Old-Growth Troll
4.0 So, this is sort of hard to cast on curve in Limited, but I think that’s ok -- 4/4 trampler is relevant for the entirety of most games, especially one that gives you some value when it dies. A lot of the time you probably won’t be particularly intereste din the ramp aspect of this troll, but you will absolutely be interested in basically turning one of your lands into a 4/4 with Trample. It isn’t exactly a 2-for-1, because you do end up giving up a land, but a 4/4 trampler is a huge upgrade over a land by the mid to late game especially.
Elven Bow
3.0 Generally, I think it is a bad plan to just straight up cast this as Equipment – when you do that, the bonus you get from them is not very good – 3 to equip is rough for +1/+2 and Reach. So normally, you want to cast this and make the elf token – which in effect, turns this into a 3-mana 2/3 with Reach that, if it dies, leaves equipment behind. And in a lot of ways, it is better than that – because you can move the Equipment before then if there’s a reason too, and even if your creature gets shut down by an Aura or bounced, you still have the Bow.
Narfi, Betrayer King
4.0 In most UB decks, Narfi will likely be able to pump at least half of your creatures, and that’s more than enough for Narfi to be pretty powerful. His recursion ability won’t always be something you can use, but the good news is that he is going to be nice to bring back even in the late game, and you can do it over and over. Note, by the way, that you can do it at instant speed, and you may be able to take advantage of that to really surprise your opponent with the additional stats boost for your creatures.
Rune of Flight
3.0 The Runes are all nice, and I think this one may be the best of the bunch. The cycle overcomes the downside of Auras by having cantrips attached to the effect, so getting 2-for-1’d is much less likely. We’ve seen two mana Auras that grant flying and cantrip in other sets, and they have been at around a C – and this is strictly better than that. For one thing, it can also go on Equipment, which will sometimes be the right thing to do, since being able to move Flying around is a big deal. For another thing, in a really dire situation, you can actually attach this to a land to draw the card – like if you’re stuck on two mana and in trouble. Like I said, I think this is the best Rune of the cycle – Flying is just so much better than the other key words.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Struggle for Skemfar
3.5 So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 1 Pick 2: The World Tree
The World Tree
3.5 This gives you great fixing, and that’s hard to say no to in this format.
Kardur, Doomscourge
4.0 Kardur is strong, so it is kind of unfortunate that BR collectively isn’t really. You’ll mostly play him off a splash in other decks. Forcing all of your opponent’s creatures to attack you can make a big impact, not only because you can set up blocks to kill their creatures -- which, with Kardur in play, also means you’ll drain them 1 life -- but also because it opens your opponent up for a crack back that might just be lethal. In other words, Your opponent will have to attack in what is likely a less-than-optimal situation, while you’ll be able to attack in a pretty good one. Now, if your opponent’s board is significantly better than yours, things might not go so well, but if that’s true, well -- they were probably going to attack you with everything anyway! Note, by the way, that it doesn’t matter who controls an attacking creature for the drain life trigger, so it matters when you attack and when your opponent attacks.
Niko Defies Destiny
1.0 This has been challenging to make work, simply because even with all the Foretell in the format, it is difficult to always benefit from the first two chapters on the card. When you can, it feels good, but this card is too inconsistent for me to want to play it in most decks.
Svella, Ice Shaper
4.5 Svella comes with reasonable stats for the cost, and the ability to make snow artifacts that provide fixing and snow mana. The late game ability to choose a card from the top four cards of your library to cast is nice additional upside, and Svella can get there surprisingly quickly thanks to the Icy Manaliths. It is definitely an amazing late-game mana sink. Svella is a bomb that, if she isn’t killed, will simply win you the game.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 1 Pick 3: Narfi, Betrayer King
Narfi, Betrayer King
4.0 In most UB decks, Narfi will likely be able to pump at least half of your creatures, and that’s more than enough for Narfi to be pretty powerful. His recursion ability won’t always be something you can use, but the good news is that he is going to be nice to bring back even in the late game, and you can do it over and over. Note, by the way, that you can do it at instant speed, and you may be able to take advantage of that to really surprise your opponent with the additional stats boost for your creatures.
Avalanche Caller
4.0 This is a really powerful Snow payoff, and one that doesn’t demand you to have a ton of snow lands for it to be worthwhile. Now, the more you have, the better he gets, but it is nice that you don’t need 10+ snow lands to play this – more like just 3. Animating lands and swinging with them is great, and the hexproof really matters too! This is a two drop that can take over games, and that’s a pretty unique thing.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Raise the Draugr
2.0 Black always seems to get a common spell that lets you return creatures from your graveyard to your hand, and here is the Kaldheim version of that! Cards in the past with similar effects are basically always something you want to run a single copy of, because they give your deck some late game punch, and allow you to get extra uses out of the best creatures in your deck, which is pretty awesome. You don’t usually want more of this type of card because they are so useless early, but that first copy is something I always want. I think this one is particularly nice, because it is an instant -- we normally see this effect at Sorcery speed. And sure, it asks for a little bit of help to get going -- you really only want to play this if you are consistently getting the two creatures back, just getting one is not a great deal. But, with that in mind, I think your typical black deck in the format will have enough creatures that share creature types that this will get two things back by the mid to late game most of the time.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Struggle for Skemfar
3.5 So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 1 Pick 4: Harald, King of Skemfar
Harald, King of Skemfar
3.0 In many BG decks Harald is a 3-mana 3/2 with Menace that draws you a card, and that’s pretty nice. Unfortunately, BG is one of the weaker color pairs in the format, and that holds him back significantly. The other Elf payoffs are pretty disappointing.
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Basalt Ravager
4.0 This is a 4-mana 4/2 that does 1 to something when it comes into play, even if it is all alone, and doing two with this isn’t far-fetched at all. 3+ might not be that common, but it will happen too. It is great that it can also hit players, as that is not something we always see on these red creatures with an ETB ability that damages something. I also love that it has high power, which means it can block and kill a whole lot of things, getting you that muc-needed 2-for-1. Typically, this will come down and add to your board while subtracting something from your opponents, and that type of creature is very good.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Volatile Fjord
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 1 Pick 5: Icehide Troll
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Icehide Troll
3.0 This is a key common for Snow decks, as if you are able to pump this it becomes a pretty powerful threat. Because it asks for two snow that won’t work in every deck, but in the decks where the troll DOES work, it will be one of your best Commons.
Raise the Draugr
2.0 Black always seems to get a common spell that lets you return creatures from your graveyard to your hand, and here is the Kaldheim version of that! Cards in the past with similar effects are basically always something you want to run a single copy of, because they give your deck some late game punch, and allow you to get extra uses out of the best creatures in your deck, which is pretty awesome. You don’t usually want more of this type of card because they are so useless early, but that first copy is something I always want. I think this one is particularly nice, because it is an instant -- we normally see this effect at Sorcery speed. And sure, it asks for a little bit of help to get going -- you really only want to play this if you are consistently getting the two creatures back, just getting one is not a great deal. But, with that in mind, I think your typical black deck in the format will have enough creatures that share creature types that this will get two things back by the mid to late game most of the time.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 1 Pick 6: Rune of Might
Gnottvold Slumbermound
3.5 Blowing up lands in this format is bigger than normal because of snow lands and this cycle, and being able to make a 4/4 at instant speed is pretty nice too.
Rune of Might
3.0 This is strictly better Setessan Training, and the Training was a pretty solid card! Granted, this set is not quite as Enchantment-focused as Theros Beyond Death, but this still seems pretty good. While a stats boost AND trample for 1G can be a really risky Aura to play, this draws you a card so you can avoid a total blowout from a 2-for-1 most of the time. Trample is an evasive ability too -- it might be flying -- but it does make it harder for your opponent to stop your creatures form damaging them.
Sculptor of Winter
3.0 A two-mana 2/2 is passable. Additionally, the fact it can untap snow lands is pretty nice too, since it will allow you to ramp, and produce two snow mana off of one snow land, which matters for many cards in this set.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Pack 1 Pick 7: Snow-Covered Forest
Bloodsky Berserker
3.5 Just triggering the ability once will be enough to feel like your investment was worth it, and if you do it more than that, this Berserker will get silly in a hurry. You won’t always be able to double spell, but you’ll be able to often enough that this is a very real threat, despite only being a two drop. I mean, if on turn four you play this and another two drop, that’s a pretty darn good turn four, even if you won’t get to take advantage of the menace side of things. This card, like a lot of BW cards in this set, incentivizes having a low curve and/or a lot of Foretell. Now, he does start out very vulnerable, and there will be times where you can’t get him going, or he dies to a one-mana removal spell -- but that’s fine.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 1 Pick 8: Volatile Fjord
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Volatile Fjord
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 1 Pick 9: Snow-Covered Island
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 1 Pick 10: Gnottvold Recluse
Niko Defies Destiny
1.0 This has been challenging to make work, simply because even with all the Foretell in the format, it is difficult to always benefit from the first two chapters on the card. When you can, it feels good, but this card is too inconsistent for me to want to play it in most decks.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 1 Pick 11: Deathknell Berserker
Raise the Draugr
2.0 Black always seems to get a common spell that lets you return creatures from your graveyard to your hand, and here is the Kaldheim version of that! Cards in the past with similar effects are basically always something you want to run a single copy of, because they give your deck some late game punch, and allow you to get extra uses out of the best creatures in your deck, which is pretty awesome. You don’t usually want more of this type of card because they are so useless early, but that first copy is something I always want. I think this one is particularly nice, because it is an instant -- we normally see this effect at Sorcery speed. And sure, it asks for a little bit of help to get going -- you really only want to play this if you are consistently getting the two creatures back, just getting one is not a great deal. But, with that in mind, I think your typical black deck in the format will have enough creatures that share creature types that this will get two things back by the mid to late game most of the time.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Pack 1 Pick 12: Port of Karfell
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Pack 1 Pick 13: Deathknell Berserker
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Pack 1 Pick 14: King Harald's Revenge
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Pack 1 Pick 15: Wings of the Cosmos
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Pack 2 Pick 1: In Search of Greatness
In Search of Greatness
1.0 In the early game, it seems like this could be pretty potent -- it would make casting two spells in one turn pretty easy on say, turn four for example, and that could get you really far ahead. However, as the game wears on, you will run out of extra spells for this to do anything with. Now, the good news is, even if it isn’t letting you cast stuff for free anymore, you do get Scry 1 every turn out of it. The bad news is, that probably isn’t really enough for you to want to play this that often.
Niko Defies Destiny
1.0 This has been challenging to make work, simply because even with all the Foretell in the format, it is difficult to always benefit from the first two chapters on the card. When you can, it feels good, but this card is too inconsistent for me to want to play it in most decks.
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Basalt Ravager
4.0 This is a 4-mana 4/2 that does 1 to something when it comes into play, even if it is all alone, and doing two with this isn’t far-fetched at all. 3+ might not be that common, but it will happen too. It is great that it can also hit players, as that is not something we always see on these red creatures with an ETB ability that damages something. I also love that it has high power, which means it can block and kill a whole lot of things, getting you that muc-needed 2-for-1. Typically, this will come down and add to your board while subtracting something from your opponents, and that type of creature is very good.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Icehide Troll
3.0 This is a key common for Snow decks, as if you are able to pump this it becomes a pretty powerful threat. Because it asks for two snow that won’t work in every deck, but in the decks where the troll DOES work, it will be one of your best Commons.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 2 Pick 2: Egon, God of Death
Egon, God of Death
2.5 So, both sides of this card really want you to have cards in your graveyard. On the Egon side, you need to have two cards for him to exile, or he sacrifices himself and draws you a card. The nice thing about that is, even if you can’t quite keep him in play, he will be on the board for a whole turn, and a 6/6 deathtouch is going to be enough to keep your opponent from attacking pretty often. Then, when your turn comes, he replaces himself. So the fail case here if you can’t quite keep him in play is not that miserable, though not great either. The other side of the card, Throne of Death, is a pretty sweet little graveyard engine. It mills a card every turn, and presumably you’ll get creatures in your graveyard from that effect, and then in the later part of the game it can cash in creatures in the graveyard for cards. There is a decent amount of graveyard synergy in this set, and that will make both sides of this card pretty happy. Both require some building around and the right situation in your graveyard though, and that definitely holds them back.
Icebind Pillar
3.5 This type of card is always quite strong in Limited -- it often amounts to a removal spell that is flexible enough to allow you to switch which creature you use it on, and you can also choose whether to use it defensively or aggressively. And, even though it costs Snow mana, it only asks for one, so it isn’t super crazy. That said, the times where you play this and don’t have snow mana, it will be super abysmal, and that will happen – but not too often. This can really turn a game around for you, which is great!
Fearless Liberator
3.0 I like that this creature populates the board with its Boast ability. Now, it doesn’t do it efficiently, and frequently this 2/1 is going to die when it attacks, but having the option when it attacks to make a token is definitely not a bad thing. Also another great place to put equipment, +1/+1 counters, and Auras. If this attacks more than once, it will go a long way towards improving your chance of winning.
Berg Strider
3.5 I always like this kind of creature that taps something down when it comes into play, but they are usually only at their best if they can lock the creature down for a turn too. Berg Strider won’t always do that, but it will do it often enough, and hey, at least it does something even if you don’t have the snow mana. It is also another snow payoff that doesn’t demand 10+ snow lands, you can run it with just a few. Tapping something down even without snow mana can often enable an attack you didn’t have otherwise, and tapping something down for a turn can really swing a race in your favor, since that creature won’t be blocking or attacking. This is certainly beefier than most of these tap-down creatures are too -- it has good enough stats to be imposing on some board states.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Sulfurous Mire
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 3: Behold the Multiverse
Skemfar Shadowsage
2.5 This set is a lot less tribal than it looks, and the Elf deck isn’t particularly good, so the Shadowsage has really underperformed. Afterall, you do have to have at least two creatures in play that share a type for this to do anything . It doesn’t have the worst stats for 4 mana, as a ⅖ is a decentish defensive body. The set up here is just harder than one might think. I’m not saying it is bad exactly, just not as good as it would be in a super tribal set.
Kaya's Onslaught
3.0 Three mana for +1/+1 and double strike is something that you’ll play sometimes, and that’s what this is at a base level. That type of boost makes it very likely that your creature will be able to win combat, and it can also manufacture lethal damage out of nowhere. The problem that all tricks have, though, is that you can really get blown out if your opponent can interact in response, and if you have to pay all three mana for this in a single turn, it also makes it harder for you to play another spell on the same turn. But, by splitting this into two payments, you will more easily find windows where it is worth the risk, since paying a single White mana is way easier than paying three in the same turn. Now, as I often say -- it is still a trick, and even this one has the problems all tricks have: they are highly situational, and you are risking a blowout. That said, this is a nice enough trick that you’ll almost always run it in a White deck with a reasonable number of creatures. It can win the game out of nowhere sometimes!
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Icehide Troll
3.0 This is a key common for Snow decks, as if you are able to pump this it becomes a pretty powerful threat. Because it asks for two snow that won’t work in every deck, but in the decks where the troll DOES work, it will be one of your best Commons.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Sulfurous Mire
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 4: Behold the Multiverse
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Skemfar Shadowsage
2.5 This set is a lot less tribal than it looks, and the Elf deck isn’t particularly good, so the Shadowsage has really underperformed. Afterall, you do have to have at least two creatures in play that share a type for this to do anything . It doesn’t have the worst stats for 4 mana, as a ⅖ is a decentish defensive body. The set up here is just harder than one might think. I’m not saying it is bad exactly, just not as good as it would be in a super tribal set.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Pack 2 Pick 5: Ice Tunnel
Elven Bow
3.0 Generally, I think it is a bad plan to just straight up cast this as Equipment – when you do that, the bonus you get from them is not very good – 3 to equip is rough for +1/+2 and Reach. So normally, you want to cast this and make the elf token – which in effect, turns this into a 3-mana 2/3 with Reach that, if it dies, leaves equipment behind. And in a lot of ways, it is better than that – because you can move the Equipment before then if there’s a reason too, and even if your creature gets shut down by an Aura or bounced, you still have the Bow.
Draugr's Helm
3.0 Two to play and four to equip for +2/+2 and Menace is just too much mana -- especially the Equip part. The good news, though, is that this normally won’t just be the equipment. If you pay 5 for it, you get a 2/2 zombie token that is equipped with it -- which means 5 for a 4/4 with Menace. That’s a decent rate, especially because if the token does die, you still have the Equipment. And, yeah, that Equip cost is pretty steep, but it also makes most creature into a threat. And, it is really just upside on a 5-mana 4/4 with Menace, and that’s not too shabby.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Masked Vandal
2.5 This format has lots of things the Vandal can blow up, and that makes it a pretty nice card for your main deck. Having all creature types is nice too.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Sculptor of Winter
3.0 A two-mana 2/2 is passable. Additionally, the fact it can untap snow lands is pretty nice too, since it will allow you to ramp, and produce two snow mana off of one snow land, which matters for many cards in this set.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Ice Tunnel
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 6: Rimewood Falls
King Narfi's Betrayal
2.5 Mostly this just amounts to being a kind of convoluted Divination. One thing that can be frustrating about it is that you have to cast the things you exiled during chapter II or III. If something happens and you can’t, you’re going to miss out on your shot to do it. Another annoying thing is that this just isnt’ especially good in the early game. If you get it late, it definitely is nice – just like Divination would be, but yeah, it isn’t incredible.
The Trickster-God's Heist
2.0 This is another situational Saga that doesn’t always do something. When you can play it and take full advantage it is strong, but it will be stuck in your hand doing nothing more often than you’d think.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Rimewood Falls
3.0 Good Snow land. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs.
Pack 2 Pick 7: Snakeskin Veil
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Pack 2 Pick 8: Raise the Draugr
Invasion of the Giants
2.5 This Saga is really cheap, and I generally think it will give you more than two mana’s worth of value. Scry 2 helps you set up both Chapter II and III, since both of them pay you off for having a Giant in your hand. Sometimes this will just amount to Scry 2 and draw a card, but even that isn’t too bad for the investment.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Raise the Draugr
2.0 Black always seems to get a common spell that lets you return creatures from your graveyard to your hand, and here is the Kaldheim version of that! Cards in the past with similar effects are basically always something you want to run a single copy of, because they give your deck some late game punch, and allow you to get extra uses out of the best creatures in your deck, which is pretty awesome. You don’t usually want more of this type of card because they are so useless early, but that first copy is something I always want. I think this one is particularly nice, because it is an instant -- we normally see this effect at Sorcery speed. And sure, it asks for a little bit of help to get going -- you really only want to play this if you are consistently getting the two creatures back, just getting one is not a great deal. But, with that in mind, I think your typical black deck in the format will have enough creatures that share creature types that this will get two things back by the mid to late game most of the time.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Pack 2 Pick 9: Snow-Covered Swamp
Niko Defies Destiny
1.0 This has been challenging to make work, simply because even with all the Foretell in the format, it is difficult to always benefit from the first two chapters on the card. When you can, it feels good, but this card is too inconsistent for me to want to play it in most decks.
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 2 Pick 10: Elderfang Disciple
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Pack 2 Pick 11: Deathknell Berserker
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Pack 2 Pick 12: Skemfar Shadowsage
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Skemfar Shadowsage
2.5 This set is a lot less tribal than it looks, and the Elf deck isn’t particularly good, so the Shadowsage has really underperformed. Afterall, you do have to have at least two creatures in play that share a type for this to do anything . It doesn’t have the worst stats for 4 mana, as a ⅖ is a decentish defensive body. The set up here is just harder than one might think. I’m not saying it is bad exactly, just not as good as it would be in a super tribal set.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Pack 2 Pick 13: Village Rites
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Pack 2 Pick 14: Broken Wings
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Pack 2 Pick 15: Warhorn Blast
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Pack 3 Pick 1: Runeforge Champion
Runeforge Champion
2.0 So, if you have 0 runes in your deck, this guy is not very good – 3-man 2/3 and nothing else doesn’t really cut it these days. However, if he is both searching you up a Rune and making it easier to cast that Rune, he is going to be pretty nice. If you only have one rune, you might end up drawing it before you draw your Champion, but he will do his thing often enough to still be worth it. Two runes is probably ideal, though, that way it is highly unlikely he doesn’t draw you a card when he comes down. Because this guy is so dismal without Rune support, I would avoid ever taking him before you have at least one rune, once you do though, he will be a solid card.
Avalanche Caller
4.0 This is a really powerful Snow payoff, and one that doesn’t demand you to have a ton of snow lands for it to be worthwhile. Now, the more you have, the better he gets, but it is nice that you don’t need 10+ snow lands to play this – more like just 3. Animating lands and swinging with them is great, and the hexproof really matters too! This is a two drop that can take over games, and that’s a pretty unique thing.
Kaya's Onslaught
3.0 Three mana for +1/+1 and double strike is something that you’ll play sometimes, and that’s what this is at a base level. That type of boost makes it very likely that your creature will be able to win combat, and it can also manufacture lethal damage out of nowhere. The problem that all tricks have, though, is that you can really get blown out if your opponent can interact in response, and if you have to pay all three mana for this in a single turn, it also makes it harder for you to play another spell on the same turn. But, by splitting this into two payments, you will more easily find windows where it is worth the risk, since paying a single White mana is way easier than paying three in the same turn. Now, as I often say -- it is still a trick, and even this one has the problems all tricks have: they are highly situational, and you are risking a blowout. That said, this is a nice enough trick that you’ll almost always run it in a White deck with a reasonable number of creatures. It can win the game out of nowhere sometimes!
Clarion Spirit
4.0 This is a really strong engine. Since it starts out as a 2-mana 2/2, you don’t have to get that much out of it for it to feel like you’re doing a good job -- even one 1/1 flying token will get you there, and this will sometimes produce far more than that. Double-spelling in this set is easier than it usually is, largely because of the Foretell mechanic, which typically allows you to pay less mana in a single turn for spells. But, even in a normal set, I would really be inclined to think of this as a really good card, so with foretell it is likely even better. If you can get 2+ tokens out of this, you’re going to be in great shape. It fits incredibly well into aggro decks especially.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Sarulf's Packmate
4.0 This is a great common. A 4-mana 3/3 that draws you a card is already a good card. It is going to give you a two-for-one almost every time, especially because the stats it has are actually passable for the mana cost. Then, you add foretold to the mix, which in this case lets you pay for the card in two separate installments, and you have a card that is super powerful for a common.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 3 Pick 2: Cosima, God of the Voyage
Cosima, God of the Voyage
4.0 Both sides of Cosima are things I would be interested in playing. On the front, you have a 3-mana 2/4, and you’ll leave Cosima in play if you really need the body -- but in an ideal world, you’ll exile Cosima for a few turns, play some lands, and bring her back later as a bigger creature that reloads your hand. Sometimes, you won’t have time for that, and that means you may have to live with the 3-mana 2/4 -- OR you can cast the Vehicle side, which is reasonably efficient, crews for only one mana, and helps you steal lands from your opponents library, all things that I like. It does take awhile for for it to ever really help you out when you are really far behind. But at parity or if you’re ahead, she’s going to do a lot to improve your chances of winning.
Axgard Armory
2.5 If you have the right deck composition, this is a nice utility land that can draw you 2 pretty meaningful cards in the late game.
Doomskar Titan
3.5 He might cost 6 mana, but he’s going to add a whole lot of damage to the board often enough that he is well worth it! And, if you foretell him on an earlier turn where you have mana around to do it, he’ll come down a turn earlier! Now, the downside here, is that on his own, he can’t do a ton, but keep in mind, his ability affects him too -- he becomes a 5/4 with Haste, and that isn’t the worst fail case ever -- and how often will your board be empty anyway? He does need you to be really going at least somewhat wide to do his best work, but he will have an impact even if you just have a couple of creatures.
Hagi Mob
1.5 This seems alright. A 5-mana 5/4 isn’t great, but it isn’t abysmal either -- and its Boast ability is fine. Doing 1 damage to a creature is the ideal scenario, but if you can use it to make blocking harder for your opponent, or to ping your opponent because they are close to dead, that works too. It isn’t super efficient at any of the stuff it does, and it isn’t very exciting, but it seems like an alright top curve card for Red decks.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Axgard Braggart
2.0 So, this card will never really be efficient. I mean, it starts as a 4-mana 3/3, and even if you boast with it, you’ll have spent 6 mana on a 4/4. However, efficiency isn’t everything. The fact is that this creature can grow throughout the game, and just the threat of using the ability will be enough for people not to block it when it attacks. Boast creatures a lot of the time will just end up feeling like situational mana sinks, and that’s not necessarily bad. The pseudo-vigilance it gains when it Boasts isn’t bad either.
Demon Bolt
4.0 This is a very good common. So, even if you take Foretell out of the mix, we are talking about premium removal. 4-mana for 3 damage at instant speed always plays pretty well. It does enough damage that trading up with it is no problem. Adding Foretell to the mix is no joke either, as you can use it to really maximize the efficiency of your mana. Like, if you want to play a creature on a turn rather than play this, but you have two extra mana -- so you Foretell it, and only have to pay one Red for it the turn you cast it. So yeah, that upside is very real. This is Red’s best Common.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 3 Pick 3: Sarulf's Packmate
Aegar, the Freezing Flame
4.5 With Aegar in play, if you do more damage to a creature than it has toughness, you get to draw a card -- provided the source of that damage is a Giant, Wizard, or spell. And, of course, that includes Aegar -- which means that if a 2/2 blocks it for example, you get to draw a card. That’s pretty sweet, and this kind of card will really warp games where your opponent might have to choose between blocking more effectively, or allowing you to draw a card -- and that’s never a good choice. Obviously, the UR color pair is about spells and Giants too, so you should have at least a handful of cards in your deck that can trigger this. It isn’t difficult to draw 2-3 cards with Aegar, and I think that makes him a bomb, even if he does require a bit of work to build around.
The Three Seasons
1.0 This has not been very good. It seems like it might be an okay snow payoff, but it turns out that getting the most out of Chapter II is difficult, and that’s not great news when Chapter I has no immediate impact on the board. Then, Chapter III is kind of a bummer, because you have to give your opponent back some cards. Now, you can choose their worst ones and all that, but I’ve seen that side of the card backfire a lot.
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Sarulf's Packmate
4.0 This is a great common. A 4-mana 3/3 that draws you a card is already a good card. It is going to give you a two-for-one almost every time, especially because the stats it has are actually passable for the mana cost. Then, you add foretold to the mix, which in this case lets you pay for the card in two separate installments, and you have a card that is super powerful for a common.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Berg Strider
3.5 I always like this kind of creature that taps something down when it comes into play, but they are usually only at their best if they can lock the creature down for a turn too. Berg Strider won’t always do that, but it will do it often enough, and hey, at least it does something even if you don’t have the snow mana. It is also another snow payoff that doesn’t demand 10+ snow lands, you can run it with just a few. Tapping something down even without snow mana can often enable an attack you didn’t have otherwise, and tapping something down for a turn can really swing a race in your favor, since that creature won’t be blocking or attacking. This is certainly beefier than most of these tap-down creatures are too -- it has good enough stats to be imposing on some board states.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 3 Pick 4: Shimmerdrift Vale
Kaya's Onslaught
3.0 Three mana for +1/+1 and double strike is something that you’ll play sometimes, and that’s what this is at a base level. That type of boost makes it very likely that your creature will be able to win combat, and it can also manufacture lethal damage out of nowhere. The problem that all tricks have, though, is that you can really get blown out if your opponent can interact in response, and if you have to pay all three mana for this in a single turn, it also makes it harder for you to play another spell on the same turn. But, by splitting this into two payments, you will more easily find windows where it is worth the risk, since paying a single White mana is way easier than paying three in the same turn. Now, as I often say -- it is still a trick, and even this one has the problems all tricks have: they are highly situational, and you are risking a blowout. That said, this is a nice enough trick that you’ll almost always run it in a White deck with a reasonable number of creatures. It can win the game out of nowhere sometimes!
Skemfar Shadowsage
2.5 This set is a lot less tribal than it looks, and the Elf deck isn’t particularly good, so the Shadowsage has really underperformed. Afterall, you do have to have at least two creatures in play that share a type for this to do anything . It doesn’t have the worst stats for 4 mana, as a ⅖ is a decentish defensive body. The set up here is just harder than one might think. I’m not saying it is bad exactly, just not as good as it would be in a super tribal set.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Augury Raven
3.0 A 4-mana 3/3 flyer is a great rate in Limited, and this little Common has more upside than that! Because of Foretell, you can spread the cost of the card across two different payments, and while it won’t always make sense to do that -- there will be times where it helps you be really efficient with your mana, like if you want to play a 3-drop and foretell this instead of casting it that turn, or if you have nothing to do on turn two or three, foretelling this lets you pay less mana for it on a later turn.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Masked Vandal
2.5 This format has lots of things the Vandal can blow up, and that makes it a pretty nice card for your main deck. Having all creature types is nice too.
Shimmerdrift Vale
3.5 It isn’t often that one of the best Commons in a set is a Land, but that’s the case in Kaldheim. This land provides excellent fixing and snow mana, and those are really important things for many decks in this format.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Dwarven Reinforcements
2.0 Normally when you pay 4 mana for a couple of tokens, you expect a couple of 2/2s -- and that isn’t what you get here. However, Foretell does mean you can pay for this in two separate installments, which does help overcome that downside.
Pack 3 Pick 5: Snow-Covered Forest
Dwarven Hammer
3.5 So, if you cast this and pay for the Dwarf, you’re going to get a 5-mana 5/1 with Trample. That is...not the most exciting thing in the world. However, like with this whole cycle, if we look at these as effectively being creatures who leave inefficient Equipment behind, it looks much better. Once that Dwarf does die, the Hammer can make any creature you have into a threat, and that’s pretty awesome.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Sculptor of Winter
3.0 A two-mana 2/2 is passable. Additionally, the fact it can untap snow lands is pretty nice too, since it will allow you to ramp, and produce two snow mana off of one snow land, which matters for many cards in this set.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Raise the Draugr
2.0 Black always seems to get a common spell that lets you return creatures from your graveyard to your hand, and here is the Kaldheim version of that! Cards in the past with similar effects are basically always something you want to run a single copy of, because they give your deck some late game punch, and allow you to get extra uses out of the best creatures in your deck, which is pretty awesome. You don’t usually want more of this type of card because they are so useless early, but that first copy is something I always want. I think this one is particularly nice, because it is an instant -- we normally see this effect at Sorcery speed. And sure, it asks for a little bit of help to get going -- you really only want to play this if you are consistently getting the two creatures back, just getting one is not a great deal. But, with that in mind, I think your typical black deck in the format will have enough creatures that share creature types that this will get two things back by the mid to late game most of the time.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 3 Pick 6: Guardian Gladewalker
Immersturm Skullcairn
3.0 I think this is weaker that the others in this cycle because one of its effects often has diminished returns by the late game - in particular, the discard a card part of the card. Mostly, this will give you some reach, and maybe you end up getting some useful card out of your opponent’s hand, but it won’t line up that way very often. It is still a land that does something useful in the later game, and I’m always on board for that.
Return Upon the Tide
1.5 So, most of the time, if you’re reanimating an Elf with this, you’re probably not getting the largest creature -- probably a 3/3 at the most, so it is nice that if you do go for an Elf you get those tokens, which will make the 5-mana investment a little bit less of a burden. Then, if you reanimate something big, you won’t get the tokens, but you’re probably still getting your 5 mana’s worth. So, basically, if you’re in an elf deck at least, Return Upon the Tide helps you get around the downside of 5-mana reanimation spells, by giving you a wider variety of options that will feel like you are doing an okay job with the card. It also has Foretell, which means that you can pay for it in installments, though with this one you end up paying one additional total mana if you go that route -- but that will sometimes be worth doing.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Axgard Braggart
2.0 So, this card will never really be efficient. I mean, it starts as a 4-mana 3/3, and even if you boast with it, you’ll have spent 6 mana on a 4/4. However, efficiency isn’t everything. The fact is that this creature can grow throughout the game, and just the threat of using the ability will be enough for people not to block it when it attacks. Boast creatures a lot of the time will just end up feeling like situational mana sinks, and that’s not necessarily bad. The pseudo-vigilance it gains when it Boasts isn’t bad either.
Ice Tunnel
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 3 Pick 7: Koma's Faithful
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Doomskar Titan
3.5 He might cost 6 mana, but he’s going to add a whole lot of damage to the board often enough that he is well worth it! And, if you foretell him on an earlier turn where you have mana around to do it, he’ll come down a turn earlier! Now, the downside here, is that on his own, he can’t do a ton, but keep in mind, his ability affects him too -- he becomes a 5/4 with Haste, and that isn’t the worst fail case ever -- and how often will your board be empty anyway? He does need you to be really going at least somewhat wide to do his best work, but he will have an impact even if you just have a couple of creatures.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Pack 3 Pick 8: Draugr Thought-Thief
Surtland Frostpyre
3.0 Doing 2 damage to everything and letting you Scry 2 is not a bad deal, especially when it comes attached to a land. You won’t always be able to get the value you want out of the ability, since maybe it hurts you more than your opponent -- but adding Scry 2 to the mix does help a little bit on that front.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Valor of the Worthy
2.0 I often complain about Auras that don’t give a good boost for the mana cost, as well as auras that don’t give you value to help a 2-for-1 not feel so bad. This does kind of okay on both of those fronts, but not super well on either. The efficiency here is pretty nice when you look at the whole package - one mana for a +1/+1 Aura and a 1/1 flyer if things go wrong, but I’m still not sure I like the risk of putting this on something. +1/+1 can have an impact, but it isn’t ultra likely to be game changing, and while you only spend a single White mana, you still have some risk here, as the 1/1 you get is probably worse than whatever you put it on.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 3 Pick 9: Priest of the Haunted Edge
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Pack 3 Pick 10: Raven Wings
Axgard Armory
2.5 If you have the right deck composition, this is a nice utility land that can draw you 2 pretty meaningful cards in the late game.
Hagi Mob
1.5 This seems alright. A 5-mana 5/4 isn’t great, but it isn’t abysmal either -- and its Boast ability is fine. Doing 1 damage to a creature is the ideal scenario, but if you can use it to make blocking harder for your opponent, or to ping your opponent because they are close to dead, that works too. It isn’t super efficient at any of the stuff it does, and it isn’t very exciting, but it seems like an alright top curve card for Red decks.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Pack 3 Pick 11: Draugr Thought-Thief
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Pack 3 Pick 12: Village Rites
Kaya's Onslaught
3.0 Three mana for +1/+1 and double strike is something that you’ll play sometimes, and that’s what this is at a base level. That type of boost makes it very likely that your creature will be able to win combat, and it can also manufacture lethal damage out of nowhere. The problem that all tricks have, though, is that you can really get blown out if your opponent can interact in response, and if you have to pay all three mana for this in a single turn, it also makes it harder for you to play another spell on the same turn. But, by splitting this into two payments, you will more easily find windows where it is worth the risk, since paying a single White mana is way easier than paying three in the same turn. Now, as I often say -- it is still a trick, and even this one has the problems all tricks have: they are highly situational, and you are risking a blowout. That said, this is a nice enough trick that you’ll almost always run it in a White deck with a reasonable number of creatures. It can win the game out of nowhere sometimes!
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Dwarven Reinforcements
2.0 Normally when you pay 4 mana for a couple of tokens, you expect a couple of 2/2s -- and that isn’t what you get here. However, Foretell does mean you can pay for this in two separate installments, which does help overcome that downside.
Pack 3 Pick 13: Annul
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Pack 3 Pick 14: Immersturm Skullcairn
Immersturm Skullcairn
3.0 I think this is weaker that the others in this cycle because one of its effects often has diminished returns by the late game - in particular, the discard a card part of the card. Mostly, this will give you some reach, and maybe you end up getting some useful card out of your opponent’s hand, but it won’t line up that way very often. It is still a land that does something useful in the later game, and I’m always on board for that.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Pack 3 Pick 15: Divine Gambit
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.