Firja's Retribution
4.5 This saga impacts the board immediately with its Chapter I effect, and a 4-mana 4/4 angel with flying and Vigilance is already a great deal. Chapter II then lets you turn all of your angels into removal spells, and chapter three will make your angels really scary by granting them double strike. So, even if your deck has 0 other Angels, this is going to be a good card --- getting a token that can kill something is pretty good. If your deck has other Angels in play when this comes down, it will be completely busted. I think your typical BW deck in this format will have enough Angels in it for this to do more than just what is printed on the card. Now, if your board doesn’t have Angels by Chapter II and III this won’t feel so good, but if that’s the case, your opponent likely traded 1-for-1 with your Angel token, so it isn’t like it is the end of the world or anything.
Firja, Judge of Valor
3.5 A 5-mana 2/4 with flying and lifelink is sort of passable, and then if you can trigger her ability even once, you’re going to be in business. Keep in mind too, it is better than “Draw a card” because you get some card selection at the same time. She also helps you load your graveyard, and that’s not irrelevant! The ability itself can help you trigger it again next turn, too, since the extra card you get will likely be a spell.
Avalanche Caller
4.0 This is a really powerful Snow payoff, and one that doesn’t demand you to have a ton of snow lands for it to be worthwhile. Now, the more you have, the better he gets, but it is nice that you don’t need 10+ snow lands to play this – more like just 3. Animating lands and swinging with them is great, and the hexproof really matters too! This is a two drop that can take over games, and that’s a pretty unique thing.
Moritte of the Frost
3.5 Clones tend to be nice because they can be whatever the best creature on the battlefield is -- or, in this case, whatever your best permanents is -- , though clones that cost 5 do start to be a little less attractive, because it is normally less likely that you’ll be able to get 5 mana’s worth of value out of it. But, the whole “two +1/+1 counters” thing is important here, and it will often make it hard for Moritte not to give you 5 mana’s worth of value. As long as you are copying something that costs 3+ mana, it will feel pretty nice -- and oftentimes you’ll get a lot more than that. I think you’ll be copying creatures with this like 90% of the time, but the fact he can also copy like an Aura that is a removal spell and stuff like that is definitely nice additional upside.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Raise the Draugr
2.0 Black always seems to get a common spell that lets you return creatures from your graveyard to your hand, and here is the Kaldheim version of that! Cards in the past with similar effects are basically always something you want to run a single copy of, because they give your deck some late game punch, and allow you to get extra uses out of the best creatures in your deck, which is pretty awesome. You don’t usually want more of this type of card because they are so useless early, but that first copy is something I always want. I think this one is particularly nice, because it is an instant -- we normally see this effect at Sorcery speed. And sure, it asks for a little bit of help to get going -- you really only want to play this if you are consistently getting the two creatures back, just getting one is not a great deal. But, with that in mind, I think your typical black deck in the format will have enough creatures that share creature types that this will get two things back by the mid to late game most of the time.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Sulfurous Mire
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 1 Pick 2: Demon Bolt
Rune of Sustenance
2.5 I think the whole Rune cycle is pretty solid. The problem is often that Auras are risky because they 2-for-1 you -- but by adding a cantrip to all the cards in the Rune cycle, they made sure you won’t normally get 2-for-1’d. Now, you do have to be concerned about an opponent killing what you target in response, but as long as it resolves, you’ll be in the clear. It is also interesting you can put this on any permanent, so in a pinch -- like stuck on two lands in the early game, you can effectively cycle these by putting them on a land or something. Now, that isn’t ideal -- but having that in a moment of desperation is definitely upside. It only does something more than draw you a card if it is on a creature or an Equipment though, and lifelink is pretty nice on either of those things. It isn’t quite an evasive ability, but it is one that can really wreak havoc on races. It is also worth noting there are lots of Aura and Enchantment payoffs in this set, which is going to make it a bit better. I think this is a card you’ll play the first copy of in most White decks.
Surtland Frostpyre
3.0 Doing 2 damage to everything and letting you Scry 2 is not a bad deal, especially when it comes attached to a land. You won’t always be able to get the value you want out of the ability, since maybe it hurts you more than your opponent -- but adding Scry 2 to the mix does help a little bit on that front.
Narfi, Betrayer King
4.0 In most UB decks, Narfi will likely be able to pump at least half of your creatures, and that’s more than enough for Narfi to be pretty powerful. His recursion ability won’t always be something you can use, but the good news is that he is going to be nice to bring back even in the late game, and you can do it over and over. Note, by the way, that you can do it at instant speed, and you may be able to take advantage of that to really surprise your opponent with the additional stats boost for your creatures.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Demon Bolt
4.0 This is a very good common. So, even if you take Foretell out of the mix, we are talking about premium removal. 4-mana for 3 damage at instant speed always plays pretty well. It does enough damage that trading up with it is no problem. Adding Foretell to the mix is no joke either, as you can use it to really maximize the efficiency of your mana. Like, if you want to play a creature on a turn rather than play this, but you have two extra mana -- so you Foretell it, and only have to pay one Red for it the turn you cast it. So yeah, that upside is very real. This is Red’s best Common.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 1 Pick 3: Feed the Serpent
Skemfar Elderhall
3.5 This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Great Hall of Starnheim
3.5 Because you have to give up a creature for this effect, you will often just be upgrading a creature -- or sacrificing one that has been negated by an Aura or something -- but if you have some tokens around, or creatures with death triggers, it will feel pretty good, and I think it will be often enough that ONE of those things is going on on your board in the later part of the game, which means this is just another really nice utility land that does something very real late.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Sarulf's Packmate
4.0 This is a great common. A 4-mana 3/3 that draws you a card is already a good card. It is going to give you a two-for-one almost every time, especially because the stats it has are actually passable for the mana cost. Then, you add foretold to the mix, which in this case lets you pay for the card in two separate installments, and you have a card that is super powerful for a common.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Demon Bolt
4.0 This is a very good common. So, even if you take Foretell out of the mix, we are talking about premium removal. 4-mana for 3 damage at instant speed always plays pretty well. It does enough damage that trading up with it is no problem. Adding Foretell to the mix is no joke either, as you can use it to really maximize the efficiency of your mana. Like, if you want to play a creature on a turn rather than play this, but you have two extra mana -- so you Foretell it, and only have to pay one Red for it the turn you cast it. So yeah, that upside is very real. This is Red’s best Common.
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 1 Pick 4: Shimmerdrift Vale
Fynn, the Fangbearer
3.0 A two-mana ⅓ with death touch is actually a very good statline. This is because it can actually block one and two drops and survive, while still killing them. Then, Fynn adds some crazy deathtouch upside to the mix -- death touch combat damage to a player turning into poison counters is no small thing, though Fynn being the only creature in the set that has a poison counter ability does make it a little bit less appealing. There are other ways to get deahtoutch in this set, especially in Green-Black, so he will help you win with poison on occasion. If you get two of these, things might get really silly – and at Uncommon, it could happen! Still, I think most of the time he’ll just be a two mana 1/3 with deathtouch, and that’s good enough for me.
Blizzard Brawl
2.5 // 4.0 So, this is a strictly better Prey Upon, and Prey Upon is usually a solid but not great removal spell in the formats we’ve seen it in. Fight cards have a significant downside most other removal doesn’t -- if your opponent can interact at all, you can end up getting blown out. There’s also the fact that you need a decent number of sizable creatures to make it worth it. However, by only costing a single Green mana, finding a window where you can use this one isn’t too difficult. I think any Green deck probably plays the first copy of this, and if you can get enough snow permanents going, it will be one of the best cards in your deck, as +1/+0 and indestructible becoming part of the card is crazy good. That usually means that in addition to killing something, and making it harder for your opponent to interact with it, you’ll also have a free attack, and that type of turn will be devastating. I want to give this a build around grade, because I think the upgrade is super significant in a heavy snow deck. I’ll say this is a C in a regular Green deck, and a B in a deck that has enough snow permanents -- in those decks, this is premium removal.
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Shimmerdrift Vale
3.5 It isn’t often that one of the best Commons in a set is a Land, but that’s the case in Kaldheim. This land provides excellent fixing and snow mana, and those are really important things for many decks in this format.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 1 Pick 5: Shimmerdrift Vale
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Shimmerdrift Vale
3.5 It isn’t often that one of the best Commons in a set is a Land, but that’s the case in Kaldheim. This land provides excellent fixing and snow mana, and those are really important things for many decks in this format.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 1 Pick 6: Master Skald
Littjara Glade-Warden
3.0 It is definitely a bit of a bummer that you can only use this ability at sorcery speed, but turning creatures in the graveyard into value in the late game is pretty nice. Two +1/+1 counters can make a significant difference on many board states. And in addition to that, it is also a changeling, so tribal synergies will make it better too. It does start out as a Hill Giant, but the ability is good enough to overcome that mediocre performance on the vanilla test.
Arni Slays the Troll
3.5 This Saga seems pretty nice to me. It starts out with a Fight effect, which is effectively a removal spell -- even if it is a somewhat restrictive one. You won’t always have a good Fight to make happen, but you will often enough in a Red Green deck. Chapter II gives you some counters and some mana too, and chapter III gains you some life. None of these chapters individually are that impressive, but if you think about the amount of mana you’re paying, you’re going to be pretty happy.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Highland Forest
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 1 Pick 7: Tergrid's Shadow
Tergrid's Shadow
1.5 I tend not to be a huge fan of symmetrical edict effects in Limited. They have some really wide variance in terms of what they can do. There will certainly be board states where it devastates your opponent and doesn’t hurt you as much -- and those will be situations where you cast it. But there will also be times where it hurts you more than your opponent, and you just won’t be able to cast this card. It does have Foretell, which means that maybe if the board isn’t ideal, but you have the mana around, you can Foretell it to pay less mana for it on a single turn further down the road. And yeah, there will be times where you just foretell this on turn two, let your opponent play two creatures, and then cast the Shadow on turn four, which will be pretty nice, but you can’t count on that panning out regularly.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Shimmerdrift Vale
3.5 It isn’t often that one of the best Commons in a set is a Land, but that’s the case in Kaldheim. This land provides excellent fixing and snow mana, and those are really important things for many decks in this format.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Hagi Mob
1.5 This seems alright. A 5-mana 5/4 isn’t great, but it isn’t abysmal either -- and its Boast ability is fine. Doing 1 damage to a creature is the ideal scenario, but if you can use it to make blocking harder for your opponent, or to ping your opponent because they are close to dead, that works too. It isn’t super efficient at any of the stuff it does, and it isn’t very exciting, but it seems like an alright top curve card for Red decks.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Glacial Floodplain
3.0 Like most of the snow dual lands that have White in them, this one isn’t quite as good as the others. Still, it provides fixing and snow mana, and that’s useful in this format.
Pack 1 Pick 8: Deathknell Berserker
Frost Augur
1.0 // 3.5 Drawing more cards than your opponent is a good way to win in Limited, and this little one drop can definitely enable that. You do need to have a decent chunk of Snow permanents to make it do its thing consistently, but I think 5-7 is probably enough that you run this -- even drawing once with it is great. It will certainly be possible in this set to end up with 10+ snow cards though, and when you do, that’s when you’ll be in business. It is pretty bad in a deck without that critical mass though, so keep that in mind.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Pack 1 Pick 9: Sulfurous Mire
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Village Rites
1.0 This is a reprint, and not one that I thought was particularly good in Limited. For this type of card to really be something special, you need for there to be a significant sacrifice or token sub-theme, and neither seems to be an overwhelming focus of this set, though the Elf deck might do the best of taking advantage of this. It is nice that it is an instant, so you can sacrifice something after you declare a block, or in response to an opponent’s removal, but you’re basically still just doing the same sort of thing that Tormenting Voice does. Giving up two cards to get two back. And that’s not bad it just isn’t the kind of thing you will always have roomf or in your deck. Mostly, I think you’ll only play this if you’re short on playables.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Sulfurous Mire
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 1 Pick 10: Grim Draugr
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Pack 1 Pick 11: Great Hall of Starnheim
Great Hall of Starnheim
3.5 Because you have to give up a creature for this effect, you will often just be upgrading a creature -- or sacrificing one that has been negated by an Aura or something -- but if you have some tokens around, or creatures with death triggers, it will feel pretty good, and I think it will be often enough that ONE of those things is going on on your board in the later part of the game, which means this is just another really nice utility land that does something very real late.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Pack 1 Pick 12: Draugr Recruiter
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Pack 1 Pick 13: Goldvein Pick
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Pack 1 Pick 14: Dread Rider
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Pack 1 Pick 15: Jaspera Sentinel
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Pack 2 Pick 1: Alpine Meadow
Mystic Reflection
1.0 I don’t think I like this a whole lot, mostly just because it is straight up card disadvantage. You give up a card to simply upgrade another one, and that is often not a good strategy in Limited -- attrition is often the way you win. And sure, making some dinky two drop into a copy of your bomb is great, but it just won’t line up that way often enough. They designed a lot of situational cards like this in this set and gave them Foretell, which does make them better -- after all, you only need U available ot mak a creature you cast become a copy of another creature -- and, you can even do it with your opponent’s creatures, which is worthwhile. Now, I don’t think this is quite unplayable, I just think a lot of people will see this and get best case scenario tunnel vision, and that’s just not how this will pan out.
Crush the Weak
2.5 These types of cards always feel sort of awkward to me. That’s because you will far too frequently have a board state where it doesn’t help at all -- either because your opponents board is too big, or because your board is too small. It is nice that it adds some extra graveyard hate to the mix, and has Foretell, making paying for it a little more manageable. It fits really nicely into Giant decks, which are mostly larger creatures.
Inga Rune-Eyes
3.0 So, I was pretty much sold on this card after the ETB ability. A 4-mana 3/3 that Scries 3 is very nice. Never underestimate how good scrying is, especially higher scry values like 3 -- that is going to have a very real impact on how good your next few draws are, and that can often determine a game. She then has an ability that will be a little bit harder to make work -- if you jump through some hoops though, her drawing you three cards is pretty much insane, and if you can pull it off, it will be hard for your opponent to win. But, temper your expectations, pulling that off will be difficult. The most likely outcome is that she has an impact on how your opponent attacks and blocks, since they will be trying to avoid letting you draw those cards, but that is definitely not a bad thing.
Frostpyre Arcanist
1.0 // 3.5 This type of design always interests me -- and by “this type” I mean cards that pay you off for having multiple copies of some card in your deck. The Giant deck -- which is UR -- is a spells deck, so this fits in very nicely -- it costing 4 won’t be that far-fetched, and a ⅖ isn’t too shabby for that kind of mana. You probably need at least two sets of duplicate spells, and ideally, cheap ones, so that is more likely when you play this that one of them is in your graveyard. If you can get this to draw a card for you even like half the time, you’re going to be pretty happy with this card. But yeah, if you don’t have any duplicates, it is probably best to steer clear.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Hagi Mob
1.5 This seems alright. A 5-mana 5/4 isn’t great, but it isn’t abysmal either -- and its Boast ability is fine. Doing 1 damage to a creature is the ideal scenario, but if you can use it to make blocking harder for your opponent, or to ping your opponent because they are close to dead, that works too. It isn’t super efficient at any of the stuff it does, and it isn’t very exciting, but it seems like an alright top curve card for Red decks.
Beskir Shieldmate
3.0 This is a solid two-drop. A two mana 2/1 is far from ideal, but if you can trade with this and then get a token, you’re going to feel pretty good. Overall, this is a nice two drop that will pretty much always make the cut
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Alpine Meadow
3.0 This isn’t one of the more important snow lands around, because White and Red are the colors that care the least about Snow. Still, it does provide fixing and a snow permanent, and those are things that are pretty valuable in this set.
Pack 2 Pick 2: Kardur's Vicious Return
Kardur's Vicious Return
2.0 This is harder to make work than it looks. Oftentimes you don’t want to sacrifice something with chapter I, and you don’t have anything worthwhile to do with Chapter III, and Chapter II might hur you just as much as your opponent. In the right deck it can still be alright, but it is hard to make this work in this format for the most part.
Littjara Mirrorlake
3.5 Making a copy of your best creature and making it a little bit better with a +1/+1 counter in the late game is no joke. This is a land that will add considerably to the board state in the late game, and that really shouldn’t be overlooked.
Dual Strike
0.5 Copying a cheap spell with this will be easier than it is with most Fork effects because of Foretell – you can set this aside in the early game and then wait for the opportune moment to copy a spell, and you only need one Red left over. Now, this won’t be giving you super insane value or anything, but copying something like a removal spell or card draw spell will be pretty nice. Still, you need things to line up right and this often ends up being a dead card, so I don’t think you normally want to play it.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Masked Vandal
2.5 This format has lots of things the Vandal can blow up, and that makes it a pretty nice card for your main deck. Having all creature types is nice too.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Demon Bolt
4.0 This is a very good common. So, even if you take Foretell out of the mix, we are talking about premium removal. 4-mana for 3 damage at instant speed always plays pretty well. It does enough damage that trading up with it is no problem. Adding Foretell to the mix is no joke either, as you can use it to really maximize the efficiency of your mana. Like, if you want to play a creature on a turn rather than play this, but you have two extra mana -- so you Foretell it, and only have to pay one Red for it the turn you cast it. So yeah, that upside is very real. This is Red’s best Common.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 3: Goldmaw Champion
Invasion of the Giants
2.5 This Saga is really cheap, and I generally think it will give you more than two mana’s worth of value. Scry 2 helps you set up both Chapter II and III, since both of them pay you off for having a Giant in your hand. Sometimes this will just amount to Scry 2 and draw a card, but even that isn’t too bad for the investment.
Boreal Outrider
4.0 This seems like a really good snow payoff. On a base level, you have a 3-mana 3/2 that is a snow permanent, which isn’t a bad place to start -- but the fact that this will pump all of your creatures equal to the number of snow mana spent on them is no joke. Even if you only have one way to produce snow mana, having a couple creatures enter the battlefield with an additional counter each is a great return on the 3 mana that you spent. Keep in mind, that the Outrider triggers when the creature is cast, and that means that it won’t do its thing for itself -- just other creature spells. Over all, this seems really strong to me, as you will usually end up with more than one snow land lying around -- if you have two, it will really well...snowball.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Berg Strider
3.5 I always like this kind of creature that taps something down when it comes into play, but they are usually only at their best if they can lock the creature down for a turn too. Berg Strider won’t always do that, but it will do it often enough, and hey, at least it does something even if you don’t have the snow mana. It is also another snow payoff that doesn’t demand 10+ snow lands, you can run it with just a few. Tapping something down even without snow mana can often enable an attack you didn’t have otherwise, and tapping something down for a turn can really swing a race in your favor, since that creature won’t be blocking or attacking. This is certainly beefier than most of these tap-down creatures are too -- it has good enough stats to be imposing on some board states.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Volatile Fjord
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 2 Pick 4: Deathknell Berserker
Aegar, the Freezing Flame
4.5 With Aegar in play, if you do more damage to a creature than it has toughness, you get to draw a card -- provided the source of that damage is a Giant, Wizard, or spell. And, of course, that includes Aegar -- which means that if a 2/2 blocks it for example, you get to draw a card. That’s pretty sweet, and this kind of card will really warp games where your opponent might have to choose between blocking more effectively, or allowing you to draw a card -- and that’s never a good choice. Obviously, the UR color pair is about spells and Giants too, so you should have at least a handful of cards in your deck that can trigger this. It isn’t difficult to draw 2-3 cards with Aegar, and I think that makes him a bomb, even if he does require a bit of work to build around.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Dwarven Reinforcements
2.0 Normally when you pay 4 mana for a couple of tokens, you expect a couple of 2/2s -- and that isn’t what you get here. However, Foretell does mean you can pay for this in two separate installments, which does help overcome that downside.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Sarulf's Packmate
4.0 This is a great common. A 4-mana 3/3 that draws you a card is already a good card. It is going to give you a two-for-one almost every time, especially because the stats it has are actually passable for the mana cost. Then, you add foretold to the mix, which in this case lets you pay for the card in two separate installments, and you have a card that is super powerful for a common.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 2 Pick 5: Hailstorm Valkyrie
The Raven's Warning
2.5 Three mana for a 1/1 flyer that gains you 2 life isn’t going to feel super amazing as your initial effect -- but at least it adds to the board right away, and at least the two life you gain can offset some of the downside of how slow this card is. Provided you have some flyers-- like, you know, the bird that you just got -- chapter II is likely to draw you a card. Chapter III then gives you a pretty interesting Wish effect -- these are normally not super amazing in Limited, but being able to take sideboard cards because you have Raven’s Warning, and knowing you can bring them in sometimes isn’t bad upside. Now, I don’t think this is crazy good or anything -- I mean generally, it replace sitself, you get a 1/1 flyer, and MAYBE you get some decent card selection -- and that’s not bad for three mana, but that does take a while.
Rune of Sustenance
2.5 I think the whole Rune cycle is pretty solid. The problem is often that Auras are risky because they 2-for-1 you -- but by adding a cantrip to all the cards in the Rune cycle, they made sure you won’t normally get 2-for-1’d. Now, you do have to be concerned about an opponent killing what you target in response, but as long as it resolves, you’ll be in the clear. It is also interesting you can put this on any permanent, so in a pinch -- like stuck on two lands in the early game, you can effectively cycle these by putting them on a land or something. Now, that isn’t ideal -- but having that in a moment of desperation is definitely upside. It only does something more than draw you a card if it is on a creature or an Equipment though, and lifelink is pretty nice on either of those things. It isn’t quite an evasive ability, but it is one that can really wreak havoc on races. It is also worth noting there are lots of Aura and Enchantment payoffs in this set, which is going to make it a bit better. I think this is a card you’ll play the first copy of in most White decks.
Hailstorm Valkyrie
2.0 A 4-mana 2/2 with flying and trample is not good. By adding the ability to pump snow mana into this, you get something that is certainly better. Oftentimes your opponent will just have to take a hit from this because of the threat of activation of that ability. That said, being able to do it more than once in this format is far from a forgone conclusion, and because it has such a bad baseline, the upside doesn’t do enough to make it a whole lot better.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Withercrown
1.0 So, I have a hard time ever calling removal “premium” if it still allows whatever you put it on to block, and this does have that problem. This is also weakened by the presence of Good Auras, +1/+1 Counters, and Equipment, since those all mean that the creature still won’t have 0 power. It doesn’t hurt that this makes your opponent lose life every turn or sacrifice the creature, at which point, you do actually get the blocker out of the way. That said, most of the time, you’ll probably play this and your opponent will just use the creature to block and die, as it allows them to get something out of the weakened creature. You generally only play this if you didn’t get better removal spells.
Pack 2 Pick 6: Snowfield Sinkhole
Great Hall of Starnheim
3.5 Because you have to give up a creature for this effect, you will often just be upgrading a creature -- or sacrificing one that has been negated by an Aura or something -- but if you have some tokens around, or creatures with death triggers, it will feel pretty good, and I think it will be often enough that ONE of those things is going on on your board in the later part of the game, which means this is just another really nice utility land that does something very real late.
Rune of Might
3.0 This is strictly better Setessan Training, and the Training was a pretty solid card! Granted, this set is not quite as Enchantment-focused as Theros Beyond Death, but this still seems pretty good. While a stats boost AND trample for 1G can be a really risky Aura to play, this draws you a card so you can avoid a total blowout from a 2-for-1 most of the time. Trample is an evasive ability too -- it might be flying -- but it does make it harder for your opponent to stop your creatures form damaging them.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Weigh Down
3.0 -3/-3 for one Black mana is super efficient. Having to have a creature in the graveyard does mean this will often be dead in the early game, and sometimes even later than that -- but, all you have to do to make it work is trade with something, and if you’re doing that and getting the additional value out of that creature by exiling it to pay for this, it will feel pretty good. I think the first copy of this tends to really feel like premium removal, but you generally don’t want to run too many of them, as there is only so much fuel in your graveyard.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Demon Bolt
4.0 This is a very good common. So, even if you take Foretell out of the mix, we are talking about premium removal. 4-mana for 3 damage at instant speed always plays pretty well. It does enough damage that trading up with it is no problem. Adding Foretell to the mix is no joke either, as you can use it to really maximize the efficiency of your mana. Like, if you want to play a creature on a turn rather than play this, but you have two extra mana -- so you Foretell it, and only have to pay one Red for it the turn you cast it. So yeah, that upside is very real. This is Red’s best Common.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Snowfield Sinkhole
3.0 Like most of the snow dual lands that have White in them, this one isn’t quite as good as the others. Still, it provides fixing and snow mana, and that’s useful in this format.
Pack 2 Pick 7: Shepherd of the Cosmos
Glimpse the Cosmos
3.5 So, if you have 0 Giants in your deck, this is a Sorcery speed Anticipate, which is the kind of card that makes the cut when you are low on playables. But, this has some very real upside. Casting this from your graveyard if you’re in Blue really won’t be that hard, and that means you pay three mana to see six cards and draw two, which is awesome. If you have even a single Giant in your deck, this is worth running. You don’t even have to wait for things to line up really perfectly to use it -- if you just have U left over after you cast a Giant, you can do this. Obviously, the more Giants the better, but this has a reasonable floor and is very easy to make work, and the card selection and advantage it grants you is great.
Shepherd of the Cosmos
3.5 This seems pretty good to me. So, even without Foretell, a 6-mana 3/3 with Flying that reanimates a 2-drop would be a pretty nice card. It is generally going to give you that 6 manas worth of value no problem. By adding Foretell, we get an upgrade here, since having the option to pay for it in installments is definite upside. It doesn’t hurt that there are foretell payoffs in the set too!
Littjara Mirrorlake
3.5 Making a copy of your best creature and making it a little bit better with a +1/+1 counter in the late game is no joke. This is a land that will add considerably to the board state in the late game, and that really shouldn’t be overlooked.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Pack 2 Pick 8: Valor of the Worthy
Moritte of the Frost
3.5 Clones tend to be nice because they can be whatever the best creature on the battlefield is -- or, in this case, whatever your best permanents is -- , though clones that cost 5 do start to be a little less attractive, because it is normally less likely that you’ll be able to get 5 mana’s worth of value out of it. But, the whole “two +1/+1 counters” thing is important here, and it will often make it hard for Moritte not to give you 5 mana’s worth of value. As long as you are copying something that costs 3+ mana, it will feel pretty nice -- and oftentimes you’ll get a lot more than that. I think you’ll be copying creatures with this like 90% of the time, but the fact he can also copy like an Aura that is a removal spell and stuff like that is definitely nice additional upside.
Axgard Armory
2.5 If you have the right deck composition, this is a nice utility land that can draw you 2 pretty meaningful cards in the late game.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Glittering Frost
2.5 This card is pretty important in the 4 and 5 color Snow decks, as it helps enable your mana while also giving you two snow permanents with a single card. It is pretty much useless in aggro decks, though.
Hagi Mob
1.5 This seems alright. A 5-mana 5/4 isn’t great, but it isn’t abysmal either -- and its Boast ability is fine. Doing 1 damage to a creature is the ideal scenario, but if you can use it to make blocking harder for your opponent, or to ping your opponent because they are close to dead, that works too. It isn’t super efficient at any of the stuff it does, and it isn’t very exciting, but it seems like an alright top curve card for Red decks.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Valor of the Worthy
2.0 I often complain about Auras that don’t give a good boost for the mana cost, as well as auras that don’t give you value to help a 2-for-1 not feel so bad. This does kind of okay on both of those fronts, but not super well on either. The efficiency here is pretty nice when you look at the whole package - one mana for a +1/+1 Aura and a 1/1 flyer if things go wrong, but I’m still not sure I like the risk of putting this on something. +1/+1 can have an impact, but it isn’t ultra likely to be game changing, and while you only spend a single White mana, you still have some risk here, as the 1/1 you get is probably worse than whatever you put it on.
Pack 2 Pick 9: Master Skald
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Hagi Mob
1.5 This seems alright. A 5-mana 5/4 isn’t great, but it isn’t abysmal either -- and its Boast ability is fine. Doing 1 damage to a creature is the ideal scenario, but if you can use it to make blocking harder for your opponent, or to ping your opponent because they are close to dead, that works too. It isn’t super efficient at any of the stuff it does, and it isn’t very exciting, but it seems like an alright top curve card for Red decks.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Pack 2 Pick 10: Invoke the Divine
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Pack 2 Pick 11: Raven Wings
Invasion of the Giants
2.5 This Saga is really cheap, and I generally think it will give you more than two mana’s worth of value. Scry 2 helps you set up both Chapter II and III, since both of them pay you off for having a Giant in your hand. Sometimes this will just amount to Scry 2 and draw a card, but even that isn’t too bad for the investment.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Pack 2 Pick 12: Battlefield Raptor
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Pack 2 Pick 13: Wings of the Cosmos
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Pack 2 Pick 14: Doomskar Oracle
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Pack 2 Pick 15: Codespell Cleric
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Pack 3 Pick 1: Draugr's Helm
Reckless Crew
1.0 This basically only going to be worthwhile in a deck that really got there on equipment and artifacts -- and especially Equipment, since you get some free equips when you play this. This set does have enough decks that play 3+ pieces of Equipment that this kind of works in those decks, but even there, you will sometimes find yourself in situations where this makes 0-1 tokens, and that’s not so good. Mostly, you probably shouldn’t play it.
Forging the Tyrite Sword
0.5 You mostly don’t want to be playing this. It has little impact on the board early, and that’s not something RW is interested in – and neither is Treasure for the most part. The one situation where you do consider playing this is if you have Halvar in your deck, as he is one of the best cards in the format, and giving up some tempo to search him up in a couple turns is worth it.
Saw It Coming
2.5 This is the kind of card with Foretell that will undoubtedly have people saying “You’ve activated my trap card!” Because it is an instant, you can cast it directly from exile, and being able to do it for only two mana is pretty nice. Sure, your overall investment will have been 4 mana, which isn’t the best in terms of efficiency, but leaving up two mana for this is going to be far easier than leaving up 3. If you know me, I’m not usually a lover of counter magic in Limited, since you have to use it during a very specific window for it to actually do something, but I think this ends up being efficient enough in the end that it will be a counterspell you want to run a lot, especially in Foretell decks. It still has all the downsides counterspells have, but by decreasing the amount you pay to cast it from Foretell, that downside is drastically reduced.
Draugr's Helm
3.0 Two to play and four to equip for +2/+2 and Menace is just too much mana -- especially the Equip part. The good news, though, is that this normally won’t just be the equipment. If you pay 5 for it, you get a 2/2 zombie token that is equipped with it -- which means 5 for a 4/4 with Menace. That’s a decent rate, especially because if the token does die, you still have the Equipment. And, yeah, that Equip cost is pretty steep, but it also makes most creature into a threat. And, it is really just upside on a 5-mana 4/4 with Menace, and that’s not too shabby.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 3 Pick 2: Poison the Cup
Arni Slays the Troll
3.5 This Saga seems pretty nice to me. It starts out with a Fight effect, which is effectively a removal spell -- even if it is a somewhat restrictive one. You won’t always have a good Fight to make happen, but you will often enough in a Red Green deck. Chapter II gives you some counters and some mana too, and chapter III gains you some life. None of these chapters individually are that impressive, but if you think about the amount of mana you’re paying, you’re going to be pretty happy.
Poison the Cup
4.0 This is an excellent removal spell. I mean, it is strictly better Murder, and Murder is already a premium removal spell. Three to kill anything at instant speed is just an amazing deal, especially at Instant speed. The Foretell upside here is important too. You do end up paying one more mana for it if you go that route, but it also lets you pay it installments and you only have to pay one Black mana, which is sometimes worth while, AND of course, it also adds Scry 2 to the mix, which is probably worth that additional mana anyway. This is one of the best uncommons in the entire set.
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Valor of the Worthy
2.0 I often complain about Auras that don’t give a good boost for the mana cost, as well as auras that don’t give you value to help a 2-for-1 not feel so bad. This does kind of okay on both of those fronts, but not super well on either. The efficiency here is pretty nice when you look at the whole package - one mana for a +1/+1 Aura and a 1/1 flyer if things go wrong, but I’m still not sure I like the risk of putting this on something. +1/+1 can have an impact, but it isn’t ultra likely to be game changing, and while you only spend a single White mana, you still have some risk here, as the 1/1 you get is probably worse than whatever you put it on.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Skull Raid
2.0 Mind Rot effects are often not great in Limited. In the early game, you can get a 2-for-1 with them -- but it comes at the great sacrifice of not adding to the board at all on turn 3. Then, in the late game, it tends to get worse as the game goes on, and will be a terrible draw way too often. This card gets around those problems by becoming a draw spell if your opponent odeon’t have two cards to discard, so that means that this Mind Rot has all the upside of most of them -- it can get you a 2-for-1 -- but it can still do it if your opponent has one or no cards in the hand. Now, it isn’t exactly an efficient draw spell, but that’s ok with me overall. Foretell, of course, also makes it easier to cast because you get to pay in installments.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 3 Pick 3: Clarion Spirit
Littjara Mirrorlake
3.5 Making a copy of your best creature and making it a little bit better with a +1/+1 counter in the late game is no joke. This is a land that will add considerably to the board state in the late game, and that really shouldn’t be overlooked.
Clarion Spirit
4.0 This is a really strong engine. Since it starts out as a 2-mana 2/2, you don’t have to get that much out of it for it to feel like you’re doing a good job -- even one 1/1 flying token will get you there, and this will sometimes produce far more than that. Double-spelling in this set is easier than it usually is, largely because of the Foretell mechanic, which typically allows you to pay less mana in a single turn for spells. But, even in a normal set, I would really be inclined to think of this as a really good card, so with foretell it is likely even better. If you can get 2+ tokens out of this, you’re going to be in great shape. It fits incredibly well into aggro decks especially.
Bound in Gold
4.0 So, here’s White’s usual Common Aura that is a premium removal spell. For three mana this shuts down pretty much everything -- apart from static abilities -- and that’s a really good deal. Keeping the creatures from even being able to crew vehicles is a really big deal too. This is white’s best common -- it just answers pretty much everything, and does it efficiently. It has the downsides of aura-based removal of course -- like there are ways to get rid of it -- but it is worth the risk. You can also splash it easily, which really matters in this format.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Grim Draugr
2.0 This is fine. It has alright stats and it can gain some evasion in the later part of the game, giving it continued relevance.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 3 Pick 4: Koma's Faithful
Path to the World Tree
1.0 // 3.5 This is a big payoff for going five colors. On its own, it provides you with some fixing, something you often want in Limited to splash powerful cards. Worth noting this can get you snow lands if that’s what you need. Where it really gets interesting, though, is if you can utilize its activated ability -- and obviously, it can help you do that because of the fixing it gives you. That ability is no joke -- you get 2 cards, 2 life, and a 2/2 bear -- while your opponent loses 2 life and an X/2 creature. That’s the kind of late game effect that will win you games. Now, how realistic is it to be able to use that ability? I mean, you probably shouldn’t count on it, but it is doable in some decks. In decks that have a lot of fixing, this turns out to be pretty great – in decks that don’t, it is pretty bad.
Skemfar Elderhall
3.5 This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 3 Pick 5: Feed the Serpent
Saw It Coming
2.5 This is the kind of card with Foretell that will undoubtedly have people saying “You’ve activated my trap card!” Because it is an instant, you can cast it directly from exile, and being able to do it for only two mana is pretty nice. Sure, your overall investment will have been 4 mana, which isn’t the best in terms of efficiency, but leaving up two mana for this is going to be far easier than leaving up 3. If you know me, I’m not usually a lover of counter magic in Limited, since you have to use it during a very specific window for it to actually do something, but I think this ends up being efficient enough in the end that it will be a counterspell you want to run a lot, especially in Foretell decks. It still has all the downsides counterspells have, but by decreasing the amount you pay to cast it from Foretell, that downside is drastically reduced.
Bloodsky Berserker
3.5 Just triggering the ability once will be enough to feel like your investment was worth it, and if you do it more than that, this Berserker will get silly in a hurry. You won’t always be able to double spell, but you’ll be able to often enough that this is a very real threat, despite only being a two drop. I mean, if on turn four you play this and another two drop, that’s a pretty darn good turn four, even if you won’t get to take advantage of the menace side of things. This card, like a lot of BW cards in this set, incentivizes having a low curve and/or a lot of Foretell. Now, he does start out very vulnerable, and there will be times where you can’t get him going, or he dies to a one-mana removal spell -- but that’s fine.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Berg Strider
3.5 I always like this kind of creature that taps something down when it comes into play, but they are usually only at their best if they can lock the creature down for a turn too. Berg Strider won’t always do that, but it will do it often enough, and hey, at least it does something even if you don’t have the snow mana. It is also another snow payoff that doesn’t demand 10+ snow lands, you can run it with just a few. Tapping something down even without snow mana can often enable an attack you didn’t have otherwise, and tapping something down for a turn can really swing a race in your favor, since that creature won’t be blocking or attacking. This is certainly beefier than most of these tap-down creatures are too -- it has good enough stats to be imposing on some board states.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Pack 3 Pick 6: Stalwart Valkyrie
Gates of Istfell
3.5 It is great having a land that can draw you some cards and gain you some life in the late game – most lands become useless at that point! But not this one.
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 3 Pick 7: Koma's Faithful
Forging the Tyrite Sword
0.5 You mostly don’t want to be playing this. It has little impact on the board early, and that’s not something RW is interested in – and neither is Treasure for the most part. The one situation where you do consider playing this is if you have Halvar in your deck, as he is one of the best cards in the format, and giving up some tempo to search him up in a couple turns is worth it.
Divine Gambit
2.0 Two mana to exile any of those three types of cards is great -- but letting your opponent put their best permanent into play...not so much. Now, if yo’ure using this to deal with a super high power card, chances are good you’re downgrading their board state, but it won’t always feel like removal since they’ll get something out of the deal. You basically have to look at this as a really expensive removal spell – because you only want to play it late when your opponent can’t really take advantage of the upside. It isn’t entirely unplayable, but it is nowhere near premium removal either! It is mostly just filler.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Koma's Faithful
2.0 This seems solid. A 3-mana 3/1 with lifelink isn’t a terrible rate -- trading for an X/3 and gaining 3 life in the process isn’t bad, and it comes with some additional upside. Now, the graveyard isn’t a huge theme in this set, but there is some synergy to be had there.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Pack 3 Pick 8: Valkyrie's Sword
Axgard Armory
2.5 If you have the right deck composition, this is a nice utility land that can draw you 2 pretty meaningful cards in the late game.
Valkyrie's Sword
3.0 This is part of a whole cycle of Equipment that lets you pay mana to make a creature for the Equipment to attach to. Overall here, you pay 7 mana to get a 6/5 with flying and Vigilance, which is an alright deal -- thought not a stellar one. But if you look at this as a 7-drop creature with a bunch of additional upside and flexibility, it does get a little better. Afterall, you can play it early if you need to -- though the cost of playing it and equipping it isn’t very pretty. I think ideally, you hold on to this until you can pay the extra mana, and then you get that large Angel who happens to leave behind some Equipment. It is really expensive to play this, but it does not seem like a bad top curve to me.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Raise the Draugr
2.0 Black always seems to get a common spell that lets you return creatures from your graveyard to your hand, and here is the Kaldheim version of that! Cards in the past with similar effects are basically always something you want to run a single copy of, because they give your deck some late game punch, and allow you to get extra uses out of the best creatures in your deck, which is pretty awesome. You don’t usually want more of this type of card because they are so useless early, but that first copy is something I always want. I think this one is particularly nice, because it is an instant -- we normally see this effect at Sorcery speed. And sure, it asks for a little bit of help to get going -- you really only want to play this if you are consistently getting the two creatures back, just getting one is not a great deal. But, with that in mind, I think your typical black deck in the format will have enough creatures that share creature types that this will get two things back by the mid to late game most of the time.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Pack 3 Pick 9: Jarl of the Forsaken
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Pack 3 Pick 10: Goldmaw Champion
Arni Slays the Troll
3.5 This Saga seems pretty nice to me. It starts out with a Fight effect, which is effectively a removal spell -- even if it is a somewhat restrictive one. You won’t always have a good Fight to make happen, but you will often enough in a Red Green deck. Chapter II gives you some counters and some mana too, and chapter III gains you some life. None of these chapters individually are that impressive, but if you think about the amount of mana you’re paying, you’re going to be pretty happy.
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Valor of the Worthy
2.0 I often complain about Auras that don’t give a good boost for the mana cost, as well as auras that don’t give you value to help a 2-for-1 not feel so bad. This does kind of okay on both of those fronts, but not super well on either. The efficiency here is pretty nice when you look at the whole package - one mana for a +1/+1 Aura and a 1/1 flyer if things go wrong, but I’m still not sure I like the risk of putting this on something. +1/+1 can have an impact, but it isn’t ultra likely to be game changing, and while you only spend a single White mana, you still have some risk here, as the 1/1 you get is probably worse than whatever you put it on.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Pack 3 Pick 11: Starnheim Courser
Littjara Mirrorlake
3.5 Making a copy of your best creature and making it a little bit better with a +1/+1 counter in the late game is no joke. This is a land that will add considerably to the board state in the late game, and that really shouldn’t be overlooked.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Pack 3 Pick 12: Gods' Hall Guardian
Path to the World Tree
1.0 // 3.5 This is a big payoff for going five colors. On its own, it provides you with some fixing, something you often want in Limited to splash powerful cards. Worth noting this can get you snow lands if that’s what you need. Where it really gets interesting, though, is if you can utilize its activated ability -- and obviously, it can help you do that because of the fixing it gives you. That ability is no joke -- you get 2 cards, 2 life, and a 2/2 bear -- while your opponent loses 2 life and an X/2 creature. That’s the kind of late game effect that will win you games. Now, how realistic is it to be able to use that ability? I mean, you probably shouldn’t count on it, but it is doable in some decks. In decks that have a lot of fixing, this turns out to be pretty great – in decks that don’t, it is pretty bad.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Pack 3 Pick 13: Stalwart Valkyrie
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Pack 3 Pick 14: Immersturm Raider
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Pack 3 Pick 15: Bind the Monster
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.