Negate
2.0 Normally Negate isn’t very good in Limited because its so narrow -- but I think it might actually be solid here, since Strixhaven is all about spells, and it has way more than a normal set.
Poet's Quill
4.5 Learn cards that have inefficient effects tend to all be way better than they look. So, when you see Learn attached to a card that would already be quite good, you know you’re getting something special, and that’s what you get with the quill. It is an Equipment that alters the game dramatically, as a stats boost and lifelink will make it hard for your opponent to race. So, adding the ability to get a lesson out of your sideboard makes it a bomb.
Test of Talents
2.0 This set has a ton of instants and sorceries, and countering those no questions asked for only two mana actually seems like a decent thing here – after all, it’s a hard counter. The fact you then take out all the other copies of a card you counter is upside, but it isn’t exactly huge. I think this is just a solid playable.
Mentor's Guidance
3.0 Having one of these creature types in play is reasonably likely in this set, and when you do, it is a souped up Divination, and that’s something I’m interested in. Three mana to see up to 4 cards, and get some card selection sounds nice to me! Now, when you can’t get this to make a copy it won’t feel nearly as good, but at least its passable.
Reflective Golem
1.0 // 3.0 This will be nice with fight spells and tricks. Copying those kinds of things will feel great. It has mediocre stats and needs the right deck composition to really thrive, though.
Pest Summoning
3.5 So, this is a lesson that I think you don’t feel terrible about playing in your main deck, especially because it provides sacrifice fodder and life gain, which BG is interested in.. Now, if you have cards with “Learn” it will be better, as it gives you a card that does something useful on just about every board state, while some of the other lessons are more situational.
Leyline Invocation
2.5 This is often a 6-mana 8/8 or something like that in the late game for UG decks, and that makes it a solid thing to have at the top of your curve.
Witherbloom Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Arrogant Poet
2.5 We have seen lots of two mana 2/1s that gain flying when they attack be pretty good, and while this is admittedly worse as a result of having to pay life to make that happen, it will still be a nice card to have in Black Aggressive decks. Gaining flying goes a long way towards making this two drop stay relevant. It slots well into the Black-Green deck, which is good at gaining life, and the +1/+1 counter deck, which likes putting counters on evasive creatures.
Lorehold Pledgemage
3.0 Players will have a very difficult time ever wanting to block this, since any instant or sorcery suddenly makes things a lot harder thank to First Strike, and that’s especially true if you have a trick! This will just get through a lot for aggressive decks, and that’s kind of what you want your creatures to be doing. It also has hybrid mana, making it fit in multiple decks pretty easily.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Soothsayer Adept
1.5 This card has okay stats and it can loot, and that’s enough for it to be a reasonable inclusion in most decks. Looting isn’t a bad mana sink to have late, as it can really improve your draws.
Pack 1 Pick 2: Devouring Tendrils
Negate
2.0 Normally Negate isn’t very good in Limited because its so narrow -- but I think it might actually be solid here, since Strixhaven is all about spells, and it has way more than a normal set.
Daemogoth Woe-Eater
3.5 Obviously the stats are massive for the cost, but having to sacrifice a creature every turn is a little bit rough. You’ll need some expendable things around to make that worth it. Pest tokens provide that for you. The good news is, even if you end up not having something worth sacriificing and just have to play Daemogoth on an empty board or something, you’ll still get some value back when you sacrifice it to its own ability. Gaining 2 life and forcing your opponent to discard something while you gain life and draw a card isn’t incredible for the mana investment, but Daemogoth probably also deterred an attack for a turn too because of the huge body, and that’s honestly not bad for 4 mana. I think the fail case here is pretty good, and the upside of having such an early 7/6 sounds pretty nice.
Storm-Kiln Artist
3.0 I think this looks like a nice card, and I like that it has a design that synergizes with itself. Even if you have no other artifacts, he gets a power boost from the Treasures that he makes you. If you can get this to a 4/2 I think you’ll feel like you’re getting there. And, the fact he makes treasure means he gives Red some pretty decent fixing and ramp, something UR is especially interested in.
Devouring Tendrils
3.5 This is Rabid Bite with upside, and I’m all for that! Note that this is not a fight card, only the opposing creature gets damaged, so it is much less risky than “Fight” is. It still has some downsides of course -- casting this into open mana from your opponent is asking for trouble since a 2-for-1 is a real risk -- but that risk is worth it for the efficiency. The fact you gain life if the creature dies is nice additional upside, especially because BG likes it when you gain life, but it is pretty minor upside overall.
Introduction to Annihilation
3.0 Giving yourself access to a removal spell any time you Learn is pretty nice. Obviously, the fact your opponent draws a card is rough, but you generally just end up breaking even, since you’ll get Introduction to Annihilation for free when you learn.
Expel
3.0 White always gets a reasonably efficient removal spell that can hit tapped creatures, and that is what we have here. Unless you leave mana up for it, you have to take a hit first, and leaving mana up for it can be a real pain if your opponent plays around it. It also isn’t great in aggro decks, because it doesn’t remove blockers.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Frost Trickster
3.5 This is a very strong Common. It is probably Blue’s best Common, and a contender for best Common in the set. Now, I am somewhat biased here, if you’ve watched my set reviews or drafts before, you know I love tempo creatures like this -- Blue creatures with ETB abilities that either tap something down or bounce something -- but there’s a reason I love them! They’re really good in Limited. They add to your board while effectively taking something away from your opponent. You make their best creature unable to block and attack for an entire cycle, and that has a pretty massive effect on a race. Frost Lynx is already a card that you first pick sometimes, and this adds FLYING to the mix, which is a great addition.
Quandrix Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
Archway Commons
1.5 This does give you fixing, but at a pretty real cost. It enters tapped and requires another land to tap for it to come into play, effectively making it cost one mana. That’s some serious slowness, but you’ll run it if you need the fixing.
Pack 1 Pick 3: Sign in Blood
Sign in Blood
3.0 This is a very efficient way to draw two cards, something that normally costs three mana. I'll gladly pay the two life if it means spending one less mana! It also kills your opponent if they are at two, and that comes up on occasion.
Quandrix Cultivator
3.5 This is some pretty nice ramp, and it comes on a fairly reasonable body. Casting this is going to feel pretty good on turn 4, and unlike some other ramp creatures, it brings decent stats when you play it in the late game.
Clever Lumimancer
2.5 So for the Luminancer, its Magecraft effect is basically Super Prowess. It reminds me quite a bit of Steppe Lynx, in that they are both one mana 0/1s that want you to jump through some hoops to make them really efficient creatures. Thing is, Steppe Lynx isn’t great in a format like Limited, where games tend to go long , and making the creature big enough consistently just isn’t that easy. I think this will have a similar problem. It might be great in the early going, but keeping it relevant just won’t be that easy, and it will quickly fade as the game goes on. Now, if you are an aggro deck with a bunch of tricks, the Luminancer is going to be probably be at its best.
Plumb the Forbidden
3.5 So this has a reasonable fail case, and a potentially really amazing ceiling. Two mana to pay 1 life and draw a card isn’t terrible, and if you start copying it, it gets a lot nice. It is also an Instant, so you will have a really wide window of ways to use this to get the extra copies – like after setting up blocks that will kill your creatures anyway, or in response to removal. Sacrifincg Pests to this will be particularly satisfying, because you’ll even gain the life back! Keep in mind, too, that everything with Magecraft will trigger for every single copy. Now, there will be times where you just can’t afford to make the copies, but like I said I think this has a reasonable fail case.
Tome Shredder
3.0 This guy can get pretty big on his diet of instants and sorceries, and he’ll work especially well in RW, because that deck can load the graveyard reasonably well, and it also likes it when cards leave the graveyard in any way, and Tome Shredder will do that for you.
Springmane Cervin
2.5 This is a solid creature for Green decks. It has alright stats, and the fact it gains life will enable a number of synergies in this format.
Frost Trickster
3.5 This is a very strong Common. It is probably Blue’s best Common, and a contender for best Common in the set. Now, I am somewhat biased here, if you’ve watched my set reviews or drafts before, you know I love tempo creatures like this -- Blue creatures with ETB abilities that either tap something down or bounce something -- but there’s a reason I love them! They’re really good in Limited. They add to your board while effectively taking something away from your opponent. You make their best creature unable to block and attack for an entire cycle, and that has a pretty massive effect on a race. Frost Lynx is already a card that you first pick sometimes, and this adds FLYING to the mix, which is a great addition.
Bury in Books
3.0 Totally Lost is usually a kind of passable card, and this is mostly a better version of it. Sure, it can only target creatures, but Totally Lost does that 90% of the time anyway, and the fact that this gets discounted to only three mana when you hit an attacking creature is pretty good. Remember, when you put something back in your opponent’s deck, you’re actually trading 1-for-1, not just getting tempo out of the deal, and the fact they will usually have to wait a whole turn to get that card is nice. This seems like a pretty good Blue common, I think you always run the first copy.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Eager First-Year
2.5 This seems like your typical solid White two-drop. It starts out with a fine base line and has some decent upside. Could be particularly nice with combat tricks, since it will get the extra bonus. It is a solid card, but not much else.
Pack 1 Pick 4: Silverquill Pledgemage
Gods Willing
2.5 This tends to be pretty nice whenever we see it. Protection is just such a nice keyword -- you can use it to make your creature unblockable, save it from removal, or survive combat. Being a cheap spell looks pretty good in this format too because of Magecraft, and having Scry 1 in the mix is nice too.
Quintorius, Field Historian
4.0 This guy is a great payoff for the RW deck. Now, one thing that’s kind of a bummer is that he doesn’t give you any value all on his own, but if you’re doing the stuff that RW wants you to do in this format, he is going to be a crazy good value engine. I do think the fact that he doesn’t have self-contained power all on his own holds him back some, but I still imagine I’ll be taking him early and often.
Dueling Coach
3.0 Four mana for a 2/2 that puts a counter somewhere is alright, but not great. This does come with a late game mana sink that will be able to give you some value most of the time, and that’s nice.
Expanded Anatomy
3.0 This looks like it wouldn’t be especially good, but because you can choose to get it at exactly the right time (assuming you Learn), it often has a major impact on the game, allowing an attack that you just didn’t have before.
Square Up
1.0 This kind of card never really comes through. You can sort of treat it like a trick, but it is just too situational to even be reliable in that capacity. The idea here I guess is to use it on Fractals, but even that isn’t worth it to me.
Campus Guide
2.0 This has passable stats and it can fix for you, though keep in mind just putting a land on top is substantially worse than putting one in your hand. Still, if you’re trying to do some splashing this will help you do it. If you’re not splashing at all, though, it probably isn’t worth playing.
Pillardrop Warden
2.5 This has reasonable defensive stats and the ability to bring an instant or sorcery back to your hand, giving it utility pretty much all game long.
Silverquill Pledgemage
2.5 This dies to pretty much everything, but it has a nice magecraft effect. Giving this flying will frequently be the option you go with, as this attacks pretty hard in the air. Note, by the way that if you cast two spells, you can choose both options, will be particularly nice sometimes.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Quandrix Pledgemage
3.0 We see this type of card a lot, though lately it has mostly been Red. Either way, this kind of creature tends to grow rapidly in a deck with a decent number of spells. It is certainly vulnerable at first, but if your opponent doesn’t take it down when they can, it can get quite impressive.
Pack 1 Pick 5: Daemogoth Woe-Eater
Zephyr Boots
3.5 This seems like a reasonable Equipment to me. Flying tends to be a pretty nice boost on just about any creature, and it gives that ability fairly efficient. And, the loot combat damage trigger is a great way to improve your draws.
Silverquill Apprentice
3.0 So this seems pretty underwhelming to me. Sure, getting a bonus when you play spells is great but...like, +1/+0 just seems like such a spell bonus. It will matter to be sure, but it just isn’t enough for me to really get excited about. BW is all about aggressive spell stuff though, so it fits in just fine.
Daemogoth Woe-Eater
3.5 Obviously the stats are massive for the cost, but having to sacrifice a creature every turn is a little bit rough. You’ll need some expendable things around to make that worth it. Pest tokens provide that for you. The good news is, even if you end up not having something worth sacriificing and just have to play Daemogoth on an empty board or something, you’ll still get some value back when you sacrifice it to its own ability. Gaining 2 life and forcing your opponent to discard something while you gain life and draw a card isn’t incredible for the mana investment, but Daemogoth probably also deterred an attack for a turn too because of the huge body, and that’s honestly not bad for 4 mana. I think the fail case here is pretty good, and the upside of having such an early 7/6 sounds pretty nice.
Curate
1.0 I’m not super interested in this. It is just another Anticipate variant, and those are always replaceable. It does help you load your graveyard I guess if that’s what you want, and give you some card selection, and it will trigger magecraft, but it just has an underwhelming effect that is not often worth a card.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Rise of Extus
3.5 This is expensive and clunky, but it also isn’t too far from being a removal spell that has “draw a card,” added to it. Now granted, most of the cards you can get with the Learn part aren’t exactly going to be worldbeaters, but they are still cards, and adding that effect to a removal spell seems pretty nice. Exiling an instant or sorcery doesn’t hurt either. This often really drastically changes the game between removing your opponents best thing and drawing you a card.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
Pack 1 Pick 6: Silverquill Silencer
Silverquill Silencer
2.5 Most of the time it is going to be hard to name something with this that your opponent has, at least in the early going of the format. Although I guess it is pretty funny against a Lesson your opponent might get. Over time, it does become easier to take advantage of a card like this, as once people start figuring out the format, there’s a consensus over what cards one should and shouldn’t play, which makes it easier to name a common or something your opponent very likely has. This is already a thing in the early going, but it is a little harder to make work. Now, if it turns out getting info about your opponents’ hand is easier than I’m guessing, then this will be a lot better, but as it is, it will probably just be a two mana 3/2 like 90% of the time, and only do that other thing 10% of the time. When it does that other thing, it will feel pretty good, but it just won’t happen often enough.
Solve the Equation
0.0 Tutors that cost three are pretty bad in Limited. Generally, in Limited Magic, you want to be adding to the board with the mana you spend, and the more cards you have that don’t do that, the more trouble you’re in. Cards can overcome that by giving you card advantage or something like that, but they can’t normally overcome it with just card selection, and that’s what this is. 3 mana to get an instant or sorcery from your deck isn’t going to be worth doing. We’ve seen BETTER 3 mana tutors -- like Grim Tutor -- be bad in Limited, and this will be too.
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
Scurrid Colony
2.5 This is an alright two-drop in the early game, and when the game gets late it becomes bigger. Now, a 4/4 isn’t probably going to be a huge gamechanger by the time you have eight lands, but it won’t hurt either.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
Pilgrim of the Ages
2.5 This doesn’t exactly fix for you, since it is White and can only get Plains, but it does make sure you hit your land drops, and that’s always a nice thing to do with a 3-drop creature. It also gets extra value from the fact that it isn’t interested in staying in the graveyard, and in the late game it can give you a nice mana sink creature that can block all day and continue to thin out your deck. RW is the best home for this, since it likes to leave the graveyard and has the Spirit type. I think this is a solid Common.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
Pack 1 Pick 7: Silverquill Campus
Infuriate
2.0 This is a pretty nice trick, and a cheap card in a set with lots of spell triggers. It is probably the best Red trick in this format – but it is still a trick.
Access Tunnel
2.0 This has some decent, if unexciting late game utility. It isn’t great for your mana, so you probably can’t run it if your mana is already looking a little sketchy.
Spirit Summoning
2.5 RW has some spirit synergies, so this gets a few extra points. It is a nice lesson to have like all the other summonings, because it can pretty much always do something.
Sudden Breakthrough
1.5 This is a decent trick -- it gives a boost large enough for your creature to win combat most of the time -- and it gives you a Treasure for some fixing and ramping. But you’ll probably cut it a lot, after all, it is still a trick -- and that means it is risky and highly situational.
Cogwork Archivist
0.5 I mostly don’t think you’ll play this. It has mediocre stats and an unexciting ability. The ability might be a little more useful in the RW deck, which likes it when things leave the graveyard, but mostly using this ability is super underwhelming. Now, if games in this format go long and you are out of cards and you can legit use this to draw the best card in your graveyard every turn, then it will be better than that -- but that won’t happen very often.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Silverquill Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Pack 1 Pick 8: Professor of Zoomancy
Elemental Summoning
1.5 // 3.0 This is yet another lesson that you wouldn’t really ever want in your main deck, as a 5-mana 4/4 just isn’t good these days, but being able to draw this when you “Learn” sounds pretty good!
Spiteful Squad
2.5 4-mana 2/2s with Deathtouch normally arent the most exicting thing int he world. They can trade fo ranything, but doing that at 4 mana isn’t exactly exciting. I like that they compensated for that here by letting the Band put it +1/+1 counters on other stuff when it dies. This also means that it is a good place to put counters, since it will do something with them when it dies, unlike most creatures.
Sudden Breakthrough
1.5 This is a decent trick -- it gives a boost large enough for your creature to win combat most of the time -- and it gives you a Treasure for some fixing and ramping. But you’ll probably cut it a lot, after all, it is still a trick -- and that means it is risky and highly situational.
Cram Session
1.5 So yeah, BG has a lot of life gain payoffs as we’ve seen throughout the week and as we will continue to see in this video, so a card like Cram Session is a little bit better than it would normally be, I think. Although, I still don’t think it is great. It is basically a bad Revitalize – and Revitalize isn’t great to begin with!
Professor of Zoomancy
4.0 This is an excellent common. You get 5/4 worth of stats for 4 mana, across two bodies, not to mention the lifegain synergy this gives you.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Campus Guide
2.0 This has passable stats and it can fix for you, though keep in mind just putting a land on top is substantially worse than putting one in your hand. Still, if you’re trying to do some splashing this will help you do it. If you’re not splashing at all, though, it probably isn’t worth playing.
Pack 1 Pick 9: Witherbloom Campus
Test of Talents
2.0 This set has a ton of instants and sorceries, and countering those no questions asked for only two mana actually seems like a decent thing here – after all, it’s a hard counter. The fact you then take out all the other copies of a card you counter is upside, but it isn’t exactly huge. I think this is just a solid playable.
Witherbloom Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Arrogant Poet
2.5 We have seen lots of two mana 2/1s that gain flying when they attack be pretty good, and while this is admittedly worse as a result of having to pay life to make that happen, it will still be a nice card to have in Black Aggressive decks. Gaining flying goes a long way towards making this two drop stay relevant. It slots well into the Black-Green deck, which is good at gaining life, and the +1/+1 counter deck, which likes putting counters on evasive creatures.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Soothsayer Adept
1.5 This card has okay stats and it can loot, and that’s enough for it to be a reasonable inclusion in most decks. Looting isn’t a bad mana sink to have late, as it can really improve your draws.
Pack 1 Pick 10: Professor's Warning
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
Archway Commons
1.5 This does give you fixing, but at a pretty real cost. It enters tapped and requires another land to tap for it to come into play, effectively making it cost one mana. That’s some serious slowness, but you’ll run it if you need the fixing.
Pack 1 Pick 11: Springmane Cervin
Clever Lumimancer
2.5 So for the Luminancer, its Magecraft effect is basically Super Prowess. It reminds me quite a bit of Steppe Lynx, in that they are both one mana 0/1s that want you to jump through some hoops to make them really efficient creatures. Thing is, Steppe Lynx isn’t great in a format like Limited, where games tend to go long , and making the creature big enough consistently just isn’t that easy. I think this will have a similar problem. It might be great in the early going, but keeping it relevant just won’t be that easy, and it will quickly fade as the game goes on. Now, if you are an aggro deck with a bunch of tricks, the Luminancer is going to be probably be at its best.
Springmane Cervin
2.5 This is a solid creature for Green decks. It has alright stats, and the fact it gains life will enable a number of synergies in this format.
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Pack 1 Pick 12: Dueling Coach
Dueling Coach
3.0 Four mana for a 2/2 that puts a counter somewhere is alright, but not great. This does come with a late game mana sink that will be able to give you some value most of the time, and that’s nice.
Square Up
1.0 This kind of card never really comes through. You can sort of treat it like a trick, but it is just too situational to even be reliable in that capacity. The idea here I guess is to use it on Fractals, but even that isn’t worth it to me.
Pillardrop Warden
2.5 This has reasonable defensive stats and the ability to bring an instant or sorcery back to your hand, giving it utility pretty much all game long.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Pack 1 Pick 13: Silverquill Apprentice
Silverquill Apprentice
3.0 So this seems pretty underwhelming to me. Sure, getting a bonus when you play spells is great but...like, +1/+0 just seems like such a spell bonus. It will matter to be sure, but it just isn’t enough for me to really get excited about. BW is all about aggressive spell stuff though, so it fits in just fine.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Pack 1 Pick 14: Crushing Disappointment
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Pack 1 Pick 15: Essence Infusion
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Pack 2 Pick 1: Spirit Summoning
Divine Gambit
2.0 This ended up being better than I expected in Kaldheim – that’s not to say its good, but it is a solid playable. You basically treat it as a late game removal spell, and if you look at it that way, it tends to do the job with very little downside. This format also has fewer permanents than normal, and that could matter.
Conspiracy Theorist
4.0 This is a pretty nice Bear. It lets you rummage when you attack which would already be a card you usually play, but what really makes it nice is the fact that you can exile the card you discard and cast it during your turn. It is unfortunate it doesn’t work with lands, but because you make the choice on what to discard, you can make sure to discard something cheap that you can play, at which point you’re no longer rummaging -- you’re just drawing two cards! Now, sometimes in the early game you’ll find yourself unable to pay the mana and cast the thing you discard, and in the late game you might find that attacking with the Theorist is unwise because he’s so small, but he still has utility all game long, since he helps you Rummage.
Secret Rendezvous
0.0 You will always come up behind when you use this. You’re the one casting it, and using up a card and mana, your opponent gets the three cards for free -- they don’t spend a card or mana to get them. Now, if you have extra mana you will be taking advantage of the new cards first, but chances are also good your opponent will have an easier time doing that, because...again, they spent 0 mana to draw 3. Don’t play this in Limited.
Necrotic Fumes
3.5 So, this isn’t the most amazing removal spell ever -- you have to two-for-one yourself to use it AND its a Sorcery, but it is kind of passable for your main deck if you don’t get any Learn. It will be absolutely great to grab when you DO “Learn” though, as it is a removal spell that can deal with anything, and that’s a nice thing to be able to Wish for.
Ardent Dustspeaker
4.0 So, this helps trigger all the cards in RW that like it when things leave your graveyard, AND it will effectively draw you cards at the same time. That’s pretty powerful, so of course they had to make the creature rather inefficient, as a 5-mana ¾. Even with that limitation though, this is going to be quite good. ¾ is enough size to attack on lots of boards, and as long as the best your opponent can do is trade with this, you’re going to be in business, because the cards you get from the effect will help you come out ahead from the trade. In some situations, even if the Dustspeaker is going to die without killing anything, attacking will still be worth it for the effect. You can also get serious value by giving it evasion or stats boosts that make things harder on your opponent. If this gets to use that ability more than once, chances are you just win.
Spirit Summoning
2.5 RW has some spirit synergies, so this gets a few extra points. It is a nice lesson to have like all the other summonings, because it can pretty much always do something.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Curate
1.0 I’m not super interested in this. It is just another Anticipate variant, and those are always replaceable. It does help you load your graveyard I guess if that’s what you want, and give you some card selection, and it will trigger magecraft, but it just has an underwhelming effect that is not often worth a card.
Stonerise Spirit
2.5 This starts out with really reasonable stats, and then in the late game it can enable your payoffs for moving stuff out of your graveyard while also giving your other creatures flying. That late game mana sink is going to end games sometimes, but keep in mind that it is pretty expensive to use the ability, so you often won’t be able to make more than one thing fly.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Springmane Cervin
2.5 This is a solid creature for Green decks. It has alright stats, and the fact it gains life will enable a number of synergies in this format.
Pack 2 Pick 2: Valentin, Dean of the Vein
Valentin, Dean of the Vein
4.5 Both sides give you nice baseline creatures with powerful text boxes. Valentin can come down on turn one and really start the race out in your favor thanks to Menace and lifelink, and then the ability to pay mana to get a 1/1 every time an opposing creature dies is nice upside! Meanwhile, Lisette requires a little more building around, but she certainly has the more powerful effect -- as granting your whole board +1/+1 counters and trample is going to be impactful on just about any board state -- especially because it includes her! Lisette seems pretty close to a bomb in this format, and she has the upside of being Valentin in the early game, which is pretty great.
Witherbloom Apprentice
3.5 A two mana 2/2 that drains the opponent every time you play or copy an instant or sorcery is a solid deal, especially because BG can take advantage of the life gain.
Lorehold Apprentice
3.5 This is a pretty weird Magecraft trigger, but it actually seems like it will work pretty well in RW, which has the ability to make Spirit tokens, in addition to just having creatures who have the Spirit type, and if you can suddenly tap all of your spirits to do 1 to your opponent, things could really get out of hand for your opponent in a hurry! Just trigger this twice with like 3 spirits in play is a ton of damage.
Professor of Symbology
3.5 So, even if you have 0 lessons, this is a two-mana 2/1 that rummages, and that’s already a solid playable. But, it will be right a decent chunk of the time to grab a Lesson from your sideboard. Most of the lower rarity lessons aren’t especially impressive cards if you look at them in a vacuum, but by having them in your sideboard you’re upgrading cards like this one, as you get far better card selection out of the deal, and you actually net a card instead of having to discard one too. The card you get may not be the best thing ever, but it is a free card, and you’ll gladly take it. I think this is close enough to being a two mana 2/1 with a “Draw a card” ETB ability, that I’m going to be taking this pretty early.
Introduction to Annihilation
3.0 Giving yourself access to a removal spell any time you Learn is pretty nice. Obviously, the fact your opponent draws a card is rough, but you generally just end up breaking even, since you’ll get Introduction to Annihilation for free when you learn.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Spiteful Squad
2.5 4-mana 2/2s with Deathtouch normally arent the most exicting thing int he world. They can trade fo ranything, but doing that at 4 mana isn’t exactly exciting. I like that they compensated for that here by letting the Band put it +1/+1 counters on other stuff when it dies. This also means that it is a good place to put counters, since it will do something with them when it dies, unlike most creatures.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Mage Duel
3.5 This is a nice removal spell for Green. Even if it couldn’t reduce its cost, I would think this would be pretty good. +1/+2 is a nice boost that enables creatures to effectively fight a lot more things. Once you factor in the fact it will only cost a single Green mana sometimes, I think we’re looking at premium removal. It does have the downsides Green removal tends to have – like 2-for-1 potential – but it is definitely worth it.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Quandrix Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Pack 2 Pick 3: Inkling Summoning
Adventurous Impulse
2.5 This is a fine card for Green decks. Its nice that if you’re flooding it can help you get out, and if you’re desperate for a mana drop it can help you there too. It is also a cheap spell which is always upside in this set.
Reduce to Memory
1.0 // 2.5 So, you can kind of sort of play this in your main deck, if you feel like you really need some removal and you didn’t get any Learn. Obviously, giving your opponent a 3/2 isn’t good -- it basically sets you up to get 2-for-1’d, but it can deal with any nonland permanent and that does matter some. You can use it on your own guy in a pinch too. Being able to sort of toolbox it up is way better, because if you can choose to get it from among other choices, that’s just a way different deal, and you can grab it when you really need it.
Rip Apart
4.0 This is premium removal. Two mana for three damage would already be there, but adding the nice modal effect to deal with problem permanents makes it even better.
Inkling Summoning
3.5 This Lesson is nice because it isn’t a complete disaster if you don’t get any cards with Learn and play it in your main deck. A three mana 2/1 with Flying is just fine, and this also triggers all the mage craft stuff of course. Obviously, if you have Learn, it is going to usually be better in the sideboard.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Hunt for Specimens
3.0 This ends up feeling like an upgraded Elvish Visionary often enough that this card is very worth playing. A 1/1 pest and a card that is good in your situation is just great for two mana.
Unwilling Ingredient
2.5 This is a solid little common. In the early game, it will chip in for a few damage, and be a good place to put +1/+1 counters. Then, in the later part of the game you can cash it in for a card, which always feels pretty good in Limited when you have the mana lying around.
Spectacle Mage
3.0 This is a Wind Drake with some nice upside for UR, which is a color pair that likes big spells. This seems like a key common for that deck.
Witherbloom Pledgemage
2.5 This has pretty good stats and a solid Magecraft trigger. BG likes to gain life, so it will really fit in well there.
Silverquill Pledgemage
2.5 This dies to pretty much everything, but it has a nice magecraft effect. Giving this flying will frequently be the option you go with, as this attacks pretty hard in the air. Note, by the way that if you cast two spells, you can choose both options, will be particularly nice sometimes.
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Campus Guide
2.0 This has passable stats and it can fix for you, though keep in mind just putting a land on top is substantially worse than putting one in your hand. Still, if you’re trying to do some splashing this will help you do it. If you’re not splashing at all, though, it probably isn’t worth playing.
Pack 2 Pick 4: Closing Statement
Tend the Pests
3.0 Using this in response to removal and stuff like that will feel especially good, but it won’t feel as bad to use in other situations either. Besides, there are a lot of Sacrifice outlets and the like in BG in this set, so all those Pests can really come in handy. The life they gain you matters too! You do need a creature large enough to make it worth it, but that’s not too difficult.
Closing Statement
4.0 A 5 mana Instant that kills a thing and puts a counter on one of your creatures is already really good. It improves your board while subtracting from your opponents, and in some situations you may even get a 2-for-1 here, if the +1/+1 counter gets put on a creature you have who can now win combat. Then, you add the fact that if you use this in the end step it only costs THREE, and we’re talking about some serious power. Obviously, that takes away the 2-for-1 potential, but I think that’s a fair exchange. This might be the best Uncommon in the set.
Reduce to Memory
1.0 // 2.5 So, you can kind of sort of play this in your main deck, if you feel like you really need some removal and you didn’t get any Learn. Obviously, giving your opponent a 3/2 isn’t good -- it basically sets you up to get 2-for-1’d, but it can deal with any nonland permanent and that does matter some. You can use it on your own guy in a pinch too. Being able to sort of toolbox it up is way better, because if you can choose to get it from among other choices, that’s just a way different deal, and you can grab it when you really need it.
Expanded Anatomy
3.0 This looks like it wouldn’t be especially good, but because you can choose to get it at exactly the right time (assuming you Learn), it often has a major impact on the game, allowing an attack that you just didn’t have before.
Cogwork Archivist
0.5 I mostly don’t think you’ll play this. It has mediocre stats and an unexciting ability. The ability might be a little more useful in the RW deck, which likes it when things leave the graveyard, but mostly using this ability is super underwhelming. Now, if games in this format go long and you are out of cards and you can legit use this to draw the best card in your graveyard every turn, then it will be better than that -- but that won’t happen very often.
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Witherbloom Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Needlethorn Drake
2.5 This can attack in the air early, and then stay back to trade with anything late. Like most cheap deathtouch creatures, this is pretty solid.
Pack 2 Pick 5: Silverquill Campus
Revitalize
1.5 In most formats, this card is pretty underwhelming. With spellcraft being a thing in this set, it will probably be a little bit better than normal -- and that’s probably true of all cantrips, but it still isn’t something you should go after that hard, and you’ll cut it more than you’ll play it.
Devastating Mastery
4.5 You’ll mostly just want to play this for the full 6 mana, as allowing your opponent to return permanents to their hand basically guarantees they will come ahead in the exchange. Like always, board sweepers are really strong and have absolutely irreplaceable effects, and that makes them cards that you can go after pretty highly. Sure, they are a little less ideal if you’re an aggro deck, but even then, you should never really be cutting a boardsweeper. There just aren’t many things that can reshape the game this way. Still, the mana cost here is pretty difficult.
Honor Troll
3.0 Increasing the amount of life you gain is nice, especially because BG has lots of ways to gain life. This Troll becoming a 4/4 isn’t going to be impossible, but you shouldn’t count on it either. It is mostly going to be a ⅔ with vigilance and a decent life gain enhancer.
Symmetry Sage
2.5 So the idea here is that you can make this into a one mana 2/2 flyer if you have enough instants and sorceries lying around. For the most part, giving others of your creatures base power 2 probably won’t be an upgrade, or if it is one, it will be a very small one, and that certainly hurts this card’s case a little bit. I like that this can rumble in the air when you use spells and all that, but I’m not overly impressed here.
Spirit Summoning
2.5 RW has some spirit synergies, so this gets a few extra points. It is a nice lesson to have like all the other summonings, because it can pretty much always do something.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Elemental Masterpiece
2.5 Late, this gives you two 4/4 bodies pretty efficiently. And, like a lot some other UR spells in this set, it can actually make you treasure early too, giving you both fixing and ramp, and making this significantly better than it would be if all you could ever do is cast it.
Lash of Malice
3.0 This seems quite good to me. In a lot of ways, it is like a Shock that traded in the ability to burn the opponent for the ability to be a combat trick sometimes. It can very efficiently kill an X/2, but you can also use it on your own creature to make it hit harder. This set seems like it has a TON of X/2s, so this will definitely feel like premium removal with some nice upside.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Silverquill Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Pack 2 Pick 6: Expel
Mana Tithe
0.0 This type of effect plays well in constructed, but not so well in Limited. You have to hope your opponent has only the exact mana to pay for a spell for this to do something, otherwise it is useless. Sniping an opposing card in the early game does feel great, but you have to think about this will be doing about 80% of the time -- pretty much nothing!
Elemental Summoning
1.5 // 3.0 This is yet another lesson that you wouldn’t really ever want in your main deck, as a 5-mana 4/4 just isn’t good these days, but being able to draw this when you “Learn” sounds pretty good!
Ageless Guardian
1.5 This has reasonable defensive stats and it is a Spirit, and RW has some tribal synergy for that. You’ll play it in a deck that wants that sometimes, but I imagine you’ll cut it pretty often.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Expel
3.0 White always gets a reasonably efficient removal spell that can hit tapped creatures, and that is what we have here. Unless you leave mana up for it, you have to take a hit first, and leaving mana up for it can be a real pain if your opponent plays around it. It also isn’t great in aggro decks, because it doesn’t remove blockers.
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Pack 2 Pick 7: Witherbloom Campus
Symmetry Sage
2.5 So the idea here is that you can make this into a one mana 2/2 flyer if you have enough instants and sorceries lying around. For the most part, giving others of your creatures base power 2 probably won’t be an upgrade, or if it is one, it will be a very small one, and that certainly hurts this card’s case a little bit. I like that this can rumble in the air when you use spells and all that, but I’m not overly impressed here.
Hall Monitor
3.5 Cheap cards that make something unable to block have a pretty good track record in Limited. Making just one thing unable to block is often enough to make your whole board capable of attacking, and, this thing is a Raging Goblin on turn one, which means it will get in for some damage early, and then in the later part of the game really make blocking difficult for your opponent. Seems like a great aggro card.
Inkling Summoning
3.5 This Lesson is nice because it isn’t a complete disaster if you don’t get any cards with Learn and play it in your main deck. A three mana 2/1 with Flying is just fine, and this also triggers all the mage craft stuff of course. Obviously, if you have Learn, it is going to usually be better in the sideboard.
Biblioplex Assistant
2.0 This is an alright way to get back a powerful spell, and the creature you get isn’t the most disastrous thing ever – it may even be able to attack in the sky! But remember, putting a card back on top is wayyy worse than putting it into your hand.
Tome Shredder
3.0 This guy can get pretty big on his diet of instants and sorceries, and he’ll work especially well in RW, because that deck can load the graveyard reasonably well, and it also likes it when cards leave the graveyard in any way, and Tome Shredder will do that for you.
Witherbloom Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Frost Trickster
3.5 This is a very strong Common. It is probably Blue’s best Common, and a contender for best Common in the set. Now, I am somewhat biased here, if you’ve watched my set reviews or drafts before, you know I love tempo creatures like this -- Blue creatures with ETB abilities that either tap something down or bounce something -- but there’s a reason I love them! They’re really good in Limited. They add to your board while effectively taking something away from your opponent. You make their best creature unable to block and attack for an entire cycle, and that has a pretty massive effect on a race. Frost Lynx is already a card that you first pick sometimes, and this adds FLYING to the mix, which is a great addition.
Eager First-Year
2.5 This seems like your typical solid White two-drop. It starts out with a fine base line and has some decent upside. Could be particularly nice with combat tricks, since it will get the extra bonus. It is a solid card, but not much else.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Pack 2 Pick 8: Silverquill Apprentice
Infuriate
2.0 This is a pretty nice trick, and a cheap card in a set with lots of spell triggers. It is probably the best Red trick in this format – but it is still a trick.
Silverquill Apprentice
3.0 So this seems pretty underwhelming to me. Sure, getting a bonus when you play spells is great but...like, +1/+0 just seems like such a spell bonus. It will matter to be sure, but it just isn’t enough for me to really get excited about. BW is all about aggressive spell stuff though, so it fits in just fine.
Fortifying Draught
2.5 This seems like a solid trick to me. You’ll always get 2 life and at least +2/+2 out of it, and that is something an aggro deck would probably already play a copy of most of the time, but then you factor in the potential for a bigger boost, and you get an even better trick. Making this be better than Giant Growth isn’t going to be SUPER hard.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Elemental Masterpiece
2.5 Late, this gives you two 4/4 bodies pretty efficiently. And, like a lot some other UR spells in this set, it can actually make you treasure early too, giving you both fixing and ramp, and making this significantly better than it would be if all you could ever do is cast it.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Burrog Befuddler
2.5 This seems like a solid two-drop. Flash + the ability to lower a creature’s power will sometimes give you a pretty attractive blocking situation, but even if this just prevents one damage and lets you add to the board with a two-mana 2/1, that’s fine too.
Eager First-Year
2.5 This seems like your typical solid White two-drop. It starts out with a fine base line and has some decent upside. Could be particularly nice with combat tricks, since it will get the extra bonus. It is a solid card, but not much else.
Pack 2 Pick 9: Springmane Cervin
Divine Gambit
2.0 This ended up being better than I expected in Kaldheim – that’s not to say its good, but it is a solid playable. You basically treat it as a late game removal spell, and if you look at it that way, it tends to do the job with very little downside. This format also has fewer permanents than normal, and that could matter.
Secret Rendezvous
0.0 You will always come up behind when you use this. You’re the one casting it, and using up a card and mana, your opponent gets the three cards for free -- they don’t spend a card or mana to get them. Now, if you have extra mana you will be taking advantage of the new cards first, but chances are also good your opponent will have an easier time doing that, because...again, they spent 0 mana to draw 3. Don’t play this in Limited.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Curate
1.0 I’m not super interested in this. It is just another Anticipate variant, and those are always replaceable. It does help you load your graveyard I guess if that’s what you want, and give you some card selection, and it will trigger magecraft, but it just has an underwhelming effect that is not often worth a card.
Stonerise Spirit
2.5 This starts out with really reasonable stats, and then in the late game it can enable your payoffs for moving stuff out of your graveyard while also giving your other creatures flying. That late game mana sink is going to end games sometimes, but keep in mind that it is pretty expensive to use the ability, so you often won’t be able to make more than one thing fly.
Springmane Cervin
2.5 This is a solid creature for Green decks. It has alright stats, and the fact it gains life will enable a number of synergies in this format.
Pack 2 Pick 10: Spiteful Squad
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Spiteful Squad
2.5 4-mana 2/2s with Deathtouch normally arent the most exicting thing int he world. They can trade fo ranything, but doing that at 4 mana isn’t exactly exciting. I like that they compensated for that here by letting the Band put it +1/+1 counters on other stuff when it dies. This also means that it is a good place to put counters, since it will do something with them when it dies, unlike most creatures.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Pack 2 Pick 11: Silverquill Pledgemage
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Unwilling Ingredient
2.5 This is a solid little common. In the early game, it will chip in for a few damage, and be a good place to put +1/+1 counters. Then, in the later part of the game you can cash it in for a card, which always feels pretty good in Limited when you have the mana lying around.
Silverquill Pledgemage
2.5 This dies to pretty much everything, but it has a nice magecraft effect. Giving this flying will frequently be the option you go with, as this attacks pretty hard in the air. Note, by the way that if you cast two spells, you can choose both options, will be particularly nice sometimes.
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Pack 2 Pick 12: Specter of the Fens
Tend the Pests
3.0 Using this in response to removal and stuff like that will feel especially good, but it won’t feel as bad to use in other situations either. Besides, there are a lot of Sacrifice outlets and the like in BG in this set, so all those Pests can really come in handy. The life they gain you matters too! You do need a creature large enough to make it worth it, but that’s not too difficult.
Reduce to Memory
1.0 // 2.5 So, you can kind of sort of play this in your main deck, if you feel like you really need some removal and you didn’t get any Learn. Obviously, giving your opponent a 3/2 isn’t good -- it basically sets you up to get 2-for-1’d, but it can deal with any nonland permanent and that does matter some. You can use it on your own guy in a pinch too. Being able to sort of toolbox it up is way better, because if you can choose to get it from among other choices, that’s just a way different deal, and you can grab it when you really need it.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
Pack 2 Pick 13: Honor Troll
Revitalize
1.5 In most formats, this card is pretty underwhelming. With spellcraft being a thing in this set, it will probably be a little bit better than normal -- and that’s probably true of all cantrips, but it still isn’t something you should go after that hard, and you’ll cut it more than you’ll play it.
Honor Troll
3.0 Increasing the amount of life you gain is nice, especially because BG has lots of ways to gain life. This Troll becoming a 4/4 isn’t going to be impossible, but you shouldn’t count on it either. It is mostly going to be a ⅔ with vigilance and a decent life gain enhancer.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Pack 2 Pick 14: Novice Dissector
Ageless Guardian
1.5 This has reasonable defensive stats and it is a Spirit, and RW has some tribal synergy for that. You’ll play it in a deck that wants that sometimes, but I imagine you’ll cut it pretty often.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Pack 2 Pick 15: Eager First-Year
Eager First-Year
2.5 This seems like your typical solid White two-drop. It starts out with a fine base line and has some decent upside. Could be particularly nice with combat tricks, since it will get the extra bonus. It is a solid card, but not much else.
Pack 3 Pick 1: Expel
Opt
2.5 Another solid draw spell that will be a bit better here as a result of Magecraft and other spell payoffs.
Frostboil Snarl
3.0 These are good fixing, and they’ll help you splash. Don’t underestimate how nice it is, even in a two-color deck, to have one land that can produce either color, it is really great for your mana base. You should never be first picking these, but I think you should value them over most medium cards in packs if you’re in one or both of the colors it produces.
Silverquill Apprentice
3.0 So this seems pretty underwhelming to me. Sure, getting a bonus when you play spells is great but...like, +1/+0 just seems like such a spell bonus. It will matter to be sure, but it just isn’t enough for me to really get excited about. BW is all about aggressive spell stuff though, so it fits in just fine.
Academic Dispute
3.0 This is another Learn card that is way better than it looks. You can often use this to help you take down a creature – either because you force an opposing creature to block, or you give one of your creatures Reach and it can suddenly take down an opposing flyer. That doesn’t always line up, but even when it doesn’t, this basically replaces itself thanks to Learn.
Emergent Sequence
3.5 This a lot like Rampant Growth, which is pretty solid as far as fixing and ramping go! What’s great is, it actually adds to the board in a meaningful way in addition to ramping and fixing for you, since the land will also be a 1/1 at a minimum and making it a 2/2 won’t be particularly difficult. It will feel a lot like a mana dork that comes into play tapped, and that’s pretty good! Now, that comes with some downsides, like if you search up your one land for a splash and now your opponent can kill it with a cheap burn spell, but I think its well worth it. This format has lots of payoffs for ramping too.
Illuminate History
3.0 Paying 4 to help you rummage a bit and make a 3/2 won’t be that hard with this – especially because you can wait to “Learn” it until your graveyard is primed and ready to go.
Expel
3.0 White always gets a reasonably efficient removal spell that can hit tapped creatures, and that is what we have here. Unless you leave mana up for it, you have to take a hit first, and leaving mana up for it can be a real pain if your opponent plays around it. It also isn’t great in aggro decks, because it doesn’t remove blockers.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Witherbloom Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
Pack 3 Pick 2: Karok Wrangler
Cultivate
3.0 I always like this card when we see it. It is great fixing, even helping you splash a card with two colored mana symbols. It also happens to ramp you which is great too!
Ingenious Mastery
3.0 This probably has one of the less painful alternate costs of the cards in this cycle. In this case, you don’t exactly give your opponent full cards of value, because they just get treasure and a Scry, and while that isn’t something you’re happy to hand to your opponent, you will be coming out significantly ahead here if you pay 3 for this. Now, in the early game, giving them that mana boost might be rough, but your opponent will be getting less and less out of the treasure as the game goes on. Then, it has al alternate mode where your opponent gets nothing, but it is a way less efficient draw spell. You have to pay 6 to draw three, which isn’t awesome, but Blue is a ramp color in this format, so being able to do it won’t feel too bad. Mostly though, both of these modes are for the late game, and kind of a liability in the early game.
Tenured Inkcaster
3.5 This card is a potent +1/+1 counter payoff. When it comes down it immediately buffs a creature, and makes it so that creature drains the opponent for one life when it attacks. That’s not a bad deal, and that’s pretty much the fail case. If you end up with a synergistic +1/+1 counter deck, her presence on the board will make the game close to unwillable for the opponent. Now, she is super undersized for her cost, so taking her down won’t be too hard, but left unchecked she seems pretty great.
Karok Wrangler
3.5 This has some mediocre stats, but boy -- it has a very strong Magecraft trigger. Being able to put a counter anywhere is very strong, and if you have Instants, it can be particularly punishing.
Introduction to Prophecy
2.5 When you play a card with Learn, drawing this card will feel pretty nice, since it is additional value. Then, in the later part of the game, you can cast it and get some nice card selection. Think of it sort of like you would a creature who has an expensive activated ability, but it is an ability that gives you something to do with your mana late.
Silverquill Pledgemage
2.5 This dies to pretty much everything, but it has a nice magecraft effect. Giving this flying will frequently be the option you go with, as this attacks pretty hard in the air. Note, by the way that if you cast two spells, you can choose both options, will be particularly nice sometimes.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Eureka Moment
2.5 This ramps you a little bit while drawing you cards which is fine. A lot of the time the ability to put lands into play from your hand aren’t that good in Limited because there comes a point where you just don’t have lands to put down, but this draws you card, and makes it more likely you have a land to put into play to take advantage.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Resculpt
1.0 People always overrate this type of card. They think of scenarios where you will exile one of your own artifacts or creatures and get a 4/4 out of the deal at Instant speed, and then you block an attacker or something. Or you use it in response to a removal spell and still get a 4/4 and all of that. But every time we see a card like this, even the one that made a 4/4 Angel, they just never line up as well as you might think at first. That situation I described just won’t happen as much as you want it to, and you’ll often find yourself in situations where this just isn’t worth casting. Now, it does have the ability to also go after opposing permanents, but giving your opponent a 4/4 in that case isn’t especially good most of the time either.
Witherbloom Pledgemage
2.5 This has pretty good stats and a solid Magecraft trigger. BG likes to gain life, so it will really fit in well there.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Quandrix Pledgemage
3.0 We see this type of card a lot, though lately it has mostly been Red. Either way, this kind of creature tends to grow rapidly in a deck with a decent number of spells. It is certainly vulnerable at first, but if your opponent doesn’t take it down when they can, it can get quite impressive.
Pack 3 Pick 3: Callous Bloodmage
Duress
1.5 // 3.0 This will be a little better in a format with more noncreature spells, but it probably is still going to be better out of your sideboard.
Callous Bloodmage
4.0 Typically, you’ll be choosing one of the first two modes here. Three mana for a 2/1 that marks a 1/1 token, or three mana for a 2/1 that draws you a card is a nice couple of things to choose between, as if this was just either of those, it would be something you basically never cut. Going after a graveyard will come up in this format too, as there are some significant graveyard shenanigans around, especially in RW.
Go Blank
1.5 They keep giving us upgraded Mind Rots lately, and I like it. Normally Mind Rot effects aren’t so good in Limited. They don’t impact the board and they get bad in the late game, but by giving these cards something else to do -- in this case, exiling the graveyard, you at least get something out of this card even when it can’t make your opponent discard anything. In most formats, exiling the graveyard will have at least a small effect on most decks. Now, all that said, this isn’t great, but it is a 1.5 instead the 1.0 that Mind Rot usually is.
Ardent Dustspeaker
4.0 So, this helps trigger all the cards in RW that like it when things leave your graveyard, AND it will effectively draw you cards at the same time. That’s pretty powerful, so of course they had to make the creature rather inefficient, as a 5-mana ¾. Even with that limitation though, this is going to be quite good. ¾ is enough size to attack on lots of boards, and as long as the best your opponent can do is trade with this, you’re going to be in business, because the cards you get from the effect will help you come out ahead from the trade. In some situations, even if the Dustspeaker is going to die without killing anything, attacking will still be worth it for the effect. You can also get serious value by giving it evasion or stats boosts that make things harder on your opponent. If this gets to use that ability more than once, chances are you just win.
Pest Summoning
3.5 So, this is a lesson that I think you don’t feel terrible about playing in your main deck, especially because it provides sacrifice fodder and life gain, which BG is interested in.. Now, if you have cards with “Learn” it will be better, as it gives you a card that does something useful on just about every board state, while some of the other lessons are more situational.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Needlethorn Drake
2.5 This can attack in the air early, and then stay back to trade with anything late. Like most cheap deathtouch creatures, this is pretty solid.
Witherbloom Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Square Up
1.0 This kind of card never really comes through. You can sort of treat it like a trick, but it is just too situational to even be reliable in that capacity. The idea here I guess is to use it on Fractals, but even that isn’t worth it to me.
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Stonebound Mentor
2.5 This starts with solid stats, and then it has an ability that will fit nicely in RW decks. As we’ve seen, RW has ways to exile cards from the graveyard for value as well as ways to return cards from the graveyard to your hand or the battlefield. Those will all trigger the Scry here, which will be some nice incidental value.
Eureka Moment
2.5 This ramps you a little bit while drawing you cards which is fine. A lot of the time the ability to put lands into play from your hand aren’t that good in Limited because there comes a point where you just don’t have lands to put down, but this draws you card, and makes it more likely you have a land to put into play to take advantage.
Pack 3 Pick 4: Flunk
Village Rites
2.0 We see this a lot, and it is always kind of medium. Cashing in a creature and this card to draw 2 doesn’t net you any cards, but it does help you find more gas , and often times you’ll have a creature worth sacrificing. You can of course also use it in response to removal and things like that. BG will make a lot of pest tokens, and in those decks it will feel pretty good.
Decisive Denial
3.0 Fight cards are always nice in Limited, and while the best ones give some sort of stats boost, this one makes up for not doing that by being a modal card. So, if the Fight part on this works as removal for you, you’ll probably use it, but if a situation comes upw here you can counter your opponents thing before that, you probably choose the counter option. Neither option here is amazing, but having a choice between them is very nice.
Secret Rendezvous
0.0 You will always come up behind when you use this. You’re the one casting it, and using up a card and mana, your opponent gets the three cards for free -- they don’t spend a card or mana to get them. Now, if you have extra mana you will be taking advantage of the new cards first, but chances are also good your opponent will have an easier time doing that, because...again, they spent 0 mana to draw 3. Don’t play this in Limited.
Flunk
3.5 This is going to be a bit awkward sometimes, but from the mid-game on you’re going to have a super efficient removal spell in most cases. Your opponent drawing cards in response is going to be at hing that happens sometimes, but that’s ok. This is premium removal.
Environmental Sciences
3.5 All the lessons are much better than they look, and that is certainly the case for Environmental Sciences. If you can pick up one of these, it effectively makes every single card you have with “Learn” into fixing. This means you can have pretty excellent mana for a splash simply by playing one basic land of another color. The life gain doesn’t hurt either.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Soothsayer Adept
1.5 This card has okay stats and it can loot, and that’s enough for it to be a reasonable inclusion in most decks. Looting isn’t a bad mana sink to have late, as it can really improve your draws.
Springmane Cervin
2.5 This is a solid creature for Green decks. It has alright stats, and the fact it gains life will enable a number of synergies in this format.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Field Trip
2.5 So, this pretty much just ramps for you, it doesn’t provide fixing because you can only get a Forest, and that’s a pretty big bummer. Still, ramping looks like a smarter strategy in ths format It does have Learn, which will either let you rummage or get a Lesson from your sideboard, and both of those are nice additional effects.
Exhilarating Elocution
2.5 This gives a nice permanent boost to one creature - +2/+2 and pumping the rest of the board is nice too. It will often enable a pretty nice attack – but it does really need a significant board state to be worthwhile.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Pack 3 Pick 5: Karok Wrangler
Karok Wrangler
3.5 This has some mediocre stats, but boy -- it has a very strong Magecraft trigger. Being able to put a counter anywhere is very strong, and if you have Instants, it can be particularly punishing.
Spell Satchel
1.5 So, this is a mana rock that asks you to fulfill the condition of casting spells, which isn’t going to be that hard in this set, but it does concern me a little! One nice thing about it is that in the late game, when you really don’t need the mana, you can save up book counters and start drawing cards with it. I think this format would have to be glacial for this card to be really good though.
Team Pennant
2.5 So, equipping this on a non-token isn’t an awesome rate, but it isn’t entirely terrible either. Vigilance + Trample is not a bad pair of keywords to gain in addition to the stats boost, and will often alter your plans and your opponents’. Putting it on tokens is obviously ideal since then it is a REALLY good deal, and this format has enough tokens to really take advantage.
Fractal Summoning
3.0 Another Lesson that will be nice to get when you “Learn.” It is going to be inefficient, but its a card you get for free when you “Learn”, and its one that adds to the board, so I’m on board with having one of these to wish for.
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Hunt for Specimens
3.0 This ends up feeling like an upgraded Elvish Visionary often enough that this card is very worth playing. A 1/1 pest and a card that is good in your situation is just great for two mana.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Ageless Guardian
1.5 This has reasonable defensive stats and it is a Spirit, and RW has some tribal synergy for that. You’ll play it in a deck that wants that sometimes, but I imagine you’ll cut it pretty often.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Pack 3 Pick 6: Owlin Shieldmage
Duress
1.5 // 3.0 This will be a little better in a format with more noncreature spells, but it probably is still going to be better out of your sideboard.
Team Pennant
2.5 So, equipping this on a non-token isn’t an awesome rate, but it isn’t entirely terrible either. Vigilance + Trample is not a bad pair of keywords to gain in addition to the stats boost, and will often alter your plans and your opponents’. Putting it on tokens is obviously ideal since then it is a REALLY good deal, and this format has enough tokens to really take advantage.
Spell Satchel
1.5 So, this is a mana rock that asks you to fulfill the condition of casting spells, which isn’t going to be that hard in this set, but it does concern me a little! One nice thing about it is that in the late game, when you really don’t need the mana, you can save up book counters and start drawing cards with it. I think this format would have to be glacial for this card to be really good though.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Moldering Karok
2.0 Even with Trample and Lifelink, a 4-mana 3/3 isn’t awesome, though it is an admittedly goose place to put things that pump its stats. Still, I think you probably cut this a significant chunk of the time, it just doesn’t feel like it will do enough.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Biblioplex Assistant
2.0 This is an alright way to get back a powerful spell, and the creature you get isn’t the most disastrous thing ever – it may even be able to attack in the sky! But remember, putting a card back on top is wayyy worse than putting it into your hand.
Biomathematician
3.5 A three-mana 2/2 that makes a 1/1 is generally pretty good in Limited, and this comes with significant upside between the +1/+1 counter and the additional value you can get from having other fractals. This seems like a card in the lower range of first pickable, and a really strong Common.
Pack 3 Pick 7: Culmination of Studies
Snakeskin Veil
2.5 This is a good combat trick that gives your creature a permanent boost, while also being useful against removal.
Culmination of Studies
1.0 So, UR is all about having a bunch of mana, so pumping significant mana into X will be easier than it might first seem. So the lands give you treasure, and that will make it easier for you to cast the spells you draw for Blue cards you hit. Hitting Red cards damages the opponent, and sometimes this will just be able to close them out. If you’re a straight up UR deck, virtually every card in your deck will give you one of these effects. But the question becomes, how much mana do you need to spend to feel like this is working out for you? If you pay 6 total mana and exile 4 cards, there’s a good chance you’ll do something like get a treasure, draw a card, and do 2 to your opponent. That’s...not very good. I think the main plan with this is to really have it be a win condition in the late game when you have a ton of mana – and UR can certainly do that -- but that also means it is pretty terrible in the early game.
Mascot Interception
1.5 So, there are a reasonable number of tokens in this format -- that’s a product of a set with an instant and sorcery theme, so being able to use this to steal one for only a single mana is some actual real upside. Note, by the way, if you need to do 2 more damage with your own creature, you can use this on your own guy too, and if its YOUR token, it also only costs one Red. Still, these Threaten effects tend to be highly situational. That said, by being so cheap a reasonable chunk of the time, it does overcome some of that downside. I have a hard time believing in Threatens until I see them work out in a format.
Test of Talents
2.0 This set has a ton of instants and sorceries, and countering those no questions asked for only two mana actually seems like a decent thing here – after all, it’s a hard counter. The fact you then take out all the other copies of a card you counter is upside, but it isn’t exactly huge. I think this is just a solid playable.
Exhilarating Elocution
2.5 This gives a nice permanent boost to one creature - +2/+2 and pumping the rest of the board is nice too. It will often enable a pretty nice attack – but it does really need a significant board state to be worthwhile.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Quandrix Pledgemage
3.0 We see this type of card a lot, though lately it has mostly been Red. Either way, this kind of creature tends to grow rapidly in a deck with a decent number of spells. It is certainly vulnerable at first, but if your opponent doesn’t take it down when they can, it can get quite impressive.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Pack 3 Pick 8: Despark
Despark
3.5 This can target a lot of stuff, and it when it can exile something it does it efficiently. Not hitting small things can be a liability sometimes, but I think this is still premium removal.
Start from Scratch
2.5 Yet another Lesson I’m pretty excited about. There’s just something about being able to grab these cards with narrow but useful effects out of your sideboard at the ideal time. Your opponent won’t always have an Artifact, or an X/1 to kill, or be at 1 life, but when any of those things are true, grabbing Start from Scratch when you Learn will feel pretty awesome.
Creative Outburst
3.5 This is expensive, but because it lets you discard it to make a treasure early, part of that downside is mitigated against. Casting this will feel really good, as doing 5 damage to something and drawing a card chosen from among five is a really good deal. UR is all about big spells like this, so it fits right in, while also supporting the archetype’s ability to cast those spells since it can make treasure.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
Stonebound Mentor
2.5 This starts with solid stats, and then it has an ability that will fit nicely in RW decks. As we’ve seen, RW has ways to exile cards from the graveyard for value as well as ways to return cards from the graveyard to your hand or the battlefield. Those will all trigger the Scry here, which will be some nice incidental value.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Cogwork Archivist
0.5 I mostly don’t think you’ll play this. It has mediocre stats and an unexciting ability. The ability might be a little more useful in the RW deck, which likes it when things leave the graveyard, but mostly using this ability is super underwhelming. Now, if games in this format go long and you are out of cards and you can legit use this to draw the best card in your graveyard every turn, then it will be better than that -- but that won’t happen very often.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Pack 3 Pick 9: Beaming Defiance
Silverquill Apprentice
3.0 So this seems pretty underwhelming to me. Sure, getting a bonus when you play spells is great but...like, +1/+0 just seems like such a spell bonus. It will matter to be sure, but it just isn’t enough for me to really get excited about. BW is all about aggressive spell stuff though, so it fits in just fine.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
Pack 3 Pick 10: Quandrix Pledgemage
Tenured Inkcaster
3.5 This card is a potent +1/+1 counter payoff. When it comes down it immediately buffs a creature, and makes it so that creature drains the opponent for one life when it attacks. That’s not a bad deal, and that’s pretty much the fail case. If you end up with a synergistic +1/+1 counter deck, her presence on the board will make the game close to unwillable for the opponent. Now, she is super undersized for her cost, so taking her down won’t be too hard, but left unchecked she seems pretty great.
Silverquill Pledgemage
2.5 This dies to pretty much everything, but it has a nice magecraft effect. Giving this flying will frequently be the option you go with, as this attacks pretty hard in the air. Note, by the way that if you cast two spells, you can choose both options, will be particularly nice sometimes.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
Quandrix Pledgemage
3.0 We see this type of card a lot, though lately it has mostly been Red. Either way, this kind of creature tends to grow rapidly in a deck with a decent number of spells. It is certainly vulnerable at first, but if your opponent doesn’t take it down when they can, it can get quite impressive.
Pack 3 Pick 11: Go Blank
Duress
1.5 // 3.0 This will be a little better in a format with more noncreature spells, but it probably is still going to be better out of your sideboard.
Go Blank
1.5 They keep giving us upgraded Mind Rots lately, and I like it. Normally Mind Rot effects aren’t so good in Limited. They don’t impact the board and they get bad in the late game, but by giving these cards something else to do -- in this case, exiling the graveyard, you at least get something out of this card even when it can’t make your opponent discard anything. In most formats, exiling the graveyard will have at least a small effect on most decks. Now, all that said, this isn’t great, but it is a 1.5 instead the 1.0 that Mind Rot usually is.
Square Up
1.0 This kind of card never really comes through. You can sort of treat it like a trick, but it is just too situational to even be reliable in that capacity. The idea here I guess is to use it on Fractals, but even that isn’t worth it to me.
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Pack 3 Pick 12: Infuse with Vitality
Secret Rendezvous
0.0 You will always come up behind when you use this. You’re the one casting it, and using up a card and mana, your opponent gets the three cards for free -- they don’t spend a card or mana to get them. Now, if you have extra mana you will be taking advantage of the new cards first, but chances are also good your opponent will have an easier time doing that, because...again, they spent 0 mana to draw 3. Don’t play this in Limited.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Exhilarating Elocution
2.5 This gives a nice permanent boost to one creature - +2/+2 and pumping the rest of the board is nice too. It will often enable a pretty nice attack – but it does really need a significant board state to be worthwhile.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Pack 3 Pick 13: Owlin Shieldmage
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Ageless Guardian
1.5 This has reasonable defensive stats and it is a Spirit, and RW has some tribal synergy for that. You’ll play it in a deck that wants that sometimes, but I imagine you’ll cut it pretty often.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Pack 3 Pick 14: Duress
Duress
1.5 // 3.0 This will be a little better in a format with more noncreature spells, but it probably is still going to be better out of your sideboard.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Pack 3 Pick 15: Professor's Warning
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.