that her -1 may help you protect her because it can let you untap a creature to block. I think the additional value she can give you by untapping permanents, especially lands, makes her pretty solid in just about any deck, though nothing special.
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.
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.
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.
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.
Wanderer's Strike
3.5 5 mana is a lot, but killing something no question asked is a pretty good return at that investment. Being at Sorcery speed hurts a little, but adding Populate in a set that seems to have a plethora of reasons to Populate is nice.
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 1 Pick 7: Vampire Opportunist
Huatli's Raptor
3.0 A two mana 2/3 with Vigilance is nice, especially one that proliferates for you. That said, this isn’t the kind of gold card that is going to really actively pull you into a color pair, it is the kind you happily run if you’re already looking at GW +1/+1 counters as a deck.
Neoform
0.0 This “Birthing Pod” effect is hard to make work in Limited, just because your deck can’t really be constructed around it effectively. It is just difficult to make it actually worth trading one card for another in most scenarios, and in this case – you actually have to 2-for-1 yourself by using Neoform, so I think it is worse. I don’t think adding the counter to the creature makes it much better.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
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.
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.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
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.
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 1 Pick 8: Sarkhan's Catharsis
Emergence Zone
0.0 Don’t play this. It damages your mana base and it doesn’t have an ability that makes that worthwhile.
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.
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.
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.”
Defiant Strike
1.0 Last time we saw this card, it was surprisingly good because it was in Khans of Tarkir, and the Prowess mechanic was all over the place, including on White cards. Not the case here though. +1/+0 is the kind of stat boost that will have very little impact on combat the majority of the time, and normally you want your combat tricks to make it more likely your creature wins combat against larger creatures-- and sure, this cycles itself, and that's what keeps it from being unplayable, but it still isn't very good.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Sarkhan's Catharsis
1.0 Even in a set with this many Planeswalkers I’m not very interested in a Lava Axe variant.
Pack 1 Pick 9: Iron Bully
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.
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.
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!
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.
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.
Samut's Sprint
1.5 This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
Pack 1 Pick 10: Aid the Fallen
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.
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.
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.
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.
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 11: Goblin Assailant
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.
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.
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.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Pack 1 Pick 12: Prismite
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.
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.
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.
Pack 1 Pick 13: Goblin Assailant
Neoform
0.0 This “Birthing Pod” effect is hard to make work in Limited, just because your deck can’t really be constructed around it effectively. It is just difficult to make it actually worth trading one card for another in most scenarios, and in this case – you actually have to 2-for-1 yourself by using Neoform, so I think it is worse. I don’t think adding the counter to the creature makes it much better.
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.
Pack 1 Pick 14: Wanderer's Strike
Bolas's Citadel
2.0 This is difficult to make work in Limited. There is a sacrifice deck in this format and all, but having the permanents to sacrifice and the life to pay to play cards off the top of your deck is far from guaranteed.
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.
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.
Kaya, Bane of the Dead
3.5 She doesn’t do anything fancy – and her static ability will often be irrelevant, but at worse you pay 6 mana to permanently kill any creature. That’s obviously not a great card in terms of how much mana you pay. BUT - a good chunk of the time Kaya will take down two creatures, an excellent deal for 6 mana. If you can add counters to her even once, she can do it 3 times potentially.
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.
Samut's Sprint
1.5 This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
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.
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.
Wanderer's Strike
3.5 5 mana is a lot, but killing something no question asked is a pretty good return at that investment. Being at Sorcery speed hurts a little, but adding Populate in a set that seems to have a plethora of reasons to Populate is nice.
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.
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.
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.
New Horizons
2.5 This type of mana-fixing/ramping Auras always feels good when it also does something to impact the board. Making one of your creatures a little better isn’t too shabby. This can help you splash double-colored cards too, which I like!
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.
Pack 2 Pick 1: Bolas's Citadel
Bolas's Citadel
2.0 This is difficult to make work in Limited. There is a sacrifice deck in this format and all, but having the permanents to sacrifice and the life to pay to play cards off the top of your deck is far from guaranteed.
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.
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.
Kaya, Bane of the Dead
3.5 She doesn’t do anything fancy – and her static ability will often be irrelevant, but at worse you pay 6 mana to permanently kill any creature. That’s obviously not a great card in terms of how much mana you pay. BUT - a good chunk of the time Kaya will take down two creatures, an excellent deal for 6 mana. If you can add counters to her even once, she can do it 3 times potentially.
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.
Samut's Sprint
1.5 This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
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.
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.
Wanderer's Strike
3.5 5 mana is a lot, but killing something no question asked is a pretty good return at that investment. Being at Sorcery speed hurts a little, but adding Populate in a set that seems to have a plethora of reasons to Populate is nice.
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.
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.
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.
New Horizons
2.5 This type of mana-fixing/ramping Auras always feels good when it also does something to impact the board. Making one of your creatures a little better isn’t too shabby. This can help you splash double-colored cards too, which I like!
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.
Pack 2 Pick 2: Jaya, Venerated Firemage
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.
Jaya, Venerated Firemage
4.0 For 5 mana you get to do 3 to something – not the greatest rate ever, but it allows for some impact on the board immediately. Then, if she can make it to your next turn with at least 2 loyalty, she can do it again.5 mana to do 3 to two target creatures would be a great card. And while this isn’t quite that since she can be attacked and taken off of the board that way, it seems like doing 3 to something and then drawing a bunch of attacks is some decent value. On top of all that, if your deck has more red sources of damage – and it almost assuredly will – she brings you even more value. Even if she just makes one combat more difficult for your opponent, she’s doing her job.
Elite Guardmage
3.5 This gives you a reasonable Flying body while also drawing you a card and gaining you life. This makes it easy for it to get you a glorious 2-for-1, while also giving you a reasonable threat.
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.
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.
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.
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.
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.
Ashiok's Skulker
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.
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.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
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!
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.
Pack 2 Pick 3: Lazotep Reaver
Tomik, Distinguished Advokist
2.5 I mean, a 2-mana 2/3 flyer is good and all, but the mana cost here isn’t the easiest, and your chances of actually playing it on turn 2 in Limited are not so good because of that. The rest of the textbox on this card is irrelevant in Limited.
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.
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.
Thunder Drake
2.5 You generally want to be able to consistently get this up to ¾ for it to be worth it, and that’s fairly doable. Sometimes you will get the Drake late and be in top deck mode and that’s not so good, but it seems solid enough to me.
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.
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.
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.
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.
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!
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.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
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.
Pack 2 Pick 4: Chandra's Pyrohelix
Karn, the Great Creator
0.0 This Karn is unplayable in this Limited format. This set just does not have enough artifacts in it to make this artifact build around planeswalker worthwhile. I think he was printed more with constructed formats in mind, because his ability to make your opponent’s artifacts unable to use activated abilities, and the ability to do what Karn does – that is, animate an artifact – or to let you grab an Artifact from your sideboard – just doesn’t seem worth the payoff here.
Bond of Passion
1.5 So, this is expensive and clunky, but I don’t think you’ll hate yourself if you run one in your Red decks. In a lot of situations, it will result in a huge damage turn for you. Between killing a small creature and stealing your opponent’s best creature, this should do a lot of work. But it is pretty expensive and doesn’t always do as much as you’d like.
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.
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.
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.
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.
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.
Sky Theater Strix
1.5 This is a two mana ½ Flyer that will sometimes attack for two. Not great, but not bad either.
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.
Pollenbright Druid
3.5 A 2-mana 1/1 that puts a counter anywhere – including on itself, is usually a pretty decent card already. At worst it is going to be a Grizzly Bears, and there are other times where putting the counter elsewhere makes a big deal, like on an evasive creature. But this has the additional ability to also just Proliferate, which you will be doing if you already have other counters in play. Either way, you’re going to get some value out of your 2 drop in the late game, and that’s not always easy to come by.
Pack 2 Pick 5: Invading Manticore
Nissa's Triumph
1.5 So, paying two mana to draw 2 cards is pretty alright, even when both those lands are forests. It helps make sure you hit your land drops, and that can be nice. That said, it costs double Green, and only gets more Green mana. Which isn’t a bad thing, it just means that it isn’t super flexible. I see no reason you wouldn’t play this in a deck that is heavy Green, like 10+ more Forests, but you probably don’t play it otherwise.
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!
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
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.
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.
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.
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.
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.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
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.
Pack 2 Pick 6: Unlikely Aid
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.
Sarkhan's Catharsis
1.0 Even in a set with this many Planeswalkers I’m not very interested in a Lava Axe variant.
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.
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.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
Topple the Statue
1.5 So, when we see 3 mana to tap something and draw a card at instant speed isn’t all that great. It does replace itself, and have a somewhat flexible effect, so that does save it from being completely terrible.
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.
Ashiok's Skulker
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.
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.
Pack 2 Pick 7: Widespread Brutality
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.
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.
Teferi's Time Twist
1.0 This can do a variety of things, but most of the time they won’t be worth doing. Because this is an Instant, if your opponent tries to take down a planeswalker, you can use the Time Twist, both saving it and setting its loyalty back to what it was when it came into play. On top of that, Teferi’s Time Twist is also good with ETB creatures, can help your creature dodge a removal spell, and so on. I still am not very interested in playing it.
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.”
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.
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.
Snarespinner
1.5 This blocks fliers really well for a two-drop, but it isn’t that great at anything else.
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.
Pack 2 Pick 8: Banehound
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.
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.
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.
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.
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.
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.
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 2 Pick 9: Toll of the Invasion
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.
Samut's Sprint
1.5 This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
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.
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.
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.
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.
Pack 2 Pick 10: Kaya's Ghostform
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.
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.
Ashiok's Skulker
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.
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.
Pack 2 Pick 11: Raging Kronch
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.
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.
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.
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 2 Pick 12: Shriekdiver
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.
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.
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.
Pack 2 Pick 13: Arboreal Grazer
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.
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.
Pack 2 Pick 14: Sarkhan's Catharsis
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 1: Bleeding Edge
Narset's Reversal
1.0 This is too situational to be worth it most of the time.
Bleeding Edge
4.0 This will frequently feel like a 3-mana 2/2 that destroys a creature when it enters the battlefield – and that’s a great card. It definitely will feel a bit less good to put counters on an Army already in play, but it is still a reasonable deal. The -2/-2 can’t kill everything of course, but it does enough for me to want to value this really highly.
Despark
3.0 When it can kill things, it does it really efficiently. It can’t always though, and it being as situational as it is can be a bummer.
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.
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.
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.
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.
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.
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.
Pollenbright Druid
3.5 A 2-mana 1/1 that puts a counter anywhere – including on itself, is usually a pretty decent card already. At worst it is going to be a Grizzly Bears, and there are other times where putting the counter elsewhere makes a big deal, like on an evasive creature. But this has the additional ability to also just Proliferate, which you will be doing if you already have other counters in play. Either way, you’re going to get some value out of your 2 drop in the late game, and that’s not always easy to come by.
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.
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.
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.
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.
Pack 3 Pick 2: Mizzium Tank
Mizzium Tank
1.0 // 3.0 This is not going to be especially good in your typical Limited deck in the format, because a 3-mana 3/2 vehicle with trample and Crew 1 isnt’ anything to get excited about. However, if you have enough spells, this is a nice Rare payoff for you, as it makes the Tank come to life – meaning it doesn’t need to get crewed, and it gets bigger.
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.
Elite Guardmage
3.5 This gives you a reasonable Flying body while also drawing you a card and gaining you life. This makes it easy for it to get you a glorious 2-for-1, while also giving you a reasonable threat.
Samut's Sprint
1.5 This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
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.
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.
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.
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.
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.
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.
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.
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.
Primordial Wurm
1.5 A 6-mana 7/6 is some pretty decent vanilla stats. I still would rather have Colossal Dreadmaw because Trample.
Pack 3 Pick 3: Burning Prophet
Rescuer Sphinx
3.5 4-mana 3/2 with Flying isn’t a terrible place to start, and this does more than that! Returning one of your permanents to your hand can give you some value – either by making an Aura-based removal spell fall off, or by taking advantage of an ETB ability. In this set, you can also add Planeswalkers to the list, who you can bounce when they are low on loyalty. Plus, the Sphinx gets a +1/+1 counter out of the deal if it does that.
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!
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.
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.
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.
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.
Mana Geode
1.5 If you need fixing you could do worse than playing this.
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.
Gateway Plaza
2.0 This is pretty good fixing, even if it does make you basically pay a mana for it.
Trusted Pegasus
3.5 This is a nice aggressive card. It has good base stats, and then can bring another creature to the sky with it, which can really lead to you doing a ton of damage.
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.
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.
Pack 3 Pick 4: Gateway Plaza
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.
The Wanderer
3.5 Most decks have enough targets in this format that The Wanderer is basically a really good removal spell. The static ability even matters a little bit, thought not a ton.
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.
Gateway Plaza
2.0 This is pretty good fixing, even if it does make you basically pay a mana for it.
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!
Trusted Pegasus
3.5 This is a nice aggressive card. It has good base stats, and then can bring another creature to the sky with it, which can really lead to you doing a ton of damage.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
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.
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.
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 3 Pick 5: Chandra's Pyrohelix
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.
Domri's Ambush
3.5 This is pretty great! Any time there are spells that let a creature deal damage equal to its power to another creature, they tend to be pretty darn good. Keep in mind that this isn’t a “fight,” your opponent’s creature does not do damage to yours. RG for this effect would already be a pretty solid card, but adding a +1/+1 counter to the mix, along with the ability to talk planesawlkers, and we are definitely in the realm of premium removal. Sure, it is somewhat situational in that you have to have a creature, and you have to be careful when you cast it so you don’t get blown out – and the fact that it is a Sorcery does make it a little harder to find an ideal opening, but it is still pretty good.
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.
Sarkhan's Catharsis
1.0 Even in a set with this many Planeswalkers I’m not very interested in a Lava Axe variant.
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.
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.
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.
Turret Ogre
2.5 This has decent stats + Reach, and an ETB ability that will trigger a good chunk of the time. That is a solid playable.
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.
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 3 Pick 6: Toll of the Invasion
Sarkhan's Catharsis
1.0 Even in a set with this many Planeswalkers I’m not very interested in a Lava Axe variant.
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.
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.
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.
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.
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.
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.
Sky Theater Strix
1.5 This is a two mana ½ Flyer that will sometimes attack for two. Not great, but not bad either.
Naga Eternal
1.0 This is a vanilla creature with mediocre stats. That’s all.
Pack 3 Pick 7: Charity Extractor
Neoform
0.0 This “Birthing Pod” effect is hard to make work in Limited, just because your deck can’t really be constructed around it effectively. It is just difficult to make it actually worth trading one card for another in most scenarios, and in this case – you actually have to 2-for-1 yourself by using Neoform, so I think it is worse. I don’t think adding the counter to the creature makes it much better.
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.
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.
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.
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.
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.
Mana Geode
1.5 If you need fixing you could do worse than playing this.
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.
Pack 3 Pick 8: Chandra's Pyrohelix
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.
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.
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.
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.
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.
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.
Pack 3 Pick 9: Raging Kronch
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.
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.
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.
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.
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.
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.
Pack 3 Pick 10: Samut's Sprint
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.
Samut's Sprint
1.5 This is just red’s obligatory solid combat trick that will be nice in aggro decks. +2/+1 is enough of a boost for a creature to win a lot of combats, and the additional Haste upside doesn’t hurt. Still, it IS a combat trick and it comes with all the inherent risks that combat tricks have they are inherently situational and come with the risk of a 2-for-1 that blows you out.
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.
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.
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 11: Trusted Pegasus
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.
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.
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.
Trusted Pegasus
3.5 This is a nice aggressive card. It has good base stats, and then can bring another creature to the sky with it, which can really lead to you doing a ton of damage.
Pack 3 Pick 12: Ironclad Krovod
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.
Ironclad Krovod
1.0 This is a vanilla creature with okayish stats. You hope you aren’t playing it.
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 3 Pick 13: Turret Ogre
Turret Ogre
2.5 This has decent stats + Reach, and an ETB ability that will trigger a good chunk of the time. That is a solid playable.
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 3 Pick 14: Naga Eternal
Naga Eternal
1.0 This is a vanilla creature with mediocre stats. That’s all.