Ascendant Spirit
3.0 Snow mana is easy enough to come by in this format that it is very doable to find enough Snow mana to pump into the Spirit. Now, it does come with some inherent risks – like if your opponent blows it up after you spend a bunch of mana upgrading it – but those risks are mostly worth it because of the huge upside. You do need a lot of snow mana to play this, so keep that in mind, but when you can, it will demand an answer in many games – otherwise your opponent will lose.
Bretagard Stronghold
3.5 Making two creatures bigger and giving them vigilance and lifelink is pretty awesome, especially because one of your lands id doing the job. Those two keywords combined can really help you win a race, since you gain life and allow your creatures to hang back as blockers.
Firja, Judge of Valor
3.5 A 5-mana 2/4 with flying and lifelink is sort of passable, and then if you can trigger her ability even once, you’re going to be in business. Keep in mind too, it is better than “Draw a card” because you get some card selection at the same time. She also helps you load your graveyard, and that’s not irrelevant! The ability itself can help you trigger it again next turn, too, since the extra card you get will likely be a spell.
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Sculptor of Winter
3.0 A two-mana 2/2 is passable. Additionally, the fact it can untap snow lands is pretty nice too, since it will allow you to ramp, and produce two snow mana off of one snow land, which matters for many cards in this set.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Arctic Treeline
3.0 This is another snow land that isn’t super important because the colors it is in aren’t completely focused in on snow. However, it does provide fixing and a snow permanent, and those are valuable things
Pack 1 Pick 2: Kardur, Doomscourge
Inga Rune-Eyes
3.0 So, I was pretty much sold on this card after the ETB ability. A 4-mana 3/3 that Scries 3 is very nice. Never underestimate how good scrying is, especially higher scry values like 3 -- that is going to have a very real impact on how good your next few draws are, and that can often determine a game. She then has an ability that will be a little bit harder to make work -- if you jump through some hoops though, her drawing you three cards is pretty much insane, and if you can pull it off, it will be hard for your opponent to win. But, temper your expectations, pulling that off will be difficult. The most likely outcome is that she has an impact on how your opponent attacks and blocks, since they will be trying to avoid letting you draw those cards, but that is definitely not a bad thing.
Elven Bow
3.0 Generally, I think it is a bad plan to just straight up cast this as Equipment – when you do that, the bonus you get from them is not very good – 3 to equip is rough for +1/+2 and Reach. So normally, you want to cast this and make the elf token – which in effect, turns this into a 3-mana 2/3 with Reach that, if it dies, leaves equipment behind. And in a lot of ways, it is better than that – because you can move the Equipment before then if there’s a reason too, and even if your creature gets shut down by an Aura or bounced, you still have the Bow.
Kardur, Doomscourge
4.0 Kardur is strong, so it is kind of unfortunate that BR collectively isn’t really. You’ll mostly play him off a splash in other decks. Forcing all of your opponent’s creatures to attack you can make a big impact, not only because you can set up blocks to kill their creatures -- which, with Kardur in play, also means you’ll drain them 1 life -- but also because it opens your opponent up for a crack back that might just be lethal. In other words, Your opponent will have to attack in what is likely a less-than-optimal situation, while you’ll be able to attack in a pretty good one. Now, if your opponent’s board is significantly better than yours, things might not go so well, but if that’s true, well -- they were probably going to attack you with everything anyway! Note, by the way, that it doesn’t matter who controls an attacking creature for the drain life trigger, so it matters when you attack and when your opponent attacks.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Augury Raven
3.0 A 4-mana 3/3 flyer is a great rate in Limited, and this little Common has more upside than that! Because of Foretell, you can spread the cost of the card across two different payments, and while it won’t always make sense to do that -- there will be times where it helps you be really efficient with your mana, like if you want to play a 3-drop and foretell this instead of casting it that turn, or if you have nothing to do on turn two or three, foretelling this lets you pay less mana for it on a later turn.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 1 Pick 3: Iron Verdict
Weathered Runestone
0.0 This isn’t really here for Limited, it is a hate card for constructed sideboards, and one that won’t have much of an impact on most of your games in Limited, so you should never play it.
Vega, the Watcher
3.5 Even if you only draw one card with Vega you are going to feel pretty good about your investment, since it has such reasonable stats to begin with. Drawing that one card isn’t too challenging, either!
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Shimmerdrift Vale
3.5 It isn’t often that one of the best Commons in a set is a Land, but that’s the case in Kaldheim. This land provides excellent fixing and snow mana, and those are really important things for many decks in this format.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 1 Pick 4: Stalwart Valkyrie
Return Upon the Tide
1.5 So, most of the time, if you’re reanimating an Elf with this, you’re probably not getting the largest creature -- probably a 3/3 at the most, so it is nice that if you do go for an Elf you get those tokens, which will make the 5-mana investment a little bit less of a burden. Then, if you reanimate something big, you won’t get the tokens, but you’re probably still getting your 5 mana’s worth. So, basically, if you’re in an elf deck at least, Return Upon the Tide helps you get around the downside of 5-mana reanimation spells, by giving you a wider variety of options that will feel like you are doing an okay job with the card. It also has Foretell, which means that you can pay for it in installments, though with this one you end up paying one additional total mana if you go that route -- but that will sometimes be worth doing.
Great Hall of Starnheim
3.5 Because you have to give up a creature for this effect, you will often just be upgrading a creature -- or sacrificing one that has been negated by an Aura or something -- but if you have some tokens around, or creatures with death triggers, it will feel pretty good, and I think it will be often enough that ONE of those things is going on on your board in the later part of the game, which means this is just another really nice utility land that does something very real late.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Littjara Kinseekers
1.5 A 4-mana 2/4 isn’t very good. But, if you can trigger its ETB ability, you’re going to be pretty happy -- as a 4-mana ⅗ that scries one is a pretty good deal. Now, because it has Changeling, you will just need two other creatures with matching creature types to trigger it, and while that isn’t always going to be what your board looks like, I imagine that in the late game it won’t be that hard to trigger. The ideal thing to do would be to curve out with creatures with the same types, but that won’t always be doable. Still, this being a reasonable 4-mana 2/4 changeling in the early game, and a much more impressive card in the later part of the game makes me think this is a pretty solid common for Blue.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Pack 1 Pick 5: Skemfar Shadowsage
Skemfar Shadowsage
2.5 This set is a lot less tribal than it looks, and the Elf deck isn’t particularly good, so the Shadowsage has really underperformed. Afterall, you do have to have at least two creatures in play that share a type for this to do anything . It doesn’t have the worst stats for 4 mana, as a ⅖ is a decentish defensive body. The set up here is just harder than one might think. I’m not saying it is bad exactly, just not as good as it would be in a super tribal set.
Dwarven Hammer
3.5 So, if you cast this and pay for the Dwarf, you’re going to get a 5-mana 5/1 with Trample. That is...not the most exciting thing in the world. However, like with this whole cycle, if we look at these as effectively being creatures who leave inefficient Equipment behind, it looks much better. Once that Dwarf does die, the Hammer can make any creature you have into a threat, and that’s pretty awesome.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 1 Pick 6: Doomskar Oracle
Invasion of the Giants
2.5 This Saga is really cheap, and I generally think it will give you more than two mana’s worth of value. Scry 2 helps you set up both Chapter II and III, since both of them pay you off for having a Giant in your hand. Sometimes this will just amount to Scry 2 and draw a card, but even that isn’t too bad for the investment.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 1 Pick 7: Hailstorm Valkyrie
Hailstorm Valkyrie
2.0 A 4-mana 2/2 with flying and trample is not good. By adding the ability to pump snow mana into this, you get something that is certainly better. Oftentimes your opponent will just have to take a hit from this because of the threat of activation of that ability. That said, being able to do it more than once in this format is far from a forgone conclusion, and because it has such a bad baseline, the upside doesn’t do enough to make it a whole lot better.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 1 Pick 8: Story Seeker
Return Upon the Tide
1.5 So, most of the time, if you’re reanimating an Elf with this, you’re probably not getting the largest creature -- probably a 3/3 at the most, so it is nice that if you do go for an Elf you get those tokens, which will make the 5-mana investment a little bit less of a burden. Then, if you reanimate something big, you won’t get the tokens, but you’re probably still getting your 5 mana’s worth. So, basically, if you’re in an elf deck at least, Return Upon the Tide helps you get around the downside of 5-mana reanimation spells, by giving you a wider variety of options that will feel like you are doing an okay job with the card. It also has Foretell, which means that you can pay for it in installments, though with this one you end up paying one additional total mana if you go that route -- but that will sometimes be worth doing.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 1 Pick 9: Jarl of the Forsaken
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Pack 1 Pick 10: Goldmaw Champion
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Pack 1 Pick 11: Revitalize
Weathered Runestone
0.0 This isn’t really here for Limited, it is a hate card for constructed sideboards, and one that won’t have much of an impact on most of your games in Limited, so you should never play it.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Pack 1 Pick 12: Return Upon the Tide
Return Upon the Tide
1.5 So, most of the time, if you’re reanimating an Elf with this, you’re probably not getting the largest creature -- probably a 3/3 at the most, so it is nice that if you do go for an Elf you get those tokens, which will make the 5-mana investment a little bit less of a burden. Then, if you reanimate something big, you won’t get the tokens, but you’re probably still getting your 5 mana’s worth. So, basically, if you’re in an elf deck at least, Return Upon the Tide helps you get around the downside of 5-mana reanimation spells, by giving you a wider variety of options that will feel like you are doing an okay job with the card. It also has Foretell, which means that you can pay for it in installments, though with this one you end up paying one additional total mana if you go that route -- but that will sometimes be worth doing.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Pack 1 Pick 13: Infernal Pet
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Pack 1 Pick 14: Vault Robber
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Pack 1 Pick 15: Smashing Success
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Pack 2 Pick 1: Ascent of the Worthy
Waking the Trolls
4.0 This is definitely slow, but if you can get to Chapter III, it is pretty difficult to lose most of the time, since the first two Chapters likely mean you have at least two more lands than your opponent, and oftentimes it will amount to even more than that.
Ascent of the Worthy
0.5 This card is way too difficult to set up effectively, and you should mostly not play it.
Invasion of the Giants
2.5 This Saga is really cheap, and I generally think it will give you more than two mana’s worth of value. Scry 2 helps you set up both Chapter II and III, since both of them pay you off for having a Giant in your hand. Sometimes this will just amount to Scry 2 and draw a card, but even that isn’t too bad for the investment.
Great Hall of Starnheim
3.5 Because you have to give up a creature for this effect, you will often just be upgrading a creature -- or sacrificing one that has been negated by an Aura or something -- but if you have some tokens around, or creatures with death triggers, it will feel pretty good, and I think it will be often enough that ONE of those things is going on on your board in the later part of the game, which means this is just another really nice utility land that does something very real late.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Beskir Shieldmate
3.0 This is a solid two-drop. A two mana 2/1 is far from ideal, but if you can trade with this and then get a token, you’re going to feel pretty good. Overall, this is a nice two drop that will pretty much always make the cut
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 2: Demonic Gifts
Replicating Ring
3.0 This provides great fixing, and it actually ends up making a bunch of copies more often than you might think! And all of that extra mana is also pretty good, because there are several creatures at lower rarities with snow mana activated abilities, and if you can sink that much snow mana into them, they become quite formidable.
Return Upon the Tide
1.5 So, most of the time, if you’re reanimating an Elf with this, you’re probably not getting the largest creature -- probably a 3/3 at the most, so it is nice that if you do go for an Elf you get those tokens, which will make the 5-mana investment a little bit less of a burden. Then, if you reanimate something big, you won’t get the tokens, but you’re probably still getting your 5 mana’s worth. So, basically, if you’re in an elf deck at least, Return Upon the Tide helps you get around the downside of 5-mana reanimation spells, by giving you a wider variety of options that will feel like you are doing an okay job with the card. It also has Foretell, which means that you can pay for it in installments, though with this one you end up paying one additional total mana if you go that route -- but that will sometimes be worth doing.
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Augury Raven
3.0 A 4-mana 3/3 flyer is a great rate in Limited, and this little Common has more upside than that! Because of Foretell, you can spread the cost of the card across two different payments, and while it won’t always make sense to do that -- there will be times where it helps you be really efficient with your mana, like if you want to play a 3-drop and foretell this instead of casting it that turn, or if you have nothing to do on turn two or three, foretelling this lets you pay less mana for it on a later turn.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Skull Raid
2.0 Mind Rot effects are often not great in Limited. In the early game, you can get a 2-for-1 with them -- but it comes at the great sacrifice of not adding to the board at all on turn 3. Then, in the late game, it tends to get worse as the game goes on, and will be a terrible draw way too often. This card gets around those problems by becoming a draw spell if your opponent odeon’t have two cards to discard, so that means that this Mind Rot has all the upside of most of them -- it can get you a 2-for-1 -- but it can still do it if your opponent has one or no cards in the hand. Now, it isn’t exactly an efficient draw spell, but that’s ok with me overall. Foretell, of course, also makes it easier to cast because you get to pay in installments.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 2 Pick 3: Shepherd of the Cosmos
Pyre of Heroes
0.5 This is really hard to make work in Limited. You have to have creatures with the right type AND the right mana cost to really swing it, and in Limited that’s not going to be easy to do, even if this is a tribal format
Doomskar Titan
3.5 He might cost 6 mana, but he’s going to add a whole lot of damage to the board often enough that he is well worth it! And, if you foretell him on an earlier turn where you have mana around to do it, he’ll come down a turn earlier! Now, the downside here, is that on his own, he can’t do a ton, but keep in mind, his ability affects him too -- he becomes a 5/4 with Haste, and that isn’t the worst fail case ever -- and how often will your board be empty anyway? He does need you to be really going at least somewhat wide to do his best work, but he will have an impact even if you just have a couple of creatures.
Shepherd of the Cosmos
3.5 This seems pretty good to me. So, even without Foretell, a 6-mana 3/3 with Flying that reanimates a 2-drop would be a pretty nice card. It is generally going to give you that 6 manas worth of value no problem. By adding Foretell, we get an upgrade here, since having the option to pay for it in installments is definite upside. It doesn’t hurt that there are foretell payoffs in the set too!
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 4: Elderfang Disciple
Runeforge Champion
2.0 So, if you have 0 runes in your deck, this guy is not very good – 3-man 2/3 and nothing else doesn’t really cut it these days. However, if he is both searching you up a Rune and making it easier to cast that Rune, he is going to be pretty nice. If you only have one rune, you might end up drawing it before you draw your Champion, but he will do his thing often enough to still be worth it. Two runes is probably ideal, though, that way it is highly unlikely he doesn’t draw you a card when he comes down. Because this guy is so dismal without Rune support, I would avoid ever taking him before you have at least one rune, once you do though, he will be a solid card.
Return Upon the Tide
1.5 So, most of the time, if you’re reanimating an Elf with this, you’re probably not getting the largest creature -- probably a 3/3 at the most, so it is nice that if you do go for an Elf you get those tokens, which will make the 5-mana investment a little bit less of a burden. Then, if you reanimate something big, you won’t get the tokens, but you’re probably still getting your 5 mana’s worth. So, basically, if you’re in an elf deck at least, Return Upon the Tide helps you get around the downside of 5-mana reanimation spells, by giving you a wider variety of options that will feel like you are doing an okay job with the card. It also has Foretell, which means that you can pay for it in installments, though with this one you end up paying one additional total mana if you go that route -- but that will sometimes be worth doing.
Frost Augur
1.0 // 3.5 Drawing more cards than your opponent is a good way to win in Limited, and this little one drop can definitely enable that. You do need to have a decent chunk of Snow permanents to make it do its thing consistently, but I think 5-7 is probably enough that you run this -- even drawing once with it is great. It will certainly be possible in this set to end up with 10+ snow cards though, and when you do, that’s when you’ll be in business. It is pretty bad in a deck without that critical mass though, so keep that in mind.
Skull Raid
2.0 Mind Rot effects are often not great in Limited. In the early game, you can get a 2-for-1 with them -- but it comes at the great sacrifice of not adding to the board at all on turn 3. Then, in the late game, it tends to get worse as the game goes on, and will be a terrible draw way too often. This card gets around those problems by becoming a draw spell if your opponent odeon’t have two cards to discard, so that means that this Mind Rot has all the upside of most of them -- it can get you a 2-for-1 -- but it can still do it if your opponent has one or no cards in the hand. Now, it isn’t exactly an efficient draw spell, but that’s ok with me overall. Foretell, of course, also makes it easier to cast because you get to pay in installments.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 2 Pick 5: Stalwart Valkyrie
Dwarven Hammer
3.5 So, if you cast this and pay for the Dwarf, you’re going to get a 5-mana 5/1 with Trample. That is...not the most exciting thing in the world. However, like with this whole cycle, if we look at these as effectively being creatures who leave inefficient Equipment behind, it looks much better. Once that Dwarf does die, the Hammer can make any creature you have into a threat, and that’s pretty awesome.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Masked Vandal
2.5 This format has lots of things the Vandal can blow up, and that makes it a pretty nice card for your main deck. Having all creature types is nice too.
Ice Tunnel
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 6: Snowfield Sinkhole
Reckless Crew
1.0 This basically only going to be worthwhile in a deck that really got there on equipment and artifacts -- and especially Equipment, since you get some free equips when you play this. This set does have enough decks that play 3+ pieces of Equipment that this kind of works in those decks, but even there, you will sometimes find yourself in situations where this makes 0-1 tokens, and that’s not so good. Mostly, you probably shouldn’t play it.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Skull Raid
2.0 Mind Rot effects are often not great in Limited. In the early game, you can get a 2-for-1 with them -- but it comes at the great sacrifice of not adding to the board at all on turn 3. Then, in the late game, it tends to get worse as the game goes on, and will be a terrible draw way too often. This card gets around those problems by becoming a draw spell if your opponent odeon’t have two cards to discard, so that means that this Mind Rot has all the upside of most of them -- it can get you a 2-for-1 -- but it can still do it if your opponent has one or no cards in the hand. Now, it isn’t exactly an efficient draw spell, but that’s ok with me overall. Foretell, of course, also makes it easier to cast because you get to pay in installments.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Snowfield Sinkhole
3.0 Like most of the snow dual lands that have White in them, this one isn’t quite as good as the others. Still, it provides fixing and snow mana, and that’s useful in this format.
Pack 2 Pick 7: Priest of the Haunted Edge
Forging the Tyrite Sword
0.5 You mostly don’t want to be playing this. It has little impact on the board early, and that’s not something RW is interested in – and neither is Treasure for the most part. The one situation where you do consider playing this is if you have Halvar in your deck, as he is one of the best cards in the format, and giving up some tempo to search him up in a couple turns is worth it.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Sculptor of Winter
3.0 A two-mana 2/2 is passable. Additionally, the fact it can untap snow lands is pretty nice too, since it will allow you to ramp, and produce two snow mana off of one snow land, which matters for many cards in this set.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Pack 2 Pick 8: Infernal Pet
Gates of Istfell
3.5 It is great having a land that can draw you some cards and gain you some life in the late game – most lands become useless at that point! But not this one.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Pack 2 Pick 9: Beskir Shieldmate
Great Hall of Starnheim
3.5 Because you have to give up a creature for this effect, you will often just be upgrading a creature -- or sacrificing one that has been negated by an Aura or something -- but if you have some tokens around, or creatures with death triggers, it will feel pretty good, and I think it will be often enough that ONE of those things is going on on your board in the later part of the game, which means this is just another really nice utility land that does something very real late.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Beskir Shieldmate
3.0 This is a solid two-drop. A two mana 2/1 is far from ideal, but if you can trade with this and then get a token, you’re going to feel pretty good. Overall, this is a nice two drop that will pretty much always make the cut
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Pack 2 Pick 10: Snow-Covered Plains
Return Upon the Tide
1.5 So, most of the time, if you’re reanimating an Elf with this, you’re probably not getting the largest creature -- probably a 3/3 at the most, so it is nice that if you do go for an Elf you get those tokens, which will make the 5-mana investment a little bit less of a burden. Then, if you reanimate something big, you won’t get the tokens, but you’re probably still getting your 5 mana’s worth. So, basically, if you’re in an elf deck at least, Return Upon the Tide helps you get around the downside of 5-mana reanimation spells, by giving you a wider variety of options that will feel like you are doing an okay job with the card. It also has Foretell, which means that you can pay for it in installments, though with this one you end up paying one additional total mana if you go that route -- but that will sometimes be worth doing.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Skull Raid
2.0 Mind Rot effects are often not great in Limited. In the early game, you can get a 2-for-1 with them -- but it comes at the great sacrifice of not adding to the board at all on turn 3. Then, in the late game, it tends to get worse as the game goes on, and will be a terrible draw way too often. This card gets around those problems by becoming a draw spell if your opponent odeon’t have two cards to discard, so that means that this Mind Rot has all the upside of most of them -- it can get you a 2-for-1 -- but it can still do it if your opponent has one or no cards in the hand. Now, it isn’t exactly an efficient draw spell, but that’s ok with me overall. Foretell, of course, also makes it easier to cast because you get to pay in installments.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 2 Pick 11: Master Skald
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Pack 2 Pick 12: Return Upon the Tide
Return Upon the Tide
1.5 So, most of the time, if you’re reanimating an Elf with this, you’re probably not getting the largest creature -- probably a 3/3 at the most, so it is nice that if you do go for an Elf you get those tokens, which will make the 5-mana investment a little bit less of a burden. Then, if you reanimate something big, you won’t get the tokens, but you’re probably still getting your 5 mana’s worth. So, basically, if you’re in an elf deck at least, Return Upon the Tide helps you get around the downside of 5-mana reanimation spells, by giving you a wider variety of options that will feel like you are doing an okay job with the card. It also has Foretell, which means that you can pay for it in installments, though with this one you end up paying one additional total mana if you go that route -- but that will sometimes be worth doing.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Pack 2 Pick 13: Scorn Effigy
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Pack 2 Pick 14: Tormentor's Helm
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Pack 2 Pick 15: Invoke the Divine
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Pack 3 Pick 1: Feed the Serpent
The Raven's Warning
2.5 Three mana for a 1/1 flyer that gains you 2 life isn’t going to feel super amazing as your initial effect -- but at least it adds to the board right away, and at least the two life you gain can offset some of the downside of how slow this card is. Provided you have some flyers-- like, you know, the bird that you just got -- chapter II is likely to draw you a card. Chapter III then gives you a pretty interesting Wish effect -- these are normally not super amazing in Limited, but being able to take sideboard cards because you have Raven’s Warning, and knowing you can bring them in sometimes isn’t bad upside. Now, I don’t think this is crazy good or anything -- I mean generally, it replace sitself, you get a 1/1 flyer, and MAYBE you get some decent card selection -- and that’s not bad for three mana, but that does take a while.
Kardur, Doomscourge
4.0 Kardur is strong, so it is kind of unfortunate that BR collectively isn’t really. You’ll mostly play him off a splash in other decks. Forcing all of your opponent’s creatures to attack you can make a big impact, not only because you can set up blocks to kill their creatures -- which, with Kardur in play, also means you’ll drain them 1 life -- but also because it opens your opponent up for a crack back that might just be lethal. In other words, Your opponent will have to attack in what is likely a less-than-optimal situation, while you’ll be able to attack in a pretty good one. Now, if your opponent’s board is significantly better than yours, things might not go so well, but if that’s true, well -- they were probably going to attack you with everything anyway! Note, by the way, that it doesn’t matter who controls an attacking creature for the drain life trigger, so it matters when you attack and when your opponent attacks.
Elven Bow
3.0 Generally, I think it is a bad plan to just straight up cast this as Equipment – when you do that, the bonus you get from them is not very good – 3 to equip is rough for +1/+2 and Reach. So normally, you want to cast this and make the elf token – which in effect, turns this into a 3-mana 2/3 with Reach that, if it dies, leaves equipment behind. And in a lot of ways, it is better than that – because you can move the Equipment before then if there’s a reason too, and even if your creature gets shut down by an Aura or bounced, you still have the Bow.
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Littjara Kinseekers
1.5 A 4-mana 2/4 isn’t very good. But, if you can trigger its ETB ability, you’re going to be pretty happy -- as a 4-mana ⅗ that scries one is a pretty good deal. Now, because it has Changeling, you will just need two other creatures with matching creature types to trigger it, and while that isn’t always going to be what your board looks like, I imagine that in the late game it won’t be that hard to trigger. The ideal thing to do would be to curve out with creatures with the same types, but that won’t always be doable. Still, this being a reasonable 4-mana 2/4 changeling in the early game, and a much more impressive card in the later part of the game makes me think this is a pretty solid common for Blue.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Struggle for Skemfar
3.5 So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Ice Tunnel
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 3 Pick 2: Feed the Serpent
Arni Slays the Troll
3.5 This Saga seems pretty nice to me. It starts out with a Fight effect, which is effectively a removal spell -- even if it is a somewhat restrictive one. You won’t always have a good Fight to make happen, but you will often enough in a Red Green deck. Chapter II gives you some counters and some mana too, and chapter III gains you some life. None of these chapters individually are that impressive, but if you think about the amount of mana you’re paying, you’re going to be pretty happy.
Moritte of the Frost
3.5 Clones tend to be nice because they can be whatever the best creature on the battlefield is -- or, in this case, whatever your best permanents is -- , though clones that cost 5 do start to be a little less attractive, because it is normally less likely that you’ll be able to get 5 mana’s worth of value out of it. But, the whole “two +1/+1 counters” thing is important here, and it will often make it hard for Moritte not to give you 5 mana’s worth of value. As long as you are copying something that costs 3+ mana, it will feel pretty nice -- and oftentimes you’ll get a lot more than that. I think you’ll be copying creatures with this like 90% of the time, but the fact he can also copy like an Aura that is a removal spell and stuff like that is definitely nice additional upside.
Giant's Amulet
3.0 This is something of a split card. You can play it early as just the Equipment, like if you desperately need to give Hexproof to something -- but most of the time you’ll want to wait until later, when it amounts to being a 5-mana ⅘ with Hexproof about half the time, and then it leaves Equipment behind. That said, this creature doesn’t come with evasion at all, and the actual Equipment boost is a little underwhelming.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Sulfurous Mire
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 3 Pick 3: Starnheim Courser
Niko Defies Destiny
1.0 This has been challenging to make work, simply because even with all the Foretell in the format, it is difficult to always benefit from the first two chapters on the card. When you can, it feels good, but this card is too inconsistent for me to want to play it in most decks.
Replicating Ring
3.0 This provides great fixing, and it actually ends up making a bunch of copies more often than you might think! And all of that extra mana is also pretty good, because there are several creatures at lower rarities with snow mana activated abilities, and if you can sink that much snow mana into them, they become quite formidable.
Path to the World Tree
1.0 // 3.5 This is a big payoff for going five colors. On its own, it provides you with some fixing, something you often want in Limited to splash powerful cards. Worth noting this can get you snow lands if that’s what you need. Where it really gets interesting, though, is if you can utilize its activated ability -- and obviously, it can help you do that because of the fixing it gives you. That ability is no joke -- you get 2 cards, 2 life, and a 2/2 bear -- while your opponent loses 2 life and an X/2 creature. That’s the kind of late game effect that will win you games. Now, how realistic is it to be able to use that ability? I mean, you probably shouldn’t count on it, but it is doable in some decks. In decks that have a lot of fixing, this turns out to be pretty great – in decks that don’t, it is pretty bad.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 3 Pick 4: In Search of Greatness
In Search of Greatness
1.0 In the early game, it seems like this could be pretty potent -- it would make casting two spells in one turn pretty easy on say, turn four for example, and that could get you really far ahead. However, as the game wears on, you will run out of extra spells for this to do anything with. Now, the good news is, even if it isn’t letting you cast stuff for free anymore, you do get Scry 1 every turn out of it. The bad news is, that probably isn’t really enough for you to want to play this that often.
Frenzied Raider
2.5 This is a nice Boast payoff, and will give you another bonus to get while you’re attacking that could further complicate combat. There is a lot of Boast in Red, so it isn’t too hard to make him work in most Red decks.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Highland Forest
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 3 Pick 5: Firja, Judge of Valor
Firja, Judge of Valor
3.5 A 5-mana 2/4 with flying and lifelink is sort of passable, and then if you can trigger her ability even once, you’re going to be in business. Keep in mind too, it is better than “Draw a card” because you get some card selection at the same time. She also helps you load your graveyard, and that’s not irrelevant! The ability itself can help you trigger it again next turn, too, since the extra card you get will likely be a spell.
Bretagard Stronghold
3.5 Making two creatures bigger and giving them vigilance and lifelink is pretty awesome, especially because one of your lands id doing the job. Those two keywords combined can really help you win a race, since you gain life and allow your creatures to hang back as blockers.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Hagi Mob
1.5 This seems alright. A 5-mana 5/4 isn’t great, but it isn’t abysmal either -- and its Boast ability is fine. Doing 1 damage to a creature is the ideal scenario, but if you can use it to make blocking harder for your opponent, or to ping your opponent because they are close to dead, that works too. It isn’t super efficient at any of the stuff it does, and it isn’t very exciting, but it seems like an alright top curve card for Red decks.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Highland Forest
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 3 Pick 6: Battlefield Raptor
Realmwalker
3.5 So, this 3-mana ⅔ comes with some very significant upside. First, it can be whatever creature type you need it to be. But where it really gets sweet is when you get to cast stuff off the top of your library -- something that is very significant card advantage. Now, I would guess that on average you’ll get like one free card out of that, but that’s a great deal -- and sometimes it might take over games. You do have to be smart when naming creature types, but many decks in this format will have lots of creatures that share a type, so it won’t be that difficult to make it happen. Plus, changelings will be really great with this.
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Vega, the Watcher
3.5 Even if you only draw one card with Vega you are going to feel pretty good about your investment, since it has such reasonable stats to begin with. Drawing that one card isn’t too challenging, either!
Skemfar Elderhall
3.5 This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Pack 3 Pick 7: Goldvein Pick
Doomskar Titan
3.5 He might cost 6 mana, but he’s going to add a whole lot of damage to the board often enough that he is well worth it! And, if you foretell him on an earlier turn where you have mana around to do it, he’ll come down a turn earlier! Now, the downside here, is that on his own, he can’t do a ton, but keep in mind, his ability affects him too -- he becomes a 5/4 with Haste, and that isn’t the worst fail case ever -- and how often will your board be empty anyway? He does need you to be really going at least somewhat wide to do his best work, but he will have an impact even if you just have a couple of creatures.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 3 Pick 8: Master Skald
Weathered Runestone
0.0 This isn’t really here for Limited, it is a hate card for constructed sideboards, and one that won’t have much of an impact on most of your games in Limited, so you should never play it.
The Three Seasons
1.0 This has not been very good. It seems like it might be an okay snow payoff, but it turns out that getting the most out of Chapter II is difficult, and that’s not great news when Chapter I has no immediate impact on the board. Then, Chapter III is kind of a bummer, because you have to give your opponent back some cards. Now, you can choose their worst ones and all that, but I’ve seen that side of the card backfire a lot.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Pack 3 Pick 9: Divine Gambit
The Raven's Warning
2.5 Three mana for a 1/1 flyer that gains you 2 life isn’t going to feel super amazing as your initial effect -- but at least it adds to the board right away, and at least the two life you gain can offset some of the downside of how slow this card is. Provided you have some flyers-- like, you know, the bird that you just got -- chapter II is likely to draw you a card. Chapter III then gives you a pretty interesting Wish effect -- these are normally not super amazing in Limited, but being able to take sideboard cards because you have Raven’s Warning, and knowing you can bring them in sometimes isn’t bad upside. Now, I don’t think this is crazy good or anything -- I mean generally, it replace sitself, you get a 1/1 flyer, and MAYBE you get some decent card selection -- and that’s not bad for three mana, but that does take a while.
Elven Bow
3.0 Generally, I think it is a bad plan to just straight up cast this as Equipment – when you do that, the bonus you get from them is not very good – 3 to equip is rough for +1/+2 and Reach. So normally, you want to cast this and make the elf token – which in effect, turns this into a 3-mana 2/3 with Reach that, if it dies, leaves equipment behind. And in a lot of ways, it is better than that – because you can move the Equipment before then if there’s a reason too, and even if your creature gets shut down by an Aura or bounced, you still have the Bow.
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Littjara Kinseekers
1.5 A 4-mana 2/4 isn’t very good. But, if you can trigger its ETB ability, you’re going to be pretty happy -- as a 4-mana ⅗ that scries one is a pretty good deal. Now, because it has Changeling, you will just need two other creatures with matching creature types to trigger it, and while that isn’t always going to be what your board looks like, I imagine that in the late game it won’t be that hard to trigger. The ideal thing to do would be to curve out with creatures with the same types, but that won’t always be doable. Still, this being a reasonable 4-mana 2/4 changeling in the early game, and a much more impressive card in the later part of the game makes me think this is a pretty solid common for Blue.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Pack 3 Pick 10: Dogged Pursuit
Arni Slays the Troll
3.5 This Saga seems pretty nice to me. It starts out with a Fight effect, which is effectively a removal spell -- even if it is a somewhat restrictive one. You won’t always have a good Fight to make happen, but you will often enough in a Red Green deck. Chapter II gives you some counters and some mana too, and chapter III gains you some life. None of these chapters individually are that impressive, but if you think about the amount of mana you’re paying, you’re going to be pretty happy.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Pack 3 Pick 11: Battlefield Raptor
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Pack 3 Pick 12: Wings of the Cosmos
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Pack 3 Pick 13: Cinderheart Giant
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Pack 3 Pick 14: Revitalize
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Pack 3 Pick 15: Tormentor's Helm
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.