Primal Command
2.5 So, this isn’t super impressive in Limited. It is just so clunky and mostly doesn’t have a way to impact the board directly. Only one mode can do that, and it can only go after a noncreature permanent. Note, by the way, that that permanent CAN be a land, so that will matter sometimes to blank an opposing draw. I think one of the better things to do with this in Limited is probably choose the life gain and tutor option. It is still really slow, but by gaining life you will probably untap and get to play the best creature in your deck on the subsequent turn.
Dragonsguard Elite
4.5 This is really good. A two mana 2/2 with Prowess is usually pretty nice, and in most ways, this is an upgrade. Getting a permanent boost is big, and then in the late game it will become too big for most boards thanks to the ability to double counters.
Quandrix Cultivator
3.5 This is some pretty nice ramp, and it comes on a fairly reasonable body. Casting this is going to feel pretty good on turn 4, and unlike some other ramp creatures, it brings decent stats when you play it in the late game.
Storm-Kiln Artist
3.0 I think this looks like a nice card, and I like that it has a design that synergizes with itself. Even if you have no other artifacts, he gets a power boost from the Treasures that he makes you. If you can get this to a 4/2 I think you’ll feel like you’re getting there. And, the fact he makes treasure means he gives Red some pretty decent fixing and ramp, something UR is especially interested in.
Test of Talents
2.0 This set has a ton of instants and sorceries, and countering those no questions asked for only two mana actually seems like a decent thing here – after all, it’s a hard counter. The fact you then take out all the other copies of a card you counter is upside, but it isn’t exactly huge. I think this is just a solid playable.
Fractal Summoning
3.0 Another Lesson that will be nice to get when you “Learn.” It is going to be inefficient, but its a card you get for free when you “Learn”, and its one that adds to the board, so I’m on board with having one of these to wish for.
Stonerise Spirit
2.5 This starts out with really reasonable stats, and then in the late game it can enable your payoffs for moving stuff out of your graveyard while also giving your other creatures flying. That late game mana sink is going to end games sometimes, but keep in mind that it is pretty expensive to use the ability, so you often won’t be able to make more than one thing fly.
Quandrix Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Moldering Karok
2.0 Even with Trample and Lifelink, a 4-mana 3/3 isn’t awesome, though it is an admittedly goose place to put things that pump its stats. Still, I think you probably cut this a significant chunk of the time, it just doesn’t feel like it will do enough.
Heated Debate
4.0 This is most likely Red’s best common. 3 mana for 4 damage at Instant speed is always great in Limited, and this also can’t be countered, which actually matters in this format as Blue seems to have several playable counter spells in this format.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Mage Duel
3.5 This is a nice removal spell for Green. Even if it couldn’t reduce its cost, I would think this would be pretty good. +1/+2 is a nice boost that enables creatures to effectively fight a lot more things. Once you factor in the fact it will only cost a single Green mana sometimes, I think we’re looking at premium removal. It does have the downsides Green removal tends to have – like 2-for-1 potential – but it is definitely worth it.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Pack 1 Pick 2: Draconic Intervention
Village Rites
2.0 We see this a lot, and it is always kind of medium. Cashing in a creature and this card to draw 2 doesn’t net you any cards, but it does help you find more gas , and often times you’ll have a creature worth sacrificing. You can of course also use it in response to removal and things like that. BG will make a lot of pest tokens, and in those decks it will feel pretty good.
Draconic Intervention
4.0 This has quite the powerful effect. You can use it to wipe the whole board sometimes, or even better, exile something that does enough damage to decimate your opponents’ board, but doesn’t hurt your board quite as much. Thing is, you do need to have a spell of the right cost in your graveyard to really make it work, and that just won’t line up sometimes, so I think that holds it back some – at least as far as board sweepers go.
Reconstruct History
1.5 It is too hard to make this work. It doesn’t include creatures as a type to get back, so most of the time in this format you’re just getting an Instant and a Sorcery. And, while that isn’t terrible, it also isn’t worth a card most of the time.
Grinning Ignus
2.0 Basically, the Ignus gives you something of a ritual effect. It gives you a short-term mana boost, but when you actually look at the mana you spend -- which is 3 to play it and one to use its ability, you actually come out behind! Still, the UR deck in this format looks interested in getting a bunch of mana in single turns for big crazy spells, so it probably has a home.
Environmental Sciences
3.5 All the lessons are much better than they look, and that is certainly the case for Environmental Sciences. If you can pick up one of these, it effectively makes every single card you have with “Learn” into fixing. This means you can have pretty excellent mana for a splash simply by playing one basic land of another color. The life gain doesn’t hurt either.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Quandrix Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Cogwork Archivist
0.5 I mostly don’t think you’ll play this. It has mediocre stats and an unexciting ability. The ability might be a little more useful in the RW deck, which likes it when things leave the graveyard, but mostly using this ability is super underwhelming. Now, if games in this format go long and you are out of cards and you can legit use this to draw the best card in your graveyard every turn, then it will be better than that -- but that won’t happen very often.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Professor of Zoomancy
4.0 This is an excellent common. You get 5/4 worth of stats for 4 mana, across two bodies, not to mention the lifegain synergy this gives you.
Sudden Breakthrough
1.5 This is a decent trick -- it gives a boost large enough for your creature to win combat most of the time -- and it gives you a Treasure for some fixing and ramping. But you’ll probably cut it a lot, after all, it is still a trick -- and that means it is risky and highly situational.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Hunt for Specimens
3.0 This ends up feeling like an upgraded Elvish Visionary often enough that this card is very worth playing. A 1/1 pest and a card that is good in your situation is just great for two mana.
Pilgrim of the Ages
2.5 This doesn’t exactly fix for you, since it is White and can only get Plains, but it does make sure you hit your land drops, and that’s always a nice thing to do with a 3-drop creature. It also gets extra value from the fact that it isn’t interested in staying in the graveyard, and in the late game it can give you a nice mana sink creature that can block all day and continue to thin out your deck. RW is the best home for this, since it likes to leave the graveyard and has the Spirit type. I think this is a solid Common.
Pack 1 Pick 3: Decisive Denial
Opt
2.5 Another solid draw spell that will be a bit better here as a result of Magecraft and other spell payoffs.
Double Major
3.5 This is cheap enough that I think I can get behind playing it all the time in UG decks. Sure, copying your 2/2 with it won’t feel amazing, but it is perfectly fine, and if you can copy your 4 drop with it you’ll be in pretty good shape in terms of what you get in return for your mana. UG is a ramp color pair too, so having the extra mana to do this is reasonably likely. Overall, I don’t think this it is amazing -- after all, you need to pair it with something else for it to even do anything.
Decisive Denial
3.0 Fight cards are always nice in Limited, and while the best ones give some sort of stats boost, this one makes up for not doing that by being a modal card. So, if the Fight part on this works as removal for you, you’ll probably use it, but if a situation comes upw here you can counter your opponents thing before that, you probably choose the counter option. Neither option here is amazing, but having a choice between them is very nice.
Secret Rendezvous
0.0 You will always come up behind when you use this. You’re the one casting it, and using up a card and mana, your opponent gets the three cards for free -- they don’t spend a card or mana to get them. Now, if you have extra mana you will be taking advantage of the new cards first, but chances are also good your opponent will have an easier time doing that, because...again, they spent 0 mana to draw 3. Don’t play this in Limited.
Inkling Summoning
3.5 This Lesson is nice because it isn’t a complete disaster if you don’t get any cards with Learn and play it in your main deck. A three mana 2/1 with Flying is just fine, and this also triggers all the mage craft stuff of course. Obviously, if you have Learn, it is going to usually be better in the sideboard.
Lash of Malice
3.0 This seems quite good to me. In a lot of ways, it is like a Shock that traded in the ability to burn the opponent for the ability to be a combat trick sometimes. It can very efficiently kill an X/2, but you can also use it on your own creature to make it hit harder. This set seems like it has a TON of X/2s, so this will definitely feel like premium removal with some nice upside.
Exhilarating Elocution
2.5 This gives a nice permanent boost to one creature - +2/+2 and pumping the rest of the board is nice too. It will often enable a pretty nice attack – but it does really need a significant board state to be worthwhile.
Burrog Befuddler
2.5 This seems like a solid two-drop. Flash + the ability to lower a creature’s power will sometimes give you a pretty attractive blocking situation, but even if this just prevents one damage and lets you add to the board with a two-mana 2/1, that’s fine too.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
Needlethorn Drake
2.5 This can attack in the air early, and then stay back to trade with anything late. Like most cheap deathtouch creatures, this is pretty solid.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Bury in Books
3.0 Totally Lost is usually a kind of passable card, and this is mostly a better version of it. Sure, it can only target creatures, but Totally Lost does that 90% of the time anyway, and the fact that this gets discounted to only three mana when you hit an attacking creature is pretty good. Remember, when you put something back in your opponent’s deck, you’re actually trading 1-for-1, not just getting tempo out of the deal, and the fact they will usually have to wait a whole turn to get that card is nice. This seems like a pretty good Blue common, I think you always run the first copy.
Pack 1 Pick 4: Bury in Books
Village Rites
2.0 We see this a lot, and it is always kind of medium. Cashing in a creature and this card to draw 2 doesn’t net you any cards, but it does help you find more gas , and often times you’ll have a creature worth sacrificing. You can of course also use it in response to removal and things like that. BG will make a lot of pest tokens, and in those decks it will feel pretty good.
Stonebinder's Familiar
1.0 // 3.0 It is generally too difficult to really make this thing work. It mostly ends up being a one mana 1/1. You can end up in some Lorehold decks where it does more than that, but they are few and far between.
Mage Hunter
2.5 This seems solid. There are lots of instants and sorceries in this set, but there probably aren’t enough for this to be incredible or anything. It has alright stats and will punish your opponent some if it sticks around.
Hall Monitor
3.5 Cheap cards that make something unable to block have a pretty good track record in Limited. Making just one thing unable to block is often enough to make your whole board capable of attacking, and, this thing is a Raging Goblin on turn one, which means it will get in for some damage early, and then in the later part of the game really make blocking difficult for your opponent. Seems like a great aggro card.
Inkling Summoning
3.5 This Lesson is nice because it isn’t a complete disaster if you don’t get any cards with Learn and play it in your main deck. A three mana 2/1 with Flying is just fine, and this also triggers all the mage craft stuff of course. Obviously, if you have Learn, it is going to usually be better in the sideboard.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Prismari Pledgemage
2.5 We have seen a lot of creatures like this over the last few years -- A two mana 3/3 with Defender that can gain the ability to attack one way or another. The initial body is actually pretty good at helping you block on the ground, and once you can get it to attack it will feel pretty good. Now, you do have to find a way to trigger Magecraft most turns for this to really be at its best, and that won’t always be easy.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Silverquill Pledgemage
2.5 This dies to pretty much everything, but it has a nice magecraft effect. Giving this flying will frequently be the option you go with, as this attacks pretty hard in the air. Note, by the way that if you cast two spells, you can choose both options, will be particularly nice sometimes.
Bury in Books
3.0 Totally Lost is usually a kind of passable card, and this is mostly a better version of it. Sure, it can only target creatures, but Totally Lost does that 90% of the time anyway, and the fact that this gets discounted to only three mana when you hit an attacking creature is pretty good. Remember, when you put something back in your opponent’s deck, you’re actually trading 1-for-1, not just getting tempo out of the deal, and the fact they will usually have to wait a whole turn to get that card is nice. This seems like a pretty good Blue common, I think you always run the first copy.
Pack 1 Pick 5: Wormhole Serpent
Eyetwitch
3.0 One-mana 1/1 Flyers often aren’t really worth it in Limited because they are so quickly outclassed, but this has quite the useful death trigger. So you will need to have picked up a few Lessons for cards like this to be at their best, but it is nice you can rummage with them in a pinch. This will feel like drawing a card often enough that I think it is pretty good! Also not a bad place to stick a +1/+1 counter.
Wormhole Serpent
3.0 This has passable stats and a pretty nice activated ability that will sometimes allow you to close out games. It is costly to be sure, but there are two Blue archetypes in this format that love mana (UG and UR), so having a mana sink like these fits pretty well into those decks.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Illustrious Historian
3.0 Nothing this card does is efficient, but that’s kind of not the point. It is a card you can play early on curve, and then trade with something, and the in the later game you get a 3/2 out of your graveyard. That could be a 2-for-1, even if it is a kind of expensive one.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Prismari Pledgemage
2.5 We have seen a lot of creatures like this over the last few years -- A two mana 3/3 with Defender that can gain the ability to attack one way or another. The initial body is actually pretty good at helping you block on the ground, and once you can get it to attack it will feel pretty good. Now, you do have to find a way to trigger Magecraft most turns for this to really be at its best, and that won’t always be easy.
Needlethorn Drake
2.5 This can attack in the air early, and then stay back to trade with anything late. Like most cheap deathtouch creatures, this is pretty solid.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Pack 1 Pick 6: Waterfall Aerialist
Grinning Ignus
2.0 Basically, the Ignus gives you something of a ritual effect. It gives you a short-term mana boost, but when you actually look at the mana you spend -- which is 3 to play it and one to use its ability, you actually come out behind! Still, the UR deck in this format looks interested in getting a bunch of mana in single turns for big crazy spells, so it probably has a home.
Mage Hunter
2.5 This seems solid. There are lots of instants and sorceries in this set, but there probably aren’t enough for this to be incredible or anything. It has alright stats and will punish your opponent some if it sticks around.
Introduction to Prophecy
2.5 When you play a card with Learn, drawing this card will feel pretty nice, since it is additional value. Then, in the later part of the game, you can cast it and get some nice card selection. Think of it sort of like you would a creature who has an expensive activated ability, but it is an ability that gives you something to do with your mana late.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Blood Researcher
3.5 This seems like a nice Common payoff for gaining life. It may not be quite as cheap as Ajani’s Pridemate, but it adds Menace to the mix and I think that’s a fair trade. This will get pretty big, and that’s always nice with an evasive ability.
Expel
3.0 White always gets a reasonably efficient removal spell that can hit tapped creatures, and that is what we have here. Unless you leave mana up for it, you have to take a hit first, and leaving mana up for it can be a real pain if your opponent plays around it. It also isn’t great in aggro decks, because it doesn’t remove blockers.
Leyline Invocation
2.5 This is often a 6-mana 8/8 or something like that in the late game for UG decks, and that makes it a solid thing to have at the top of your curve.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Moldering Karok
2.0 Even with Trample and Lifelink, a 4-mana 3/3 isn’t awesome, though it is an admittedly goose place to put things that pump its stats. Still, I think you probably cut this a significant chunk of the time, it just doesn’t feel like it will do enough.
Pack 1 Pick 7: Emergent Sequence
Necrotic Fumes
3.5 So, this isn’t the most amazing removal spell ever -- you have to two-for-one yourself to use it AND its a Sorcery, but it is kind of passable for your main deck if you don’t get any Learn. It will be absolutely great to grab when you DO “Learn” though, as it is a removal spell that can deal with anything, and that’s a nice thing to be able to Wish for.
Emergent Sequence
3.5 This a lot like Rampant Growth, which is pretty solid as far as fixing and ramping go! What’s great is, it actually adds to the board in a meaningful way in addition to ramping and fixing for you, since the land will also be a 1/1 at a minimum and making it a 2/2 won’t be particularly difficult. It will feel a lot like a mana dork that comes into play tapped, and that’s pretty good! Now, that comes with some downsides, like if you search up your one land for a splash and now your opponent can kill it with a cheap burn spell, but I think its well worth it. This format has lots of payoffs for ramping too.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Biblioplex Assistant
2.0 This is an alright way to get back a powerful spell, and the creature you get isn’t the most disastrous thing ever – it may even be able to attack in the sky! But remember, putting a card back on top is wayyy worse than putting it into your hand.
Serpentine Curve
2.5 In many Blue decks in this format, this tends to make pretty efficient creatures, and is worth playing.
Stonerise Spirit
2.5 This starts out with really reasonable stats, and then in the late game it can enable your payoffs for moving stuff out of your graveyard while also giving your other creatures flying. That late game mana sink is going to end games sometimes, but keep in mind that it is pretty expensive to use the ability, so you often won’t be able to make more than one thing fly.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Pack 1 Pick 8: Scurrid Colony
Divine Gambit
2.0 This ended up being better than I expected in Kaldheim – that’s not to say its good, but it is a solid playable. You basically treat it as a late game removal spell, and if you look at it that way, it tends to do the job with very little downside. This format also has fewer permanents than normal, and that could matter.
Reflective Golem
1.0 // 3.0 This will be nice with fight spells and tricks. Copying those kinds of things will feel great. It has mediocre stats and needs the right deck composition to really thrive, though.
Humiliate
3.5 Now THIS is how you design a good discard spell for Limited! First, it lets you take whatever you want for a very efficient cost of two mana. That’s going to allow for significant disruption. What really saves this though, is the fact that you get a +1/+1 counter out of the deal too. Most discard spells get terrible in the extreme late game, but this makes sure that you get some value out of it no matter what, and it is can be some pretty significant value!
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Scurrid Colony
2.5 This is an alright two-drop in the early game, and when the game gets late it becomes bigger. Now, a 4/4 isn’t probably going to be a huge gamechanger by the time you have eight lands, but it won’t hurt either.
Sudden Breakthrough
1.5 This is a decent trick -- it gives a boost large enough for your creature to win combat most of the time -- and it gives you a Treasure for some fixing and ramping. But you’ll probably cut it a lot, after all, it is still a trick -- and that means it is risky and highly situational.
Unwilling Ingredient
2.5 This is a solid little common. In the early game, it will chip in for a few damage, and be a good place to put +1/+1 counters. Then, in the later part of the game you can cash it in for a card, which always feels pretty good in Limited when you have the mana lying around.
Pack 1 Pick 9: Quandrix Campus
Test of Talents
2.0 This set has a ton of instants and sorceries, and countering those no questions asked for only two mana actually seems like a decent thing here – after all, it’s a hard counter. The fact you then take out all the other copies of a card you counter is upside, but it isn’t exactly huge. I think this is just a solid playable.
Quandrix Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Moldering Karok
2.0 Even with Trample and Lifelink, a 4-mana 3/3 isn’t awesome, though it is an admittedly goose place to put things that pump its stats. Still, I think you probably cut this a significant chunk of the time, it just doesn’t feel like it will do enough.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Pack 1 Pick 10: Quandrix Campus
Reconstruct History
1.5 It is too hard to make this work. It doesn’t include creatures as a type to get back, so most of the time in this format you’re just getting an Instant and a Sorcery. And, while that isn’t terrible, it also isn’t worth a card most of the time.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Quandrix Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Cogwork Archivist
0.5 I mostly don’t think you’ll play this. It has mediocre stats and an unexciting ability. The ability might be a little more useful in the RW deck, which likes it when things leave the graveyard, but mostly using this ability is super underwhelming. Now, if games in this format go long and you are out of cards and you can legit use this to draw the best card in your graveyard every turn, then it will be better than that -- but that won’t happen very often.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Pack 1 Pick 11: Vortex Runner
Opt
2.5 Another solid draw spell that will be a bit better here as a result of Magecraft and other spell payoffs.
Secret Rendezvous
0.0 You will always come up behind when you use this. You’re the one casting it, and using up a card and mana, your opponent gets the three cards for free -- they don’t spend a card or mana to get them. Now, if you have extra mana you will be taking advantage of the new cards first, but chances are also good your opponent will have an easier time doing that, because...again, they spent 0 mana to draw 3. Don’t play this in Limited.
Exhilarating Elocution
2.5 This gives a nice permanent boost to one creature - +2/+2 and pumping the rest of the board is nice too. It will often enable a pretty nice attack – but it does really need a significant board state to be worthwhile.
Burrog Befuddler
2.5 This seems like a solid two-drop. Flash + the ability to lower a creature’s power will sometimes give you a pretty attractive blocking situation, but even if this just prevents one damage and lets you add to the board with a two-mana 2/1, that’s fine too.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Pack 1 Pick 12: Vortex Runner
Hall Monitor
3.5 Cheap cards that make something unable to block have a pretty good track record in Limited. Making just one thing unable to block is often enough to make your whole board capable of attacking, and, this thing is a Raging Goblin on turn one, which means it will get in for some damage early, and then in the later part of the game really make blocking difficult for your opponent. Seems like a great aggro card.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Pack 1 Pick 13: Charge Through
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Pack 1 Pick 14: Leyline Invocation
Leyline Invocation
2.5 This is often a 6-mana 8/8 or something like that in the late game for UG decks, and that makes it a solid thing to have at the top of your curve.
Moldering Karok
2.0 Even with Trample and Lifelink, a 4-mana 3/3 isn’t awesome, though it is an admittedly goose place to put things that pump its stats. Still, I think you probably cut this a significant chunk of the time, it just doesn’t feel like it will do enough.
Pack 1 Pick 15: Reckless Amplimancer
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Pack 2 Pick 1: Elite Spellbinder
Whirlwind Denial
2.5 We saw this card not too long ago in Theros Beyond Death, and it was decent enough there. Mostly, it was a 3-mana counterspell, it wasn’t often countering more than one thing -- and, it was like a C there. This set does have a few things that will make it better, though – for one thing, there is spell copying, and for another, there are magecraft triggers. With those two things going on, this will end up hitting 2 spells more often than you might think.
Elite Spellbinder
4.0 For the first time in a while a Magic player who won a big tournament got to design their own card and it has their likeness, and PV did not disappoint, this is a cool AND strong design. A 3-mana 3/1 flyer is already something you’ll always play in most formats, and the ETB ability here is some nice disruption for White to get. Sure, it doesn’t take the card away forever, but making it take more mana and take longer for your opponent to cast that spell is great, it is a cool take on a tax effect. The efficient body and relatively nice disruption ability make this a card you first pick most of the time.
Zimone, Quandrix Prodigy
4.0 So, Zimone’s first ability is the kind that is often overrated in Limited. Sure, if you have the extra land she will ramp you early, and that’s nice. Thing is, you tend to run out of extra lands to play in a hurry in Limited, so she is going to do this once, and only if you get her early, really. Her draw effect is what is more intriguing to me, just being able to pay 4 for a single card is a great mana sink, and in the late game when she starts drawing you two, she’s likely to just win you the game. She is small and easy to kill, but at two mana that isn’t going to hurt too much.
Divide by Zero
3.5 This seems quite good. It will be capable of bouncing anything that isn’t a token, and virtually all of the spells in the format, and while that isn’t exactly “removal,” it does give you some tempo and a way to interact, AND it will replace itself most of the time by giving you a Lesson, or rummaging in a fail case.
Honor Troll
3.0 Increasing the amount of life you gain is nice, especially because BG has lots of ways to gain life. This Troll becoming a 4/4 isn’t going to be impossible, but you shouldn’t count on it either. It is mostly going to be a ⅔ with vigilance and a decent life gain enhancer.
Environmental Sciences
3.5 All the lessons are much better than they look, and that is certainly the case for Environmental Sciences. If you can pick up one of these, it effectively makes every single card you have with “Learn” into fixing. This means you can have pretty excellent mana for a splash simply by playing one basic land of another color. The life gain doesn’t hurt either.
Scurrid Colony
2.5 This is an alright two-drop in the early game, and when the game gets late it becomes bigger. Now, a 4/4 isn’t probably going to be a huge gamechanger by the time you have eight lands, but it won’t hurt either.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Bury in Books
3.0 Totally Lost is usually a kind of passable card, and this is mostly a better version of it. Sure, it can only target creatures, but Totally Lost does that 90% of the time anyway, and the fact that this gets discounted to only three mana when you hit an attacking creature is pretty good. Remember, when you put something back in your opponent’s deck, you’re actually trading 1-for-1, not just getting tempo out of the deal, and the fact they will usually have to wait a whole turn to get that card is nice. This seems like a pretty good Blue common, I think you always run the first copy.
Hunt for Specimens
3.0 This ends up feeling like an upgraded Elvish Visionary often enough that this card is very worth playing. A 1/1 pest and a card that is good in your situation is just great for two mana.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Pack 2 Pick 2: Harmonize
Harmonize
3.5 This may be a bit clunky as a Sorcery, but 4-mana to draw 3 card is a great deal. You have to find the time to cast it of course -- and sometimes tapping out for this will just be impossible because you need to add to the board, but if you’re able to cast this and survive, it will really help you outcard your opponent, which can get you that win.
Rip Apart
4.0 This is premium removal. Two mana for three damage would already be there, but adding the nice modal effect to deal with problem permanents makes it even better.
Expressive Iteration
3.0 Basically, you draw one card from your top three, and you exile another that you can cast until the end of your turn. So this is sort of a two mana Divination, albeit one that is very time sensitive. Note, by the way, that it does let you play lands from exile, so you can even cast this on like turn three, exile a land in your top 3 and put something else in your hand, and then play that land right away. Because you get to choose, there really is a reasonable chance you will get 2 cards out of it, even early.
Reflective Golem
1.0 // 3.0 This will be nice with fight spells and tricks. Copying those kinds of things will feel great. It has mediocre stats and needs the right deck composition to really thrive, though.
Elemental Summoning
1.5 // 3.0 This is yet another lesson that you wouldn’t really ever want in your main deck, as a 5-mana 4/4 just isn’t good these days, but being able to draw this when you “Learn” sounds pretty good!
Witherbloom Pledgemage
2.5 This has pretty good stats and a solid Magecraft trigger. BG likes to gain life, so it will really fit in well there.
Star Pupil
2.5 This is a nice one drop for the BW deck, the deck most interested in +1/+1 counters. Even if you have no other synergy, this is sort of passable since it can move its one counter elsewhere, but if you put counters on it early, you won’t feel nearly as bad when it dies – provided you have another creature. This seems like a key common for BW.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Rise of Extus
3.5 This is expensive and clunky, but it also isn’t too far from being a removal spell that has “draw a card,” added to it. Now granted, most of the cards you can get with the Learn part aren’t exactly going to be worldbeaters, but they are still cards, and adding that effect to a removal spell seems pretty nice. Exiling an instant or sorcery doesn’t hurt either. This often really drastically changes the game between removing your opponents best thing and drawing you a card.
Heated Debate
4.0 This is most likely Red’s best common. 3 mana for 4 damage at Instant speed is always great in Limited, and this also can’t be countered, which actually matters in this format as Blue seems to have several playable counter spells in this format.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.
Pack 2 Pick 3: Fervent Mastery
Duress
1.5 // 3.0 This will be a little better in a format with more noncreature spells, but it probably is still going to be better out of your sideboard.
Fervent Mastery
0.0 So, even with the RW deck liking stuff in the graveyard, I don’t think this is very good. First, 5 to search up 3 cards and then discard 3 randomly is pretty bad in Limited. You spin your wheels to search up some stuff, and then you don’t even know if you’ll keep them! Now, if you cast this for 4 that’s obviously better, and sometimes your opponent won’t actually be able to do the benefit you offer them there, so that’s a thing I guess? But mostly this is a really bad, expensive tutor, that just won’t do what you want it to way too often.
Deadly Brew
3.0 You basically take down an opposing creature, and then trade a creature in play for a permanent in your graveyard. It won’t always be easy to set it up -- edict effects are notoriously inconsistent, but most of the time you’ll probably come out ahead when you cast this. Especially if you have creature tokens and stuff like that!
Expressive Iteration
3.0 Basically, you draw one card from your top three, and you exile another that you can cast until the end of your turn. So this is sort of a two mana Divination, albeit one that is very time sensitive. Note, by the way, that it does let you play lands from exile, so you can even cast this on like turn three, exile a land in your top 3 and put something else in your hand, and then play that land right away. Because you get to choose, there really is a reasonable chance you will get 2 cards out of it, even early.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Study Break
3.0 This is another card with Learn that is way better than it looks at first. This is a key card for BW or RW aggro decks, as tapping down blockers can really open the floodgates on your opponent – and you even draw a card off of it thanks to Learn! It tends to have a very real impact on games when it is cast.
Arrogant Poet
2.5 We have seen lots of two mana 2/1s that gain flying when they attack be pretty good, and while this is admittedly worse as a result of having to pay life to make that happen, it will still be a nice card to have in Black Aggressive decks. Gaining flying goes a long way towards making this two drop stay relevant. It slots well into the Black-Green deck, which is good at gaining life, and the +1/+1 counter deck, which likes putting counters on evasive creatures.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
Combat Professor
3.5 This is a good Common. On its own, it is a 4-mana ⅔ with Flying that can be a 3/3 with Vigilance on your turn. That’s a pretty darn good rate for the mana investment, and you can actually put the Vigilance other places, which is just better! This is probably White’s best Common.
Thrilling Discovery
1.5 I really want this to be good, because I am probably the most excited about Lorehold in this set -- but I just don’t think it will be that great. Early, it could be a nice way to both load up your graveyard for various synergies and improve your card quality, but there will be situations where you just can’t really make use of this, either because you don’t want to give up cards or you flat out can’t.
Pack 2 Pick 4: Kelpie Guide
Whirlwind Denial
2.5 We saw this card not too long ago in Theros Beyond Death, and it was decent enough there. Mostly, it was a 3-mana counterspell, it wasn’t often countering more than one thing -- and, it was like a C there. This set does have a few things that will make it better, though – for one thing, there is spell copying, and for another, there are magecraft triggers. With those two things going on, this will end up hitting 2 spells more often than you might think.
Explosive Welcome
2.0 Eight mana is a whole lot, but the UR deck looks capable of producing that kind of mana. This will often get you a 2-for-1 which is nice, but the thing I wonder is how often the mana it gives you back will even be usable. If you just spent a bunch of mana to cast this, it was probably the last card you had in your hand, so where’s that mana going? Probably nowhere most of the time. This has some serious explosive potential in the later part of the game, but in really only fits in the UR deck, and even then it won’t always work out.
Kelpie Guide
3.0 So the main thing this does, is help you ramp, which is a pretty nice effect, even on a 3-mana 2/2. Then, in the late game, it will gain a very powerful ability, becoming an Icy Manipulator of sorts, which means it is going to be able to basically stop whatever your opponents most powerful permanent is in most cases, since it can tap them down. One of the downsides of creatures that help you ramp mana is how bad they are in the extreme late game, when they tend to be undersized and their mana is unnecessary, but the Kelpie gets around that with that ability. I think overall, this is a pretty strong card -- it helps you ramp early, and then becomes one of the best cards on the table late.
Spirit Summoning
2.5 RW has some spirit synergies, so this gets a few extra points. It is a nice lesson to have like all the other summonings, because it can pretty much always do something.
Spectacle Mage
3.0 This is a Wind Drake with some nice upside for UR, which is a color pair that likes big spells. This seems like a key common for that deck.
Pilgrim of the Ages
2.5 This doesn’t exactly fix for you, since it is White and can only get Plains, but it does make sure you hit your land drops, and that’s always a nice thing to do with a 3-drop creature. It also gets extra value from the fact that it isn’t interested in staying in the graveyard, and in the late game it can give you a nice mana sink creature that can block all day and continue to thin out your deck. RW is the best home for this, since it likes to leave the graveyard and has the Spirit type. I think this is a solid Common.
Guiding Voice
3.0 All the cards with Learn and all the Lessons are big overperformers in this set, and this is an example of that. This effectively reads “Put a +1/+1 counter on a creature and draw a card that is pretty useful in this situation,” and that’s a great deal for one White mana. Especially in a format with a bunch of magecraft.
Leyline Invocation
2.5 This is often a 6-mana 8/8 or something like that in the late game for UG decks, and that makes it a solid thing to have at the top of your curve.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Pack 2 Pick 5: Crackle with Power
Crackle with Power
4.5 It is easy enough to make a ton of mana in this format for Crackle with Power to be a straight up bomb. It isn’t hard to pay 8 for this, and it is hard to lose when you do.
Mascot Interception
1.5 So, there are a reasonable number of tokens in this format -- that’s a product of a set with an instant and sorcery theme, so being able to use this to steal one for only a single mana is some actual real upside. Note, by the way, if you need to do 2 more damage with your own creature, you can use this on your own guy too, and if its YOUR token, it also only costs one Red. Still, these Threaten effects tend to be highly situational. That said, by being so cheap a reasonable chunk of the time, it does overcome some of that downside. I have a hard time believing in Threatens until I see them work out in a format.
Tend the Pests
3.0 Using this in response to removal and stuff like that will feel especially good, but it won’t feel as bad to use in other situations either. Besides, there are a lot of Sacrifice outlets and the like in BG in this set, so all those Pests can really come in handy. The life they gain you matters too! You do need a creature large enough to make it worth it, but that’s not too difficult.
Environmental Sciences
3.5 All the lessons are much better than they look, and that is certainly the case for Environmental Sciences. If you can pick up one of these, it effectively makes every single card you have with “Learn” into fixing. This means you can have pretty excellent mana for a splash simply by playing one basic land of another color. The life gain doesn’t hurt either.
Moldering Karok
2.0 Even with Trample and Lifelink, a 4-mana 3/3 isn’t awesome, though it is an admittedly goose place to put things that pump its stats. Still, I think you probably cut this a significant chunk of the time, it just doesn’t feel like it will do enough.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Pillardrop Warden
2.5 This has reasonable defensive stats and the ability to bring an instant or sorcery back to your hand, giving it utility pretty much all game long.
Heated Debate
4.0 This is most likely Red’s best common. 3 mana for 4 damage at Instant speed is always great in Limited, and this also can’t be countered, which actually matters in this format as Blue seems to have several playable counter spells in this format.
Cram Session
1.5 So yeah, BG has a lot of life gain payoffs as we’ve seen throughout the week and as we will continue to see in this video, so a card like Cram Session is a little bit better than it would normally be, I think. Although, I still don’t think it is great. It is basically a bad Revitalize – and Revitalize isn’t great to begin with!
Scurrid Colony
2.5 This is an alright two-drop in the early game, and when the game gets late it becomes bigger. Now, a 4/4 isn’t probably going to be a huge gamechanger by the time you have eight lands, but it won’t hurt either.
Pop Quiz
3.0 This often just feels like a better Divination, since it draws you one card from your deck and one non-land card that is useful in your situation with the learn part. And its an Instant!
Pack 2 Pick 6: Emergent Sequence
Thrill of Possibility
2.0 Like all draw spells, Thrill of possibility gets a bit of an upgrade in this format as a result of magecraft being a big feature of this format, and that’s good news, because it is a solid card anyway. Pitching a land to draw two cards feels pretty good.
Emergent Sequence
3.5 This a lot like Rampant Growth, which is pretty solid as far as fixing and ramping go! What’s great is, it actually adds to the board in a meaningful way in addition to ramping and fixing for you, since the land will also be a 1/1 at a minimum and making it a 2/2 won’t be particularly difficult. It will feel a lot like a mana dork that comes into play tapped, and that’s pretty good! Now, that comes with some downsides, like if you search up your one land for a splash and now your opponent can kill it with a cheap burn spell, but I think its well worth it. This format has lots of payoffs for ramping too.
Golden Ratio
2.5 So, you’ll want this to at least be Divination, and that seems reasonably doable. However, one thing that kind of stinks there, is that you can cast Divination on an empty board and still draw 2. That’s not going to happen here. Still, it also has way more upside than Divination, and will draw you 3+ cards sometimes. It will be really painful to have this in a hand where it is your only three drop or something like that, but I think in the late game it will be powerful enough to make up for that.
Fractal Summoning
3.0 Another Lesson that will be nice to get when you “Learn.” It is going to be inefficient, but its a card you get for free when you “Learn”, and its one that adds to the board, so I’m on board with having one of these to wish for.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Cram Session
1.5 So yeah, BG has a lot of life gain payoffs as we’ve seen throughout the week and as we will continue to see in this video, so a card like Cram Session is a little bit better than it would normally be, I think. Although, I still don’t think it is great. It is basically a bad Revitalize – and Revitalize isn’t great to begin with!
Burrog Befuddler
2.5 This seems like a solid two-drop. Flash + the ability to lower a creature’s power will sometimes give you a pretty attractive blocking situation, but even if this just prevents one damage and lets you add to the board with a two-mana 2/1, that’s fine too.
Resculpt
1.0 People always overrate this type of card. They think of scenarios where you will exile one of your own artifacts or creatures and get a 4/4 out of the deal at Instant speed, and then you block an attacker or something. Or you use it in response to a removal spell and still get a 4/4 and all of that. But every time we see a card like this, even the one that made a 4/4 Angel, they just never line up as well as you might think at first. That situation I described just won’t happen as much as you want it to, and you’ll often find yourself in situations where this just isn’t worth casting. Now, it does have the ability to also go after opposing permanents, but giving your opponent a 4/4 in that case isn’t especially good most of the time either.
Quandrix Pledgemage
3.0 We see this type of card a lot, though lately it has mostly been Red. Either way, this kind of creature tends to grow rapidly in a deck with a decent number of spells. It is certainly vulnerable at first, but if your opponent doesn’t take it down when they can, it can get quite impressive.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Pack 2 Pick 7: Aether Helix
Hall Monitor
3.5 Cheap cards that make something unable to block have a pretty good track record in Limited. Making just one thing unable to block is often enough to make your whole board capable of attacking, and, this thing is a Raging Goblin on turn one, which means it will get in for some damage early, and then in the later part of the game really make blocking difficult for your opponent. Seems like a great aggro card.
Aether Helix
2.5 I really want to like this card, since I love bounce spells and getting stuff back from my graveyard, but I just don’t think this is anything special. Bouncing a permanent does not give you a card’s worth of value, and it may not even give you much tempo would you pay 5 for it. And yeah getting a permanent back is good and all, but this is basically just a 5 mana bounce a permanent, draw a card. And its a Sorcery. That’s just not that great!
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Leyline Invocation
2.5 This is often a 6-mana 8/8 or something like that in the late game for UG decks, and that makes it a solid thing to have at the top of your curve.
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Tome Shredder
3.0 This guy can get pretty big on his diet of instants and sorceries, and he’ll work especially well in RW, because that deck can load the graveyard reasonably well, and it also likes it when cards leave the graveyard in any way, and Tome Shredder will do that for you.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Pack 2 Pick 8: Quandrix Apprentice
Quandrix Apprentice
3.5 This kind of effect is always nice, especially in the early game when you really need to hit your land drops. Either way, this will draw you a card most of the time when you play a spell, and even if it is always a land, that is a pretty big bonus to add to all of your spells. As we’ve seen UG also likes having lots of lands, so this is a big enabler for those decks.
Stonebinder's Familiar
1.0 // 3.0 It is generally too difficult to really make this thing work. It mostly ends up being a one mana 1/1. You can end up in some Lorehold decks where it does more than that, but they are few and far between.
Soothsayer Adept
1.5 This card has okay stats and it can loot, and that’s enough for it to be a reasonable inclusion in most decks. Looting isn’t a bad mana sink to have late, as it can really improve your draws.
Study Break
3.0 This is another card with Learn that is way better than it looks at first. This is a key card for BW or RW aggro decks, as tapping down blockers can really open the floodgates on your opponent – and you even draw a card off of it thanks to Learn! It tends to have a very real impact on games when it is cast.
Field Trip
2.5 So, this pretty much just ramps for you, it doesn’t provide fixing because you can only get a Forest, and that’s a pretty big bummer. Still, ramping looks like a smarter strategy in ths format It does have Learn, which will either let you rummage or get a Lesson from your sideboard, and both of those are nice additional effects.
Witherbloom Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Spectacle Mage
3.0 This is a Wind Drake with some nice upside for UR, which is a color pair that likes big spells. This seems like a key common for that deck.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Pack 2 Pick 9: Bury in Books
Whirlwind Denial
2.5 We saw this card not too long ago in Theros Beyond Death, and it was decent enough there. Mostly, it was a 3-mana counterspell, it wasn’t often countering more than one thing -- and, it was like a C there. This set does have a few things that will make it better, though – for one thing, there is spell copying, and for another, there are magecraft triggers. With those two things going on, this will end up hitting 2 spells more often than you might think.
Honor Troll
3.0 Increasing the amount of life you gain is nice, especially because BG has lots of ways to gain life. This Troll becoming a 4/4 isn’t going to be impossible, but you shouldn’t count on it either. It is mostly going to be a ⅔ with vigilance and a decent life gain enhancer.
Scurrid Colony
2.5 This is an alright two-drop in the early game, and when the game gets late it becomes bigger. Now, a 4/4 isn’t probably going to be a huge gamechanger by the time you have eight lands, but it won’t hurt either.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Bury in Books
3.0 Totally Lost is usually a kind of passable card, and this is mostly a better version of it. Sure, it can only target creatures, but Totally Lost does that 90% of the time anyway, and the fact that this gets discounted to only three mana when you hit an attacking creature is pretty good. Remember, when you put something back in your opponent’s deck, you’re actually trading 1-for-1, not just getting tempo out of the deal, and the fact they will usually have to wait a whole turn to get that card is nice. This seems like a pretty good Blue common, I think you always run the first copy.
Pack 2 Pick 10: Bayou Groff
Expressive Iteration
3.0 Basically, you draw one card from your top three, and you exile another that you can cast until the end of your turn. So this is sort of a two mana Divination, albeit one that is very time sensitive. Note, by the way, that it does let you play lands from exile, so you can even cast this on like turn three, exile a land in your top 3 and put something else in your hand, and then play that land right away. Because you get to choose, there really is a reasonable chance you will get 2 cards out of it, even early.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.
Pack 2 Pick 11: Teach by Example
Duress
1.5 // 3.0 This will be a little better in a format with more noncreature spells, but it probably is still going to be better out of your sideboard.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Thrilling Discovery
1.5 I really want this to be good, because I am probably the most excited about Lorehold in this set -- but I just don’t think it will be that great. Early, it could be a nice way to both load up your graveyard for various synergies and improve your card quality, but there will be situations where you just can’t really make use of this, either because you don’t want to give up cards or you flat out can’t.
Pack 2 Pick 12: Leyline Invocation
Explosive Welcome
2.0 Eight mana is a whole lot, but the UR deck looks capable of producing that kind of mana. This will often get you a 2-for-1 which is nice, but the thing I wonder is how often the mana it gives you back will even be usable. If you just spent a bunch of mana to cast this, it was probably the last card you had in your hand, so where’s that mana going? Probably nowhere most of the time. This has some serious explosive potential in the later part of the game, but in really only fits in the UR deck, and even then it won’t always work out.
Leyline Invocation
2.5 This is often a 6-mana 8/8 or something like that in the late game for UG decks, and that makes it a solid thing to have at the top of your curve.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Pack 2 Pick 13: Mascot Interception
Mascot Interception
1.5 So, there are a reasonable number of tokens in this format -- that’s a product of a set with an instant and sorcery theme, so being able to use this to steal one for only a single mana is some actual real upside. Note, by the way, if you need to do 2 more damage with your own creature, you can use this on your own guy too, and if its YOUR token, it also only costs one Red. Still, these Threaten effects tend to be highly situational. That said, by being so cheap a reasonable chunk of the time, it does overcome some of that downside. I have a hard time believing in Threatens until I see them work out in a format.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Pillardrop Warden
2.5 This has reasonable defensive stats and the ability to bring an instant or sorcery back to your hand, giving it utility pretty much all game long.
Pack 2 Pick 14: Burrog Befuddler
Burrog Befuddler
2.5 This seems like a solid two-drop. Flash + the ability to lower a creature’s power will sometimes give you a pretty attractive blocking situation, but even if this just prevents one damage and lets you add to the board with a two-mana 2/1, that’s fine too.
Resculpt
1.0 People always overrate this type of card. They think of scenarios where you will exile one of your own artifacts or creatures and get a 4/4 out of the deal at Instant speed, and then you block an attacker or something. Or you use it in response to a removal spell and still get a 4/4 and all of that. But every time we see a card like this, even the one that made a 4/4 Angel, they just never line up as well as you might think at first. That situation I described just won’t happen as much as you want it to, and you’ll often find yourself in situations where this just isn’t worth casting. Now, it does have the ability to also go after opposing permanents, but giving your opponent a 4/4 in that case isn’t especially good most of the time either.
Pack 2 Pick 15: First Day of Class
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Pack 3 Pick 1: Tezzeret's Gambit
Tezzeret's Gambit
3.0 So, this can basically be Divination that you also pay 2 life for, and that’s not too bad – it also means it can slot into any deck, since Phyrexian Mana can be paid with life, and that is some nice upside. Proliferate will matter some in this format, as there are definitely counters around.
Uvilda, Dean of Perfection
4.5 Both sides of this are pretty appealing, though I think it is pretty clear that Nassari is the stronger one. Uvilda’s ability to let you pay less for your spells will probably be better than it looks -- just like Suspend often does -- but I still feel like it is a pretty darn slow effect -- but it will reduce the cost of a spell and make it easier to double spell in a few turns. Nassari, though, definitely the more powerful Dean here. He gives you access to the top card of your opponent’s library, provided it is a spell, and he lets you cast it with mana of any color! AND he gets bigger when you cast those spells! If this was just Nassari, I would probably go with a B+ here. Uvilda being a thing does mean that you have some additional flexibility, but if it was just Uvilda, this wouldn’t be so impressive. Thanks to Nassari though, this is a bomb.
Thunderous Orator
3.0 This is a kind of reasonable card just as a French Vanilla creature, so when you add the rest to the mix it gets quite good. Being able to gain whatever key words it friends has will sometimes be awesome. That said, he will also sometimes be a two mana 2/2 with Vigilance and that’s it -- which is fine. Just don’t expect him to always be always taking to the sky or anything. He will gain other keyword abilities often enough though to be a relevant card at multiple stages of the game.
Dina, Soul Steeper
4.0 This is a powerful life gain payoff. The ideal thing to do with her ability is going to be to sacrifice a pest token, at which point you start draining your opponent with Dina in play, in addition to raising her power. She can also just potentially threaten a bunch of damage when she attacks, which is always a nice thing to make your opponent contend with.
Flunk
3.5 This is going to be a bit awkward sometimes, but from the mid-game on you’re going to have a super efficient removal spell in most cases. Your opponent drawing cards in response is going to be at hing that happens sometimes, but that’s ok. This is premium removal.
Expanded Anatomy
3.0 This looks like it wouldn’t be especially good, but because you can choose to get it at exactly the right time (assuming you Learn), it often has a major impact on the game, allowing an attack that you just didn’t have before.
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Expel
3.0 White always gets a reasonably efficient removal spell that can hit tapped creatures, and that is what we have here. Unless you leave mana up for it, you have to take a hit first, and leaving mana up for it can be a real pain if your opponent plays around it. It also isn’t great in aggro decks, because it doesn’t remove blockers.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Eureka Moment
2.5 This ramps you a little bit while drawing you cards which is fine. A lot of the time the ability to put lands into play from your hand aren’t that good in Limited because there comes a point where you just don’t have lands to put down, but this draws you card, and makes it more likely you have a land to put into play to take advantage.
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Pack 3 Pick 2: Quandrix Pledgemage
Agonizing Remorse
3.0 This was a good discard spell the last time we saw it, and I think it will be pretty good here too. It can disrupt the opponent pretty much all game long, and having a fail case to exile a card in their graveyard isn’t too shabby.
Honor Troll
3.0 Increasing the amount of life you gain is nice, especially because BG has lots of ways to gain life. This Troll becoming a 4/4 isn’t going to be impossible, but you shouldn’t count on it either. It is mostly going to be a ⅔ with vigilance and a decent life gain enhancer.
Stonebinder's Familiar
1.0 // 3.0 It is generally too difficult to really make this thing work. It mostly ends up being a one mana 1/1. You can end up in some Lorehold decks where it does more than that, but they are few and far between.
Killian, Ink Duelist
4.0 I would have been reasonably happy with a two mana 2/2 with Lifelink and Menace, or a 2-mana 2/2 with the spell reduction ability, but obviously this has all of that stuff! It is going to give you a lot for two mana. It will attack well early, and then make your spells cheaper – this will allow you to trigger Magecraft more easily, while also pumping your creatures with combat triggers. Your removal spells will cheaper as well as your tricks, anyway. This is an excellent Uncommon.
Introduction to Annihilation
3.0 Giving yourself access to a removal spell any time you Learn is pretty nice. Obviously, the fact your opponent draws a card is rough, but you generally just end up breaking even, since you’ll get Introduction to Annihilation for free when you learn.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Star Pupil
2.5 This is a nice one drop for the BW deck, the deck most interested in +1/+1 counters. Even if you have no other synergy, this is sort of passable since it can move its one counter elsewhere, but if you put counters on it early, you won’t feel nearly as bad when it dies – provided you have another creature. This seems like a key common for BW.
Quandrix Pledgemage
3.0 We see this type of card a lot, though lately it has mostly been Red. Either way, this kind of creature tends to grow rapidly in a deck with a decent number of spells. It is certainly vulnerable at first, but if your opponent doesn’t take it down when they can, it can get quite impressive.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Blood Researcher
3.5 This seems like a nice Common payoff for gaining life. It may not be quite as cheap as Ajani’s Pridemate, but it adds Menace to the mix and I think that’s a fair trade. This will get pretty big, and that’s always nice with an evasive ability.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Pack 3 Pick 3: Blex, Vexing Pest
Strategic Planning
1.5 We just saw this card in Kaldheim and...it was pretty mediocre. Granted, Kaldheim was a weird set, and this set has more of a spell theme, but still. This was frequently a card you saw as the last card in booster packs, that’s how much people wanted it. It DOEs load your graveyard and give you decent card selection, but being a Sorcery is kind of killer.
Blex, Vexing Pest
4.0 This will often pump a handful of creatures in your deck even if you aren’t really trying, especially because Pest tokens are all over the place in BG. And the baseline here is a 3-mana 3/2 that gains you 4 life when it dies -- an already very playable card. There is only one Bat in this set, and none of the other creature types, for Limited, the Pest part is the main thing that matters – but that’s plenty. Most of the time, you’ll just be casting Blex, but sometimes you find yourself in a situation where you really need to dig deep into your library for something, and Search for Blex can do that for you. It can potentially just draw you 5 cards -- provided you’re willing to pay 15 life, anyway. BG does have lots of ways to gain life, so paying 6 or 9 for this probably isn’t completely insane, and that’s often all you’ll want anyway. Both sides of this can be powerful in the right situation.
Reduce to Memory
1.0 // 2.5 So, you can kind of sort of play this in your main deck, if you feel like you really need some removal and you didn’t get any Learn. Obviously, giving your opponent a 3/2 isn’t good -- it basically sets you up to get 2-for-1’d, but it can deal with any nonland permanent and that does matter some. You can use it on your own guy in a pinch too. Being able to sort of toolbox it up is way better, because if you can choose to get it from among other choices, that’s just a way different deal, and you can grab it when you really need it.
Deadly Brew
3.0 You basically take down an opposing creature, and then trade a creature in play for a permanent in your graveyard. It won’t always be easy to set it up -- edict effects are notoriously inconsistent, but most of the time you’ll probably come out ahead when you cast this. Especially if you have creature tokens and stuff like that!
Master Symmetrist
4.0 This is basically a 4-mana 4/4 with Reach and Trample, since its ability counts itself, and Trample only matters when you attack anyway. That on its own would be good enough, but then granting all of your other creatures with symmetrical power and toughness trample is some nice additional upside.
Expanded Anatomy
3.0 This looks like it wouldn’t be especially good, but because you can choose to get it at exactly the right time (assuming you Learn), it often has a major impact on the game, allowing an attack that you just didn’t have before.
Big Play
2.0 This is a reasonable trick -- two mana for +3/+3, and one of those +1/+1s sticks around as a counter, so you end up getting some value from it beyond the turn you play it. That’s a boost big enough to help your creature win most combat too. Aggressive Green decks will likely always run the first copy of this -- but it IS still a trick -- it is situational and risky.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Pack 3 Pick 4: Emergent Sequence
Mage Hunter
2.5 This seems solid. There are lots of instants and sorceries in this set, but there probably aren’t enough for this to be incredible or anything. It has alright stats and will punish your opponent some if it sticks around.
Practical Research
3.5 This is pretty close to being Rain of Revelation, and that was a pretty great draw spell. Sometimes you won’t want to discard the instant or sorcery, especially if you ended up with a couple lands you don’t need, but you still end up seeing a lot of cards for a reasonable cost, and -- importantly, at instant speed.
Emergent Sequence
3.5 This a lot like Rampant Growth, which is pretty solid as far as fixing and ramping go! What’s great is, it actually adds to the board in a meaningful way in addition to ramping and fixing for you, since the land will also be a 1/1 at a minimum and making it a 2/2 won’t be particularly difficult. It will feel a lot like a mana dork that comes into play tapped, and that’s pretty good! Now, that comes with some downsides, like if you search up your one land for a splash and now your opponent can kill it with a cheap burn spell, but I think its well worth it. This format has lots of payoffs for ramping too.
Introduction to Prophecy
2.5 When you play a card with Learn, drawing this card will feel pretty nice, since it is additional value. Then, in the later part of the game, you can cast it and get some nice card selection. Think of it sort of like you would a creature who has an expensive activated ability, but it is an ability that gives you something to do with your mana late.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Illustrious Historian
3.0 Nothing this card does is efficient, but that’s kind of not the point. It is a card you can play early on curve, and then trade with something, and the in the later game you get a 3/2 out of your graveyard. That could be a 2-for-1, even if it is a kind of expensive one.
Expel
3.0 White always gets a reasonably efficient removal spell that can hit tapped creatures, and that is what we have here. Unless you leave mana up for it, you have to take a hit first, and leaving mana up for it can be a real pain if your opponent plays around it. It also isn’t great in aggro decks, because it doesn’t remove blockers.
Cram Session
1.5 So yeah, BG has a lot of life gain payoffs as we’ve seen throughout the week and as we will continue to see in this video, so a card like Cram Session is a little bit better than it would normally be, I think. Although, I still don’t think it is great. It is basically a bad Revitalize – and Revitalize isn’t great to begin with!
Big Play
2.0 This is a reasonable trick -- two mana for +3/+3, and one of those +1/+1s sticks around as a counter, so you end up getting some value from it beyond the turn you play it. That’s a boost big enough to help your creature win most combat too. Aggressive Green decks will likely always run the first copy of this -- but it IS still a trick -- it is situational and risky.
Archway Commons
1.5 This does give you fixing, but at a pretty real cost. It enters tapped and requires another land to tap for it to come into play, effectively making it cost one mana. That’s some serious slowness, but you’ll run it if you need the fixing.
Curate
1.0 I’m not super interested in this. It is just another Anticipate variant, and those are always replaceable. It does help you load your graveyard I guess if that’s what you want, and give you some card selection, and it will trigger magecraft, but it just has an underwhelming effect that is not often worth a card.
Pack 3 Pick 5: Adventurous Impulse
Adventurous Impulse
2.5 This is a fine card for Green decks. Its nice that if you’re flooding it can help you get out, and if you’re desperate for a mana drop it can help you there too. It is also a cheap spell which is always upside in this set.
Honor Troll
3.0 Increasing the amount of life you gain is nice, especially because BG has lots of ways to gain life. This Troll becoming a 4/4 isn’t going to be impossible, but you shouldn’t count on it either. It is mostly going to be a ⅔ with vigilance and a decent life gain enhancer.
Spell Satchel
1.5 So, this is a mana rock that asks you to fulfill the condition of casting spells, which isn’t going to be that hard in this set, but it does concern me a little! One nice thing about it is that in the late game, when you really don’t need the mana, you can save up book counters and start drawing cards with it. I think this format would have to be glacial for this card to be really good though.
Academic Dispute
3.0 This is another Learn card that is way better than it looks. You can often use this to help you take down a creature – either because you force an opposing creature to block, or you give one of your creatures Reach and it can suddenly take down an opposing flyer. That doesn’t always line up, but even when it doesn’t, this basically replaces itself thanks to Learn.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Cram Session
1.5 So yeah, BG has a lot of life gain payoffs as we’ve seen throughout the week and as we will continue to see in this video, so a card like Cram Session is a little bit better than it would normally be, I think. Although, I still don’t think it is great. It is basically a bad Revitalize – and Revitalize isn’t great to begin with!
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Ageless Guardian
1.5 This has reasonable defensive stats and it is a Spirit, and RW has some tribal synergy for that. You’ll play it in a deck that wants that sometimes, but I imagine you’ll cut it pretty often.
Prismari Pledgemage
2.5 We have seen a lot of creatures like this over the last few years -- A two mana 3/3 with Defender that can gain the ability to attack one way or another. The initial body is actually pretty good at helping you block on the ground, and once you can get it to attack it will feel pretty good. Now, you do have to find a way to trigger Magecraft most turns for this to really be at its best, and that won’t always be easy.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Pack 3 Pick 6: Aether Helix
Aether Helix
2.5 I really want to like this card, since I love bounce spells and getting stuff back from my graveyard, but I just don’t think this is anything special. Bouncing a permanent does not give you a card’s worth of value, and it may not even give you much tempo would you pay 5 for it. And yeah getting a permanent back is good and all, but this is basically just a 5 mana bounce a permanent, draw a card. And its a Sorcery. That’s just not that great!
Elemental Summoning
1.5 // 3.0 This is yet another lesson that you wouldn’t really ever want in your main deck, as a 5-mana 4/4 just isn’t good these days, but being able to draw this when you “Learn” sounds pretty good!
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Witherbloom Pledgemage
2.5 This has pretty good stats and a solid Magecraft trigger. BG likes to gain life, so it will really fit in well there.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Needlethorn Drake
2.5 This can attack in the air early, and then stay back to trade with anything late. Like most cheap deathtouch creatures, this is pretty solid.
Illustrious Historian
3.0 Nothing this card does is efficient, but that’s kind of not the point. It is a card you can play early on curve, and then trade with something, and the in the later game you get a 3/2 out of your graveyard. That could be a 2-for-1, even if it is a kind of expensive one.
Silverquill Pledgemage
2.5 This dies to pretty much everything, but it has a nice magecraft effect. Giving this flying will frequently be the option you go with, as this attacks pretty hard in the air. Note, by the way that if you cast two spells, you can choose both options, will be particularly nice sometimes.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Pack 3 Pick 7: Snow Day
Revitalize
1.5 In most formats, this card is pretty underwhelming. With spellcraft being a thing in this set, it will probably be a little bit better than normal -- and that’s probably true of all cantrips, but it still isn’t something you should go after that hard, and you’ll cut it more than you’ll play it.
Snow Day
2.0 Blue always get some expensive instant or sorcery tempo card that does something to two of your opponents’ creatures, and this is Strixhaven’s version of that! I think it looks fairly reasonable. Tapping down two creatures is often better than bouncing them, since they will be out of your way for two separate attacks instead of just one, and this also replaces itself with the “Draw two, discard one” effect. Still, these effects aren’t always something all decks are after, as they are expensive and situational.
Witherbloom Apprentice
3.5 A two mana 2/2 that drains the opponent every time you play or copy an instant or sorcery is a solid deal, especially because BG can take advantage of the life gain.
Silverquill Apprentice
3.0 So this seems pretty underwhelming to me. Sure, getting a bonus when you play spells is great but...like, +1/+0 just seems like such a spell bonus. It will matter to be sure, but it just isn’t enough for me to really get excited about. BW is all about aggressive spell stuff though, so it fits in just fine.
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.
Cram Session
1.5 So yeah, BG has a lot of life gain payoffs as we’ve seen throughout the week and as we will continue to see in this video, so a card like Cram Session is a little bit better than it would normally be, I think. Although, I still don’t think it is great. It is basically a bad Revitalize – and Revitalize isn’t great to begin with!
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Biblioplex Assistant
2.0 This is an alright way to get back a powerful spell, and the creature you get isn’t the most disastrous thing ever – it may even be able to attack in the sky! But remember, putting a card back on top is wayyy worse than putting it into your hand.
Pack 3 Pick 8: Waterfall Aerialist
Claim the Firstborn
1.0 So, this does really efficiently steal creatures, even if can only go after the smaller ones. This type of effect can be okay in an aggro deck, but I do think you need some sacrifice outlets to really abuse it, because if you have those, you no tonly get a blocker out of the way for a turn -- you kill it forever! Outside of those situations, you just don’t want to play this.
Aether Helix
2.5 I really want to like this card, since I love bounce spells and getting stuff back from my graveyard, but I just don’t think this is anything special. Bouncing a permanent does not give you a card’s worth of value, and it may not even give you much tempo would you pay 5 for it. And yeah getting a permanent back is good and all, but this is basically just a 5 mana bounce a permanent, draw a card. And its a Sorcery. That’s just not that great!
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Bury in Books
3.0 Totally Lost is usually a kind of passable card, and this is mostly a better version of it. Sure, it can only target creatures, but Totally Lost does that 90% of the time anyway, and the fact that this gets discounted to only three mana when you hit an attacking creature is pretty good. Remember, when you put something back in your opponent’s deck, you’re actually trading 1-for-1, not just getting tempo out of the deal, and the fact they will usually have to wait a whole turn to get that card is nice. This seems like a pretty good Blue common, I think you always run the first copy.
Pack 3 Pick 9: Spined Karok
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Pack 3 Pick 10: Charge Through
Agonizing Remorse
3.0 This was a good discard spell the last time we saw it, and I think it will be pretty good here too. It can disrupt the opponent pretty much all game long, and having a fail case to exile a card in their graveyard isn’t too shabby.
Honor Troll
3.0 Increasing the amount of life you gain is nice, especially because BG has lots of ways to gain life. This Troll becoming a 4/4 isn’t going to be impossible, but you shouldn’t count on it either. It is mostly going to be a ⅔ with vigilance and a decent life gain enhancer.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
Pack 3 Pick 11: Big Play
Deadly Brew
3.0 You basically take down an opposing creature, and then trade a creature in play for a permanent in your graveyard. It won’t always be easy to set it up -- edict effects are notoriously inconsistent, but most of the time you’ll probably come out ahead when you cast this. Especially if you have creature tokens and stuff like that!
Big Play
2.0 This is a reasonable trick -- two mana for +3/+3, and one of those +1/+1s sticks around as a counter, so you end up getting some value from it beyond the turn you play it. That’s a boost big enough to help your creature win most combat too. Aggressive Green decks will likely always run the first copy of this -- but it IS still a trick -- it is situational and risky.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Pack 3 Pick 12: Big Play
Cram Session
1.5 So yeah, BG has a lot of life gain payoffs as we’ve seen throughout the week and as we will continue to see in this video, so a card like Cram Session is a little bit better than it would normally be, I think. Although, I still don’t think it is great. It is basically a bad Revitalize – and Revitalize isn’t great to begin with!
Big Play
2.0 This is a reasonable trick -- two mana for +3/+3, and one of those +1/+1s sticks around as a counter, so you end up getting some value from it beyond the turn you play it. That’s a boost big enough to help your creature win most combat too. Aggressive Green decks will likely always run the first copy of this -- but it IS still a trick -- it is situational and risky.
Archway Commons
1.5 This does give you fixing, but at a pretty real cost. It enters tapped and requires another land to tap for it to come into play, effectively making it cost one mana. That’s some serious slowness, but you’ll run it if you need the fixing.
Curate
1.0 I’m not super interested in this. It is just another Anticipate variant, and those are always replaceable. It does help you load your graveyard I guess if that’s what you want, and give you some card selection, and it will trigger magecraft, but it just has an underwhelming effect that is not often worth a card.
Pack 3 Pick 13: Charge Through
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Pack 3 Pick 14: Charge Through
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Pack 3 Pick 15: Bayou Groff
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.