Curious Pair
2.5 This is solid. Food has a lot of synergy in this set, and the Adventure is very reasonably costed. Similarly, the stats for the Pair are just fine.
Charmed Sleep
3.0 This is a nice removal spell for Blue decks. This has all the problems Aura-based removal tends to have of course -- bounce spells and sacrifice effects make it look pretty bad, and it doesn’t turn off static abilities.
Blow Your House Down
1.0 This is the kind of effect hyper aggressive decks will be able to end the game with. The problem with a card like this, though, is that it is only good in a specific situation – one where you can deal lethal, basically, and mediocre at all other times. It is sort of nice it can blow up Walls – there are a few playable ones in this format (we’re about to see one shortly, actually), but still, this is the kind of corner-case cards that only the most aggro decks around will want to play.
Outmuscle
3.0 This is a strictly better Hunt the Weak, and that’s not a bad place to be. Hunt the Weak is always a solid removal spell -- but not premium. It isn’t premium because of how clunky it is at 4 mana and Sorcery speed, and because Fight effects are removal spells that are really easy to interact with, since killing the creature in response to the removal spell, or pumping their creature in response to it, results in a pretty savage blow out. If you can consistently trigger Adamant with this, it gets really scary, because you can now attack your opponent with it without being worried about the creature dying.
Witching Well
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Reaper of Night
2.0 This can be a decent discard spell early, and then a very real threat late. It isn’t super good at being either of those things, but it isn’t too shabby.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
Embereth Paladin
1.5 A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time would be solid, but it just won’t be.
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
Rimrock Knight
3.0 This is a huge overperformer. The Adventure side of the card often becomes a burn spell to the opponents’ face, and sometimes it can even help a creature win combat. Then, you get a nice efficient, aggressive creature that also happens to be a knight!
Slaying Fire
4.0 This is an excellent removal spell, we have had many 3 mana do 3 damage instants over the years, and they are always premium removal. This comes with the added bonus of the Adamant mechanic, which if you can pull it off, make sit so this can do 4 damage instead, and that’s pretty nice.
Savvy Hunter
3.5 A 3-mana 3/3 brings solid stats, and making Food whether attacking or Blocking is nice. It means that even if you just trade with it, you’re going to be getting some extra value. Then, if your deck has a ton of ways to make Food, this can just start drawing you cards – and there are absolutely going ot be games where Savvy Hutner takes over late, and just wins you the game.
Claim the Firstborn
0.5 This is cheaper than most Threaten effects we see – usually they cost 3 – but it is also not as flexible, since it can only target small creatures. I’m never overjoyed with effects like this one, unless I have two things going on – 1) I’m an aggro deck, and 2) I have creatures who can sacrifice other creatures. If you can steal your opponent’s dude and then kill it, that’s pretty great. Problem is, those two things don’t come together often enough for this to be very good, especially because it can only steal smaller creatures.
Gadwick, the Wizened
4.0 I like creatures that draw me cards, and this one scales as the game goes on. Granted, it has a difficult mana cost – but that’s probably ok here, you don’t have to play this early for it to be at its best – you can just wait until you get your Blue mana and draw a bunch of cards. Plus, this format does have some serious incentives for mono-colored anyway.
Pack 1 Pick 2: Loch Dragon
Ardenvale Paladin
2.0 Honestly a 4-mana ⅖ does pretty well on the Vanilla test, and will be capable of blocking the vast majority of the creatures in this format and surviving. If you throw in Adamant, which will give you a 4-mana 3/6 a decent chunk of the time -- or, you know -- all the time, if you happen to be in mono-white -- and you have a much more attractive card.
Bloodhaze Wolverine
2.5 A two-mana 2/1 isn’t so good these days, but it is the kind of card you’ll run when you really need a two-drop. But this does something extra – gaining +1/+1 and First Strike is no joke, it makes the Wolverine go from an easy card to block, to being a creature that it is hard to block profitably in any way. If you have something like Opt, you can even do it at Instant speed, making for a pretty nasty trick.
Youthful Knight
3.0 Two mana 2/1 first strikers tend to play really well in aggressive decks -- but they really aren’t bad in less aggressive ones, as they are great blockers against smaller creatures. There is a lot of Equipment in this set too, and obviously it plays well with a creature with first strike. Definitely matters that this has a useful creature type too!
Corridor Monitor
1.5 A two mana ¼ blocks fairly well early, and this one lets you untap a dude or artifact when you play it, which is some ok upside. However, it isn’t exactly impactful – even in the late game untapping something doesn’t always come with significant value.
Garenbrig Carver
3.5 This often ends up netting you a 2-for-1. The Trick Adventure helps you run over a blocker, and then you get a 3/2 in play who can trade. This is a very good Common.
Fling
1.5 We see this a lot, and it doesn’t tend to be great without a super sacrifice sub-theme in a set.
Bartered Cow
1.0 4-mana 3/3s are not very good, so how much should we value the fact that this can give you Food? I mean, it is a little valuable, especially because there are food payoffs. It is also interesting that you can discard this and still get Food. I think those two things combined make this better – but you’ll still almost never play this.
Roving Keep
1.0 I mean, if you really need a finisher in your defensive control deck, I guess this does the job? You really need to find something better, though.
Wicked Guardian
2.0 So, a 4-mana 4/2 that damages one of your guys and draws you a card is sort of an interesting design. Sure, it might kill your guy, but I think a 4-mana 4/2 that sacrifices a creature and draws you a card would be a solid card, and this is better than that, because sometimes it won’t actually kill your creature at all, in which case you’re just netting a straight-up 2-for-1.
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
Joust
2.5 too – it isn’t like Rabid Bites and other cards we’ve recently seen. Two mana to fight at Sorcery speed is not something that impressive, but it is certainly good enough to have a copy or two in your deck. One of the problems that Fight effects have is that it will only be good with your larger creatures. This helps mitigate against that a bit, since it makes your Knight larger too, so a larger percentage of your deck will be good with this than normal. It also has all the downsides cards like this have – your opponent can kill your creature in response to you targeting it, blowing you out, so you have to be careful. I think this is a going to be fine in a typical Red deck – which will have enough larger creatures and Knights without trying real hard.
Shambling Suit
2.5 There’s enough Food, artifacts, and Enchantments in this set that Shambling Suit often has enough power to be worth playing.
Loch Dragon
4.0 This card is pretty nice, a 4-mana 3/2 Flyer is always a playable card in Limited, though not exciting. Then, you add the fact that you get to rummage with it when it comes into play and when it attacks, and you’re looking at a card that can not only beat your opponent down in the sky, but you’re looking at one that can also help you drastically improve your draws throughout the game.
Pack 1 Pick 3: Edgewall Innkeeper
Faerie Guidemother
3.5 The Adventure side of this lets you get in for some damage in the air, something that can be pretty nice early, and something that can close out games late. Then, it can come down as a 1/1 flyer itself. The whole package here ends up being pretty good in aggro decks.
Dwarven Mine
2.0 If your deck has 10+ Mountains in it, you’ll run this for the upside of getting a 1/1 token.
Weapon Rack
1.0 You might think this isn’t bad in an aggro deck, as it ends up making your creatures better attackers, but if you played it instead of playing a creature, you’re also hurting your chances as an aggro deck.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Redcap Raiders
2.5 Frequently you won’t have an untapped non-human creature for the buff, and even if you do, it isn’t like it makes this creature into a world beater. A 4/3 with trample is nice, but not a major problem.
Crashing Drawbridge
1.5 I never like walls that try to do aggressive things, and that’s what this is. You’ll play it in some aggro decks, but the fact that you’re playing a creature who can’t attack in your aggro deck is annoying.
Beloved Princess
1.5 A one mana 1/1 with lifelink that is kind of evasive doesn’t really do it for me. Sure, big creatures can’t block it, but it is small and dies to basically any blocker. And if you pump her things might get interesting, but mostly it doesn’t seem worth it.
Steelgaze Griffin
2.0 Yet another payoff for drawing an extra card each turn, Steelgaze Griffin has some pretty bad base stats as a 5-mana 2/4 with Flying. But the upside it comes with is nice – becoming a 4/4 on turns you draw an extra card is pretty serious. A 5-mana 4/4 with Flying – you know, like Air elemental – is usually in the lower part of the B range. Obviously, this is worse because it won’t always be a 4/4, but it seems like a reasonable payoff for drawing extra cards in the UR deck.
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Giant's Skewer
2.0 This Equipment gives a fairly efficient boost, and the fact that it can give you Food is pretty nice. While that’s not quite lifelink, it does feel that way sometimes.
Edgewall Innkeeper
1.0 // 4.0 This card is all about one thing: Adventuring, and it is a dang good payoff for it. I think it won’t be all that difficult to get 4-5 cards with Adventure, and if you have that, you probably want to play this. However, if you really get there on creatures who can Adventure, this is going to be an insane value engine. He might be fragile as a 1/1, but I think even drawing one card off of this makes it worth it, and if you really get going, he is just going to win you the game.
Ferocity of the Wilds
1.0 We’ve seen a lot of effects over the years that only help your board out if you’re attacking, and they typically underperform if that’s literally all the card does – and htat’s what we’re looking at here. Why is that? Well, because they really only work out if you’re the beat down, meaning they are a big fat nothing in games where you’re behind. Even if you’re super aggro, you’re going to end up behind sometimes, and when you do, you’re going to wish you hadn’t drawn this. Do you play this in a super aggressive deck loaded up with non-humans? Probably – but even if those things align perfectly, you’ve got a card that is just so bad in so many situations.
Pack 1 Pick 4: Clockwork Servant
Reaper of Night
2.0 This can be a decent discard spell early, and then a very real threat late. It isn’t super good at being either of those things, but it isn’t too shabby.
Curious Pair
2.5 This is solid. Food has a lot of synergy in this set, and the Adventure is very reasonably costed. Similarly, the stats for the Pair are just fine.
Redcap Raiders
2.5 Frequently you won’t have an untapped non-human creature for the buff, and even if you do, it isn’t like it makes this creature into a world beater. A 4/3 with trample is nice, but not a major problem.
Rosethorn Halberd
2.0 I think this seems decent. One mana for +2/+1 stats boost, provided you have a non-human in play – is a pretty nice rate. BUT your deck has to have enough non-humans around for this to be worth it, and man – after that first creature, the Equip cost is super steep.
Bartered Cow
1.0 4-mana 3/3s are not very good, so how much should we value the fact that this can give you Food? I mean, it is a little valuable, especially because there are food payoffs. It is also interesting that you can discard this and still get Food. I think those two things combined make this better – but you’ll still almost never play this.
Silverflame Ritual
1.5 If you have like 6 White cards in your deck, you’re not going to be getting the adamant part here. That said, this card on its own, without Adamant would already be kind of playable. Sure, you need some set up, and you have to be going wide, but that seems doable in this set. Giving Vigilance with Adamant is very real upside, because it means that you can attack with everyone, and still leave blockers behind – turns like that can really turn the tide in games. But yeah, it is a little clunky at 4 mana, and it won’t always be giving your guys Vigilance unless you’re mono-colored.
Tempting Witch
2.5 She seems alright to me. A 3-mana ⅓ is pretty abyssmal on the vanilla test, but since she also gives you Food, AND is a food payoff, I can let that slide. She can give your deck some nice reach in the late game if you have food laying around, and she represents a nice clock for Food decks.
Eye Collector
1.5 In general, one mana 1/1 flyers that don’t do anything else – and this mostly doesn’t do anything else – aren’t that good. This is sort of reasonable in the mill deck, but that’s about it.
Corridor Monitor
1.5 A two mana ¼ blocks fairly well early, and this one lets you untap a dude or artifact when you play it, which is some ok upside. However, it isn’t exactly impactful – even in the late game untapping something doesn’t always come with significant value.
Clockwork Servant
3.0 This will draw you a card pretty often, and while that’s ideal, you can also play it as a reasonably efficient creature.
Pack 1 Pick 5: Seven Dwarves
Merchant of the Vale
2.0 Both halves of this card are pretty underwhelming. Rummaging can be nice in the late game, when you have some excess lands, so the fact he can do that over and over again as a mana sink when he is a creature isn’t too bad, especially since it is a reasonable 2/3 for 3. One mana to discard card a card and rummage would be a pretty bad card honestly, since you’re actually going down two cards. This does get around that sort of by the fact that it is a creature later on, but still – the Adventure half here isn’t very good.
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Seven Dwarves
1.0 // 2.5 A vanilla two mana 2/2 doesn’t usually make your deck these days unless you are desperate for a two-drop. Obviously though, the more of these you get, the better they are. Getting 7 of this probably won’t be that easy, but I think with 3-5 -- which is more realistic, you’re looking at a decent card.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Wolf's Quarry
0.5 This is just too expensive for what it does. The Boars might give you food, but that doesn’t help this card out very much.
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
Foreboding Fruit
2.0 Black card draw spells like this are pretty much always a reasonable inclusion as a one-of. The card on the face of it is a two-for-one, but you do have to be careful since it doesn’t impact the board at all, and sometimes doing this early can be dangerous when you could be playing a creature that will help you survive. The Adamant here is a nice bonus, but it doesn’t add a ton to the card – though it will be nice gaining life back after you cast this.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
Pack 1 Pick 6: Prized Griffin
Wishful Merfolk
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Eye Collector
1.5 In general, one mana 1/1 flyers that don’t do anything else – and this mostly doesn’t do anything else – aren’t that good. This is sort of reasonable in the mill deck, but that’s about it.
Golden Egg
1.5 So, we’ve seen cards a lot like this before, and they’re always alright. Mana filtering that replaces itself isn’t a bad thing to have a round, since it can help you splash, and you don’t end up using a whole card for it since it draws you one. If you don’t need the fixing during your game, it can also gain you life I guess, but that isn’t so good. Note also that it is technically “Food” so any cards that interact with Food tokens will make this better. I think this is an easy-to-cut last card in your deck.
Mantle of Tides
1.0 I don’t think I like this very much. Sure, equipping it to stuff for free, especially at Instant speed seems nice. But that “ideal” situation isn’t going to come up as often as we would like – you need to have creatures of the right size, and instant speed ways to draw an extra card.
Shining Armor
1.5 This is an equipment with Flash that attaches itself to Knights for free when it comes down, but the bonus it gives isn’t anything special. Good combat tricks pump your creatures power, so that it can take down creatures in combat it couldn’t before – this one doesn’t. And sure, it does stick around and give your guy Vigilance, and that’s ok I guess – but once you have to start paying 3 mana to put this on stuff, it is really going to hurt.
Maraleaf Rider
2.0 A two mana 3/1 is fine, and this comes with some decent upside. It isn’t the most exciting Food payoff, but being able to make your opponenet’s X/3 have to block this when you know you’re going to trade up doesn’t hurt.
Prized Griffin
2.5 5-mana ¾ flyers have played pretty well lately. Obviously it isn’t a great rate for those stats, but we have seen several of these lately, and they have always been reasonable 5-drops.
Enchanted Carriage
2.0 This seems decent to me. It gets around one of the big downsides that vehicles have – and that’s that they aren’t very good on boards that don’t have much going on, because it needs to be crewed to actually do anything. The fact that this makes you a couple of creatures who can crew it all on their own is pretty nice. Now, you’re still not getting a great deal or anything on this – it is 5 mana for two 1/1s and a conditional 4/4.
Shambling Suit
2.5 There’s enough Food, artifacts, and Enchantments in this set that Shambling Suit often has enough power to be worth playing.
Pack 1 Pick 7: Embereth Paladin
Embereth Paladin
1.5 A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time would be solid, but it just won’t be.
Gingerbread Cabin
2.5 If your deck has 10+ Forests in it, you’ll run this for the upside of getting Food, which might actually synergize more broadly with your deck.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Bartered Cow
1.0 4-mana 3/3s are not very good, so how much should we value the fact that this can give you Food? I mean, it is a little valuable, especially because there are food payoffs. It is also interesting that you can discard this and still get Food. I think those two things combined make this better – but you’ll still almost never play this.
Knight of the Keep
1.0 A vanilla 3 mana 3/2 just isn’t really what you want to be doing. There are just so many better things you can do with 3 mana. You’ll only play it begrudgingly, if you need a 3 drop, or more knights in your deck, or you are way too short on creatures in your deck.
Fortifying Provisions
1.0 Adding toughness to your creatures is a lot worse than adding power in most cases, and also getting Food out of the deal doesn’t make this seem any better to me. It is nice that it us a card that gives you both an artifact and enchantment, making it a bit more interesting in a UW deck that cares about having both of those in play.
Skullknocker Ogre
1.0 Man, this is a weird card. A 4 mana 4/3 is usually a playable creature – but how about one that makes your opponent discard a card at random and draw a card? The question we have to answer is: how often will making your opponent rummage help them? Unfortunatley, I think the answer to that is more often than not – especially once your opponent knows you have this in play, and they can just start holding on to lands. And what’s the payoff for a creature that will help your opponent to draw into gas in some situations? Just a 4/3. You’re only playing this if you’re desperate.
Pack 1 Pick 8: Ogre Errant
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
Opt
2.0 Opt is pretty much the definition of a fine but easily cuttable Limited card. It gives you some card selection, but doesn’t impact the board or give you card advantage. This set doesn’t really have a spell theme, or it would be a little better.
Beloved Princess
1.5 A one mana 1/1 with lifelink that is kind of evasive doesn’t really do it for me. Sure, big creatures can’t block it, but it is small and dies to basically any blocker. And if you pump her things might get interesting, but mostly it doesn’t seem worth it.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Silverflame Ritual
1.5 If you have like 6 White cards in your deck, you’re not going to be getting the adamant part here. That said, this card on its own, without Adamant would already be kind of playable. Sure, you need some set up, and you have to be going wide, but that seems doable in this set. Giving Vigilance with Adamant is very real upside, because it means that you can attack with everyone, and still leave blockers behind – turns like that can really turn the tide in games. But yeah, it is a little clunky at 4 mana, and it won’t always be giving your guys Vigilance unless you’re mono-colored.
Foreboding Fruit
2.0 Black card draw spells like this are pretty much always a reasonable inclusion as a one-of. The card on the face of it is a two-for-one, but you do have to be careful since it doesn’t impact the board at all, and sometimes doing this early can be dangerous when you could be playing a creature that will help you survive. The Adamant here is a nice bonus, but it doesn’t add a ton to the card – though it will be nice gaining life back after you cast this.
Tournament Grounds
1.0 This is alright fixing in the Knight decks, but those decks often have enough cards that this can’t pay for, and you’ll find yourself not even running it in those decks most of the time.
Pack 1 Pick 9: Rimrock Knight
Blow Your House Down
1.0 This is the kind of effect hyper aggressive decks will be able to end the game with. The problem with a card like this, though, is that it is only good in a specific situation – one where you can deal lethal, basically, and mediocre at all other times. It is sort of nice it can blow up Walls – there are a few playable ones in this format (we’re about to see one shortly, actually), but still, this is the kind of corner-case cards that only the most aggro decks around will want to play.
Reaper of Night
2.0 This can be a decent discard spell early, and then a very real threat late. It isn’t super good at being either of those things, but it isn’t too shabby.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
Embereth Paladin
1.5 A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time would be solid, but it just won’t be.
Rimrock Knight
3.0 This is a huge overperformer. The Adventure side of the card often becomes a burn spell to the opponents’ face, and sometimes it can even help a creature win combat. Then, you get a nice efficient, aggressive creature that also happens to be a knight!
Claim the Firstborn
0.5 This is cheaper than most Threaten effects we see – usually they cost 3 – but it is also not as flexible, since it can only target small creatures. I’m never overjoyed with effects like this one, unless I have two things going on – 1) I’m an aggro deck, and 2) I have creatures who can sacrifice other creatures. If you can steal your opponent’s dude and then kill it, that’s pretty great. Problem is, those two things don’t come together often enough for this to be very good, especially because it can only steal smaller creatures.
Pack 1 Pick 10: Fling
Bloodhaze Wolverine
2.5 A two-mana 2/1 isn’t so good these days, but it is the kind of card you’ll run when you really need a two-drop. But this does something extra – gaining +1/+1 and First Strike is no joke, it makes the Wolverine go from an easy card to block, to being a creature that it is hard to block profitably in any way. If you have something like Opt, you can even do it at Instant speed, making for a pretty nasty trick.
Corridor Monitor
1.5 A two mana ¼ blocks fairly well early, and this one lets you untap a dude or artifact when you play it, which is some ok upside. However, it isn’t exactly impactful – even in the late game untapping something doesn’t always come with significant value.
Fling
1.5 We see this a lot, and it doesn’t tend to be great without a super sacrifice sub-theme in a set.
Bartered Cow
1.0 4-mana 3/3s are not very good, so how much should we value the fact that this can give you Food? I mean, it is a little valuable, especially because there are food payoffs. It is also interesting that you can discard this and still get Food. I think those two things combined make this better – but you’ll still almost never play this.
Roving Keep
1.0 I mean, if you really need a finisher in your defensive control deck, I guess this does the job? You really need to find something better, though.
Pack 1 Pick 11: Dwarven Mine
Weapon Rack
1.0 You might think this isn’t bad in an aggro deck, as it ends up making your creatures better attackers, but if you played it instead of playing a creature, you’re also hurting your chances as an aggro deck.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Crashing Drawbridge
1.5 I never like walls that try to do aggressive things, and that’s what this is. You’ll play it in some aggro decks, but the fact that you’re playing a creature who can’t attack in your aggro deck is annoying.
Dwarven Mine
2.0 If your deck has 10+ Mountains in it, you’ll run this for the upside of getting a 1/1 token.
Pack 1 Pick 12: Signpost Scarecrow
Bartered Cow
1.0 4-mana 3/3s are not very good, so how much should we value the fact that this can give you Food? I mean, it is a little valuable, especially because there are food payoffs. It is also interesting that you can discard this and still get Food. I think those two things combined make this better – but you’ll still almost never play this.
Corridor Monitor
1.5 A two mana ¼ blocks fairly well early, and this one lets you untap a dude or artifact when you play it, which is some ok upside. However, it isn’t exactly impactful – even in the late game untapping something doesn’t always come with significant value.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Wolf's Quarry
0.5 This is just too expensive for what it does. The Boars might give you food, but that doesn’t help this card out very much.
Pack 1 Pick 14: Shining Armor
Shining Armor
1.5 This is an equipment with Flash that attaches itself to Knights for free when it comes down, but the bonus it gives isn’t anything special. Good combat tricks pump your creatures power, so that it can take down creatures in combat it couldn’t before – this one doesn’t. And sure, it does stick around and give your guy Vigilance, and that’s ok I guess – but once you have to start paying 3 mana to put this on stuff, it is really going to hurt.
Pack 2 Pick 1: Syr Alin, the Lion's Claw
Wishful Merfolk
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Bake into a Pie
4.0 This is a premium. 4 mana instant speed removal is already in the premium range, and the fact that this makes a Food token is some nice additional value. You can use that token to gain some life on a later turn, or use it with a card that takes advantage of the tokens in some other way.
Scorching Dragonfire
4.0 We see two mana to do 3 a lot, and it is always a premium removal spell. It is cheap enough and kills big enough creatures that you usually are going to break even or come out ahead with your opponent in terms of mana. It is also an Instant, so you’ll be able to get some blowouts to happen in a world of combat tricks and Auras. Exiling stuff it kills is nice additional upside.
Knight of the Keep
1.0 A vanilla 3 mana 3/2 just isn’t really what you want to be doing. There are just so many better things you can do with 3 mana. You’ll only play it begrudgingly, if you need a 3 drop, or more knights in your deck, or you are way too short on creatures in your deck.
Garenbrig Paladin
2.0 A 5-mana 4/4 that can’t be blocked by small dudes is kind of ok. The more Green your deck is though, the better this gets.
Moonlit Scavengers
2.5 I am always a fan of Man-O’-Wars, and this is a pretty beefy one. Bouncing opponent’s creatures with your own creature tends to feel pretty great in Limited, because you simultaneously add to your board while taking something away from your opponent. This does have some hoops to jump through to make that happen – but it isn’t that difficult on turn 6 to have an Artifact or Enchantment in this format. I mean, sure, if your deck has very little in the way of those types of permanents, you can’t really play this – but keep in mind Food counts towards that.
Forever Young
2.0 This is kind of like a Black Anticipate. For two mana you aren’t really gaining card advantage, but you will be improving your future draws, and you will draw one of the cards you put on top right away. Sometimes it will feel amazing because of cards in your graveyard, other times it won’t do much – but hey, you get to draw the card either way so the fail case could be worse. This is the kind of effect people frequently overrate, because their mind immediately goes to the scenario where you put your bomb back on top of your deck – but there will certainly be times you have this and nothing in your graveyard is worth putting on top.
Garenbrig Carver
3.5 This often ends up netting you a 2-for-1. The Trick Adventure helps you run over a blocker, and then you get a 3/2 in play who can trade. This is a very good Common.
Foreboding Fruit
2.0 Black card draw spells like this are pretty much always a reasonable inclusion as a one-of. The card on the face of it is a two-for-one, but you do have to be careful since it doesn’t impact the board at all, and sometimes doing this early can be dangerous when you could be playing a creature that will help you survive. The Adamant here is a nice bonus, but it doesn’t add a ton to the card – though it will be nice gaining life back after you cast this.
Return to Nature
1.5 This is reasonably mainboardable in this format, as it often has a target. Still an easy cut, though, and better in your sideboard.
Syr Alin, the Lion's Claw
4.0 A 5-mana 4/4 with First Strike is already a reasonable stat line, then, when you add the ability to pump your whole board when he attacks and you have a very powerful uncommon here. Also, thanks to First Strike, taking him down in combat won’t be easy, and he may get the chance to swing more than once, which is bad news for your opponent.
Rally for the Throne
2.5 So, if you can’t get to Adamant with this, you’re paying one extra mana for Raise the Alarm. But honestly, as a fail case, that isn’t too bad. Raise the Alarm is usually one of White’s best commons when we see it, and I think if we ignored Adamant on this card, you’d still play this sometimes if you’re really interested in going white. Being an Instant is always nice on stuff like this too, because it can let you surprise your opponent by suddenly being able to block or trade with stuff.
Skullknocker Ogre
1.0 Man, this is a weird card. A 4 mana 4/3 is usually a playable creature – but how about one that makes your opponent discard a card at random and draw a card? The question we have to answer is: how often will making your opponent rummage help them? Unfortunatley, I think the answer to that is more often than not – especially once your opponent knows you have this in play, and they can just start holding on to lands. And what’s the payoff for a creature that will help your opponent to draw into gas in some situations? Just a 4/3. You’re only playing this if you’re desperate.
Midnight Clock
3.0 So this gets a counter every single upkeep, and if the game goes long enough lets you completely reload your hand, at which point you probably win. Of course, that takes a pretty darn long time. The fact that it is a mana rock in the mean time, AND the fact that you can actually use mana that it produces to add more counters to it is pretty nice too. I think more controlling decks in the format will actually be happy to play this. It certainly won’t be for every deck, though, so keep that in mind.
Pack 2 Pick 2: Joust
Wicked Guardian
2.0 So, a 4-mana 4/2 that damages one of your guys and draws you a card is sort of an interesting design. Sure, it might kill your guy, but I think a 4-mana 4/2 that sacrifices a creature and draws you a card would be a solid card, and this is better than that, because sometimes it won’t actually kill your creature at all, in which case you’re just netting a straight-up 2-for-1.
Golden Egg
1.5 So, we’ve seen cards a lot like this before, and they’re always alright. Mana filtering that replaces itself isn’t a bad thing to have a round, since it can help you splash, and you don’t end up using a whole card for it since it draws you one. If you don’t need the fixing during your game, it can also gain you life I guess, but that isn’t so good. Note also that it is technically “Food” so any cards that interact with Food tokens will make this better. I think this is an easy-to-cut last card in your deck.
So Tiny
1.0 // 2.5 This isn’t a great removal spell, and is pretty close to unplayable if you’re not a mill deck. -2/-0 just isn’t enough to deal with most creatures, so you end up spending a card just to downgrade one. If you can consistently get it to -6/-0, like you can in the mill deck, it gets better – but you are still downgrading a creature, not removing it.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Shining Armor
1.5 This is an equipment with Flash that attaches itself to Knights for free when it comes down, but the bonus it gives isn’t anything special. Good combat tricks pump your creatures power, so that it can take down creatures in combat it couldn’t before – this one doesn’t. And sure, it does stick around and give your guy Vigilance, and that’s ok I guess – but once you have to start paying 3 mana to put this on stuff, it is really going to hurt.
Garenbrig Squire
2.0 This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Embereth Paladin
1.5 A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time would be solid, but it just won’t be.
Jousting Dummy
2.0 Two mana 2/1s are barely playable these days, but this has a useful creature type and it can pump its power, which is enough to make it a reasonable inclusion in some decks.
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
Joust
2.5 too – it isn’t like Rabid Bites and other cards we’ve recently seen. Two mana to fight at Sorcery speed is not something that impressive, but it is certainly good enough to have a copy or two in your deck. One of the problems that Fight effects have is that it will only be good with your larger creatures. This helps mitigate against that a bit, since it makes your Knight larger too, so a larger percentage of your deck will be good with this than normal. It also has all the downsides cards like this have – your opponent can kill your creature in response to you targeting it, blowing you out, so you have to be careful. I think this is a going to be fine in a typical Red deck – which will have enough larger creatures and Knights without trying real hard.
Fireborn Knight
3.0 This is some serious business, making attacking really hard thanks to double strike, and letting you sink mana into it so it can attack even harder. This set also has some legit Equipment that also make something with double strike even better.
Epic Downfall
4.0 This is a premium removal. You are guaranteed to always trade up with it, and I really like that. Sure, it can’t kill little guys, but all decks will have plenty of creatures with CMC 3 or higher, and this will feel great when you cast it.
Pack 2 Pick 3: Rimrock Knight
Witching Well
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Corridor Monitor
1.5 A two mana ¼ blocks fairly well early, and this one lets you untap a dude or artifact when you play it, which is some ok upside. However, it isn’t exactly impactful – even in the late game untapping something doesn’t always come with significant value.
Rosethorn Acolyte
2.5 So, the Acolyte’s Adventure effect is one of the more underwhelming ones around, essentially just letting you filter mana. But hey, sometimes that does matter. Most of the time though you’re going to get value out of it being a creature, as a 3-mana 2/3 that fixes and ramps for you is a pretty nice thing to have around.
Ardenvale Tactician
3.0 If Ardenvale Tactician was only the Adventure part of the card it would be kind of a passable card for a really aggressive deck. Taking away the ability to both attack and block for a whole round has its uses. Then, we look at the creature half – 3 mana for a 2/3 with flying is pretty nice. That’s just above rate for more list Limited formats. Then when we put it all together – a total investment of 5 mana to tap a couple things down and play a 2/3 flyer seems nice. Then, you factor in the flexibility – that it can come into play as a creature without going on an Adventure – and sometimes you’ll certainly want to do that – for example if you’re just trying to curve out – and I think we’re looking at a pretty good Common.
Embereth Paladin
1.5 A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time would be solid, but it just won’t be.
Rimrock Knight
3.0 This is a huge overperformer. The Adventure side of the card often becomes a burn spell to the opponents’ face, and sometimes it can even help a creature win combat. Then, you get a nice efficient, aggressive creature that also happens to be a knight!
Moonlit Scavengers
2.5 I am always a fan of Man-O’-Wars, and this is a pretty beefy one. Bouncing opponent’s creatures with your own creature tends to feel pretty great in Limited, because you simultaneously add to your board while taking something away from your opponent. This does have some hoops to jump through to make that happen – but it isn’t that difficult on turn 6 to have an Artifact or Enchantment in this format. I mean, sure, if your deck has very little in the way of those types of permanents, you can’t really play this – but keep in mind Food counts towards that.
Curious Pair
2.5 This is solid. Food has a lot of synergy in this set, and the Adventure is very reasonably costed. Similarly, the stats for the Pair are just fine.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Shambling Suit
2.5 There’s enough Food, artifacts, and Enchantments in this set that Shambling Suit often has enough power to be worth playing.
Mystical Dispute
1.5 A 3-mana Mana Leak is close to unplayable in Limited. Having to leave up 3 mana for a counterspell is a big ask, especially when your counter isn’t a hard counter. The later the game goes, the weaker something like this gets, and it is way easier to play around this type of counterspell than a hard counter. Still, I think you can get away with mainboarding this, because a one-mana Mana Leak is pretty solid, and that’s what it will be sometimes. I think in an ideal world it starts in your sideboard, though.
All That Glitters
1.0 The UW deck in this format is focused on having artifacts and enchantments which is nice and all, but this doesn’t seem like the payoff you want. It has the downside of most auras, in that it opens you up to a bad 2-for-1, and in addition to that, it isn’t going to be very good in the early game, even if you ARE an artifact/enchantment deck. Sometimes Auras that are ultra aggressive early can be good, because they make your creature do so much extra damage that it doesn’t matter when you get 2-for-1’d. This won’t be one of those most of the time.
Pack 2 Pick 4: Youthful Knight
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
Mystic Sanctuary
2.5 If your deck has 10+ Islands in it, you’ll run this so that you can put removal back on top of your library.
Youthful Knight
3.0 Two mana 2/1 first strikers tend to play really well in aggressive decks -- but they really aren’t bad in less aggressive ones, as they are great blockers against smaller creatures. There is a lot of Equipment in this set too, and obviously it plays well with a creature with first strike. Definitely matters that this has a useful creature type too!
Lonesome Unicorn
3.0 Neither half of this card is particularly efficient. A sorcery that was 3 mana for a 2/2 token with Vigilance isn’t something you’d play and neither, and a 5-mana 3/3 with Vigilance.. BUT -- this card can do both of those things, and that’s the beauty of Adventures. Becuase it can make both of those things happen, and that can allow for a 2-for-1 without too much effort. Ideally you want to be doing both halves of this, and sometimes you will just need to cast the 3/3 Unicorn, which won’t feel too good, but I still think this is a really nice common for White.
Golden Egg
1.5 So, we’ve seen cards a lot like this before, and they’re always alright. Mana filtering that replaces itself isn’t a bad thing to have a round, since it can help you splash, and you don’t end up using a whole card for it since it draws you one. If you don’t need the fixing during your game, it can also gain you life I guess, but that isn’t so good. Note also that it is technically “Food” so any cards that interact with Food tokens will make this better. I think this is an easy-to-cut last card in your deck.
Insatiable Appetite
0.5 This is an ok trick, but this set has Adventure creatures who are tricks at Common, and they are just way better.
Blow Your House Down
1.0 This is the kind of effect hyper aggressive decks will be able to end the game with. The problem with a card like this, though, is that it is only good in a specific situation – one where you can deal lethal, basically, and mediocre at all other times. It is sort of nice it can blow up Walls – there are a few playable ones in this format (we’re about to see one shortly, actually), but still, this is the kind of corner-case cards that only the most aggro decks around will want to play.
Roving Keep
1.0 I mean, if you really need a finisher in your defensive control deck, I guess this does the job? You really need to find something better, though.
Shepherd of the Flock
3.0 A two-mana 3/1 is usually alright, and this comes with some additional value thanks to the Adventure half. This isn’t a card where the Adventure half will always become useful at some point in the game -- and most of the time this will just be a two mana 3/1. But, there is some real upside in returning your own stuff to your hand. There’s the usual stuff -- getting rid of your opponent’s aura-based removal, doing it in response to a removal spell, and abusing ETB abilities. But, in this set, you can also use it to get another use out of an Adventure, and all of that together seems like solid upside to me.
Grumgully, the Generous
4.0 It isn’t that hard to end up in a RG deck where Grumgully just pumps most of your creatures, and when you do, she is a pretty awesome value engine.
Pack 2 Pick 5: Ardenvale Paladin
Roving Keep
1.0 I mean, if you really need a finisher in your defensive control deck, I guess this does the job? You really need to find something better, though.
Ardenvale Paladin
2.0 Honestly a 4-mana ⅖ does pretty well on the Vanilla test, and will be capable of blocking the vast majority of the creatures in this format and surviving. If you throw in Adamant, which will give you a 4-mana 3/6 a decent chunk of the time -- or, you know -- all the time, if you happen to be in mono-white -- and you have a much more attractive card.
Merchant of the Vale
2.0 Both halves of this card are pretty underwhelming. Rummaging can be nice in the late game, when you have some excess lands, so the fact he can do that over and over again as a mana sink when he is a creature isn’t too bad, especially since it is a reasonable 2/3 for 3. One mana to discard card a card and rummage would be a pretty bad card honestly, since you’re actually going down two cards. This does get around that sort of by the fact that it is a creature later on, but still – the Adventure half here isn’t very good.
Locthwain Paladin
2.0 4-mana for a 3/2 with Menace isn’t a great rate but is almost passable. Obviousy, though, this comes with additional upside thanks to Adamant – and a 4-mana 4/3 with Menace is some serious business.
Silverflame Ritual
1.5 If you have like 6 White cards in your deck, you’re not going to be getting the adamant part here. That said, this card on its own, without Adamant would already be kind of playable. Sure, you need some set up, and you have to be going wide, but that seems doable in this set. Giving Vigilance with Adamant is very real upside, because it means that you can attack with everyone, and still leave blockers behind – turns like that can really turn the tide in games. But yeah, it is a little clunky at 4 mana, and it won’t always be giving your guys Vigilance unless you’re mono-colored.
Golden Egg
1.5 So, we’ve seen cards a lot like this before, and they’re always alright. Mana filtering that replaces itself isn’t a bad thing to have a round, since it can help you splash, and you don’t end up using a whole card for it since it draws you one. If you don’t need the fixing during your game, it can also gain you life I guess, but that isn’t so good. Note also that it is technically “Food” so any cards that interact with Food tokens will make this better. I think this is an easy-to-cut last card in your deck.
Tome Raider
2.5 This card overperforms in this format. Netting you a card right away is great, and then it can also attack in the air reasonably well.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
Witch's Cottage
2.5 If your deck has 10+ Swamps, you’ll run this so you can get back powerful creatures from your graveyard.
Tournament Grounds
1.0 This is alright fixing in the Knight decks, but those decks often have enough cards that this can’t pay for, and you’ll find yourself not even running it in those decks most of the time.
Pack 2 Pick 6: Prized Griffin
Didn't Say Please
1.5 I’m never a big fan of Cancel variants, unless they bring something big to the table. The good news for Didn’t Say Please is that there is a legit mill deck in this format, so its effect is actually kind of useful. The problem with a 3 mana counter spell is that you find yourself having to leave up a considerably percentage of your mana to be able to use it. I think sometimes people make the mistake of thinking of a counterspell like a removal spell, but in a lot of ways, they are worse, at least in Limited. This is because you have a smaller window to use this card where it will actually get rid of something -- you HAVE to have the mana up when they play whatever it is you want to get rid of. With removal spells, it doesn’t matter when you cast it, so you have a much wider window to use them. This means that top-decking removal tends to be way better, for example. You’ll play this in your controlling mill decks, but not anywhere else.
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
Garenbrig Squire
2.0 This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Fling
1.5 We see this a lot, and it doesn’t tend to be great without a super sacrifice sub-theme in a set.
Prized Griffin
2.5 5-mana ¾ flyers have played pretty well lately. Obviously it isn’t a great rate for those stats, but we have seen several of these lately, and they have always been reasonable 5-drops.
Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
Locthwain Paladin
2.0 4-mana for a 3/2 with Menace isn’t a great rate but is almost passable. Obviousy, though, this comes with additional upside thanks to Adamant – and a 4-mana 4/3 with Menace is some serious business.
Mystical Dispute
1.5 A 3-mana Mana Leak is close to unplayable in Limited. Having to leave up 3 mana for a counterspell is a big ask, especially when your counter isn’t a hard counter. The later the game goes, the weaker something like this gets, and it is way easier to play around this type of counterspell than a hard counter. Still, I think you can get away with mainboarding this, because a one-mana Mana Leak is pretty solid, and that’s what it will be sometimes. I think in an ideal world it starts in your sideboard, though.
Flaxen Intruder
1.5 I am not super impressed by this card, as both halves seem rather underwhelming. 7 mana for 3 2/2 Bears isn’t a great deal, and a ½ that can Naturalize stuff when she hits the opponent isn’t either. Now, it is cool that Adventure might allow you to do both of these things with the one card, but paying 8 mana for three 2/2 bears and the ½ still doesn’t feel that good to me. I don’t really see myself wanting to play this in most situations.
Pack 2 Pick 7: Searing Barrage
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
Crystal Slipper
1.5 The initial cost of the card – 2 to play and 1 to equip is pretty steep. That said, being able to sort of pay a kicker on your creatures of one mana to give them +1/+0 and Haste seems alright. I think you probably play one of these in aggro decks sometimes, but I feel like you’ll cut it pretty regularly too.
Insatiable Appetite
0.5 This is an ok trick, but this set has Adventure creatures who are tricks at Common, and they are just way better.
Mantle of Tides
1.0 I don’t think I like this very much. Sure, equipping it to stuff for free, especially at Instant speed seems nice. But that “ideal” situation isn’t going to come up as often as we would like – you need to have creatures of the right size, and instant speed ways to draw an extra card.
Shining Armor
1.5 This is an equipment with Flash that attaches itself to Knights for free when it comes down, but the bonus it gives isn’t anything special. Good combat tricks pump your creatures power, so that it can take down creatures in combat it couldn’t before – this one doesn’t. And sure, it does stick around and give your guy Vigilance, and that’s ok I guess – but once you have to start paying 3 mana to put this on stuff, it is really going to hurt.
Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
Beloved Princess
1.5 A one mana 1/1 with lifelink that is kind of evasive doesn’t really do it for me. Sure, big creatures can’t block it, but it is small and dies to basically any blocker. And if you pump her things might get interesting, but mostly it doesn’t seem worth it.
Searing Barrage
2.5 This is solid removal for Red, but like to Reduce to Ashes and command the Storm before that, it isn’t premium. Costing 5 is a ton, and most of the time it is going to feel a little clunky. It will frequently cost more mana than whatever you kill with it, and that does put you behind the eight ball a little bit.
Pack 2 Pick 8: Redcap Melee
Tempting Witch
2.5 She seems alright to me. A 3-mana ⅓ is pretty abyssmal on the vanilla test, but since she also gives you Food, AND is a food payoff, I can let that slide. She can give your deck some nice reach in the late game if you have food laying around, and she represents a nice clock for Food decks.
Redcap Raiders
2.5 Frequently you won’t have an untapped non-human creature for the buff, and even if you do, it isn’t like it makes this creature into a world beater. A 4/3 with trample is nice, but not a major problem.
Merchant of the Vale
2.0 Both halves of this card are pretty underwhelming. Rummaging can be nice in the late game, when you have some excess lands, so the fact he can do that over and over again as a mana sink when he is a creature isn’t too bad, especially since it is a reasonable 2/3 for 3. One mana to discard card a card and rummage would be a pretty bad card honestly, since you’re actually going down two cards. This does get around that sort of by the fact that it is a creature later on, but still – the Adventure half here isn’t very good.
Didn't Say Please
1.5 I’m never a big fan of Cancel variants, unless they bring something big to the table. The good news for Didn’t Say Please is that there is a legit mill deck in this format, so its effect is actually kind of useful. The problem with a 3 mana counter spell is that you find yourself having to leave up a considerably percentage of your mana to be able to use it. I think sometimes people make the mistake of thinking of a counterspell like a removal spell, but in a lot of ways, they are worse, at least in Limited. This is because you have a smaller window to use this card where it will actually get rid of something -- you HAVE to have the mana up when they play whatever it is you want to get rid of. With removal spells, it doesn’t matter when you cast it, so you have a much wider window to use them. This means that top-decking removal tends to be way better, for example. You’ll play this in your controlling mill decks, but not anywhere else.
Return to Nature
1.5 This is reasonably mainboardable in this format, as it often has a target. Still an easy cut, though, and better in your sideboard.
Elite Headhunter
2.5 This has mediocre stats for the cost and the ability is too expensive.
Redcap Melee
3.5 So, I think this is pretty good – even if you are sacrificing a land for it. One mana to do 4 at Instant speed is incredibly efficiency, and not the kind of thing we see very often. I will gladly sacrifice a land for that type of efficiency. I think even without the clause that makes it better against Red permanents it is already premium removal.
Pack 2 Pick 9: Rally for the Throne
Wishful Merfolk
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Knight of the Keep
1.0 A vanilla 3 mana 3/2 just isn’t really what you want to be doing. There are just so many better things you can do with 3 mana. You’ll only play it begrudgingly, if you need a 3 drop, or more knights in your deck, or you are way too short on creatures in your deck.
Moonlit Scavengers
2.5 I am always a fan of Man-O’-Wars, and this is a pretty beefy one. Bouncing opponent’s creatures with your own creature tends to feel pretty great in Limited, because you simultaneously add to your board while taking something away from your opponent. This does have some hoops to jump through to make that happen – but it isn’t that difficult on turn 6 to have an Artifact or Enchantment in this format. I mean, sure, if your deck has very little in the way of those types of permanents, you can’t really play this – but keep in mind Food counts towards that.
Return to Nature
1.5 This is reasonably mainboardable in this format, as it often has a target. Still an easy cut, though, and better in your sideboard.
Rally for the Throne
2.5 So, if you can’t get to Adamant with this, you’re paying one extra mana for Raise the Alarm. But honestly, as a fail case, that isn’t too bad. Raise the Alarm is usually one of White’s best commons when we see it, and I think if we ignored Adamant on this card, you’d still play this sometimes if you’re really interested in going white. Being an Instant is always nice on stuff like this too, because it can let you surprise your opponent by suddenly being able to block or trade with stuff.
Skullknocker Ogre
1.0 Man, this is a weird card. A 4 mana 4/3 is usually a playable creature – but how about one that makes your opponent discard a card at random and draw a card? The question we have to answer is: how often will making your opponent rummage help them? Unfortunatley, I think the answer to that is more often than not – especially once your opponent knows you have this in play, and they can just start holding on to lands. And what’s the payoff for a creature that will help your opponent to draw into gas in some situations? Just a 4/3. You’re only playing this if you’re desperate.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Garenbrig Squire
2.0 This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Embereth Paladin
1.5 A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time would be solid, but it just won’t be.
Jousting Dummy
2.0 Two mana 2/1s are barely playable these days, but this has a useful creature type and it can pump its power, which is enough to make it a reasonable inclusion in some decks.
Pack 2 Pick 11: Locthwain Gargoyle
Corridor Monitor
1.5 A two mana ¼ blocks fairly well early, and this one lets you untap a dude or artifact when you play it, which is some ok upside. However, it isn’t exactly impactful – even in the late game untapping something doesn’t always come with significant value.
Moonlit Scavengers
2.5 I am always a fan of Man-O’-Wars, and this is a pretty beefy one. Bouncing opponent’s creatures with your own creature tends to feel pretty great in Limited, because you simultaneously add to your board while taking something away from your opponent. This does have some hoops to jump through to make that happen – but it isn’t that difficult on turn 6 to have an Artifact or Enchantment in this format. I mean, sure, if your deck has very little in the way of those types of permanents, you can’t really play this – but keep in mind Food counts towards that.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Shambling Suit
2.5 There’s enough Food, artifacts, and Enchantments in this set that Shambling Suit often has enough power to be worth playing.
Pack 2 Pick 12: Blow Your House Down
Insatiable Appetite
0.5 This is an ok trick, but this set has Adventure creatures who are tricks at Common, and they are just way better.
Blow Your House Down
1.0 This is the kind of effect hyper aggressive decks will be able to end the game with. The problem with a card like this, though, is that it is only good in a specific situation – one where you can deal lethal, basically, and mediocre at all other times. It is sort of nice it can blow up Walls – there are a few playable ones in this format (we’re about to see one shortly, actually), but still, this is the kind of corner-case cards that only the most aggro decks around will want to play.
Roving Keep
1.0 I mean, if you really need a finisher in your defensive control deck, I guess this does the job? You really need to find something better, though.
Pack 2 Pick 13: Roving Keep
Roving Keep
1.0 I mean, if you really need a finisher in your defensive control deck, I guess this does the job? You really need to find something better, though.
Witch's Cottage
2.5 If your deck has 10+ Swamps, you’ll run this so you can get back powerful creatures from your graveyard.
Pack 2 Pick 14: Garenbrig Squire
Garenbrig Squire
2.0 This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Pack 3 Pick 1: Scorching Dragonfire
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Knight of the Keep
1.0 A vanilla 3 mana 3/2 just isn’t really what you want to be doing. There are just so many better things you can do with 3 mana. You’ll only play it begrudgingly, if you need a 3 drop, or more knights in your deck, or you are way too short on creatures in your deck.
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Wishful Merfolk
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Dwarven Mine
2.0 If your deck has 10+ Mountains in it, you’ll run this for the upside of getting a 1/1 token.
Garenbrig Paladin
2.0 A 5-mana 4/4 that can’t be blocked by small dudes is kind of ok. The more Green your deck is though, the better this gets.
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
Scorching Dragonfire
4.0 We see two mana to do 3 a lot, and it is always a premium removal spell. It is cheap enough and kills big enough creatures that you usually are going to break even or come out ahead with your opponent in terms of mana. It is also an Instant, so you’ll be able to get some blowouts to happen in a world of combat tricks and Auras. Exiling stuff it kills is nice additional upside.
Maraleaf Rider
2.0 A two mana 3/1 is fine, and this comes with some decent upside. It isn’t the most exciting Food payoff, but being able to make your opponenet’s X/3 have to block this when you know you’re going to trade up doesn’t hurt.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
Steelclaw Lance
3.0 This is a very nice Equipment if your deck has 5 or more Knights in it, since Equip one is significantly cheaper than one expects to pay for this type of stats boost. BR is focused on Knights, so I don’t think we really need to give this a build around grade, since most of the time you are going to end up with enough Knights without even trying. This card reminds me a lot of Pirate’s Cutlass, which is a good comparison.
Faerie Vandal
3.0 A two mana ½ with Flash and Flying is already kind of alright, because it can come down and kill 1/1s and survive, and flashing in to kill X/1s in general isn’t always a bad idea. The Vandal needs you to be drawing a lot of cards though to really get there, and most Blue decks will have enough ways to do that for Faerie Vandal to become a real threat.
Skullknocker Ogre
1.0 Man, this is a weird card. A 4 mana 4/3 is usually a playable creature – but how about one that makes your opponent discard a card at random and draw a card? The question we have to answer is: how often will making your opponent rummage help them? Unfortunatley, I think the answer to that is more often than not – especially once your opponent knows you have this in play, and they can just start holding on to lands. And what’s the payoff for a creature that will help your opponent to draw into gas in some situations? Just a 4/3. You’re only playing this if you’re desperate.
Harmonious Archon
4.5 This costs 6 mana and gives you 10 power, 4 of which has Flying. And that is certainly true. Sometimes it will play even better than that -- if you have a bunch of creatures in play. Other times it will play worse -- if your opponent has a bunch of creatures i play. I think you will be ahead enough of the time when you play this -- since it is one card that gives you 3 pretty sizable bodies -- that it will feel like a bomb most of the time.
Pack 3 Pick 2: Embereth Shieldbreaker
Merfolk Secretkeeper
3.0 This is a key Common in this set, and it really enables mill strategies. The adventure mills a hefty 4 cards, and the creature itself can come down and block and protect you. If you can get multiple secretkeepers, you are in business – especially if you also have bounce to use them repeatedly. It is a weird card, though, in the sense that it is pretty terrible everywhere else. Still, value these highly early, as they can be a very real path to victory.
Lost Legion
2.5 I always like this kind of creature. Sure, it doesn’t do well on the vanilla test as a 3-mana ⅔ -- even being one that is kind of hard to cast, BUT Scry 2 is some serious value, and goes a long way towards ensuring your draws are better for a little while. And, it is also has a useful creature type. I think all of this combines to make it a solid playable for Black decks.
Witching Well
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Garenbrig Squire
2.0 This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Moonlit Scavengers
2.5 I am always a fan of Man-O’-Wars, and this is a pretty beefy one. Bouncing opponent’s creatures with your own creature tends to feel pretty great in Limited, because you simultaneously add to your board while taking something away from your opponent. This does have some hoops to jump through to make that happen – but it isn’t that difficult on turn 6 to have an Artifact or Enchantment in this format. I mean, sure, if your deck has very little in the way of those types of permanents, you can’t really play this – but keep in mind Food counts towards that.
Rimrock Knight
3.0 This is a huge overperformer. The Adventure side of the card often becomes a burn spell to the opponents’ face, and sometimes it can even help a creature win combat. Then, you get a nice efficient, aggressive creature that also happens to be a knight!
Scorching Dragonfire
4.0 We see two mana to do 3 a lot, and it is always a premium removal spell. It is cheap enough and kills big enough creatures that you usually are going to break even or come out ahead with your opponent in terms of mana. It is also an Instant, so you’ll be able to get some blowouts to happen in a world of combat tricks and Auras. Exiling stuff it kills is nice additional upside.
True Love's Kiss
1.0 This set has enough targets for this that you can main deck it sometimes. It gives you a 2-for-1 when you have a target, which is pretty nice. It is probably still better out of your sideboard, though.
Vantress Paladin
2.5 The difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer is pretty big in terms of efficiency. This is a card that will be awesome in a deck that is mostly Blue, and a card that will be kind of ok in a deck that is at least half Blue.
Tempting Witch
2.5 She seems alright to me. A 3-mana ⅓ is pretty abyssmal on the vanilla test, but since she also gives you Food, AND is a food payoff, I can let that slide. She can give your deck some nice reach in the late game if you have food laying around, and she represents a nice clock for Food decks.
Embereth Shieldbreaker
3.0 So, here we have some Artifact hate that is actually mainboardable – and that’s probably a good thing, because there are a decent number of artifacts in this set. We can think of this as a 3-mana 2/1 that destroys an Artifact – and that’s a nice deal, pretty easy to get a 2-for-1 if you actually get to destroy the artifact. There are enough Artifacts in this set to make the Shieldbreaker quite good.
Oakhame Adversary
2.5 Even if we take the line away about your opponent having Green permanents, this would have been a nice card. A 4-mana 2/3 with Deathtouch that can draw you a card when it hits your opponent is going to be good enough to make the cut in most Green decks anyway. Those two effects combined is always pretty potent, because your opponent is put in a difficult situation, especially if the only blockers they have are large. And, you know, death touch means it can trade with anything anyway.
Mad Ratter
0.0 // 3.0 4 mana for a ½ Is horrible, so you just aren’t running this unless you get enough ways to draw extra cards that you get to make the Rat tokens. It will be pretty nice in a deck that gets there, but I think it is still hard for it to be incredible because of how small it is and how much mana it costs. Still, it is one of the better common or uncommon payoffs in the set for drawing extra cards.
Pack 3 Pick 3: Youthful Knight
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Youthful Knight
3.0 Two mana 2/1 first strikers tend to play really well in aggressive decks -- but they really aren’t bad in less aggressive ones, as they are great blockers against smaller creatures. There is a lot of Equipment in this set too, and obviously it plays well with a creature with first strike. Definitely matters that this has a useful creature type too!
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
Fortifying Provisions
1.0 Adding toughness to your creatures is a lot worse than adding power in most cases, and also getting Food out of the deal doesn’t make this seem any better to me. It is nice that it us a card that gives you both an artifact and enchantment, making it a bit more interesting in a UW deck that cares about having both of those in play.
Embereth Paladin
1.5 A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time would be solid, but it just won’t be.
Garenbrig Carver
3.5 This often ends up netting you a 2-for-1. The Trick Adventure helps you run over a blocker, and then you get a 3/2 in play who can trade. This is a very good Common.
Charmed Sleep
3.0 This is a nice removal spell for Blue decks. This has all the problems Aura-based removal tends to have of course -- bounce spells and sacrifice effects make it look pretty bad, and it doesn’t turn off static abilities.
Steelgaze Griffin
2.0 Yet another payoff for drawing an extra card each turn, Steelgaze Griffin has some pretty bad base stats as a 5-mana 2/4 with Flying. But the upside it comes with is nice – becoming a 4/4 on turns you draw an extra card is pretty serious. A 5-mana 4/4 with Flying – you know, like Air elemental – is usually in the lower part of the B range. Obviously, this is worse because it won’t always be a 4/4, but it seems like a reasonable payoff for drawing extra cards in the UR deck.
Lost Legion
2.5 I always like this kind of creature. Sure, it doesn’t do well on the vanilla test as a 3-mana ⅔ -- even being one that is kind of hard to cast, BUT Scry 2 is some serious value, and goes a long way towards ensuring your draws are better for a little while. And, it is also has a useful creature type. I think all of this combines to make it a solid playable for Black decks.
Run Away Together
1.0 This kind of weird symmetrical bounce effect is mostly not worth it. Bouncing something your opponent doesn’t want to be bounced and something of yours that you DO want to bounce can be good, but that is a little too situational.
Cauldron's Gift
2.0 5 mana to reanimate something with a +1/+1 counter isn’t awesome. And yeah, this helps you if you get Adamant going by milling some of your cards, which will make it better, but you’ll cut this a lot.
Lucky Clover
0.0 // 3.5 This is an all-or-nothing kind of card. You have to end up with a ton of adventures to make it work, as just a few won’t make the card with it. However, when you do get enough Adventures, it can become an insane value engine.
Pack 3 Pick 4: Silverflame Ritual
Tall as a Beanstalk
0.0 Lately, they have been printing Auras that are actually playable because of their efficiency, or their ability to mitigate against a 2-for-1. But this isn’t either of those. 4 mana for +3/+3 and Reach really isn’t the most amazing deal in the world, and it leaves you wide open to 2-for-1s that will also get huge tempo on you because of the total mana you spend on the creature and this Aura. Don’t play this.
Bake into a Pie
4.0 This is a premium. 4 mana instant speed removal is already in the premium range, and the fact that this makes a Food token is some nice additional value. You can use that token to gain some life on a later turn, or use it with a card that takes advantage of the tokens in some other way.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Forever Young
2.0 This is kind of like a Black Anticipate. For two mana you aren’t really gaining card advantage, but you will be improving your future draws, and you will draw one of the cards you put on top right away. Sometimes it will feel amazing because of cards in your graveyard, other times it won’t do much – but hey, you get to draw the card either way so the fail case could be worse. This is the kind of effect people frequently overrate, because their mind immediately goes to the scenario where you put your bomb back on top of your deck – but there will certainly be times you have this and nothing in your graveyard is worth putting on top.
Silverflame Ritual
1.5 If you have like 6 White cards in your deck, you’re not going to be getting the adamant part here. That said, this card on its own, without Adamant would already be kind of playable. Sure, you need some set up, and you have to be going wide, but that seems doable in this set. Giving Vigilance with Adamant is very real upside, because it means that you can attack with everyone, and still leave blockers behind – turns like that can really turn the tide in games. But yeah, it is a little clunky at 4 mana, and it won’t always be giving your guys Vigilance unless you’re mono-colored.
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Malevolent Noble
2.5 This guy is a serious underperformer. He isn’t BAD per se, but looking at him at first, I thought he would be a pretty powerful common. Being able to sacrifice your food or creatures to make him bigger seemed nice! And he starts out as a two-mana 2/2, so that’s not too bad! Problem is, having the mana and resources around to use his ability a lot just doesn’t happen much. He’s still fine, but he isn’t even close to one of Black’s best commons.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Once and Future
1.5 So, 4 to return a card to your hand, and improve card selection isn’t too bad. If you can get the Adamant going on this it gets to be super good, as 4 mana to return any two cards from your graveyard to your hand is pretty nice. It will feel a lot like Black effects that let you return creatures, though, even if it is more flexible. You’re just not always going to have two things in your graveyard worth getting -- like in the early game.
Deafening Silence
0.0. This is unplayable, because it was printed to be a sideboard card in constructed formats. Most opponents just won’t have enough non-creature spells for this to do anything relevant.
Syr Konrad, the Grim
4.0 This feels like it should have been a rare, and not just because he is Legendary, but because he is so complex – and also pretty awesome. So a 5-mana 5/4 does alright on the vanilla test, and then this guy has an absolutely massive text box, which lets you damage the opponent any time a creature is put into the graveyard from someone’s hand or their library. Konrad is going to provide some nice late game reach for decks. His ability is pretty cheap, and gives you a chance to do between 0 and 2 damage every time you use it. If this format also has a graveyard deck, I think he will get better, since if you can take advantage of loading your own graveyard, you’re going to like him even more.
Pack 3 Pick 5: Rimrock Knight
True Love's Kiss
1.0 This set has enough targets for this that you can main deck it sometimes. It gives you a 2-for-1 when you have a target, which is pretty nice. It is probably still better out of your sideboard, though.
Reaper of Night
2.0 This can be a decent discard spell early, and then a very real threat late. It isn’t super good at being either of those things, but it isn’t too shabby.
Rimrock Knight
3.0 This is a huge overperformer. The Adventure side of the card often becomes a burn spell to the opponents’ face, and sometimes it can even help a creature win combat. Then, you get a nice efficient, aggressive creature that also happens to be a knight!
Ardenvale Paladin
2.0 Honestly a 4-mana ⅖ does pretty well on the Vanilla test, and will be capable of blocking the vast majority of the creatures in this format and surviving. If you throw in Adamant, which will give you a 4-mana 3/6 a decent chunk of the time -- or, you know -- all the time, if you happen to be in mono-white -- and you have a much more attractive card.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
Shining Armor
1.5 This is an equipment with Flash that attaches itself to Knights for free when it comes down, but the bonus it gives isn’t anything special. Good combat tricks pump your creatures power, so that it can take down creatures in combat it couldn’t before – this one doesn’t. And sure, it does stick around and give your guy Vigilance, and that’s ok I guess – but once you have to start paying 3 mana to put this on stuff, it is really going to hurt.
Redcap Raiders
2.5 Frequently you won’t have an untapped non-human creature for the buff, and even if you do, it isn’t like it makes this creature into a world beater. A 4/3 with trample is nice, but not a major problem.
Wolf's Quarry
0.5 This is just too expensive for what it does. The Boars might give you food, but that doesn’t help this card out very much.
Embereth Paladin
1.5 A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time would be solid, but it just won’t be.
Shambling Suit
2.5 There’s enough Food, artifacts, and Enchantments in this set that Shambling Suit often has enough power to be worth playing.
Pack 3 Pick 6: Righteousness
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
Opt
2.0 Opt is pretty much the definition of a fine but easily cuttable Limited card. It gives you some card selection, but doesn’t impact the board or give you card advantage. This set doesn’t really have a spell theme, or it would be a little better.
Forever Young
2.0 This is kind of like a Black Anticipate. For two mana you aren’t really gaining card advantage, but you will be improving your future draws, and you will draw one of the cards you put on top right away. Sometimes it will feel amazing because of cards in your graveyard, other times it won’t do much – but hey, you get to draw the card either way so the fail case could be worse. This is the kind of effect people frequently overrate, because their mind immediately goes to the scenario where you put your bomb back on top of your deck – but there will certainly be times you have this and nothing in your graveyard is worth putting on top.
Eye Collector
1.5 In general, one mana 1/1 flyers that don’t do anything else – and this mostly doesn’t do anything else – aren’t that good. This is sort of reasonable in the mill deck, but that’s about it.
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
Ferocity of the Wilds
1.0 We’ve seen a lot of effects over the years that only help your board out if you’re attacking, and they typically underperform if that’s literally all the card does – and htat’s what we’re looking at here. Why is that? Well, because they really only work out if you’re the beat down, meaning they are a big fat nothing in games where you’re behind. Even if you’re super aggro, you’re going to end up behind sometimes, and when you do, you’re going to wish you hadn’t drawn this. Do you play this in a super aggressive deck loaded up with non-humans? Probably – but even if those things align perfectly, you’ve got a card that is just so bad in so many situations.
Righteousness
0.5 I think a lot of people will see the one mana for +7/+7 here and overrate this. That is indeed a huge stats boost, but the fact that it only works on blocked creatures is a huge limitation. Combat tricks are usually used the most by aggressive players, this one wants you to be defensive. I think I’m going to avoid playing this most of the time, just because you can’t guarantee it will always be useful – there are plenty of games where being defensive never really makes sense.
Dwarven Mine
2.0 If your deck has 10+ Mountains in it, you’ll run this for the upside of getting a 1/1 token.
Pack 3 Pick 7: Shinechaser
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Witch's Cottage
2.5 If your deck has 10+ Swamps, you’ll run this so you can get back powerful creatures from your graveyard.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Garenbrig Squire
2.0 This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Redcap Raiders
2.5 Frequently you won’t have an untapped non-human creature for the buff, and even if you do, it isn’t like it makes this creature into a world beater. A 4/3 with trample is nice, but not a major problem.
Lash of Thorns
1.0 This is an alright trick, but this format has lots of tricks attached to creatures thanks to Adventures, and that’s way better than a card that is JUST a trick. For that reason, the Lash isn’t something you play very often.
Return to Nature
1.5 This is reasonably mainboardable in this format, as it often has a target. Still an easy cut, though, and better in your sideboard.
Shinechaser
3.0 So, the UW signpost uncommon is all about Artifacts and Enchantments, and it becomes a 3-mana 3/3 with Flying and Vigilance if you control both. As long as you can consistently have either an Artifact or Enchantment in play, Shinechaser is going to be good, and if you can do both, well you’re golden.
Pack 3 Pick 8: Searing Barrage
Rosethorn Acolyte
2.5 So, the Acolyte’s Adventure effect is one of the more underwhelming ones around, essentially just letting you filter mana. But hey, sometimes that does matter. Most of the time though you’re going to get value out of it being a creature, as a 3-mana 2/3 that fixes and ramps for you is a pretty nice thing to have around.
Henge Walker
1.0 This won’t be a 3/3 often enough to be worth it in most decks, unless you’re close to monocolored.
Searing Barrage
2.5 This is solid removal for Red, but like to Reduce to Ashes and command the Storm before that, it isn’t premium. Costing 5 is a ton, and most of the time it is going to feel a little clunky. It will frequently cost more mana than whatever you kill with it, and that does put you behind the eight ball a little bit.
Embereth Paladin
1.5 A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time would be solid, but it just won’t be.
Smitten Swordmaster
2.5 If your deck has lots of Knights in it, his Adventure can be absolutely devastating – and this becomes even more true because you don’t even use up a card to do it! Effects like that often aren’t awesome, because if you aren’t killing your opponent with them, you are going down a card to not have a direct effect on the board – but this guy can come down as a 2-mana 2/1 with Lifelink, which is already a pretty decent card – especially with the Knight creature type. I mean, if we think of this as a 3-mana 2/1 with lifelink that does 1 to the opponent for each Knight – that would be a pretty high quality card, and this is better than that in some ways!
Eye Collector
1.5 In general, one mana 1/1 flyers that don’t do anything else – and this mostly doesn’t do anything else – aren’t that good. This is sort of reasonable in the mill deck, but that’s about it.
Sorcerer's Broom
2.0 This was designed to be a food payoff, and it is certainly that. I am not ultra impressed with it, but if in the late game it will be a sweet mana sink, where you can spend 5 mana – 2 for the food and 3 for this trigger – to gain 3 life and make a 2/1. The fact it has being a 2/1 as a fail case is nice, but the fact that its as expensive as it is keeps it from being some really exciting Food payoff for most decks, instead it will mostly be a 2/1 that might make a copy or two of itself late.
Pack 3 Pick 9: Knight of the Keep
Knight of the Keep
1.0 A vanilla 3 mana 3/2 just isn’t really what you want to be doing. There are just so many better things you can do with 3 mana. You’ll only play it begrudgingly, if you need a 3 drop, or more knights in your deck, or you are way too short on creatures in your deck.
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Wishful Merfolk
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Dwarven Mine
2.0 If your deck has 10+ Mountains in it, you’ll run this for the upside of getting a 1/1 token.
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
Pack 3 Pick 10: Rimrock Knight
Lost Legion
2.5 I always like this kind of creature. Sure, it doesn’t do well on the vanilla test as a 3-mana ⅔ -- even being one that is kind of hard to cast, BUT Scry 2 is some serious value, and goes a long way towards ensuring your draws are better for a little while. And, it is also has a useful creature type. I think all of this combines to make it a solid playable for Black decks.
Garenbrig Squire
2.0 This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Rimrock Knight
3.0 This is a huge overperformer. The Adventure side of the card often becomes a burn spell to the opponents’ face, and sometimes it can even help a creature win combat. Then, you get a nice efficient, aggressive creature that also happens to be a knight!
True Love's Kiss
1.0 This set has enough targets for this that you can main deck it sometimes. It gives you a 2-for-1 when you have a target, which is pretty nice. It is probably still better out of your sideboard, though.
Tempting Witch
2.5 She seems alright to me. A 3-mana ⅓ is pretty abyssmal on the vanilla test, but since she also gives you Food, AND is a food payoff, I can let that slide. She can give your deck some nice reach in the late game if you have food laying around, and she represents a nice clock for Food decks.
Pack 3 Pick 11: Fortifying Provisions
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
Fortifying Provisions
1.0 Adding toughness to your creatures is a lot worse than adding power in most cases, and also getting Food out of the deal doesn’t make this seem any better to me. It is nice that it us a card that gives you both an artifact and enchantment, making it a bit more interesting in a UW deck that cares about having both of those in play.
Lost Legion
2.5 I always like this kind of creature. Sure, it doesn’t do well on the vanilla test as a 3-mana ⅔ -- even being one that is kind of hard to cast, BUT Scry 2 is some serious value, and goes a long way towards ensuring your draws are better for a little while. And, it is also has a useful creature type. I think all of this combines to make it a solid playable for Black decks.
Cauldron's Gift
2.0 5 mana to reanimate something with a +1/+1 counter isn’t awesome. And yeah, this helps you if you get Adamant going by milling some of your cards, which will make it better, but you’ll cut this a lot.
Pack 3 Pick 12: Deafening Silence
Tall as a Beanstalk
0.0 Lately, they have been printing Auras that are actually playable because of their efficiency, or their ability to mitigate against a 2-for-1. But this isn’t either of those. 4 mana for +3/+3 and Reach really isn’t the most amazing deal in the world, and it leaves you wide open to 2-for-1s that will also get huge tempo on you because of the total mana you spend on the creature and this Aura. Don’t play this.
Forever Young
2.0 This is kind of like a Black Anticipate. For two mana you aren’t really gaining card advantage, but you will be improving your future draws, and you will draw one of the cards you put on top right away. Sometimes it will feel amazing because of cards in your graveyard, other times it won’t do much – but hey, you get to draw the card either way so the fail case could be worse. This is the kind of effect people frequently overrate, because their mind immediately goes to the scenario where you put your bomb back on top of your deck – but there will certainly be times you have this and nothing in your graveyard is worth putting on top.
Deafening Silence
0.0. This is unplayable, because it was printed to be a sideboard card in constructed formats. Most opponents just won’t have enough non-creature spells for this to do anything relevant.
Pack 3 Pick 13: Embereth Paladin
True Love's Kiss
1.0 This set has enough targets for this that you can main deck it sometimes. It gives you a 2-for-1 when you have a target, which is pretty nice. It is probably still better out of your sideboard, though.
Embereth Paladin
1.5 A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time would be solid, but it just won’t be.
Pack 3 Pick 14: Ferocity of the Wilds
Ferocity of the Wilds
1.0 We’ve seen a lot of effects over the years that only help your board out if you’re attacking, and they typically underperform if that’s literally all the card does – and htat’s what we’re looking at here. Why is that? Well, because they really only work out if you’re the beat down, meaning they are a big fat nothing in games where you’re behind. Even if you’re super aggro, you’re going to end up behind sometimes, and when you do, you’re going to wish you hadn’t drawn this. Do you play this in a super aggressive deck loaded up with non-humans? Probably – but even if those things align perfectly, you’ve got a card that is just so bad in so many situations.