Ugin, the Spirit Dragon
5.0 He costs a lot of mana, but if you play him, you’re going to win in almost every situation, and that’s not something you can say about most cards. It will be virtually impossible for your opponent to not get their board wiped by his -X, and then you can just tick him until he wins the game. The mana cost is a big hurdle, but it is one worth jumping over.
Leafkin Avenger
3.5 I always like cards that are reasonably efficient, and have abilities that can be useful all game long, and that’s what the Leafkin does. It is the signpost uncommon for the RG deck, which is all about high power -- and both of its abilities are all about that -- and, you know, obviously it has 4 power itself. You don’t always need extra mana in the later part of the game, but if you have some mana sinks and some six drops, it will be relevant a decent chunk of the time. Oh, and this guy has a built in mana sink too! It might be expensive, but in the late game it will be an ability that puts your opponent on a quick clock -- and it can tap for mana and use the ability all in the same turn, which makes it a little more plausible you’ll be able to use it.
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Kitesail Freebooter
3.0 This is a nice disruptive creature that also comes with some reasonable French Vanilla stats. Even though they get the creature back if they kill him, he will usually have disrupted their plan enough to really cause them problems, while also still getting traded for 1-for-1.
Frantic Inventory
0.5 // 3.0 I actually enjoy these “Collect ‘em All” type cards in Limited, as they make for interesting decisions even later on in packs. Obviously, you don’t want to play this if you only have 1, it is woefully inefficient -- and even 2 isn’t really where you should be playing it. I think you need to get at least 3 before you start playing it, and any more than that and it becomes increasingly impressive. It doesn’t hurt that UG has payoffs for drawing cards, and UR has payoffs for spells either. Keep in mind, by the way -- in Limited you can play as many copies of something as you can get your hands on, so you can go higher than 4.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Makeshift Battalion
2.0 This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Gale Swooper
3.0 These are reasonable stats for an evasive creature. Giving something else Flying is a very real ETB trigger, and one that will frequently make attacks happen that just couldn’t before. I think you always run your first copy of this.
Deathbloom Thallid
3.0 This is always a nice creature when we see it. It has decent stats for attacking, blocking, or trading, and then gives you a 1/1 when it dies, which is pretty good for the overall investment.
Wildwood Scourge
3.5 This is a great pay-off for the +1/+1 counter deck, and it can get really huge in a hurry. It is also nice that it just scales all game long, making it something that can fit pretty much anywhere on your curve.
Invigorating Surge
2.0 On its own this is 3-mana for two +1/+1 counters at Instant speed, which is sort of okay. Obviously it gets better when you have other counters around.
Enthralling Hold
4.0 Mind Control effects are VERY strong, even situational ones. This is because they are effectively removal spells that add to your board. The fact it can only steal tapped creatures is a bit of a let down, since it means that your opponent will generally be getting one hit in with something before you can steal it -- and this being narrow certainly pushes it below “bomb” range. But even with that limitation, this effect is powerful enough that I want to first pick this most of the time when I see it.
Skeleton Archer
2.5 There are lots of X/1s in this format, so this really overperforms. Doesn’t hurt that it can go after the opponent too sometimes.
Swift Response
2.5 Two mana to kill a creature at instant speed is a pretty good deal – even if this can only target tapped creatures. That does mean this is not an ideal removal spell for aggro decks, who want to get blockers out of the way – but in more mid-rangey or control decks, this will be a nice spell – one that will usually give you a tempo advantage, and one that can sometimes get blowouts out of the fact that your opponent uses a combat trick while attacking. Now, it is still situational, and as I said all decks don’t want it, so it definitely isn’t premium.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Wind-Scarred Crag
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 3: Drowsing Tyrannodon
Canopy Stalker
2.5 Creatures who force your opponent to block them are pretty nice, as they really complicate combat for an opponent. Life gain being attached to this is kind of nice too. But still, stats aren’t great here, and your opponent will frequently just put a 2/X in front of it and be fine. I think this is a solid playable, but not much more.
Kinetic Augur
3.0 This gives you some nice card selection and in a spell deck can often actually represent a pretty real threat, too. It is a little bit awkward alongside the UR signpost, which returns instants or sorceries to your hand, which is a bit of a nonbo alongside the Augur, but I still like it.
Spellgorger Weird
1.5 // 3.5 This is definitely a build around. Most decks can get away with playing it, but it will really only be the UR deck that can take full advantage, turning into a full-fledged win condition.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Feat of Resistance
3.0 Protection is just really powerful – the obvious way to use this is to win combat one way or another, by making your creature big enough and also giving it protection from whatever it is in combat with – but you can also use it in response to removal to save a creature, or if your opponent has only blockers of one color and you need evasion for lethal, it can do that too. Not to mention, it puts a +1/+1 counter on the creature, and there is synergy for that in this set. Now, your opponent can still respond to Feat with removal to 2-for-1 you, but the flexibility and upside is real enough that I don’t see a reason to cut the first couple of copies of this in most White decks.
Deathbloom Thallid
3.0 This is always a nice creature when we see it. It has decent stats for attacking, blocking, or trading, and then gives you a 1/1 when it dies, which is pretty good for the overall investment.
Blossoming Sands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 4: Ornery Dilophosaur
Sanctum of Tranquil Light
0.5 // 2.0 Decks with 3+ Sanctums are a real thing in this format, but this is one of the more underwhelming ones, even when you get your Sanctum stuff going. Tapping stuff down is a good way to prolong the game, and sometimes helps you enable attacks, but the other Sanctums are all better than this one. You’re really only going to play it in a Sanctum deck.
Archfiend's Vessel
1.0 // 3.5 So, this isn’t very good unless you’re in a reanimator deck. If that’s what you’re up to, this is a great uncommon for you, since reanimating the vessel gives you a huge flying demon token.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Teferi's Protege
2.5 Looting is nice because it helps you get through your library and gives you nice card selection. This looter also comes with reasonable stats for the investment as a ⅔. It is somewhat limited as a looter since it asks for two mana every time you do it, but that’s ok -- it is a good place to be spending your mana as the game goes long, and it will definitely have a positive impact on the outcome of long games. This is a solid Blue common.
Makeshift Battalion
2.0 This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Tempered Veteran
3.0 So, this guy starts with some pretty mediocre stats, but he has some nice activated abilities that are solid mana sinks. One mana to add a counter is a great deal -- but it is so efficient because you won’t always be able to do it. Paying 6 for a single counter is less impressive, but in the late game adding a counter every turn even if you are flooding out isn’t too bad, especially because after that first counter you can start paying a single White mana to add additional counters.
Silversmote Ghoul
3.5 A 3-mana 3/1 that can sacrifice itself to draw a card is already solid, but this does a whole lot more. Gaining 3 life a turn is fairly attainable, and even just getting this guy back once is not going to be fun for your opponent, as it will usually represent a 2-for-1. Creatures who don’t stay dead, and just keep coming back and attacking -- even if they are somewhat fragile, like the Ghoul, are excellent in limited, because card advantage really is king, and that’s what he’ll generate for you. I really like that this has a reasonable floor, and an impressive ceiling.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Onakke Ogre
1.5 3-mana 4/2s are borderline playables, and this set has various payoffs for 4 power, so you’ll play this a little more than you might think.
Valorous Steed
3.0 This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs. You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Jungle Hollow
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 6: Valorous Steed
Fierce Empath
2.0 So, to some extent, we can compare this to Elvish Visionary, a card that is always a solid Limited playable. The Visionary is a two mana 1/1 that draws you a card -- the Empath is a 3-mana 1/1 that draws you a card. Obviously the main difference there is that the Visionary draws you a random card from your deck, while the Empath searches up a big ol’ creature. Additionally, there are some real pros and cons there -- with the Empath, if you don’t have something to find, you’re going to be really sad with what you have -- while the Visionary always does something, but it isn’t guaranteed to draw you a big creature the way the Empath is. So, where does the Empath fall with all that said? Well, I think most Green decks will have 3 or so targets for this, and if that’s the case, the Empath is a solid playable. Grabbing your best big creature with this is going to feel good a lot of the time -- I mean, that’s often what you’re hoping you draw with extra draws in the late game anyway, right? But the downsides of the card do keep it from being more than just a solid playable for me.
Turn to Slag
2.5 This is clunky as heck, but it does kill most things, and there is enough good Equipment in this format that you’ll even blow up some Equipment sometimes. It isn’t premium removal, but it is serviceable.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Skeleton Archer
2.5 There are lots of X/1s in this format, so this really overperforms. Doesn’t hurt that it can go after the opponent too sometimes.
Titanic Growth
2.0 This is a stat boost that will allow your creature to win almost all combats, and that’s the kind of trick most aggro decks feel okay about running.
Frantic Inventory
0.5 // 3.0 I actually enjoy these “Collect ‘em All” type cards in Limited, as they make for interesting decisions even later on in packs. Obviously, you don’t want to play this if you only have 1, it is woefully inefficient -- and even 2 isn’t really where you should be playing it. I think you need to get at least 3 before you start playing it, and any more than that and it becomes increasingly impressive. It doesn’t hurt that UG has payoffs for drawing cards, and UR has payoffs for spells either. Keep in mind, by the way -- in Limited you can play as many copies of something as you can get your hands on, so you can go higher than 4.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Valorous Steed
3.0 This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs. You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 7: Gnarled Sage
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Blood Glutton
2.0 This doesn’t have great stats, but trading with it and gaining some life is surprisingly decent, and it is a way to repeatedly gain life, something that the life gain decks really want.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Rugged Highlands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 8: Canopy Stalker
Canopy Stalker
2.5 Creatures who force your opponent to block them are pretty nice, as they really complicate combat for an opponent. Life gain being attached to this is kind of nice too. But still, stats aren’t great here, and your opponent will frequently just put a 2/X in front of it and be fine. I think this is a solid playable, but not much more.
Frost Breath
1.0 I am never a huge fan of this type of situational effect. Sure, you can use it offensive, to get some attacks in, or defensively, to make a creature miss two rounds of attacks, but there are too many situations where it doesn’t do anything. For these effects to be worth it they usually need something else going on.
Masked Blackguard
1.5 This is something you play sometimes, it is a two-drop that maintains some relevancy all game long because of its ability, even if the creature itself and its ability are pretty darn inefficient.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Return to Nature
1.5 This does enough different stuff that you can maindeck it without really being disappointed about it, but it is still generally better to bring in out of the sideboard.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Meteorite
1.5 This is an expensive mana rock, but it is fixing, and it can even Shock something, so that helps make it a little more reasonable to play.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Makeshift Battalion
2.0 This does a good job of supporting both the go-wide deck and the +1/+1 counter deck. But it isn’t stellar – a 3-mana 3/2 won’t be surviving more attacks, and while a 4/3 has a better shot – it isn’t exactly a juggernaut either.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Walking Corpse
1.0 This is a vanilla two drop that you’ll play only out of desperation.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Wind-Scarred Crag
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 11: Blossoming Sands
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Blossoming Sands
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 1 Pick 12: Defiant Strike
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Onakke Ogre
1.5 3-mana 4/2s are borderline playables, and this set has various payoffs for 4 power, so you’ll play this a little more than you might think.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Pack 1 Pick 14: Destructive Tampering
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Pack 1 Pick 15: Staunch Shieldmate
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Pack 2 Pick 1: Basri's Acolyte
Chandra's Incinerator
3.0 So the worst case here is a Red colossal dreadmaw, and that is reasonable, but this does more than that -- since it can reduce its cost, and allow you to turn burn you point at your opponent into removal spells. Now, setting this all up won’t be incredibly easy in Limited, but most Red decks will have sources of non-combat damage, and just having a few of those will usually make this a really good card for you. If you can do 3 to your opponent and kill their X/3, you’re going to be getting some serious value no matter what -- and if you can do it multiple times, it will just be silly. It takes some setting up, but nothing insane -- and for htat reason I think this is worth taking early, especially with such a reasonable floor.
Chrome Replicator
1.0 // 3.0 So, you mostly shouldn’t run this if you aren’t able to make its effect trigger a decent chunk of the time, and that usually means that you’re going to need a couple of pairs of duplicate non-token permanents. It is fine if you aren’t ALWAYS getting that extra 4/4, and you wont be, even in a deck with enough duplicates, but if you can get it sometimes you’re going to be in business, as when it works out this feels kind of like a bomb!
Riddleform
2.5 The fail case here is not very good -- an Enchantment that lets you pay 3 mana to Scry 1 is not worth playing. The question becomes: how many times does this have to become a Sphinx to be worth while? And I feel like the answer is: at least twice. And that is perfectly doable within a spells deck, but this card really isn’t going to be the kind of payoff that takes over games for you. It is just a solid payoff you’ll include in your deck.
Goremand
3.5 This is a very efficient Flyer that comes with all kinds of upside! It has a little downside too, since you have to sacrifice a creature to cast it, but that is often worth it for a creature this imposing, especially because it subtracts from the opponents’ board too. Where it gets really nasty is in the reanimator deck, where you don’t end up actually sacrificing anything, and your opponent still does.
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Finishing Blow
3.5 This is a little bit expensive, but it can kill pretty much everything and it does at Instant speed, so the 5 mana is well worth it.
Turret Ogre
2.5 This has decent stats to begin with, and then it is a nice 4-power payoff that has 4-power itself, making it slot quite nicely into the RG deck especially.
Basri's Acolyte
3.5 This kind of creature always performs pretty well. You’re adding ⅘ worth of stats to the board for 4 mana, and ⅔ of it is has lifelink. That’s a great deal for a Common especially. And sure, it can’t put the counters on itself ever -- and you need at least two other creatures to really reap all the benefits. Those are limitations to be sure, but not huge ones.
Scoured Barrens
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 2: Animal Sanctuary
Animal Sanctuary
3.0 As a colorless land, one does always have to consider the impact it will have on a mana base, and this will be hurting you in that department. However, the activated ability it has is legitimately powerful, and this format has enough creatures of those types -- especially cats and dogs -- that most decks will probably have something like 3-5 creatures that this can put counters on. And, if you get to that point, this is a land that is worth running despite the implications it has for your mana base. Having a regular old land in your deck turn into a source of serious value is a great feeling, and is sort of like getting card advantage out of it, since your opponent’s lands won’t be doing anything remotely like this.
Burlfist Oak
3.0 This will always be at least a 4/5 on your turn, and it can always threaten to get even larger with Instant speed draw spells. It is a little less impressive as a blocker, though, and it does die to lots of removal when its vulnerable.
Sanctum of Fruitful Harvest
1.0 // 3.0 This Sanctum fixes for you, which you might be in the market for in any deck, and in the Sanctum deck it can make it way easier for you to play multiple colors.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Crypt Lurker
3.0 This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Valorous Steed
3.0 This is a nice Common. 5-mana for 5/5 worth of Vigilance stats across two bodies is a nice deal, especially in a format with some nice go-wide payoffs. You probably don’t want more than two of these since they cost 5, but it will do some nice work for you in any deck.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Blood Glutton
2.0 This doesn’t have great stats, but trading with it and gaining some life is surprisingly decent, and it is a way to repeatedly gain life, something that the life gain decks really want.
Opt
2.0 This is always pretty decent, especially in formats that have spell payoffs, and this one does.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Mistral Singer
3.5 Wind Drake stats + Prowess = a very good Common for Blue. It will attack well and be a pain to interact with thanks to that Prowess.
Watcher of the Spheres
3.5 This is a nice signpost uncommon for UW -- a two mana 2/2 flyer that reduces the cost of Flyers is already great -- but I think what really powers this up is the fact that it becomes a 3/3 on turns where you play flyers -- and potentially even bigger if you can play multiple flyers! The Watcher will threaten the opponent in the air, while helping you quickly deploy your air force.
Waker of Waves
4.0 This card is pretty awesome. When you play it as a creature it gives you a huge body that immediately impacts the board by lowering the power of your opponents’ creatures, and that already would probably be playable, but it really gets pushed over the edge by its pseudo-cycling effect. You can use it in the early game to help you hit a land drop or find something else you need, and this plan gets even more attractive in UB, where reanimator decks are quite powerful. This is the premiere non-rare creature you want in that deck, since it is great to reanimate and it comes with a way to put itself in the graveyard.
Unleash Fury
1.0 This kind of card is pretty bad in Limited. It really only does something worthwhile if your creature goes unblocked and you can kill your opponent. It won’t workout especially well as more of a combat trick, because chances are good your creature is still gonna die. It gets a little better if you have some First Strikers and tramplers, but I still don’t like it very much.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Crypt Lurker
3.0 This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Gnarled Sage
2.0 This has some decent stats and keywords, and sometimes it gets bigger. It is a surprisingly good road block for decks in this format.
Deathbloom Thallid
3.0 This is always a nice creature when we see it. It has decent stats for attacking, blocking, or trading, and then gives you a 1/1 when it dies, which is pretty good for the overall investment.
Chandra's Magmutt
3.0 This has Grizzly Bear stats and the ability to do 1 to the opponent every turn, and that ability means that the Magemutt stays relevant all game long, after being a decent play on turn two. This will end up threatening a lot of extra damage on the opponent.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Bad Deal
0.5 This card is exactly what its name is. It is tempting to imagine the 4-for-1 this gives you in ideal scenarios, but it just doesn’t happen. It is mostly just a bad draw spell.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Frost Breath
1.0 I am never a huge fan of this type of situational effect. Sure, you can use it offensive, to get some attacks in, or defensively, to make a creature miss two rounds of attacks, but there are too many situations where it doesn’t do anything. For these effects to be worth it they usually need something else going on.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Alchemist's Gift
1.5 This is a decent trick, if you choose the deathtouch option you will be virtually guaranteeing that you kill the other creature, and that can be particularly spicy against a double block. You’ll choose the lifelink option if you just need the stats boost to win combat.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Wind-Scarred Crag
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 5: Alpine Watchdog
Carrion Grub
2.5 So, how high does the power need to be here for you to feel like you’re doing alright? Well, honestly, a 4-mana ⅖ is a decent enough deal -- especially when it mills you four cards and enables ograveyard strategies like this can, and I think most of the time you won’t have a problem getting this to be a ⅖, and it will often be larger. It doesn’t have evasion or anything, but the self-mill and good blocker -- which can later become a better attacker potentially too -- is pretty nice. I like that they decided to let its power continue to change while it is in play, instead of simply having it check what the highest power is when it comes down, too. This may have some potential combat-trick-esque effect -- say, if you can sacrifice a creature or discard a card or mill yourself at instant speed, and suddenly bump its power up.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Skeleton Archer
2.5 There are lots of X/1s in this format, so this really overperforms. Doesn’t hurt that it can go after the opponent too sometimes.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Sure Strike
2.0 This trick virtually always allows your creature to win combat, and that’s the kind of trick that aggressive decks are after.
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Miscast
0.0 Countermagic that asks for card types that aren’t “creature” generally aren’t worth it in Limited, and this one isn’t either.
Titanic Growth
2.0 This is a stat boost that will allow your creature to win almost all combats, and that’s the kind of trick most aggro decks feel okay about running.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Spined Megalodon
1.5 // 2.5 Big hexproof guys like this usually can find a place in Limited. They are at their best in more controlling decks, as it provides a large Blocker who your opponent just can’t interact with. Hexproof creatures also tend to be good places to put Auras, since getting 2-for-1’d when you put it on a hexproof creature is so unlikely. It is a nice bit of additional value that this Scries when you attack with it, too. UB Reanimator is a very real deck in this format, and this is one of the Commons that you’re pretty happy to play there.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Village Rites
1.5 I think it is fair to compare this to Tormenting Voice. Both cost you two cards to get you two cards. And yes, there are some differences -- the Rite needs a creature in play and it is an Instant, but I think this will serve a similar purpose. If you have lots of creature tokens, or use it in response to removal, or sacrifice a creature shut down by an Aura, it is going to feel pretty good -- and if you have sacrifice synergies it will be a little better to, but I think that it only makes the cut in your deck about half of the time, and usually just barely as a 23rd or 24th card.
Dismal Backwater
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 7: Trufflesnout
Unsubstantiate
2.5 Two mana to bounce a creature at Instant speed alone is usually playable, and this comes with the added upside of being able to target spells that are on the stack. This effectively allows you to counter things -- though, if your opponent has the mana to just play it again -- and they will sometimes -- it isn’t going to be worth it. You do go down a card just for tempo with a card like this, but that is often worth it.
Tavern Swindler
1.5 // 3.0 This weird card is mostly here as another way to help the BW deck gain 3 or more life in a turn, thus triggering all the payoffs.
Burn Bright
1.0 I never love this kind of mass pump effect in Limited. I like to get a toughness boost too, because that makes it far more flexible. If your creature was dead when your opponent blocked, it still will be even if you use this, and that means that this is really only worthwhile when you can do straight up lethal, really limiting its prospects.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Teferi's Protege
2.5 Looting is nice because it helps you get through your library and gives you nice card selection. This looter also comes with reasonable stats for the investment as a ⅔. It is somewhat limited as a looter since it asks for two mana every time you do it, but that’s ok -- it is a good place to be spending your mana as the game goes long, and it will definitely have a positive impact on the outcome of long games. This is a solid Blue common.
Trufflesnout
3.0 This is a nice little card. Either option is a card you’d probably play. Having an option to choose which of those is ideal makes this a nice Common, and one that has synergy for some of the life gain payoffs in the format, as well as the +1/+1 counter payoffs.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Tranquil Cove
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 8: Titanic Growth
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Titanic Growth
2.0 This is a stat boost that will allow your creature to win almost all combats, and that’s the kind of trick most aggro decks feel okay about running.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Chrome Replicator
1.0 // 3.0 So, you mostly shouldn’t run this if you aren’t able to make its effect trigger a decent chunk of the time, and that usually means that you’re going to need a couple of pairs of duplicate non-token permanents. It is fine if you aren’t ALWAYS getting that extra 4/4, and you wont be, even in a deck with enough duplicates, but if you can get it sometimes you’re going to be in business, as when it works out this feels kind of like a bomb!
Portcullis Vine
1.0 This can block some stuff early and then replace itself late. Neither of those are very exciting.
Life Goes On
0.5 This gains you a bunch of life and that’s all. That’s not something you usually play in Limited. Maybe if you are GW and have some of the White life gain payoffs it can make it, but that won’t happen often.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Scoured Barrens
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 2 Pick 10: Setessan Training
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Revitalize
0.5 // 2.0 This card is normally not worth it. However, this does gain you 3 life, which several cards in this set check for, and if you’re in a deck with several of those payoffs, it is probably going to make the cut a reasonable chunk of the time.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Cancel
1.0 This is a hard counter, but three mana is just too much for no other effect. Counterspells have the huge downside of you needing to have mana up at the exact right moment or they do nothing. In most games of Limited, you want to be adding to your board with your mana, and this doesn’t do that – and sometimes, it won’t do anything.
Unleash Fury
1.0 This kind of card is pretty bad in Limited. It really only does something worthwhile if your creature goes unblocked and you can kill your opponent. It won’t workout especially well as more of a combat trick, because chances are good your creature is still gonna die. It gets a little better if you have some First Strikers and tramplers, but I still don’t like it very much.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Sanguine Indulgence
2.0 Most Black decks are after the first copy of this, even if they can’t get life gain going. Paying 4 to get back two creatures is pretty reasonable, and the kind of thing that can help you win the long game.
Staunch Shieldmate
0.5 Well, those are some impressive stats on a one mana creature – we’ve never seen a one mana 1/3 with no downsides at all. That said, while he might do well on the vanilla test, he still isn’t all that impressive in Limited. He is quickly outclassed without some help, and you’ll only play him if you really need a one drop for a super aggro deck.
Forgotten Sentinel
1.0 This has bad stats and a textbox that is just downside, but it does have 4 power, and some decks care about that.
Infernal Scarring
1.5 I generally don’t like this when we see it. It does replace itself if the creature dies, but it just gives such an underwhelming statsboost. You’ll play it in more aggressive decks, but even then it won’t always make the cut.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Pack 2 Pick 13: Dub
Dub
2.5 This Aura gives a big enough stats boost and a good enough keyword ability that it is worth the risk of getting 2-for-1’d. It is especially nice on lifelinkers or flyers. Aggro decks will virtually always play the first copy.
Thrill of Possibility
1.5 This is an upgraded Tormenting Voice, and I’m all for that in a format with lots of spell payoffs! This lets you dig deeper into your deck and improve your card quality, so you’ll play that first copy a decent chunk of the time.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Pack 2 Pick 15: Destructive Tampering
Destructive Tampering
0. 5 // 2.0 This is mostly a sideboard card, but if you’re in a really aggressive deck, consider playing one of them because they give you a way to win a game even if your opponent stabilizes.
Pack 3 Pick 1: Alpine Houndmaster
Sanctum of All
0.0 This is cute but not worth going down the rabbit hole for. You just won’t get enough Sanctums for it to be worth it. Searching them up is cool, but generally by the time you have mana for this you’ll have found the others, and you’re basically never getting six or more shrines in play to get the bonus going.
Alpine Houndmaster
3.5 I always like cards that pay you off for having other cards in your deck, or other copies of the card in your deck, and the Huntmaster definitely does. A two mana 2/2 that already has upside, which can potentially draw you 1-2 cards is quite nice. Now, the two creatures you can search up with it are definitely sub-par -- something that I think makes this card even more interesting -- but I still think it will be worth doing. We’ve seen 3-mana 2/2s that can search up other copies of itself turn out to be pretty nice in Limited, so I think this will work well too. Then, it is a payoff for going wide, since it raises its power whenever it attacks -- and obviously, searching up 1-2 cards helps you go wide too!
Volcanic Geyser
3.0 So, this is never going to efficiently do damage – it just can’t how it is costed. However, it makes up for some of that with its flexibility. It scales as the game goes on and can even go for the opponents’ dome, and it does it all at Instant speed.
Goremand
3.5 This is a very efficient Flyer that comes with all kinds of upside! It has a little downside too, since you have to sacrifice a creature to cast it, but that is often worth it for a creature this imposing, especially because it subtracts from the opponents’ board too. Where it gets really nasty is in the reanimator deck, where you don’t end up actually sacrificing anything, and your opponent still does.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Spellgorger Weird
1.5 // 3.5 This is definitely a build around. Most decks can get away with playing it, but it will really only be the UR deck that can take full advantage, turning into a full-fledged win condition.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Crypt Lurker
3.0 This card really ended up overperforming. It helps you set up things for the reanimator deck, and its ¾ body lines up surprisingly well, and sacrificing a creature to this ends up making sense more often than you’d think too.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Skyscanner
2.5 Casting this always feels pretty decent. It replaces itself and then gives you a body that you can do something with – whether that’s attacking, trading, chump blocking, or being sacrificed for an effect, it all feel likes gravy at that point.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Silversmote Ghoul
3.5 A 3-mana 3/1 that can sacrifice itself to draw a card is already solid, but this does a whole lot more. Gaining 3 life a turn is fairly attainable, and even just getting this guy back once is not going to be fun for your opponent, as it will usually represent a 2-for-1. Creatures who don’t stay dead, and just keep coming back and attacking -- even if they are somewhat fragile, like the Ghoul, are excellent in limited, because card advantage really is king, and that’s what he’ll generate for you. I really like that this has a reasonable floor, and an impressive ceiling.
Miscast
0.0 Countermagic that asks for card types that aren’t “creature” generally aren’t worth it in Limited, and this one isn’t either.
Indulging Patrician
3.5 So, a 3-mana ¼ with flying and lifelink is already a pretty nice card.+. It defends well and gains you life while it does, and it can also hit the opponent to create two point life swings, which isn’t insignificant. Then, you tack on a pretty powerful ability -- making your opponent lose 3 life any turn you gain 3 is great, and if you just manage to trigger that once, you’re going to be pretty happy -- if you do it more than that, well, your opponent’s probably dead or close to it. Keep in mind, by the way, that it causes loss of life -- this means you don’t also gain 3 life when your opponent loses the life, because it isn’t damage, so lifelink doesn’t matter there. How good the Patrician will be will really depend on how easy it is to gain 3 life on a given turn. Because the Patrician gains 1 on its own, you only need to gain 2 more life the rest of a turn -- this means that combining the Patrician with combat tricks might be especially devastating by the way.
Deathbloom Thallid
3.0 This is always a nice creature when we see it. It has decent stats for attacking, blocking, or trading, and then gives you a 1/1 when it dies, which is pretty good for the overall investment.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Basri's Acolyte
3.5 This kind of creature always performs pretty well. You’re adding ⅘ worth of stats to the board for 4 mana, and ⅔ of it is has lifelink. That’s a great deal for a Common especially. And sure, it can’t put the counters on itself ever -- and you need at least two other creatures to really reap all the benefits. Those are limitations to be sure, but not huge ones.
Scorching Dragonfire
3.5 This is really efficient removal, and the exile clause is nice. This is definitely premium.
Teferi's Protege
2.5 Looting is nice because it helps you get through your library and gives you nice card selection. This looter also comes with reasonable stats for the investment as a ⅔. It is somewhat limited as a looter since it asks for two mana every time you do it, but that’s ok -- it is a good place to be spending your mana as the game goes long, and it will definitely have a positive impact on the outcome of long games. This is a solid Blue common.
Alchemist's Gift
1.5 This is a decent trick, if you choose the deathtouch option you will be virtually guaranteeing that you kill the other creature, and that can be particularly spicy against a double block. You’ll choose the lifelink option if you just need the stats boost to win combat.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 3: Feat of Resistance
Chandra's Pyreling
2.5 So, two mana 1/3s are borderline playables most of the time, and this does come with some upside -- noncombat damage turning this into a ⅔ double striker is no joke, and just the threat of that happening will often mean your opponent is unable to block it effectively, so they have to risk getting hit for 4. As we’ve already seen, there are ways to do noncombat damage -- like the Magemutt and various burn spells, so it isn’t a pipe dream to make that happen. That said, you also will be hard-pressed to end up with a legit burn deck in Limited that can trigger this all the time -- instead, its somewhere in the middle.
Carrion Grub
2.5 So, how high does the power need to be here for you to feel like you’re doing alright? Well, honestly, a 4-mana ⅖ is a decent enough deal -- especially when it mills you four cards and enables ograveyard strategies like this can, and I think most of the time you won’t have a problem getting this to be a ⅖, and it will often be larger. It doesn’t have evasion or anything, but the self-mill and good blocker -- which can later become a better attacker potentially too -- is pretty nice. I like that they decided to let its power continue to change while it is in play, instead of simply having it check what the highest power is when it comes down, too. This may have some potential combat-trick-esque effect -- say, if you can sacrifice a creature or discard a card or mill yourself at instant speed, and suddenly bump its power up.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Feat of Resistance
3.0 Protection is just really powerful – the obvious way to use this is to win combat one way or another, by making your creature big enough and also giving it protection from whatever it is in combat with – but you can also use it in response to removal to save a creature, or if your opponent has only blockers of one color and you need evasion for lethal, it can do that too. Not to mention, it puts a +1/+1 counter on the creature, and there is synergy for that in this set. Now, your opponent can still respond to Feat with removal to 2-for-1 you, but the flexibility and upside is real enough that I don’t see a reason to cut the first couple of copies of this in most White decks.
Swift Response
2.5 Two mana to kill a creature at instant speed is a pretty good deal – even if this can only target tapped creatures. That does mean this is not an ideal removal spell for aggro decks, who want to get blockers out of the way – but in more mid-rangey or control decks, this will be a nice spell – one that will usually give you a tempo advantage, and one that can sometimes get blowouts out of the fact that your opponent uses a combat trick while attacking. Now, it is still situational, and as I said all decks don’t want it, so it definitely isn’t premium.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Sabertooth Mauler
2.5 He starts with some pretty mediocre stats, but growing every time something dies means he will overcome that limitation pretty quickly. Note by the way, it will get that counter at the end of the turn whether it is your creature or your opponent’s who died. It tends to get quite large and is able to attack on most turns since it will untap in a lot of different scenarios.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Goblin Wizardry
2.5 This slots in nicely into the spell deck, because it IS a spell that will trigger your spell payoffs, and it creates two tokens who are spell payoffs too.
Roaming Ghostlight
4.0 My favorite Common in the set, the Ghostlight is great because it adds to the board while you take away from your opponents’, AND it adds a very relevant evasive body to the board. For a Common, it shifts games way in your favor.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Chandra's Pyreling
2.5 So, two mana 1/3s are borderline playables most of the time, and this does come with some upside -- noncombat damage turning this into a ⅔ double striker is no joke, and just the threat of that happening will often mean your opponent is unable to block it effectively, so they have to risk getting hit for 4. As we’ve already seen, there are ways to do noncombat damage -- like the Magemutt and various burn spells, so it isn’t a pipe dream to make that happen. That said, you also will be hard-pressed to end up with a legit burn deck in Limited that can trigger this all the time -- instead, its somewhere in the middle.
Bone Pit Brute
1.5 This isn’t terrible to have at the top of your curve. His own stats aren’t great, but at least he has Menace! The fact he gives +4/+0 to something when he comes down is what keeps him from being completely terrible, though. That will often make an attack happen that just couldn’t before.
Lofty Denial
1.0 // 2.0 This is pretty terrible if you don’t have a flier, and if you do have one it is pretty passable, but still not great. Counterspells have serious issues in Limited because of how difficult it is to leave mana up for them, and this isn’t even a hard counter.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Gale Swooper
3.0 These are reasonable stats for an evasive creature. Giving something else Flying is a very real ETB trigger, and one that will frequently make attacks happen that just couldn’t before. I think you always run your first copy of this.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Anointed Chorister
2.5 So, a one mana 1/1 with lifelink is generally not a card worth playing – it just won’t be relevant for very long, but adding an activated ability here makes things interesting. It is by no means an efficient way to pump the chorister, but if you are flooding out it gives you a reasonable mana sink, one that can turn the Chorister into quite the scary attacker in the later part of the game. This format also has life gain payoffs, and that matters too!
Keen Glidemaster
2.5 Its nice that this is a two-drop who can stay relevant all game long, since flying definitely allows that.
Short Sword
2.0 This gives a reasonable boost for the cost, and in this format it really seems to overperform. It makes a lot of creatures get to 4 power for the RG deck for example.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Furious Rise
1.0 // 3.5 This is a nice 4-power payoff. It effectively draws you an extra card every turn, and that’s the kind of advantage that will win you the game after you trigger it a few times -- it is just hard for your opponent to keep up with that. It is obviously a build around -- an aggressive Red deck that doesn’t have creatures with high power won’t play this, and it is unlikely a UR spells type deck would either -- this is mostly here for the RG deck, which is all about 4 or more power.
Griffin Aerie
0.0 // 3.0 Turning life gain into actual cards feels great, and a 2/2 flyer is definitely a real card -- especially if you can get more than one of them out of this -- even the first one is given to you at a pretty good rate, so if this really starts churning them out things could get interesting. Obviously, you have to have a deck that can not only gain life -- but gain 3 or more life a turn at least a few times a game for this to be worth it, and as a result of that I think we do have to go with a buildaround here. It is stone unplayable in many decks. But in a deck that can really get things going with it, it is going to be one of the best payoffs in your deck, since it provides you with a very real win condition.
Frost Breath
1.0 I am never a huge fan of this type of situational effect. Sure, you can use it offensive, to get some attacks in, or defensively, to make a creature miss two rounds of attacks, but there are too many situations where it doesn’t do anything. For these effects to be worth it they usually need something else going on.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Legion's Judgment
1.5 This being Sorcery speed is kind of sad, because sometimes when it is an Instant, you can use it after combat tricks and things resolve, which can really blow people out. It can kill big stuff, and most people have enough targets that it is a reasonable main deck card, but it is nowhere near premium removal with its major limitations.
Caged Zombie
1.5 It seems like this ability would be a nice way to close out games, and it is sometimes, but it is more challenging to set up than it looks at first, since you need a creature to die and you need to have mana available to use the ability.
Fetid Imp
2.5 Creatures with death touch are always nice because they can trade with pretty much anything, and Fetid Imp can trade for way more than to having Flying! And, in the mean time, it isn’t a bad attacker in the air.
Vodalian Arcanist
2.0 This two-mana 1/3 does a good job of blocking early, and then gives you some nice extra mana to utilize.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Skyway Sniper
1.0 This can pick off small flyers which is nice, but that doesn’t happen as often as you’d think in this format.
Bone Pit Brute
1.5 This isn’t terrible to have at the top of your curve. His own stats aren’t great, but at least he has Menace! The fact he gives +4/+0 to something when he comes down is what keeps him from being completely terrible, though. That will often make an attack happen that just couldn’t before.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Drowsing Tyrannodon
3.0 A two-mana 3/3 is an excellent blocker in the early game that represents a real obstacle for aggressive opponents. Making into an attacker isn’t hard either, as he counts himself, so just putting one piece of equipment or one counter on the Tyrannodon makes it so he can rumble with his impressively efficient stats.
Colossal Dreadmaw
2.0 Look, its the Dreadmaw! I’m not sure we’ve ever seen THIS card before. But if I had to guess, I’d say that a 6-mana 6/6 with Trample is a reasonable die, and a fine thing to top your curve with.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Wall of Runes
1.0 This is a decent inclusion if you’re really defensive, but even there it isn’t great.
Garruk's Gorehorn
1.0 This is a vanilla creature with huge power and low toughness, and I’m not really looking to play that most of the time.
Sanctum of Shattered Heights
0.5 // 3.0 This is not very good unless you’re in a Sanctum deck, where it does two key things. First, it is removal, and second it gives you something to do with your duplicate sanctums.
Unleash Fury
1.0 This kind of card is pretty bad in Limited. It really only does something worthwhile if your creature goes unblocked and you can kill your opponent. It won’t workout especially well as more of a combat trick, because chances are good your creature is still gonna die. It gets a little better if you have some First Strikers and tramplers, but I still don’t like it very much.
Crash Through
1.0 // 2.0 This is nice in the spells deck, since it triggers a bunch of stuff and replaces itself, but pretty much unplayable everywhere else.
Gloom Sower
1.0 // 2.0 This card is mostly not very good – it has low toughness for the cost and is very easy to take down. However, it does slot reasonably well into the UB reanimator deck, and that helps make it a more appealing card.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Library Larcenist
2.5 This card is a real overperformer. Blue has enough ways to get creatures through for damage that this draws you a card way more often than you might think on paper.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Bloodfell Caves
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 8: Setessan Training
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Rise Again
3.0 5-mana to reanimate is not usually very good in Limited, but this format is the exception to that rule. There is a very real and well-supported reanimation deck, and this Common is one of the key cards for it.
Wishcoin Crab
1.0 This has stats that line up reasonably well against early attackers, and if you’re in the market for that, you’ll probably play it.
Furor of the Bitten
1.0 This gives a reasonable boost for the cost, but probably not quite enough to be worth the risk of a 2-for-1, especially because you can end up setting yourself up for the 2-for-1 just by playing this, since it forces your creature to attack. It can also be used to force an opposing creature to attack, but that additional use still doesn’t make it very good.
Run Afoul
0.5 This is mostly just a sideboard card. An edict for only flyers is a dead card too often, and even as a sideboard card it leaves a lot to be desired.
Setessan Training
2.0 This gives a reasonable enough boost and replaces itself. It isn’t as good here as it was in Theros, where Enchantments came with a lot of upsides, but its still a fine card.
Ornery Dilophosaur
1.5 This card’s main downfall is that it costs 4 and frequently only has two toughness, which makes it die to a whole lot, and you’re usually losing tempo when it happens. It does have Deathtouch, which allows it to trade with whatever, but costing 4 makes that a lot less impressive. Becoming a 4/4 when it attacks is nice additional upside, but it isn’t that impressive, really.
Goblin Arsonist
2.0 So, this is a one mana creature that can trade up for X/2s, and even threaten 2-for-1s when your opponent has two X/1s in play. It can also just ping the opponent for one when that is going to be meaningful. It also has a little bit of extra value in the Sacrifice deck, since it will give you some sort of value in addition to whatever the sacrifice effect gives you.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Track Down
1.0 This is Green Sorcery-Speed Anticipate, and it is a pretty darn replaceable card. You’d rather be playing something that adds to the board than getting some card selection in most decks.
Warded Battlements
1.5 This is weird because it is a payoff for go-wide aggro decks, where the boost will be the most effective – but also weird because it has Defender, and that’s not usually what you’re looking for in an aggro deck. The Battlements are probably actually at their best in the UW skies deck – those decks usually need blockers on the ground while they attack in the air, and +1/+0 on a bunch of flyers is pretty nice. Still, you don’t even always run it in those decks.
Prismite
1.0 This has bad stats and it is bad at fixing mana. If you’re desperate for a two drop or fixing you’ll play it, but that’s it.
Liliana's Steward
1.0 I don’t like this very much. Sure, it is a one drop that can kind of stay relevant all game, but its relevance is basically always very small. A one mana ½ is quickly outclassed in Limited, and giving this up to make your opponent discard a card of their choice doesn’t seem great to me either.
Miscast
0.0 Countermagic that asks for card types that aren’t “creature” generally aren’t worth it in Limited, and this one isn’t either.
Ranger's Guile
2.0 This is a fairly decent combat trick for Limited. The stats boost isn’t hte mos impressive for the cost -- but Hexproof is where this gets some extra power, since it means you can no tonly use Guile to win combat, you can use it to save your creature.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.
Alpine Watchdog
1.5 So, a two mana 2/2 with Vigilance is pretty passable. This guy does have some small additional synergies as a result of being a card that the RW signpost uncommon can search up, and that does increase his value for sure.
Defiant Strike
0.5 If White doesn’t have some sort of theme built around spells or combat tricks, this card is usually not very good. Sure, it does replace itself, but the stats boost is meaningless or may as well be far too often for me to play this most of the time.
Swiftwater Cliffs
2.5 This give you nice fixing and even gain you some life! You should value these over most medium cards if they are in your color or you’re interested in fixing.
Pack 3 Pick 11: Secure the Scene
Read the Tides
1.5 This has two modes, and while it doesn’t do either thing very efficiently, it is nice that it gives you options. Sometimes the bounce effect can win you the game, and when it can’t, you can use this to draw some cards. Now, if you’re behind your opponent it probably won’t help you much, but at parity of if you’re ahead, it is pretty nice.
Silent Dart
1.5 This is the kind of thing that you run only if really light on removal. It just isn’t very efficient.
Secure the Scene
1.5 The flexibility here is pretty nice. However, the mana cost and giving your opponent a 1/1 soldier aren’t so nice – it is especially clunky as a Sorcery. Removing something and then giving your opponent a creature, even a 1/1 creature, is just a huge downside. It really slows you down to not get a whole card of value out of this.
Mind Rot
1.0 This is always underwhelming. It can 2-for-1 your opponent early, but at the cost of you not developing the board, and then in the late game it often does nothing.
Duress
0.5 This is too narrow of a discard spell to every play in your main deck.
Tome Anima
1.0 This card seems like it would be solid, but it just isn’t. It has mediocre stats that make it a liability as a blocker in many situations, and even as an unblockable attacker it doesn’t really feel that great.
Radiant Fountain
0.0 Even in the life gain deck this isn’t worth it. It does huge damage to your mana base, and gaining 2 life doesn’t make up for that.
Rookie Mistake
1.0 It is hard to line this up in an advantageous way, it is just so weird. However, it is cheap, and this format has spell payoffs, so that saves it from being completely unplayable.