Gadrak, the Crown-Scourge
3.5 So, the fail case here is a 3-mana 5/4 Flyer with Defender -- that’s actually a kind of reasonable card in Limited. It can lock down lots of creatures for a reasonable investment. Making a treasure token at your end step for every nontoken creature that died during your turn is pretty nice -- it gives you a solid source of fixing and ramp, something Red doesn’t always have access to. In addition to that, if you have enough artifacts -- which Treasure tokens are -- Gadrak can start attacking, and that will be pretty sweet. Keep in mind, you can play this after a particularly messy combat, you may find yourself making a ton of treasure. Most of the time, it is probably reasonable to expect he makes you one treasure on a given turn -- but that’s still pretty nice.
Sanctum of Tranquil Light
0.5 // 2.0 Decks with 3+ Sanctums are a real thing in this format, but this is one of the more underwhelming ones, even when you get your Sanctum stuff going. Tapping stuff down is a good way to prolong the game, and sometimes helps you enable attacks, but the other Sanctums are all better than this one. You’re really only going to play it in a Sanctum deck.
Palladium Myr
3.0 The mana boost this gives you is really nice, and while that sort of thing tends to only matter in the early game, this format does have some mana sinks around that can keep it relevant for longer. It does die to pretty much everything, but if you can just tap it for mana once I don’t think you care.
Tormod's Crypt
0.5 This isn’t usually worth it in Limited, as it can only do one thing. There IS a legit graveyard deck in this format, which makes it a reasonable sideboard card, but you should never put this in your main deck.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Chandra's Magmutt
3.0 This has Grizzly Bear stats and the ability to do 1 to the opponent every turn, and that ability means that the Magemutt stays relevant all game long, after being a decent play on turn two. This will end up threatening a lot of extra damage on the opponent.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Jungle Hollow
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 2: Shock
Canopy Stalker
2.5 Creatures who force your opponent to block them are pretty nice, as they really complicate combat for an opponent. Life gain being attached to this is kind of nice too. But still, stats aren’t great here, and your opponent will frequently just put a 2/X in front of it and be fine. I think this is a solid playable, but not much more.
Epitaph Golem
0.5 This has bad stats and an ability that isn’t especially again, unless you’re matched up against a Teferi’s Tutelage deck.
Obsessive Stitcher
4.0 Looting is always really good in Limited, especially when its free. It just allows you to drastically improve your card quality, and over the course of the game it can really play a role in who wins and who doesn’t. Then, the fact this comes with a reasonably costed reanimation effect is nice too -- and you can do it at instant speed! Obviously because she’s a creature, you aren’t going ot be surprising anyone when you reanimate something, but the fact that you can do it at the end of the turn and attack with your reanimated creature is great. Basically, the Sticher lets you dig through your library for your past cards, and when necessary can give herself up to give you another chance with one of your best creatures -- that’s powerful. She is just really well-positioned in this format, where she is a key part of Teferi’s Tutleage decks as well as reanimator decks.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Daybreak Charger
3.0 This is a nice aggressive two drop. It starts with reasonable enough stats and then has a very real ETB ability. Giving something +2/+0 is often enough to enable attack that you didn’t have before, and giving the boost to a creature token or an evasive creature feels particularly satisfying. This is a premiere two-drop for White aggressive decks.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Skeleton Archer
2.5 There are lots of X/1s in this format, so this really overperforms. Doesn’t hurt that it can go after the opponent too sometimes.
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Shock
3.5 This almost always trades up, and it can even do the last 2 damage to your opponent. This is premium removal.
Legion's Judgment
1.5 This being Sorcery speed is kind of sad, because sometimes when it is an Instant, you can use it after combat tricks and things resolve, which can really blow people out. It can kill big stuff, and most people have enough targets that it is a reasonable main deck card, but it is nowhere near premium removal with its major limitations.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Silversmote Ghoul
3.5 A 3-mana 3/1 that can sacrifice itself to draw a card is already solid, but this does a whole lot more. Gaining 3 life a turn is fairly attainable, and even just getting this guy back once is not going to be fun for your opponent, as it will usually represent a 2-for-1. Creatures who don’t stay dead, and just keep coming back and attacking -- even if they are somewhat fragile, like the Ghoul, are excellent in limited, because card advantage really is king, and that’s what he’ll generate for you. I really like that this has a reasonable floor, and an impressive ceiling.
Unsubstantiate
2.5 Two mana to bounce a creature at Instant speed alone is usually playable, and this comes with the added upside of being able to target spells that are on the stack. This effectively allows you to counter things -- though, if your opponent has the mana to just play it again -- and they will sometimes -- it isn’t going to be worth it. You do go down a card just for tempo with a card like this, but that is often worth it.
Invigorating Surge
2.0 On its own this is 3-mana for two +1/+1 counters at Instant speed, which is sort of okay. Obviously it gets better when you have other counters around.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Skyscanner
2.5 Casting this always feels pretty decent. It replaces itself and then gives you a body that you can do something with – whether that’s attacking, trading, chump blocking, or being sacrificed for an effect, it all feel likes gravy at that point.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Onakke Ogre
1.5 3-mana 4/2s are borderline playables, and this set has various payoffs for 4 power, so you’ll play this a little more than you might think.
Opt
2.0 This is always pretty decent, especially in formats that have spell payoffs, and this one does.
Bloodfell Caves
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 4: Miscast
Miscast
0.0 Countermagic that asks for card types that aren’t “creature” generally aren’t worth it in Limited, and this one isn’t either.
Malefic Scythe
4.0 A two mana Equipment that costs 1 to equip and gives +1/+1 would be a card that is already a borderline playable, and this thing just keeps getting better and more efficient as the game goes on.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Deathbloom Thallid
3.0 This is always a nice creature when we see it. It has decent stats for attacking, blocking, or trading, and then gives you a 1/1 when it dies, which is pretty good for the overall investment.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Feat of Resistance
3.0 Protection is just really powerful – the obvious way to use this is to win combat one way or another, by making your creature big enough and also giving it protection from whatever it is in combat with – but you can also use it in response to removal to save a creature, or if your opponent has only blockers of one color and you need evasion for lethal, it can do that too. Not to mention, it puts a +1/+1 counter on the creature, and there is synergy for that in this set. Now, your opponent can still respond to Feat with removal to 2-for-1 you, but the flexibility and upside is real enough that I don’t see a reason to cut the first couple of copies of this in most White decks.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Rousing Read
3.0 I’m not usually a fan of Auras that don’t give you some sort of value to off-set their risks -- namely, the risk of getting 2-for-1’d. An Aura has to either give a pretty significant bonus, or off-set that risk with some additional value, to overcome being a card I won’t play. Rousing Read does enough for me to want to play it. It nets you a card when it comes down -- even giving you some card selection, and the bonus it gives is no joke either. +1/+1 and flying is the type of bonus that can dramatically alter a board state. Now, you do still need to be weary of casting this when your opponent has mana up and cards available, because if they kill the target you still get 2-for-1’d, but as long as you’re careful, you’re usually going to be okay with this. It will be particularly nasty on the Megalodon! I’m giving this a C+ -- I think Blue decks will play the first copy of this every time.
Snarespinner
2.0 This blocks flyers well, outright killing many of them. Green often needs something like this to combat flyers, and the first copy makes the cut reasonably often.
Battle-Rattle Shaman
2.5 This type of effect is easy to underrate, I think -- but don’t make that mistake! +2/+0 to a creature every combat makes creatures able to attack that could not have attacked before! This is especially spicy with creature tokens, who are pretty expendable, but turning them into 3/1s makes them into more of a problem for your opponent. Note by the way, in a pinch, the Shaman can also target himself, making the fail case of the card less miserable than it would have been otherwise. I’m not saying I think you should take this super early or anything -- after all, the creature has a pretty weak body for 4 mana, even if it can be a 4/2 on your turn -- but it is a serviceable card for Red decks that will really help them find ways to send in attackers in a way they couldn’t before.
Vryn Wingmare
2.0 A 3-mana 2/1 flyer is usually borderline playable, but this also comes with a symmetrical tax effect. As a result of that, you don’t really want to be playing this in a deck that has lots of non-creature spells -- but if your deck is mostly creatures, you’re going to be in business with this, since it will hate on your opponent more than you, in addition to having reasonable stats.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Alchemist's Gift
1.5 This is a decent trick, if you choose the deathtouch option you will be virtually guaranteeing that you kill the other creature, and that can be particularly spicy against a double block. You’ll choose the lifelink option if you just need the stats boost to win combat.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Skyscanner
2.5 Casting this always feels pretty decent. It replaces itself and then gives you a body that you can do something with – whether that’s attacking, trading, chump blocking, or being sacrificed for an effect, it all feel likes gravy at that point.
Rugged Highlands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 6: Tormod's Crypt
Tormod's Crypt
0.5 This isn’t usually worth it in Limited, as it can only do one thing. There IS a legit graveyard deck in this format, which makes it a reasonable sideboard card, but you should never put this in your main deck.
Bad Deal
0.5 This card is exactly what its name is. It is tempting to imagine the 4-for-1 this gives you in ideal scenarios, but it just doesn’t happen. It is mostly just a bad draw spell.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Titanic Growth
2.0 This is a stat boost that will allow your creature to win almost all combats, and that’s the kind of trick most aggro decks feel okay about running.
Jungle Hollow
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 7: Furor of the Bitten
Griffin Aerie
0.0 // 3.0 Turning life gain into actual cards feels great, and a 2/2 flyer is definitely a real card -- especially if you can get more than one of them out of this -- even the first one is given to you at a pretty good rate, so if this really starts churning them out things could get interesting. Obviously, you have to have a deck that can not only gain life -- but gain 3 or more life a turn at least a few times a game for this to be worth it, and as a result of that I think we do have to go with a buildaround here. It is stone unplayable in many decks. But in a deck that can really get things going with it, it is going to be one of the best payoffs in your deck, since it provides you with a very real win condition.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Canopy Stalker
2.5 Creatures who force your opponent to block them are pretty nice, as they really complicate combat for an opponent. Life gain being attached to this is kind of nice too. But still, stats aren’t great here, and your opponent will frequently just put a 2/X in front of it and be fine. I think this is a solid playable, but not much more.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Celestial Enforcer
2.5 If you don’t have fliers, you probably hope you don’t play this, but as long as you have 4 or 5 Flyers, this probably gets into the playable range, and that isn’t a crazy thing to achieve. Tap down effects are always nice in Limited, and even a situational one like this is well worth playing.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Tormod's Crypt
0.5 This isn’t usually worth it in Limited, as it can only do one thing. There IS a legit graveyard deck in this format, which makes it a reasonable sideboard card, but you should never put this in your main deck.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Jungle Hollow
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 10: Epitaph Golem
Canopy Stalker
2.5 Creatures who force your opponent to block them are pretty nice, as they really complicate combat for an opponent. Life gain being attached to this is kind of nice too. But still, stats aren’t great here, and your opponent will frequently just put a 2/X in front of it and be fine. I think this is a solid playable, but not much more.
Epitaph Golem
0.5 This has bad stats and an ability that isn’t especially again, unless you’re matched up against a Teferi’s Tutelage deck.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Onakke Ogre
1.5 3-mana 4/2s are borderline playables, and this set has various payoffs for 4 power, so you’ll play this a little more than you might think.
Bloodfell Caves
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 12: Duress
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Rugged Highlands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 14: Igneous Cur
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Terror of the Peaks
5.0 Well, this is a bomb. You can really tell because when you chop up the card, it is still really good. Take away any of the three abilities it has, and it would still be incredibly good! But it has all of them -- including a highly efficient evasive body, an effect that punishes opponents if they kill it, and the last ability which really pushes it into insane territory, which lets you turn every creature you play into a removal or burn spell. I like that even if they kill it before you get to untap and go crazy, they are at least taking 3 damage, too.
Watcher of the Spheres
3.5 This is a nice signpost uncommon for UW -- a two mana 2/2 flyer that reduces the cost of Flyers is already great -- but I think what really powers this up is the fact that it becomes a 3/3 on turns where you play flyers -- and potentially even bigger if you can play multiple flyers! The Watcher will threaten the opponent in the air, while helping you quickly deploy your air force.
Fierce Empath
2.0 So, to some extent, we can compare this to Elvish Visionary, a card that is always a solid Limited playable. The Visionary is a two mana 1/1 that draws you a card -- the Empath is a 3-mana 1/1 that draws you a card. Obviously the main difference there is that the Visionary draws you a random card from your deck, while the Empath searches up a big ol’ creature. Additionally, there are some real pros and cons there -- with the Empath, if you don’t have something to find, you’re going to be really sad with what you have -- while the Visionary always does something, but it isn’t guaranteed to draw you a big creature the way the Empath is. So, where does the Empath fall with all that said? Well, I think most Green decks will have 3 or so targets for this, and if that’s the case, the Empath is a solid playable. Grabbing your best big creature with this is going to feel good a lot of the time -- I mean, that’s often what you’re hoping you draw with extra draws in the late game anyway, right? But the downsides of the card do keep it from being more than just a solid playable for me.
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Shock
3.5 This almost always trades up, and it can even do the last 2 damage to your opponent. This is premium removal.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Feat of Resistance
3.0 Protection is just really powerful – the obvious way to use this is to win combat one way or another, by making your creature big enough and also giving it protection from whatever it is in combat with – but you can also use it in response to removal to save a creature, or if your opponent has only blockers of one color and you need evasion for lethal, it can do that too. Not to mention, it puts a +1/+1 counter on the creature, and there is synergy for that in this set. Now, your opponent can still respond to Feat with removal to 2-for-1 you, but the flexibility and upside is real enough that I don’t see a reason to cut the first couple of copies of this in most White decks.
Gale Swooper
3.0 These are reasonable stats for an evasive creature. Giving something else Flying is a very real ETB trigger, and one that will frequently make attacks happen that just couldn’t before. I think you always run your first copy of this.
Titanic Growth
2.0 This is a stat boost that will allow your creature to win almost all combats, and that’s the kind of trick most aggro decks feel okay about running.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Mistral Singer
3.5 Wind Drake stats + Prowess = a very good Common for Blue. It will attack well and be a pain to interact with thanks to that Prowess.
Thornwood Falls
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 2: Battle-Rattle Shaman
Vryn Wingmare
2.0 A 3-mana 2/1 flyer is usually borderline playable, but this also comes with a symmetrical tax effect. As a result of that, you don’t really want to be playing this in a deck that has lots of non-creature spells -- but if your deck is mostly creatures, you’re going to be in business with this, since it will hate on your opponent more than you, in addition to having reasonable stats.
Battle-Rattle Shaman
2.5 This type of effect is easy to underrate, I think -- but don’t make that mistake! +2/+0 to a creature every combat makes creatures able to attack that could not have attacked before! This is especially spicy with creature tokens, who are pretty expendable, but turning them into 3/1s makes them into more of a problem for your opponent. Note by the way, in a pinch, the Shaman can also target himself, making the fail case of the card less miserable than it would have been otherwise. I’m not saying I think you should take this super early or anything -- after all, the creature has a pretty weak body for 4 mana, even if it can be a 4/2 on your turn -- but it is a serviceable card for Red decks that will really help them find ways to send in attackers in a way they couldn’t before.
Selfless Savior
2.5 One-mana 1/1s are often not very good in Limited because their board presence is so negligible, and they quickly become irrelevant. This Dog comes with an extra ability that is pretty nice though. He can do a bad Mother of Runes impression, in that your opponent always has to contend with the fact that while the Dog is in play, it can be used to really mess up lots of things -- like combat and removal spells.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Mistral Singer
3.5 Wind Drake stats + Prowess = a very good Common for Blue. It will attack well and be a pain to interact with thanks to that Prowess.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Legion's Judgment
1.5 This being Sorcery speed is kind of sad, because sometimes when it is an Instant, you can use it after combat tricks and things resolve, which can really blow people out. It can kill big stuff, and most people have enough targets that it is a reasonable main deck card, but it is nowhere near premium removal with its major limitations.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Hunter's Edge
3.5 We see cards like this a lot, and they’re always pretty good removal spells for Green decks. They come with the downside of usually being pretty clunky and risking a 2-for-1, so be careful when you cast it. The good news here is that this straight up does damage and isn’t a fight effect, so you don’t need to end up with a creature just the right size to survive fighting something else. It also means that the creature you use it on will be able to attack right away more easily, since it won’t have taken any damage.
Dire Fleet Warmonger
3.5 So, this really pushes you in the direction of being a sacrifice deck, and he is pretty great for sacrificing things. On the surface, a 3-mana 3/3 is a good deal, and the fact you can cash in a creature every turn to make him a 5/5 with trample means that he is imposing on many board states. This Sacrifice effect doesn’t cost any mana either, so it can be particularly devastating to steal your opponent’s creature before combat and then sacrifice it to the Warbringer.
Tempered Veteran
3.0 So, this guy starts with some pretty mediocre stats, but he has some nice activated abilities that are solid mana sinks. One mana to add a counter is a great deal -- but it is so efficient because you won’t always be able to do it. Paying 6 for a single counter is less impressive, but in the late game adding a counter every turn even if you are flooding out isn’t too bad, especially because after that first counter you can start paying a single White mana to add additional counters.
Makeshift Battalion
2.0 This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Capture Sphere
3.0 This is always pretty good removal for Blue. It doesn’t shut off static abilities, but it does pretty much everything else you’d like from your removal spells.
Onakke Ogre
1.5 3-mana 4/2s are borderline playables, and this set has various payoffs for 4 power, so you’ll play this a little more than you might think.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Swift Response
2.5 Two mana to kill a creature at instant speed is a pretty good deal – even if this can only target tapped creatures. That does mean this is not an ideal removal spell for aggro decks, who want to get blockers out of the way – but in more mid-rangey or control decks, this will be a nice spell – one that will usually give you a tempo advantage, and one that can sometimes get blowouts out of the fact that your opponent uses a combat trick while attacking. Now, it is still situational, and as I said all decks don’t want it, so it definitely isn’t premium.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Carrion Grub
2.5 So, how high does the power need to be here for you to feel like you’re doing alright? Well, honestly, a 4-mana ⅖ is a decent enough deal -- especially when it mills you four cards and enables ograveyard strategies like this can, and I think most of the time you won’t have a problem getting this to be a ⅖, and it will often be larger. It doesn’t have evasion or anything, but the self-mill and good blocker -- which can later become a better attacker potentially too -- is pretty nice. I like that they decided to let its power continue to change while it is in play, instead of simply having it check what the highest power is when it comes down, too. This may have some potential combat-trick-esque effect -- say, if you can sacrifice a creature or discard a card or mill yourself at instant speed, and suddenly bump its power up.
Falconer Adept
3.0 While this has some mediocre stats, the plethora of tricks, +1/+1 counters, bounce spells, and more frequently allows this attack more than once, and if you can do that, you’re doing a really good job since that means you are getting 2 birds to come along for the right. You can go wide in a hurry with this.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Chandra's Magmutt
3.0 This has Grizzly Bear stats and the ability to do 1 to the opponent every turn, and that ability means that the Magemutt stays relevant all game long, after being a decent play on turn two. This will end up threatening a lot of extra damage on the opponent.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Blood Glutton
2.0 This doesn’t have great stats, but trading with it and gaining some life is surprisingly decent, and it is a way to repeatedly gain life, something that the life gain decks really want.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Invigorating Surge
2.0 On its own this is 3-mana for two +1/+1 counters at Instant speed, which is sort of okay. Obviously it gets better when you have other counters around.
Unsubstantiate
2.5 Two mana to bounce a creature at Instant speed alone is usually playable, and this comes with the added upside of being able to target spells that are on the stack. This effectively allows you to counter things -- though, if your opponent has the mana to just play it again -- and they will sometimes -- it isn’t going to be worth it. You do go down a card just for tempo with a card like this, but that is often worth it.
Pridemalkin
3.5 So, worst case scenario you have a 3-mana 3/2 with Trample here. That’s acceptable, but luckily it does even more! For one thing, you can put the counter anywhere -- like on a larger creature who will benefit more from Trample. For another, it gives Trample to any other creatures you control with +1/+1 counters too, so this will often come down and shake up the board. The fact that it can add something to the board right away, no matter what, is always attractive too. +1/+1-adding creatures who are reasonably efficient have always been good in Limited, and that’s what we have here -- in addition to some nice synergy.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Pitchburn Devils
1.5 This has terrible stats, but it has a death trigger which allows it to trade for things with 6 power, or – even better, can sometimes allow you to get a 2-for-1. That said, it is hard to overcome the inefficiency here.
Dismal Backwater
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 6: Turn to Slag
Miscast
0.0 Countermagic that asks for card types that aren’t “creature” generally aren’t worth it in Limited, and this one isn’t either.
Unsubstantiate
2.5 Two mana to bounce a creature at Instant speed alone is usually playable, and this comes with the added upside of being able to target spells that are on the stack. This effectively allows you to counter things -- though, if your opponent has the mana to just play it again -- and they will sometimes -- it isn’t going to be worth it. You do go down a card just for tempo with a card like this, but that is often worth it.
Celestial Enforcer
2.5 If you don’t have fliers, you probably hope you don’t play this, but as long as you have 4 or 5 Flyers, this probably gets into the playable range, and that isn’t a crazy thing to achieve. Tap down effects are always nice in Limited, and even a situational one like this is well worth playing.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Trufflesnout
3.0 This is a nice little card. Either option is a card you’d probably play. Having an option to choose which of those is ideal makes this a nice Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Turn to Slag
2.5 This is clunky as heck, but it does kill most things, and there is enough good Equipment in this format that you’ll even blow up some Equipment sometimes. It isn’t premium removal, but it is serviceable.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Unleash Fury
1.0 This kind of card is pretty bad in Limited. It really only does something worthwhile if your creature goes unblocked and you can kill your opponent. It won’t workout especially well as more of a combat trick, because chances are good your creature is still gonna die. It gets a little better if you have some First Strikers and tramplers, but I still don’t like it very much.
Rambunctious Mutt
1.5 He’s just not very efficient if he isn’t taking down an Artifact or Enchantment, and while this format has a decent number of those, it doesn’t have so many that this guy always makes the cut.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Chrome Replicator
1.0 // 3.0 So, you mostly shouldn’t run this if you aren’t able to make its effect trigger a decent chunk of the time, and that usually means that you’re going to need a couple of pairs of duplicate non-token permanents. It is fine if you aren’t ALWAYS getting that extra 4/4, and you wont be, even in a deck with enough duplicates, but if you can get it sometimes you’re going to be in business, as when it works out this feels kind of like a bomb!
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 9: Meteorite
Fierce Empath
2.0 So, to some extent, we can compare this to Elvish Visionary, a card that is always a solid Limited playable. The Visionary is a two mana 1/1 that draws you a card -- the Empath is a 3-mana 1/1 that draws you a card. Obviously the main difference there is that the Visionary draws you a random card from your deck, while the Empath searches up a big ol’ creature. Additionally, there are some real pros and cons there -- with the Empath, if you don’t have something to find, you’re going to be really sad with what you have -- while the Visionary always does something, but it isn’t guaranteed to draw you a big creature the way the Empath is. So, where does the Empath fall with all that said? Well, I think most Green decks will have 3 or so targets for this, and if that’s the case, the Empath is a solid playable. Grabbing your best big creature with this is going to feel good a lot of the time -- I mean, that’s often what you’re hoping you draw with extra draws in the late game anyway, right? But the downsides of the card do keep it from being more than just a solid playable for me.
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Thornwood Falls
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 10: Thrill of Possibility
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Dismal Backwater
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 14: Wishcoin Crab
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Speaker of the Heavens
1.0 // 3.0 So, let’s look at this on the French Vanilla test first -- how good is a one mana 1/1 with Vigilance and Lifelink in a set that has a reasonable number of +1/+1 counters? It is probably kind of ok, something that will make the cut about half the time. But, if your deck is SUPER good at gaining life, this becomes a very real threat, since churning out 4/4 angels is no joke. Even if you can only get a single Angel out of this, you’re more than getting your mana’s worth -- but gaining 7 in a single turn, even in a format with a lifegain archetype -- is going to be a challenge. You have to really get there on life gain for that to ever happen, and I don’ think you should count on it. Now, if you are in a BW deck that can gain some life, even if 7 seems far-fetched, it is probably worth running this guy, just because you might pull it off a couple of times. But I think that, even in a life gain deck that really gets there, it will be kind of hard to achieve.
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Thrashing Brontodon
3.5 This creature has nice stats, and it has some nice utility, being able to blow up Artifacts and Enchantments. This lets you play a way to hate on those in your deck without playing a card that is horrible in situations where you aren’t up against those permanent types.
Palladium Myr
3.0 The mana boost this gives you is really nice, and while that sort of thing tends to only matter in the early game, this format does have some mana sinks around that can keep it relevant for longer. It does die to pretty much everything, but if you can just tap it for mana once I don’t think you care.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Pridemalkin
3.5 So, worst case scenario you have a 3-mana 3/2 with Trample here. That’s acceptable, but luckily it does even more! For one thing, you can put the counter anywhere -- like on a larger creature who will benefit more from Trample. For another, it gives Trample to any other creatures you control with +1/+1 counters too, so this will often come down and shake up the board. The fact that it can add something to the board right away, no matter what, is always attractive too. +1/+1-adding creatures who are reasonably efficient have always been good in Limited, and that’s what we have here -- in addition to some nice synergy.
Scorching Dragonfire
3.5 This is really efficient removal, and the exile clause is nice. This is definitely premium.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Basri's Acolyte
3.5 This kind of creature always performs pretty well. You’re adding ⅘ worth of stats to the board for 4 mana, and ⅔ of it is has lifelink. That’s a great deal for a Common especially. And sure, it can’t put the counters on itself ever -- and you need at least two other creatures to really reap all the benefits. Those are limitations to be sure, but not huge ones.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Rugged Highlands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 2: Sure Strike
Aven Gagglemaster
3.5 On its own, this is a 5-mana 4/3 flyer that gains you 2 life when it comes down – that is already a card you always play, and the Gagglemaster gaining you 4 life instead isn’t going to be far-fetched. White decks will always play the first copy of this pretty happily.
Light of Promise
0.0 I would advise against play this. If you’re new to my set reviews, you may not know that I absolutely hate Auras that don’t give me some kind of value that actually adds to the board. This is an Aura that does absolutely nothing on its own. You have to have life gain around -- and even though the BW deck in this format is about gaining life, I’m still not interested in an Aura that makes me do extra work to get a bonus. Putting it on something with lifelink is tempting, but I’m going to resist that temptation. I realize that the creature gets absolutely huge as you gain more life, since it gets a counter for every single point of life you gain, but the investment here is huge, risky, and requires some serious help to be worth it. I’m not interested in all of that when I’m putting a 2-for-1 on the line.
Tide Skimmer
2.5 A 4-mana ⅔ flyer is generally not worth playing unless you’re desperate – but this brings a pretty sweet ability to the table that can really turn into a card-drawing engine. Sure, you have to have other flyers around -- but even if you only have like 4 flyers in your deck, you will be playing Tide Skimmer. Obviously this pairs the best with White, because those are the two colors with the most flying, and sometimes this will really take over games in a deck with a ton of flyers.
Roaming Ghostlight
4.0 My favorite Common in the set, the Ghostlight is great because it adds to the board while you take away from your opponents’, AND it adds a very relevant evasive body to the board. For a Common, it shifts games way in your favor.
Hunter's Edge
3.5 We see cards like this a lot, and they’re always pretty good removal spells for Green decks. They come with the downside of usually being pretty clunky and risking a 2-for-1, so be careful when you cast it. The good news here is that this straight up does damage and isn’t a fight effect, so you don’t need to end up with a creature just the right size to survive fighting something else. It also means that the creature you use it on will be able to attack right away more easily, since it won’t have taken any damage.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Trufflesnout
3.0 This is a nice little card. Either option is a card you’d probably play. Having an option to choose which of those is ideal makes this a nice Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Finishing Blow
3.5 This is a little bit expensive, but it can kill pretty much everything and it does at Instant speed, so the 5 mana is well worth it.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Angelic Ascension
2.0 People always overrate this kind of card. It can do a lot of stuff for sure -- you can use it to downgrade one of your opponent’s creature, or to upgrade one of yours -- the latter is more frequently going to be the plan, because a 4/4 Angel won’t be much of a downgrade most of the time. The ideal thing to do with this is going to be to use it at instant speed somehow -- either on a creature that is going to die to removal anyway, or in response to an opponent attacking, so you can turn your smaller creature into a 4/4 that can block more effectively. All that said, this kind of card pretty much always underperforms. It is exciting to think about turning your one drop into a 4/4 angel -- but you are effectively 2-for-1ing yourself to pull that off, which is a bit dangerous. It can win you the game if your opponent doesn’t have an answer, but if they do – you are going to be in trouble tempo-wise. This is just a solid playable, and not much more.
Griffin Aerie
0.0 // 3.0 Turning life gain into actual cards feels great, and a 2/2 flyer is definitely a real card -- especially if you can get more than one of them out of this -- even the first one is given to you at a pretty good rate, so if this really starts churning them out things could get interesting. Obviously, you have to have a deck that can not only gain life -- but gain 3 or more life a turn at least a few times a game for this to be worth it, and as a result of that I think we do have to go with a buildaround here. It is stone unplayable in many decks. But in a deck that can really get things going with it, it is going to be one of the best payoffs in your deck, since it provides you with a very real win condition.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Hunter's Edge
3.5 We see cards like this a lot, and they’re always pretty good removal spells for Green decks. They come with the downside of usually being pretty clunky and risking a 2-for-1, so be careful when you cast it. The good news here is that this straight up does damage and isn’t a fight effect, so you don’t need to end up with a creature just the right size to survive fighting something else. It also means that the creature you use it on will be able to attack right away more easily, since it won’t have taken any damage.
Spellgorger Weird
1.5 // 3.5 This is definitely a build around. Most decks can get away with playing it, but it will really only be the UR deck that can take full advantage, turning into a full-fledged win condition.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Conclave Mentor
3.5 So, this is the signpost uncommon for GW, which is all about +1/+1 counters! This will make all of those cards better. It doesn’t hurt that it can gain you a little life when it dies too, and if you have been putting the counters on it, there’s a good chance it will be a substantial amount of life.
Sanctum of Fruitful Harvest
1.0 // 3.0 This Sanctum fixes for you, which you might be in the market for in any deck, and in the Sanctum deck it can make it way easier for you to play multiple colors.
Trufflesnout
3.0 This is a nice little card. Either option is a card you’d probably play. Having an option to choose which of those is ideal makes this a nice Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Concordia Pegasus
1.5 This can attack early, but doesn’t exactly do anything super meaningful most of the time. This format does have +1/+1 counters and a flying archetype, and does help make it better. You will play this for sure, but you’ll also cut it a decent chunk of the time.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Tranquil Cove
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 5: Thrill of Possibility
Light of Promise
0.0 I would advise against play this. If you’re new to my set reviews, you may not know that I absolutely hate Auras that don’t give me some kind of value that actually adds to the board. This is an Aura that does absolutely nothing on its own. You have to have life gain around -- and even though the BW deck in this format is about gaining life, I’m still not interested in an Aura that makes me do extra work to get a bonus. Putting it on something with lifelink is tempting, but I’m going to resist that temptation. I realize that the creature gets absolutely huge as you gain more life, since it gets a counter for every single point of life you gain, but the investment here is huge, risky, and requires some serious help to be worth it. I’m not interested in all of that when I’m putting a 2-for-1 on the line.
Chrome Replicator
1.0 // 3.0 So, you mostly shouldn’t run this if you aren’t able to make its effect trigger a decent chunk of the time, and that usually means that you’re going to need a couple of pairs of duplicate non-token permanents. It is fine if you aren’t ALWAYS getting that extra 4/4, and you wont be, even in a deck with enough duplicates, but if you can get it sometimes you’re going to be in business, as when it works out this feels kind of like a bomb!
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Snarespinner
2.0 This blocks flyers well, outright killing many of them. Green often needs something like this to combat flyers, and the first copy makes the cut reasonably often.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Opt
2.0 This is always pretty decent, especially in formats that have spell payoffs, and this one does.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Titanic Growth
2.0 This is a stat boost that will allow your creature to win almost all combats, and that’s the kind of trick most aggro decks feel okay about running.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 6: Hellkite Punisher
Hellkite Punisher
2.0 This is a big ol’ dragon, and it is going to be an alright finisher for some decks. Costing 7 and not doing SOMETHING that allows it to leave value behind even if it dies is pretty rough though, and there are going to be some big swings in games where one player sticks this and can swing for 10+ the next turn -- but if the opponent has any removal at all, the player who played the Punisher is going to be in a world of hurt because of the tempo.
Vryn Wingmare
2.0 A 3-mana 2/1 flyer is usually borderline playable, but this also comes with a symmetrical tax effect. As a result of that, you don’t really want to be playing this in a deck that has lots of non-creature spells -- but if your deck is mostly creatures, you’re going to be in business with this, since it will hate on your opponent more than you, in addition to having reasonable stats.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Concordia Pegasus
1.5 This can attack early, but doesn’t exactly do anything super meaningful most of the time. This format does have +1/+1 counters and a flying archetype, and does help make it better. You will play this for sure, but you’ll also cut it a decent chunk of the time.
Thornwood Falls
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 7: Bone Pit Brute
Chrome Replicator
1.0 // 3.0 So, you mostly shouldn’t run this if you aren’t able to make its effect trigger a decent chunk of the time, and that usually means that you’re going to need a couple of pairs of duplicate non-token permanents. It is fine if you aren’t ALWAYS getting that extra 4/4, and you wont be, even in a deck with enough duplicates, but if you can get it sometimes you’re going to be in business, as when it works out this feels kind of like a bomb!
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Crypt Lurker
3.0 This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Concordia Pegasus
1.5 This can attack early, but doesn’t exactly do anything super meaningful most of the time. This format does have +1/+1 counters and a flying archetype, and does help make it better. You will play this for sure, but you’ll also cut it a decent chunk of the time.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Bone Pit Brute
1.5 This isn’t terrible to have at the top of your curve. His own stats aren’t great, but at least he has Menace! The fact he gives +4/+0 to something when he comes down is what keeps him from being completely terrible, though. That will often make an attack happen that just couldn’t before.
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Igneous Cur
1.5 This thing is a borderline playable on its own, but it can be fetched by the RW signpost uncommon, increasing its value a little bit.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Rugged Highlands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 10: Light of Promise
Light of Promise
0.0 I would advise against play this. If you’re new to my set reviews, you may not know that I absolutely hate Auras that don’t give me some kind of value that actually adds to the board. This is an Aura that does absolutely nothing on its own. You have to have life gain around -- and even though the BW deck in this format is about gaining life, I’m still not interested in an Aura that makes me do extra work to get a bonus. Putting it on something with lifelink is tempting, but I’m going to resist that temptation. I realize that the creature gets absolutely huge as you gain more life, since it gets a counter for every single point of life you gain, but the investment here is huge, risky, and requires some serious help to be worth it. I’m not interested in all of that when I’m putting a 2-for-1 on the line.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Tranquil Cove
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 13: Destructive Tampering
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 14: Silent Dart
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.