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.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
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.
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.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
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.
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.
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.
Barge In
2.0 This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have.
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.
Elite Headhunter
2.5 This has mediocre stats for the cost and the ability is too expensive.
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.
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.
Castle Garenbrig
3.0 This is basically a forest with big upside, and that’s always nice. It can help you ramp a little bit, and that’s always welcome in a Green deck! Sometimes people underrate just how good non-basic lands that can actually do stuff later in the game are – turns out, upgrading one of your lands from Forest to something like this Castle is a pretty big deal! This one helps you ramp, which is nice.
Pack 1 Pick 2: Charmed Sleep
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.
Barrow Witches
1.5 Getting back a Knight is nice, but the Witches are overall inefficient, and if you don’t have anything going on in your graveyard they are pretty miserable.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Linden, the Steadfast Queen
3.0 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.
Pack 1 Pick 3: Order of Midnight
Unexplained Vision
2.0 This is the kind of card that Blue control decks will be interested in having one of. After they manage to stabilize the board, casting something like this allows them to really pull ahead -- one card getting them three cards is no joke, and would already be an okayish card if that’s all it was. If you can get Adamant with this and add Scry 3 you’re really doing something interesting, as you’re seeing up to 6 cards in your deck, which is a huge number in Limited.
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.
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.
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.
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.
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.
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.
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.
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.
Venerable Knight
2.5 A one mana 2/1 with some upside is nice, mostly because it can trade up with lots of creatures, even those with mana costs of 3 or 4, and it attacks really well early. This comes with some additional value too, since it can put a +1/+1 counter on another Knight when it dies. That’s a pretty solid package.
Glass Casket
3.5 Sure, it only kills smaller guys, but that’s fine because it does it so efficiently. This is in the lower range of premium removal.
Order of Midnight
4.0 A two mana 2/2 flyer that can’t Block is great in aggressive decks, and the fact that this lets you get a creature back from your graveyard is incredible. This is basically gravedigger, who gives up the ability to Block to gain Flying, and that’s a pretty good trade. Especially because the Adventure mechanic makes things even better than all that because of the added flexibility.
Pack 1 Pick 4: Lonesome Unicorn
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.
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.
Raging Redcap
2.0 So, a 3-mana ½ with Double Strike is an ok deal. This set also has a pretty heavy theme of auras and equipment, and he is a good place to put those.
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.
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.
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.
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.
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.
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.
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 5: Heraldic Banner
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.
Scalding Cauldron
1.0 You’ll only play this if you have artifact synergies and/or you are short on removal. It just isn’t efficient at all.
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.
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.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
Unexplained Vision
2.0 This is the kind of card that Blue control decks will be interested in having one of. After they manage to stabilize the board, casting something like this allows them to really pull ahead -- one card getting them three cards is no joke, and would already be an okayish card if that’s all it was. If you can get Adamant with this and add Scry 3 you’re really doing something interesting, as you’re seeing up to 6 cards in your deck, which is a huge number in Limited.
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.
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.
Heraldic Banner
2.0 So, this is an alright mana rock. It does something most don’t do – it affects the board right away, and there is every possibility that playing this thing make syou have attacks available that just weren’t before. Now, it is sort of annoying you have to choose a color with it and stick with that forever, because that means it isn’t going to be the most reliable way to splash – but it can still get it done, there just may be times where you’re forced to name a non-splash color in your deck. Overall I think I like this – ramps, helps you splash, and gives you a minor boost on your board state.
Venerable Knight
2.5 A one mana 2/1 with some upside is nice, mostly because it can trade up with lots of creatures, even those with mana costs of 3 or 4, and it attacks really well early. This comes with some additional value too, since it can put a +1/+1 counter on another Knight when it dies. That’s a pretty solid package.
Pack 1 Pick 6: Faerie Guidemother
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 7: Silverflame Squire
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.
Silverflame Squire
3.5 All of these adventure creatures with a trick on one side and a reasonably costed creature on the other are pretty darn good. You can use the trick half to help a creature win combat, and then play the creature side on a later turn, which can get you a 2-for-1 in many cases.
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.
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.
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.
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.
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.
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 1 Pick 8: Lash of Thorns
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.
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.
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.
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.
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.
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.
Pack 1 Pick 9: Prophet of the Peak
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
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.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
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.
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.
Barge In
2.0 This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have.
Pack 1 Pick 10: Knight of the Keep
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.
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.
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.
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.
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.
Pack 1 Pick 11: Fortifying Provisions
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.
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.
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.
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.
Pack 1 Pick 12: Weapon Rack
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.
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.
Pack 1 Pick 13: True Love's Kiss
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
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.
Pack 1 Pick 14: Locthwain Gargoyle
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.
Pack 2 Pick 1: Keeper of Fables
Silverflame Squire
3.5 All of these adventure creatures with a trick on one side and a reasonably costed creature on the other are pretty darn good. You can use the trick half to help a creature win combat, and then play the creature side on a later turn, which can get you a 2-for-1 in many cases.
Wildwood Tracker
2.0 In the early game, this can be a nice attacker. I the later parts of the game it just won’t matter much that it becomes a 2/2.
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.
Barrow Witches
1.5 Getting back a Knight is nice, but the Witches are overall inefficient, and if you don’t have anything going on in your graveyard they are pretty miserable.
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.
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.
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.
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.
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.
Keeper of Fables
4.0 This is really good. 5 mana 4/5s are solid in Limited, and the fact that this draws you extra cards is great. Even if you have 0 other non-humans in your deck (which isn’t going to happen), but even if it did, this would be a great card, since it is a non-human and will draw you a card when it hits the opponent. Now, make sure you’re aware that you are only going to be drawing a maximum of one card per combat damage because of the way it is worded, but that’s fine. The Keeper can singlehandedly take over games thanks to the card it draws you.
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.
Overwhelmed Apprentice
2.5 This sort of reminds me of Thraben Inspector, in that it is a one mana ½ that brings considerably additional value. It smooths out your draws and also mills your opponent, and that feels pretty good all game long.
Fires of Invention
0.0 Not paying mana for spells is cool and all, but this gives you some other major limitations that are just too much to overcome in Limited.
Pack 2 Pick 2: Shepherd of the Flock
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.
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.
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.
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.
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.
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!
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.
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.
Raging Redcap
2.0 So, a 3-mana ½ with Double Strike is an ok deal. This set also has a pretty heavy theme of auras and equipment, and he is a good place to put those.
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.
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.
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.
Maraleaf Pixie
3.5 Everything this does, it does super efficiently. Two mana 2/2 flyer is good, two mana mana dork also good – it can win you games attacking in the air, or by helping you ramp out fatties.
Pack 2 Pick 3: Shepherd of the Flock
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 4: Garenbrig Carver
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.
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.
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.
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.
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.
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.
Brimstone Trebuchet
2.5 Any time we have a creature like this they turn out being pretty good – look at cards like Nettle Drone and Thermo-Alchemist. Now, this is more specific than either of those, but it will still be nice. A 3-mana 1/3 with Reach that does damage to your opponent one at a time isn’t incredible – but is close to solid. Most Red decks will probably have a few knights no matter what, and obviously it gets even better when you have a ton.
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.
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.
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.
Pack 2 Pick 5: Shepherd of the Flock
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.
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.
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.
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.
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.
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.
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.
Reave Soul
3.0 This is always a nice removal spell when we see it. Two mana to kill something is a good deal, and because this looks at power, it won’t be that hard to trade up with it either. I think it is in the lower range of “premium” removal.
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.
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 2 Pick 6: Wolf's Quarry
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.
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.
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.
Barrow Witches
1.5 Getting back a Knight is nice, but the Witches are overall inefficient, and if you don’t have anything going on in your graveyard they are pretty miserable.
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.
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.
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.
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 7: Wildwood Tracker
Wildwood Tracker
2.0 In the early game, this can be a nice attacker. I the later parts of the game it just won’t matter much that it becomes a 2/2.
Barge In
2.0 This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have.
Thrill of Possibility
2.0 This is an always alright but also always replaceable card. It gets a little better in this format because it lets you trigger “draw 2” payoffs on your opponents’ turn.
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.
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.
Queen of Ice
2.5 This is no Frost Lynx, but it can do a pretty good impression. Like with all ADventures, you have lots of different ways you can use this. You can cast each half on separate turns, or -- if you get it later in the game, you can play this as a 5-mana ⅔ that taps down one of your opponent’s creatures for a turn. That’s not awesome, but it is nice that it can work that way late. She also makes sure to give you some value, even when she chump blocks, since she’ll lock that creature down for a turn at least.
Inquisitive Puppet
1.0 This has a lot of text, but doesn’t really do enough to be worth a card.
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 2 Pick 8: Sporecap Spider
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.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
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.
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.
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 9: Silverflame Ritual
Wildwood Tracker
2.0 In the early game, this can be a nice attacker. I the later parts of the game it just won’t matter much that it becomes a 2/2.
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.
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.
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.
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.
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.
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!
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.
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.
Maraleaf Pixie
3.5 Everything this does, it does super efficiently. Two mana 2/2 flyer is good, two mana mana dork also good – it can win you games attacking in the air, or by helping you ramp out fatties.
Pack 2 Pick 11: Fortifying Provisions
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.
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.
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.
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.
Pack 2 Pick 12: Bartered Cow
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.
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.
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 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.
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 2 Pick 14: Witch's Cottage
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 3 Pick 1: Archon of Absolution
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.
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.
Raging Redcap
2.0 So, a 3-mana ½ with Double Strike is an ok deal. This set also has a pretty heavy theme of auras and equipment, and he is a good place to put those.
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.
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.
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.
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 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.
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.
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.
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.
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.
Archon of Absolution
3.5 A 4-mana 3/2 with Flying is already a decent rate and a fine playable, but this comes protection from White, and a Ghostly Prison type effect, both of which raise the power level here significantly. The prison effect can make it very hard for your opponent to continue to develop their board AND attack, so you start making them have to choose one or the other, and that’s a great way to get ahead. Meanwhile, it is immune to 20% of the cards in the set, give or take, and that’s pretty nice too.
Lochmere Serpent
5.0 This thing is just loaded up with useful abilities. Making a 7/7 unblockable is no joke, and neither is drawing cards in exchange for excess lands. I think what really makes this a bomb though is that it doesn’t always stay dead, provided your opponent gets enough creatures into their graveyard. That means that this isn’t just a bomb that says “You better answer this, or you die.” It also says “Even if you answer it, I’m coming back!” That makes this an easy A, despite being gold, I think you first pick it every time you see it.
Pack 3 Pick 2: Tuinvale Treefolk
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.
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.
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.
Gingerbrute
2.5 A one mana 1/1 with Haste is usually not anything special, but this one can also make itself unblockable, which means it stays relevant late. It can also sacrifice to gain you life, and counts as Food. I think all of that makes this a reasonable inclusion in your deck, especially if you’re aggressive and have ways to make him bigger.
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.
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.
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.
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.
Tuinvale Treefolk
2.5 Like a lot of these adventure cards at common, if we look at each part of the card and imagine it as JUST that, neither half is very good. But, like all of these, it has the potential to do both of those things, and that’s not a bad way to be spending your mana. Getting a full two cards worth of value out of this single card seems very doable, and I think this will be a nice big boy to have at the top of your curve, since it can make your guys bigger too.
Reave Soul
3.0 This is always a nice removal spell when we see it. Two mana to kill something is a good deal, and because this looks at power, it won’t be that hard to trade up with it either. I think it is in the lower range of “premium” removal.
Wintermoor Commander
3.5 The BW signpost uncommon seems pretty nice. On his own, he is a two mana 2/1 with Deathtouch, which is perfectly solid. Add some more nights to the mix though and he becomes a real problem, between his ever-growing toughness and the ability to make other knights indestructible. The dream is going to be get two of these into play so they can make one another indestructible – a pretty scary thing to do with deathtouch! Anyway, the commander has a high floor and a reasonably high ceiling, and it doesn’t look like getting the 5-7 knights in your deck that this asks for will be particularly difficult.
Syr Elenora, the Discerning
2.5 At worse you’re paying 5 mana for a ¼ that draws you a card and costs your opponent some extra mana to kill. That isn’t a great card. This has more going on than that though, since it can get larger if you’re holding on to more cards in your hand. The kind of awkward thing, though, is most Limited decks just aren’t clutching cards all the time, so frequently she won’t be much more than 0/4 or a ¼, especially in the late game. Sure, you hold on to lands and she gets bigger once it gets late, and she can progressively get larger once you know that’s your plan, but I still think she is held back in Limited since hand size just doesn’t stay high late in most games.
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.
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.
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.
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!
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.
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.
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.
Brimstone Trebuchet
2.5 Any time we have a creature like this they turn out being pretty good – look at cards like Nettle Drone and Thermo-Alchemist. Now, this is more specific than either of those, but it will still be nice. A 3-mana 1/3 with Reach that does damage to your opponent one at a time isn’t incredible – but is close to solid. Most Red decks will probably have a few knights no matter what, and obviously it gets even better when you have a ton.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
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.
Inquisitive Puppet
1.0 This has a lot of text, but doesn’t really do enough to be worth a card.
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.
Pack 3 Pick 4: Flaxen Intruder
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.
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.
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.
Scalding Cauldron
1.0 You’ll only play this if you have artifact synergies and/or you are short on removal. It just isn’t efficient at all.
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.
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.
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.
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.
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.
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 3 Pick 5: Lonesome Unicorn
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.
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.
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.
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.
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.
Brimstone Trebuchet
2.5 Any time we have a creature like this they turn out being pretty good – look at cards like Nettle Drone and Thermo-Alchemist. Now, this is more specific than either of those, but it will still be nice. A 3-mana 1/3 with Reach that does damage to your opponent one at a time isn’t incredible – but is close to solid. Most Red decks will probably have a few knights no matter what, and obviously it gets even better when you have a ton.
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!
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
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.
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.
Pack 3 Pick 6: Lonesome Unicorn
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.
Brimstone Trebuchet
2.5 Any time we have a creature like this they turn out being pretty good – look at cards like Nettle Drone and Thermo-Alchemist. Now, this is more specific than either of those, but it will still be nice. A 3-mana 1/3 with Reach that does damage to your opponent one at a time isn’t incredible – but is close to solid. Most Red decks will probably have a few knights no matter what, and obviously it gets even better when you have a ton.
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.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
Thrill of Possibility
2.0 This is an always alright but also always replaceable card. It gets a little better in this format because it lets you trigger “draw 2” payoffs on your opponents’ turn.
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.
Raging Redcap
2.0 So, a 3-mana ½ with Double Strike is an ok deal. This set also has a pretty heavy theme of auras and equipment, and he is a good place to put those.
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.
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.
Pack 3 Pick 7: Outflank
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.
Wildwood Tracker
2.0 In the early game, this can be a nice attacker. I the later parts of the game it just won’t matter much that it becomes a 2/2.
Thrill of Possibility
2.0 This is an always alright but also always replaceable card. It gets a little better in this format because it lets you trigger “draw 2” payoffs on your opponents’ turn.
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.
Pack 3 Pick 8: Idyllic Grange
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.
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.
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.
Barge In
2.0 This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have.
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.
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.
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 3 Pick 9: Outflank
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.
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.
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.
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.
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.
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 10: Ardenvale Paladin
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 12: Tall as a Beanstalk
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.
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.
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 13: Crashing Drawbridge
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.
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.
Pack 3 Pick 14: Tall as a Beanstalk
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.