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.
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.
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.
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.
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.
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.
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.
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.
Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
Beanstalk Giant
4.0 In the early game, this is a reasonable ramp and fixing spell, and in the late game it is a big ol’ giant who can help you close out the game.
Frogify
2.5 This kind of removal is nice because it blanks a creature, and sometimes that is just better than more traditional removal – but the fact that they still get to have a creature who can block after you play this is obnoxious, and that’s what keeps this from being 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.
The Royal Scions
3.5 So, this can come down for 3 mana and immediately tick up to 6 loyalty. That’s a ton for that early in the game. However, the effect the Scions have on your game isn’t going to be massive most of the time. I like looting, and being able to do that every turn might be the most useful thing here, especially because if you can get to the ultimate – which you could conceivably use on turn 6 – the card advantage and removal of that effect is incredible. So yeah, I think mostly you’re going to tick them up twice, and then do the ultimate – and getting there doesn’t seem impossible. If you get them down early, it will even be pretty easy. Now, the bad news about the Royal Scions: They don’t protect themselves, they don’t net you cards without their ultimate, and they don’t kill stuff apart from their ultimate. The best planeswalkers do one or two of those things, and they don’t. This means that despite high loyalty, they could be pretty vulnerable.
Pack 1 Pick 2: Charmed Sleep
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Wandermare
3.5 A 3-mana 3/3 as a base level is already good, and if you can put even one +1/+1 counter on this, I think you’ll be pretty happy. Anything more than that and things get silly. Keep in mind, too, that like most Adventure build arounds in this set, it doesn’t matter whether or not the creature has gone on its Adventure to trigger this – you can just cast a creature that has an Adventure option, even if you never used the Adventure half, and Wandermare will be getting a +1/+1 counter. GW will have no problems getting cards with Adventure, I don’t think it is unreasonable to assume 5-7 is kind of a guarantee.
Inspiring Veteran
3.0 RW is about knights. This is a Knight lord. It is one of the better Knight payoffs in the set, and you’ll always play it in RW, but I don’t think it does enough on its own to be the kind of signpost uncommon that pulls you into its color.
Pack 1 Pick 3: Scorching Dragonfire
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.
Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
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.
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.
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.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
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.
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.
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.
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.
Arcanist's Owl
3.5 A 4-mana 3/3 flyer is already great, and this one will draw you a card a decent chunk of the time, since UW decks will already be loaded up with artifacts and enchantments for other purposes.
Sage of the Falls
3.0 5-mana for a ⅖ that loots would probably already be kind of ok and this also lets you loot any time you play a huge number of creatures in this format -- since the majority are inf act non-human. Looting is powerful as the game goes on, because it improves the quality of your draws drastically. Additionally, the UR deck especially is interested in drawing you extra cards so you can get various bonuses, and the Sage helps there too.
Pack 1 Pick 4: Redcap Melee
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.
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.
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.
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.
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.
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.
Oakhame Ranger
3.5 4 mana for two 1/1 Humans isn’t the most efficient thing in the world, but sometimes you need two bodies. Then, the creature side of the card synergizes well with going wide – which this helps you do, since it can pump your whole team by tapping. This is going to be a great card in decks really looking to go wide, but I don’t think it is so powerful you end up moving into GW just because you see this, and that holds it to a 3.5.
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.
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.
Pack 1 Pick 5: Embereth Shieldbreaker
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.
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.
Tall as a Beanstalk
0.0 Lately, they have been printing Auras that are actually playable because of their efficiency, or their ability to mitigate against a 2-for-1. But this isn’t either of those. 4 mana for +3/+3 and Reach really isn’t the most amazing deal in the world, and it leaves you wide open to 2-for-1s that will also get huge tempo on you because of the total mana you spend on the creature and this Aura. Don’t play this.
Forever Young
2.0 This is kind of like a Black Anticipate. For two mana you aren’t really gaining card advantage, but you will be improving your future draws, and you will draw one of the cards you put on top right away. Sometimes it will feel amazing because of cards in your graveyard, other times it won’t do much – but hey, you get to draw the card either way so the fail case could be worse. This is the kind of effect people frequently overrate, because their mind immediately goes to the scenario where you put your bomb back on top of your deck – but there will certainly be times you have this and nothing in your graveyard is worth putting on top.
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.
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.
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.
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.
Cauldron's Gift
2.0 5 mana to reanimate something with a +1/+1 counter isn’t awesome. And yeah, this helps you if you get Adamant going by milling some of your cards, which will make it better, but you’ll cut this a lot.
Embereth Shieldbreaker
3.0 So, here we have some Artifact hate that is actually mainboardable – and that’s probably a good thing, because there are a decent number of artifacts in this set. We can think of this as a 3-mana 2/1 that destroys an Artifact – and that’s a nice deal, pretty easy to get a 2-for-1 if you actually get to destroy the artifact. There are enough Artifacts in this set to make the Shieldbreaker quite good.
Pack 1 Pick 6: Redcap Raiders
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.
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.
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.
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.
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.
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.
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.
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.
Righteousness
0.5 I think a lot of people will see the one mana for +7/+7 here and overrate this. That is indeed a huge stats boost, but the fact that it only works on blocked creatures is a huge limitation. Combat tricks are usually used the most by aggressive players, this one wants you to be defensive. I think I’m going to avoid playing this most of the time, just because you can’t guarantee it will always be useful – there are plenty of games where being defensive never really makes sense.
Pack 1 Pick 7: Rimrock Knight
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
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.
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.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
Rimrock Knight
3.0 This is a huge overperformer. The Adventure side of the card often becomes a burn spell to the opponents’ face, and sometimes it can even help a creature win combat. Then, you get a nice efficient, aggressive creature that also happens to be a knight!
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.
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
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 8: Vantress Paladin
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.
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.
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.
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.
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.
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.
Inquisitive Puppet
1.0 This has a lot of text, but doesn’t really do enough to be worth a card.
Pack 1 Pick 9: Bloodhaze Wolverine
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.
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.
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.
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.
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 10: Scalding Cauldron
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.
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.
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.
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.
Wandermare
3.5 A 3-mana 3/3 as a base level is already good, and if you can put even one +1/+1 counter on this, I think you’ll be pretty happy. Anything more than that and things get silly. Keep in mind, too, that like most Adventure build arounds in this set, it doesn’t matter whether or not the creature has gone on its Adventure to trigger this – you can just cast a creature that has an Adventure option, even if you never used the Adventure half, and Wandermare will be getting a +1/+1 counter. GW will have no problems getting cards with Adventure, I don’t think it is unreasonable to assume 5-7 is kind of a guarantee.
Pack 1 Pick 11: Crashing Drawbridge
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.
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.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
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.
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.
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.
Pack 1 Pick 13: Crystal Slipper
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.
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.
Pack 1 Pick 14: Fortifying Provisions
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 1: The Cauldron of Eternity
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.
Redcap Raiders
2.5 Frequently you won’t have an untapped non-human creature for the buff, and even if you do, it isn’t like it makes this creature into a world beater. A 4/3 with trample is nice, but not a major problem.
Rosethorn Halberd
2.0 I think this seems decent. One mana for +2/+1 stats boost, provided you have a non-human in play – is a pretty nice rate. BUT your deck has to have enough non-humans around for this to be worth it, and man – after that first creature, the Equip cost is super steep.
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
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.
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.
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.
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.
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.
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.
Beanstalk Giant
4.0 In the early game, this is a reasonable ramp and fixing spell, and in the late game it is a big ol’ giant who can help you close out the game.
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.
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.
The Cauldron of Eternity
0.0 Obviously you need to load up your graveyard to even cast this, at which point it can start bringing stuff back from the yard. It is a little annoying that despite how challenging this is to cast and all the limitations it has, it also makes you put creatures that die on the bottom of your library, so when it comes into play, the fuel already in your graveyard is all you’re going to get. I think the set up cost here is really high, and that the payoff – while nice, has too many restriction on it for me to want to play this in Limited realistically.
Pack 2 Pick 2: Joust
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.
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
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.
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.
Garenbrig Paladin
2.0 A 5-mana 4/4 that can’t be blocked by small dudes is kind of ok. The more Green your deck is though, the better this gets.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
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.
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.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
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.
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.
Clockwork Servant
3.0 This will draw you a card pretty often, and while that’s ideal, you can also play it as a reasonably efficient creature.
Revenge of Ravens
2.5 This card is kind of weird. It is good against a lot of the field in this format, as gaining all that life and damaging them makes it pretty impossible for them to race you. HOWEVER, there are two decks in this format that can basically ignore Revenge of Ravens. The food deck, because it can gain a ton of life, and the mill deck, which doesn’t really plan on attacking you anyway.
Pack 2 Pick 3: Slaying Fire
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.
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.
Reaper of Night
2.0 This can be a decent discard spell early, and then a very real threat late. It isn’t super good at being either of those things, but it isn’t too shabby.
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.
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.
Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
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.
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.
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
Garenbrig Squire
2.0 This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Slaying Fire
4.0 This is an excellent removal spell, we have had many 3 mana do 3 damage instants over the years, and they are always premium removal. This comes with the added bonus of the Adamant mechanic, which if you can pull it off, make sit so this can do 4 damage instead, and that’s pretty nice.
Burning-Yard Trainer
3.0 A 5-mana 3/3 with Trample and Haste isn’t good. He can maybe come down and give you lethal right away thanks to Haste, but yeah – not that good. However, if he can come down and pump one of your other creatures and give it those keywords, you’re going to be in serious business. If you can do that, he adds 5 evasive power to the board that attacks right away, and that’s a good deal for 5 mana.
Pack 2 Pick 4: Drown in the Loch
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.
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.
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.
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.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
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.
Merfolk Secretkeeper
3.0 This is a key Common in this set, and it really enables mill strategies. The adventure mills a hefty 4 cards, and the creature itself can come down and block and protect you. If you can get multiple secretkeepers, you are in business – especially if you also have bounce to use them repeatedly. It is a weird card, though, in the sense that it is pretty terrible everywhere else. Still, value these highly early, as they can be a very real path to victory.
Reaper of Night
2.0 This can be a decent discard spell early, and then a very real threat late. It isn’t super good at being either of those things, but it isn’t too shabby.
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.
Drown in the Loch
2.5 Even with a mill deck in this format, you’ll find that this just doesn’t line up often enough to be a great card.
Redcap Melee
3.5 So, I think this is pretty good – even if you are sacrificing a land for it. One mana to do 4 at Instant speed is incredibly efficiency, and not the kind of thing we see very often. I will gladly sacrifice a land for that type of efficiency. I think even without the clause that makes it better against Red permanents it is already premium removal.
Pack 2 Pick 5: Bloodhaze Wolverine
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.
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.
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.
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.
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.
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.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Into the Story
1.0 // 3.0 So, is 7 mana to draw 4 at Instant speed playable? Honestly – it probably is in really controlling decks. It isn’t the most efficient thing ever, but drawing 4 cards with one card is a pretty real way to win a game. Obviously it will be horrible in and against aggressive decks. In the mill decks this can legit cost 4, and when you do that it will feel really good.
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 2 Pick 6: Merchant of the Vale
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.
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.
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.
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.
Merfolk Secretkeeper
3.0 This is a key Common in this set, and it really enables mill strategies. The adventure mills a hefty 4 cards, and the creature itself can come down and block and protect you. If you can get multiple secretkeepers, you are in business – especially if you also have bounce to use them repeatedly. It is a weird card, though, in the sense that it is pretty terrible everywhere else. Still, value these highly early, as they can be a very real path to victory.
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.
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.
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.
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.
Pack 2 Pick 7: Searing Barrage
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.
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.
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.
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.
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.
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.
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.
Claim the Firstborn
0.5 This is cheaper than most Threaten effects we see – usually they cost 3 – but it is also not as flexible, since it can only target small creatures. I’m never overjoyed with effects like this one, unless I have two things going on – 1) I’m an aggro deck, and 2) I have creatures who can sacrifice other creatures. If you can steal your opponent’s dude and then kill it, that’s pretty great. Problem is, those two things don’t come together often enough for this to be very good, especially because it can only steal smaller creatures.
Pack 2 Pick 8: Skullknocker Ogre
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.
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.
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.
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.
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.
Skullknocker Ogre
1.0 Man, this is a weird card. A 4 mana 4/3 is usually a playable creature – but how about one that makes your opponent discard a card at random and draw a card? The question we have to answer is: how often will making your opponent rummage help them? Unfortunatley, I think the answer to that is more often than not – especially once your opponent knows you have this in play, and they can just start holding on to lands. And what’s the payoff for a creature that will help your opponent to draw into gas in some situations? Just a 4/3. You’re only playing this if you’re desperate.
Pack 2 Pick 9: Redcap Melee
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.
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.
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
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.
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.
Redcap Melee
3.5 So, I think this is pretty good – even if you are sacrificing a land for it. One mana to do 4 at Instant speed is incredibly efficiency, and not the kind of thing we see very often. I will gladly sacrifice a land for that type of efficiency. I think even without the clause that makes it better against Red permanents it is already premium removal.
Pack 2 Pick 10: Barge In
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.
Memory Theft
1.0 Coercion usually isn’t a very good card in Limited – you pay a significant amount of mana and don’t impact the board at all. This does come with the ability to get rid of creatures sitting around in the Adventure Zone, and when you can do that it will almost feel like a 2-for-1, but there’s no guarantee it will line up that way.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
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.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Pack 2 Pick 11: Weaselback Redcap
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.
Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
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.
Garenbrig Squire
2.0 This is not the most exciting Adventure payoff around, but hey -- it is a Grizzly Bears with upside that will allow it to attack as a 3/3 sometimes. These days a vanilla Grizzly bear is a C- at best, and a D+ in a lot of formats, but the upside here is nice. Most Green decks will have at least 4 or 5 adventures without trying too hard, and that’s plenty for him to be worth playing. In most formats, decks need a few two drops, and this one seems like a solid option.
Pack 2 Pick 12: Fling
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.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
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.
Pack 2 Pick 13: Mantle of Tides
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.
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 2 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.
Pack 3 Pick 1: Gadwick, the Wizened
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.
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.
Bake into a Pie
4.0 This is a premium. 4 mana instant speed removal is already in the premium range, and the fact that this makes a Food token is some nice additional value. You can use that token to gain some life on a later turn, or use it with a card that takes advantage of the tokens in some other way.
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.
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.
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.
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.
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.
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.
Hypnotic Sprite
3.5 I’m not normally a big counterspell fan, just because they are easy to play around, and if your opponent does that it can be pretty devastating. This counterspell can only stop cheap spells, which means you aren’t really going to be coming out mana-wise with it. But that’s probably ok – you can have this in your deck, and you can cast the counterspell half of it if the opportunity appears, and you can also just play a two mana 2/1 flyer if that is what you need to be doing on turn 2. That flexibility means that this is a counterspell I will actually play – but yeah, I’m not going to be shy about just casting it as a creature and never using the counter.
Bog Naughty
3.5 Even if you just have one or two ways to make food, you’ll play this. And most of the time, I think you end up with 3+ ways to do it without trying too hard. If you end up with a lot of food, this becomes one of the very best cards in your deck, capable of machine gunning your opponent’s creatures and making combat a nightmare.
Syr Alin, the Lion's Claw
4.0 A 5-mana 4/4 with First Strike is already a reasonable stat line, then, when you add the ability to pump your whole board when he attacks and you have a very powerful uncommon here. Also, thanks to First Strike, taking him down in combat won’t be easy, and he may get the chance to swing more than once, which is bad news for your opponent.
Gadwick, the Wizened
4.0 I like creatures that draw me cards, and this one scales as the game goes on. Granted, it has a difficult mana cost – but that’s probably ok here, you don’t have to play this early for it to be at its best – you can just wait until you get your Blue mana and draw a bunch of cards. Plus, this format does have some serious incentives for mono-colored anyway.
Pack 3 Pick 2: Sage of the Falls
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.
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.
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.
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.
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.
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.
Trapped in the Tower
4.0 It is a little annoying that this can’t hit flyers, but the fact that it both Pacifies and Arrests a ground creature helps me get over that. This is premium 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.
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.
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.
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.
Skullknocker Ogre
1.0 Man, this is a weird card. A 4 mana 4/3 is usually a playable creature – but how about one that makes your opponent discard a card at random and draw a card? The question we have to answer is: how often will making your opponent rummage help them? Unfortunatley, I think the answer to that is more often than not – especially once your opponent knows you have this in play, and they can just start holding on to lands. And what’s the payoff for a creature that will help your opponent to draw into gas in some situations? Just a 4/3. You’re only playing this if you’re desperate.
Sage of the Falls
3.0 5-mana for a ⅖ that loots would probably already be kind of ok and this also lets you loot any time you play a huge number of creatures in this format -- since the majority are inf act non-human. Looting is powerful as the game goes on, because it improves the quality of your draws drastically. Additionally, the UR deck especially is interested in drawing you extra cards so you can get various bonuses, and the Sage helps there too.
Pack 3 Pick 3: Redcap Raiders
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.
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.
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.
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.
Witching Well
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Redcap Raiders
2.5 Frequently you won’t have an untapped non-human creature for the buff, and even if you do, it isn’t like it makes this creature into a world beater. A 4/3 with trample is nice, but not a major problem.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
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.
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.
Inspiring Veteran
3.0 RW is about knights. This is a Knight lord. It is one of the better Knight payoffs in the set, and you’ll always play it in RW, but I don’t think it does enough on its own to be the kind of signpost uncommon that pulls you into its color.
Cauldron's Gift
2.0 5 mana to reanimate something with a +1/+1 counter isn’t awesome. And yeah, this helps you if you get Adamant going by milling some of your cards, which will make it better, but you’ll cut this a lot.
Pack 3 Pick 4: Linden, the Steadfast Queen
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.
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.
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.
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.
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.
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.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
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.
Cauldron's Gift
2.0 5 mana to reanimate something with a +1/+1 counter isn’t awesome. And yeah, this helps you if you get Adamant going by milling some of your cards, which will make it better, but you’ll cut this a lot.
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.
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 5: Scorching Dragonfire
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.
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.
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.
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.
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.
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.
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.
Mysterious Pathlighter
3.5 So, this is a Wind Drake with serious upside. The Adventure payoff here is incredibly strong, and even if you get one +1/+1 counter out of this – and that will probably be close to the average – you are really coming out ahead mana-wise. Making all creatures with Adventures permanently larger is very powerful, and that makes the Pathligher the kind of uncommon that can completely alter the game. As we’v eseen, running cards with Adventure isn’t going to be difficult in White, and I would imagine you get 4+ ways to go on Adventures in the format without too much trouble, and that’s definitely enough for this to be a powerful card. Obviously it gets better the more Adventuring you do.
Sorcerer's Broom
2.0 This was designed to be a food payoff, and it is certainly that. I am not ultra impressed with it, but if in the late game it will be a sweet mana sink, where you can spend 5 mana – 2 for the food and 3 for this trigger – to gain 3 life and make a 2/1. The fact it has being a 2/1 as a fail case is nice, but the fact that its as expensive as it is keeps it from being some really exciting Food payoff for most decks, instead it will mostly be a 2/1 that might make a copy or two of itself late.
Pack 3 Pick 6: Redcap Raiders
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 7: Seven Dwarves
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.
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.
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.
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.
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.
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.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
Pack 3 Pick 8: Mystic Sanctuary
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.
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.
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.
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.
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.
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 9: Seven Dwarves
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.
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.
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.
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.
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 10: Wishful Merfolk
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.
Wishful Merfolk
2.0 One mana to Scry 2 isn’t the worst deal ever, Scrying 2 is pretty close to drawing a card – and then, the fact that you can sacrifice it later in the game to draw 2 cards is nice. Sometimes, you’ll pay 5 mana for this and Scry 2 and then draw 2 cards right away – and that’s not a bad place to be, really.
Knight of the Keep
1.0 A vanilla 3 mana 3/2 just isn’t really what you want to be doing. There are just so many better things you can do with 3 mana. You’ll only play it begrudgingly, if you need a 3 drop, or more knights in your deck, or you are way too short on creatures in your deck.
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.
Skullknocker Ogre
1.0 Man, this is a weird card. A 4 mana 4/3 is usually a playable creature – but how about one that makes your opponent discard a card at random and draw a card? The question we have to answer is: how often will making your opponent rummage help them? Unfortunatley, I think the answer to that is more often than not – especially once your opponent knows you have this in play, and they can just start holding on to lands. And what’s the payoff for a creature that will help your opponent to draw into gas in some situations? Just a 4/3. You’re only playing this if you’re desperate.
Pack 3 Pick 11: Seven Dwarves
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.
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.
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.
Pack 3 Pick 12: Redcap Melee
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.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
Redcap Melee
3.5 So, I think this is pretty good – even if you are sacrificing a land for it. One mana to do 4 at Instant speed is incredibly efficiency, and not the kind of thing we see very often. I will gladly sacrifice a land for that type of efficiency. I think even without the clause that makes it better against Red permanents it is already premium removal.
Pack 3 Pick 13: Wishful Merfolk
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.
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.
Pack 3 Pick 14: Crystal Slipper
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.