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.
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
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.
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.
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.
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.
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.
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.
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.
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.
Resolute Rider
3.5 This has good activated abilities that make it very difficult to block. Most of the time, you’ll just be interested in threatening the activation, but being able to pump all the mana to make it indestructible and give it lifelink also isn’t a bad way to win a race.
Witch's Oven
2.5 This isn’t a bad outlet to get food with, and it combos quite nicely with some cards in the set, like Cauldron Familiar!
Worthy Knight
4.0 So, this is sort of a build around in that it gets better the more knights you have – but if you are playing White, you’re going to end up with enough Knights for this to be quite good, and if you end up in any of the Mardu colors, it will be even easier to get knights. A two mana 2/2 with serious upside is pretty awesome, as this can really change games even by just getting a couple of tokens out of it.
Pack 1 Pick 2: Youthful Knight
Youthful Knight
3.0 Two mana 2/1 first strikers tend to play really well in aggressive decks -- but they really aren’t bad in less aggressive ones, as they are great blockers against smaller creatures. There is a lot of Equipment in this set too, and obviously it plays well with a creature with first strike. Definitely matters that this has a useful creature type too!
Insatiable Appetite
0.5 This is an ok trick, but this set has Adventure creatures who are tricks at Common, and they are just way better.
Mantle of Tides
1.0 I don’t think I like this very much. Sure, equipping it to stuff for free, especially at Instant speed seems nice. But that “ideal” situation isn’t going to come up as often as we would like – you need to have creatures of the right size, and instant speed ways to draw an extra card.
Eye Collector
1.5 In general, one mana 1/1 flyers that don’t do anything else – and this mostly doesn’t do anything else – aren’t that good. This is sort of reasonable in the mill deck, but that’s about it.
Crystal Slipper
1.5 The initial cost of the card – 2 to play and 1 to equip is pretty steep. That said, being able to sort of pay a kicker on your creatures of one mana to give them +1/+0 and Haste seems alright. I think you probably play one of these in aggro decks sometimes, but I feel like you’ll cut it pretty regularly too.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
Fortifying Provisions
1.0 Adding toughness to your creatures is a lot worse than adding power in most cases, and also getting Food out of the deal doesn’t make this seem any better to me. It is nice that it us a card that gives you both an artifact and enchantment, making it a bit more interesting in a UW deck that cares about having both of those in play.
Redcap 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.
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.
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.
Syr Elenora, the Discerning
2.5 At worse you’re paying 5 mana for a ¼ that draws you a card and costs your opponent some extra mana to kill. That isn’t a great card. This has more going on than that though, since it can get larger if you’re holding on to more cards in your hand. The kind of awkward thing, though, is most Limited decks just aren’t clutching cards all the time, so frequently she won’t be much more than 0/4 or a ¼, especially in the late game. Sure, you hold on to lands and she gets bigger once it gets late, and she can progressively get larger once you know that’s your plan, but I still think she is held back in Limited since hand size just doesn’t stay high late in most games.
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.
Fae of Wishes
2.5 This is mostly a two mana ¼ with Flying which is some pretty nice stats on the French Vanilla test. And yes, this has some other uses -- but they aren’t going to come up in Limited very often. Keep in mind that this sort “wish” effect at sanctioned tournaments means you only get to get something from your sideboard, and Limited sideboards aren’t exactly filled with amazing cards. Sometimes it will work out for you, maybe on Bo1 on Arena it means you can actually take cards that you don’t want to mainboard. The return to your hand part is cute, with the idea being it can Adventure again, but you’re not going to want to do that in Limited in most cases.
Pack 1 Pick 3: Slaying Fire
Didn't Say Please
1.5 I’m never a big fan of Cancel variants, unless they bring something big to the table. The good news for Didn’t Say Please is that there is a legit mill deck in this format, so its effect is actually kind of useful. The problem with a 3 mana counter spell is that you find yourself having to leave up a considerably percentage of your mana to be able to use it. I think sometimes people make the mistake of thinking of a counterspell like a removal spell, but in a lot of ways, they are worse, at least in Limited. This is because you have a smaller window to use this card where it will actually get rid of something -- you HAVE to have the mana up when they play whatever it is you want to get rid of. With removal spells, it doesn’t matter when you cast it, so you have a much wider window to use them. This means that top-decking removal tends to be way better, for example. You’ll play this in your controlling mill decks, but not anywhere else.
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.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Garenbrig 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.
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.
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.
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.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
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.
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.
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.
Faerie Vandal
3.0 A two mana ½ with Flash and Flying is already kind of alright, because it can come down and kill 1/1s and survive, and flashing in to kill X/1s in general isn’t always a bad idea. The Vandal needs you to be drawing a lot of cards though to really get there, and most Blue decks will have enough ways to do that for Faerie Vandal to become a real threat.
Pack 1 Pick 4: Scorching Dragonfire
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.
Didn't Say Please
1.5 I’m never a big fan of Cancel variants, unless they bring something big to the table. The good news for Didn’t Say Please is that there is a legit mill deck in this format, so its effect is actually kind of useful. The problem with a 3 mana counter spell is that you find yourself having to leave up a considerably percentage of your mana to be able to use it. I think sometimes people make the mistake of thinking of a counterspell like a removal spell, but in a lot of ways, they are worse, at least in Limited. This is because you have a smaller window to use this card where it will actually get rid of something -- you HAVE to have the mana up when they play whatever it is you want to get rid of. With removal spells, it doesn’t matter when you cast it, so you have a much wider window to use them. This means that top-decking removal tends to be way better, for example. You’ll play this in your controlling mill decks, but not anywhere else.
Barge In
2.0 This trick only works if you are attacking, which does hurt it a little bit, because losing the flexibility to save a creature from some removal spells, or using it when you’re blocking matters – but like 90% of the time you use a trick, you’re attacking anyway, so it isn’t a huge hit. And I think it mostly makes up for that problem with the fact that it can grant all your non-human creatures trample, which is a nice additional line of text to have.
Scorching Dragonfire
4.0 We see two mana to do 3 a lot, and it is always a premium removal spell. It is cheap enough and kills big enough creatures that you usually are going to break even or come out ahead with your opponent in terms of mana. It is also an Instant, so you’ll be able to get some blowouts to happen in a world of combat tricks and Auras. Exiling stuff it kills is nice additional upside.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 5: Silverflame Ritual
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.
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.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Silverflame Ritual
1.5 If you have like 6 White cards in your deck, you’re not going to be getting the adamant part here. That said, this card on its own, without Adamant would already be kind of playable. Sure, you need some set up, and you have to be going wide, but that seems doable in this set. Giving Vigilance with Adamant is very real upside, because it means that you can attack with everyone, and still leave blockers behind – turns like that can really turn the tide in games. But yeah, it is a little clunky at 4 mana, and it won’t always be giving your guys Vigilance unless you’re mono-colored.
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.
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.
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.
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.
Loch Dragon
4.0 This card is pretty nice, a 4-mana 3/2 Flyer is always a playable card in Limited, though not exciting. Then, you add the fact that you get to rummage with it when it comes into play and when it attacks, and you’re looking at a card that can not only beat your opponent down in the sky, but you’re looking at one that can also help you drastically improve your draws throughout the game.
Shepherd of the Flock
3.0 A two-mana 3/1 is usually alright, and this comes with some additional value thanks to the Adventure half. This isn’t a card where the Adventure half will always become useful at some point in the game -- and most of the time this will just be a two mana 3/1. But, there is some real upside in returning your own stuff to your hand. There’s the usual stuff -- getting rid of your opponent’s aura-based removal, doing it in response to a removal spell, and abusing ETB abilities. But, in this set, you can also use it to get another use out of an Adventure, and all of that together seems like solid upside to me.
Pack 1 Pick 6: Ardenvale Paladin
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.
Didn't Say Please
1.5 I’m never a big fan of Cancel variants, unless they bring something big to the table. The good news for Didn’t Say Please is that there is a legit mill deck in this format, so its effect is actually kind of useful. The problem with a 3 mana counter spell is that you find yourself having to leave up a considerably percentage of your mana to be able to use it. I think sometimes people make the mistake of thinking of a counterspell like a removal spell, but in a lot of ways, they are worse, at least in Limited. This is because you have a smaller window to use this card where it will actually get rid of something -- you HAVE to have the mana up when they play whatever it is you want to get rid of. With removal spells, it doesn’t matter when you cast it, so you have a much wider window to use them. This means that top-decking removal tends to be way better, for example. You’ll play this in your controlling mill decks, but not anywhere else.
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.
Reaper of Night
2.0 This can be a decent discard spell early, and then a very real threat late. It isn’t super good at being either of those things, but it isn’t too shabby.
Curious Pair
2.5 This is solid. Food has a lot of synergy in this set, and the Adventure is very reasonably costed. Similarly, the stats for the Pair are just fine.
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.
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.
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 1 Pick 7: Ogre Errant
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
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.
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
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.
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.
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.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
Pack 1 Pick 8: Tome Raider
Moonlit Scavengers
2.5 I am always a fan of Man-O’-Wars, and this is a pretty beefy one. Bouncing opponent’s creatures with your own creature tends to feel pretty great in Limited, because you simultaneously add to your board while taking something away from your opponent. This does have some hoops to jump through to make that happen – but it isn’t that difficult on turn 6 to have an Artifact or Enchantment in this format. I mean, sure, if your deck has very little in the way of those types of permanents, you can’t really play this – but keep in mind Food counts towards that.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
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.
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.
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.
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.
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.
Pack 1 Pick 9: Outflank
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
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.
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.
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.
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.
Shining Armor
1.5 This is an equipment with Flash that attaches itself to Knights for free when it comes down, but the bonus it gives isn’t anything special. Good combat tricks pump your creatures power, so that it can take down creatures in combat it couldn’t before – this one doesn’t. And sure, it does stick around and give your guy Vigilance, and that’s ok I guess – but once you have to start paying 3 mana to put this on stuff, it is really going to hurt.
Pack 1 Pick 10: Prophet of the Peak
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.
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.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
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.
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 1 Pick 11: Idyllic Grange
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Garenbrig 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.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
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.
Pack 1 Pick 12: Weaselback Redcap
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.
Weaselback Redcap
1.5 I’m not usually interested in cards like this. Sure, it is a one mana 1/1 with upside, but the upside it has isn’t especially good. People often overrate cards like this – but what makes it not so good is that literally any creature blocking it kills it, and you might think you can trade up with this, but in most cases, the total mana you spend on your Weaselback Redcap to take down a creature with more than one toughness will almost always be more than your opponent spent on that creature, so really – in most scenarios you’re coming out behind.
Locthwain Gargoyle
1.0 A one mana 0/3 can block sort of decently in the early going, and this isn’t a terrible mana sink in the late game, when the Gargoyle can start threatening the opponent in the air. This format also has some artifact synergy going around, especially in UW, so having one of these in that deck seems fine. Still, I don’t think you play this unless you’re in desperation mode for early creature or artifacts.
Pack 1 Pick 13: True Love's Kiss
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.
True Love's Kiss
1.0 This set has enough targets for this that you can main deck it sometimes. It gives you a 2-for-1 when you have a target, which is pretty nice. It is probably still better out of your sideboard, though.
Pack 1 Pick 14: Shining Armor
Shining Armor
1.5 This is an equipment with Flash that attaches itself to Knights for free when it comes down, but the bonus it gives isn’t anything special. Good combat tricks pump your creatures power, so that it can take down creatures in combat it couldn’t before – this one doesn’t. And sure, it does stick around and give your guy Vigilance, and that’s ok I guess – but once you have to start paying 3 mana to put this on stuff, it is really going to hurt.
Pack 2 Pick 1: Youthful Knight
Youthful Knight
3.0 Two mana 2/1 first strikers tend to play really well in aggressive decks -- but they really aren’t bad in less aggressive ones, as they are great blockers against smaller creatures. There is a lot of Equipment in this set too, and obviously it plays well with a creature with first strike. Definitely matters that this has a useful creature type too!
Outmuscle
3.0 This is a strictly better Hunt the Weak, and that’s not a bad place to be. Hunt the Weak is always a solid removal spell -- but not premium. It isn’t premium because of how clunky it is at 4 mana and Sorcery speed, and because Fight effects are removal spells that are really easy to interact with, since killing the creature in response to the removal spell, or pumping their creature in response to it, results in a pretty savage blow out. If you can consistently trigger Adamant with this, it gets really scary, because you can now attack your opponent with it without being worried about the creature dying.
Redcap Raiders
2.5 Frequently you won’t have an untapped non-human creature for the buff, and even if you do, it isn’t like it makes this creature into a world beater. A 4/3 with trample is nice, but not a major problem.
Crashing Drawbridge
1.5 I never like walls that try to do aggressive things, and that’s what this is. You’ll play it in some aggro decks, but the fact that you’re playing a creature who can’t attack in your aggro deck is annoying.
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.
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.
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
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.
Beloved Princess
1.5 A one mana 1/1 with lifelink that is kind of evasive doesn’t really do it for me. Sure, big creatures can’t block it, but it is small and dies to basically any blocker. And if you pump her things might get interesting, but mostly it doesn’t seem worth it.
Steelgaze Griffin
2.0 Yet another payoff for drawing an extra card each turn, Steelgaze Griffin has some pretty bad base stats as a 5-mana 2/4 with Flying. But the upside it comes with is nice – becoming a 4/4 on turns you draw an extra card is pretty serious. A 5-mana 4/4 with Flying – you know, like Air elemental – is usually in the lower part of the B range. Obviously, this is worse because it won’t always be a 4/4, but it seems like a reasonable payoff for drawing extra cards in the UR deck.
Elite Headhunter
2.5 This has mediocre stats for the cost and the ability is too expensive.
Covetous Urge
3.0 So, if you go after a card in your opponents’ hand with this, you get a 2-for-1, and that feels pretty great! Going after their graveyard is more just card selection than card advantage, but if they have a bomb there, stealing that is going to be worth it anyway.
Venerable Knight
2.5 A one mana 2/1 with some upside is nice, mostly because it can trade up with lots of creatures, even those with mana costs of 3 or 4, and it attacks really well early. This comes with some additional value too, since it can put a +1/+1 counter on another Knight when it dies. That’s a pretty solid package.
Doom Foretold
2.5 So, the sacrifice effect is symmetrical, meaning this will be most useful in a deck that can go wide. Once your opponent runs out of nonland permanents you get some nice value – but that is going to take a while, and I think there will be plenty of board states where this is just irrelevant. Note also, that if you run out of permanents that aren’t Doom Forteold, you have to sacrifice the Doom Foretold, which means you’re not going to be getting the nice effect.
Pack 2 Pick 2: Syr Alin, the Lion's Claw
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.
Gingerbrute
2.5 A one mana 1/1 with Haste is usually not anything special, but this one can also make itself unblockable, which means it stays relevant late. It can also sacrifice to gain you life, and counts as Food. I think all of that makes this a reasonable inclusion in your deck, especially if you’re aggressive and have ways to make him bigger.
Silverflame Ritual
1.5 If you have like 6 White cards in your deck, you’re not going to be getting the adamant part here. That said, this card on its own, without Adamant would already be kind of playable. Sure, you need some set up, and you have to be going wide, but that seems doable in this set. Giving Vigilance with Adamant is very real upside, because it means that you can attack with everyone, and still leave blockers behind – turns like that can really turn the tide in games. But yeah, it is a little clunky at 4 mana, and it won’t always be giving your guys Vigilance unless you’re mono-colored.
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.
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.
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
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.
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.
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.
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.
Once and Future
1.5 So, 4 to return a card to your hand, and improve card selection isn’t too bad. If you can get the Adamant going on this it gets to be super good, as 4 mana to return any two cards from your graveyard to your hand is pretty nice. It will feel a lot like Black effects that let you return creatures, though, even if it is more flexible. You’re just not always going to have two things in your graveyard worth getting -- like in the early game.
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.
Witch's Vengeance
3.0 There are some rather common creature types in this format – with Knight being the most common – but others like Faeries, Rogue, Soldier, Elves, and Humans are also pretty common. I think you’re happy with this even if you just kill one thing of your opponent’s, and obviously you can usually make that happen with this. If they have multiple creatures with the same type it starts to get silly – even if it is just 2. The downside is that it also effects your creatures with the chosen creature type, but I think since you control what creature type you name, you can always make sure that this works best for you and worst for your opponent.
Pack 2 Pick 3: Brimstone Trebuchet
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 4: Merchant of the Vale
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.
Vantress Paladin
2.5 The difference between a 4-mana 2/2 flyer and a 4-mana 3/3 flyer is pretty big in terms of efficiency. This is a card that will be awesome in a deck that is mostly Blue, and a card that will be kind of ok in a deck that is at least half Blue.
Tempting Witch
2.5 She seems alright to me. A 3-mana ⅓ is pretty abyssmal on the vanilla test, but since she also gives you Food, AND is a food payoff, I can let that slide. She can give your deck some nice reach in the late game if you have food laying around, and she represents a nice clock for Food decks.
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.
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.
Sporecap Spider
1.5 Aggressive Green decks won’t really want this, but all the other Green decks should feel fine about playing the first of these. They are good at blocking flyers.
Lash of Thorns
1.0 This is an alright trick, but this format has lots of tricks attached to creatures thanks to Adventures, and that’s way better than a card that is JUST a trick. For that reason, the Lash isn’t something you play very often.
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.
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.
Rampart Smasher
3.0 This is mostly just a big vanilla creature, which is nice, but not overly exciting.
Shepherd of the Flock
3.0 A two-mana 3/1 is usually alright, and this comes with some additional value thanks to the Adventure half. This isn’t a card where the Adventure half will always become useful at some point in the game -- and most of the time this will just be a two mana 3/1. But, there is some real upside in returning your own stuff to your hand. There’s the usual stuff -- getting rid of your opponent’s aura-based removal, doing it in response to a removal spell, and abusing ETB abilities. But, in this set, you can also use it to get another use out of an Adventure, and all of that together seems like solid upside to me.
Pack 2 Pick 5: Ardenvale Tactician
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
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.
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.
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.
Ardenvale Tactician
3.0 If Ardenvale Tactician was only the Adventure part of the card it would be kind of a passable card for a really aggressive deck. Taking away the ability to both attack and block for a whole round has its uses. Then, we look at the creature half – 3 mana for a 2/3 with flying is pretty nice. That’s just above rate for more list Limited formats. Then when we put it all together – a total investment of 5 mana to tap a couple things down and play a 2/3 flyer seems nice. Then, you factor in the flexibility – that it can come into play as a creature without going on an Adventure – and sometimes you’ll certainly want to do that – for example if you’re just trying to curve out – and I think we’re looking at a pretty good Common.
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.
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!
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.
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.
Pack 2 Pick 6: Lonesome Unicorn
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.
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.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
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.
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.
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.
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.
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 7: Youthful Knight
Flutterfox
3.0 This is a nice two drop. 2-mana 2/2s are nothing special these days, but the fact that this can gain flying -- and do it relatively easily in this format -- makes it a two drop that is relevant all game long.
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.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
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.
Youthful Knight
3.0 Two mana 2/1 first strikers tend to play really well in aggressive decks -- but they really aren’t bad in less aggressive ones, as they are great blockers against smaller creatures. There is a lot of Equipment in this set too, and obviously it plays well with a creature with first strike. Definitely matters that this has a useful creature type too!
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
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.
Return to Nature
1.5 This is reasonably mainboardable in this format, as it often has a target. Still an easy cut, though, and better in your sideboard.
Pack 2 Pick 8: Faerie Guidemother
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.
Return to Nature
1.5 This is reasonably mainboardable in this format, as it often has a target. Still an easy cut, though, and better in your sideboard.
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.
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.
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.
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.
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.
Pack 2 Pick 9: Lonesome Unicorn
Redcap Raiders
2.5 Frequently you won’t have an untapped non-human creature for the buff, and even if you do, it isn’t like it makes this creature into a world beater. A 4/3 with trample is nice, but not a major problem.
Crashing Drawbridge
1.5 I never like walls that try to do aggressive things, and that’s what this is. You’ll play it in some aggro decks, but the fact that you’re playing a creature who can’t attack in your aggro deck is annoying.
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.
Ogre Errant
2.0 This is harder to get going than you might think, and even when it does, it finds itself on boards where it still doesn’t have a good attack.
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.
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.
Pack 2 Pick 10: Outflank
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.
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.
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.
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
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 2 Pick 11: Knight of the Keep
Knight of the Keep
1.0 A vanilla 3 mana 3/2 just isn’t really what you want to be doing. There are just so many better things you can do with 3 mana. You’ll only play it begrudgingly, if you need a 3 drop, or more knights in your deck, or you are way too short on creatures in your deck.
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.
Fortifying Provisions
1.0 Adding toughness to your creatures is a lot worse than adding power in most cases, and also getting Food out of the deal doesn’t make this seem any better to me. It is nice that it us a card that gives you both an artifact and enchantment, making it a bit more interesting in a UW deck that cares about having both of those in play.
Roving Keep
1.0 I mean, if you really need a finisher in your defensive control deck, I guess this does the job? You really need to find something better, though.
Pack 2 Pick 12: Bartered Cow
Bartered Cow
1.0 4-mana 3/3s are not very good, so how much should we value the fact that this can give you Food? I mean, it is a little valuable, especially because there are food payoffs. It is also interesting that you can discard this and still get Food. I think those two things combined make this better – but you’ll still almost never play this.
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.
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.
Pack 2 Pick 13: Fling
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.
Fell the Pheasant
0.5 This is mostly just sideboard hate to bring in against someone who has a lot of flyers.
Pack 2 Pick 14: Blow Your House Down
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.
Pack 3 Pick 1: Joust
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.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Improbable Alliance
3.5 This is a powerful engine for UR decks. It is also nice that it can start cranking out the Faeries on its own, once you get to the 6 mana activated ability anyway – and that is certainly an advantage it has over other payoffs for drawing extra cards. UR decks will have enough ways to draw extra cards, though, that it shouldn’t be too difficul to get Faeries out of this a few times a game, and that’s no joke – Faerie tokens can really end games. It is hard to stop a bunch of flyers!
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.
Linden, the Steadfast Queen
3.0 A vanilla 3 mana 3/2 just isn’t really what you want to be doing. There are just so many better things you can do with 3 mana. You’ll only play it begrudgingly, if you need a 3 drop, or more knights in your deck, or you are way too short on creatures in your deck.
Pack 3 Pick 2: Inspiring Veteran
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.
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.
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.
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.
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.
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.
Outmuscle
3.0 This is a strictly better Hunt the Weak, and that’s not a bad place to be. Hunt the Weak is always a solid removal spell -- but not premium. It isn’t premium because of how clunky it is at 4 mana and Sorcery speed, and because Fight effects are removal spells that are really easy to interact with, since killing the creature in response to the removal spell, or pumping their creature in response to it, results in a pretty savage blow out. If you can consistently trigger Adamant with this, it gets really scary, because you can now attack your opponent with it without being worried about the creature dying.
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.
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.
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.
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.
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 3: Trapped in the Tower
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 4: Raging Redcap
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.
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.
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.
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.
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.
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
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.
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.
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.
Rampart Smasher
3.0 This is mostly just a big vanilla creature, which is nice, but not overly exciting.
Pack 3 Pick 5: Barge In
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
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 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.
Festive Funeral
2.0 This is a conditional removal spell that will almost never be efficient. But hey, it IS still removal.
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.
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.
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.
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.
Kenrith's Transformation
3.0 This is an interesting card. Making something into a vanilla 3/3 can have multiple uses -- you can shut down some super powerful creature they have, or you can make one of yours bigger. Normally an effect like that isn’t awesome though, because it really isn’t THAT great at either of those things -- making your 1/1 into a 3/3 won’t have a huge impact most of the time, and sure, turning your opponents scary dragon into a 3/3 is going to be a relief, but you’re still letting your opponent have a decent sized creature. The cantrip effect pushes this over the edge, though, into being a pretty good playable.
Pack 3 Pick 6: Faerie Guidemother
Outmuscle
3.0 This is a strictly better Hunt the Weak, and that’s not a bad place to be. Hunt the Weak is always a solid removal spell -- but not premium. It isn’t premium because of how clunky it is at 4 mana and Sorcery speed, and because Fight effects are removal spells that are really easy to interact with, since killing the creature in response to the removal spell, or pumping their creature in response to it, results in a pretty savage blow out. If you can consistently trigger Adamant with this, it gets really scary, because you can now attack your opponent with it without being worried about the creature dying.
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.
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.
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.
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.
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.
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.
Faerie Vandal
3.0 A two mana ½ with Flash and Flying is already kind of alright, because it can come down and kill 1/1s and survive, and flashing in to kill X/1s in general isn’t always a bad idea. The Vandal needs you to be drawing a lot of cards though to really get there, and most Blue decks will have enough ways to do that for Faerie Vandal to become a real threat.
Maraleaf Pixie
3.5 Everything this does, it does super efficiently. Two mana 2/2 flyer is good, two mana mana dork also good – it can win you games attacking in the air, or by helping you ramp out fatties.
Pack 3 Pick 7: Searing Barrage
Youthful Knight
3.0 Two mana 2/1 first strikers tend to play really well in aggressive decks -- but they really aren’t bad in less aggressive ones, as they are great blockers against smaller creatures. There is a lot of Equipment in this set too, and obviously it plays well with a creature with first strike. Definitely matters that this has a useful creature type too!
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.
Mistford River Turtle
1.0 This guy has mediocre stats and a mediocre ability. Even as a 1/5, you’ll find it hard to want to attack with this just to make something else you have unblockable. Sometimes it works out, but it is actually a pretty real cost to have to attack with the Turtle too, especially if they can just block it with three 2/2s.
Silverflame 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.
Searing Barrage
2.5 This is solid removal for Red, but like to Reduce to Ashes and command the Storm before that, it isn’t premium. Costing 5 is a ton, and most of the time it is going to feel a little clunky. It will frequently cost more mana than whatever you kill with it, and that does put you behind the eight ball a little bit.
Embereth Paladin
1.5 A 4-mana 4/1 with Haste isn’t anything special these days – you have to find the right opening for it to do something significant, or risk it just being traded with by a much cheaper creature. Even when you add Adamant to the mix, you’re getting a 5/2 with Haste for 4, which if that’s what this was 100% of the time would be solid, but it just won’t be.
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.
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 3 Pick 8: Outflank
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.
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.
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.
Outflank
2.5 This is a very conditional removal spell. Not only does the creature have to be attacking or blocking, you also have to have enough creatures in play to kill it. That will not always be a possibility. This can also be interfered with relatively easily, namely by killing one of your creatures, so that the damage this does drops to the point it doesn’t kill your target anymore And sure, it does only cost a single White mana, and it will probably feel nice when you’re the beat down, but with all the conditions it requires, it isn’t the kind of removal spell you take very early at all.
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.
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.
Idyllic Grange
2.0 If your deck has 10+ Plains it, you’ll run this for the upside of getting a +1/+1 counter.
Pack 3 Pick 9: 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.
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
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.
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.
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.
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.
Pack 3 Pick 10: Bloodhaze Wolverine
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.
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.
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.
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 3 Pick 11: Prophet of the Peak
Prophet of the Peak
1.5 This isn’t great, but if you need top curve, you could do worse.
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.
Roving Keep
1.0 I mean, if you really need a finisher in your defensive control deck, I guess this does the job? You really need to find something better, though.
Fortifying Provisions
1.0 Adding toughness to your creatures is a lot worse than adding power in most cases, and also getting Food out of the deal doesn’t make this seem any better to me. It is nice that it us a card that gives you both an artifact and enchantment, making it a bit more interesting in a UW deck that cares about having both of those in play.
Pack 3 Pick 12: Dwarven Mine
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.
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.
Dwarven Mine
2.0 If your deck has 10+ Mountains in it, you’ll run this for the upside of getting a 1/1 token.
Pack 3 Pick 13: Silverflame Ritual
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 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: Rosethorn Halberd
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.