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.
Blade Historian
4.0 This is a ⅔ with double strike when it attacks, and making your whole board gain double strike on the attack is great, especially because it will mean most of the time the turn it comes down it will immediately make a difference on the board, improving attacks or allowing attacks that weren’t even a good idea before.
Wormhole Serpent
3.0 This has passable stats and a pretty nice activated ability that will sometimes allow you to close out games. It is costly to be sure, but there are two Blue archetypes in this format that love mana (UG and UR), so having a mana sink like these fits pretty well into those decks.
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.
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.
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!
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.
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.
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.
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.
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.
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.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
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.
Pack 1 Pick 2: Quintorius, Field Historian
Shock
3.5 Shock is always premium removal. Two damage can take down a huge chunk of creature sin most formats, including several creatures with a much higher CMC than one, and it of course comes with the upside of being able to use on the opponent.
Mercurial Transformation
2.5 Neither mode on this is super awesome, but making an opposing creature into a 1/1, or one of yours into a 4/4 will sometimes be a reasonable thing to do, especially because you get this kind of for free in your hand off of a “Learn” effect. Keep in mind that you can use this after combat to turn an opposing creature into a 1/1, and if that creature took at least one damage, it will just die on the spot! It is situational to be sure, but because it is a lesson, you can get it when the situation calls for it.
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.
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.
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.
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.
Big Play
2.0 This is a reasonable trick -- two mana for +3/+3, and one of those +1/+1s sticks around as a counter, so you end up getting some value from it beyond the turn you play it. That’s a boost big enough to help your creature win most combat too. Aggressive Green decks will likely always run the first copy of this -- but it IS still a trick -- it is situational and risky.
Blood Researcher
3.5 This seems like a nice Common payoff for gaining life. It may not be quite as cheap as Ajani’s Pridemate, but it adds Menace to the mix and I think that’s a fair trade. This will get pretty big, and that’s always nice with an evasive ability.
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.
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.
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.
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.
Thrilling Discovery
1.5 I really want this to be good, because I am probably the most excited about Lorehold in this set -- but I just don’t think it will be that great. Early, it could be a nice way to both load up your graveyard for various synergies and improve your card quality, but there will be situations where you just can’t really make use of this, either because you don’t want to give up cards or you flat out can’t.
Prismari Pledgemage
2.5 We have seen a lot of creatures like this over the last few years -- A two mana 3/3 with Defender that can gain the ability to attack one way or another. The initial body is actually pretty good at helping you block on the ground, and once you can get it to attack it will feel pretty good. Now, you do have to find a way to trigger Magecraft most turns for this to really be at its best, and that won’t always be easy.
Pack 1 Pick 3: Introduction to Annihilation
Defiant Strike
2.0 So, we saw this card before in Tarkir, where it was pretty nice for triggering Prowess. Prowess isn’t in this set, but Magecraft is, and they are similar enough mechanics that I imagine Defiant Strike will be better here than it would be in your typical format. A card that triggers Magecraft AND draws you a card is going to feel pretty nice, and you even get a small stats boost too! That makes this a solid playable in this format, instead of barely playable, like it has been sometimes in the past.
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.
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.
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.
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.
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.
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.
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.
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.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
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.
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 1 Pick 4: Returned Pastcaller
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.
Returned Pastcaller
4.0 This seems really good to me. RW in this set is about the graveyard, strange as that may seem, so this will generally have no problem returning something. It does only have two toughness so it dies to a lot, but because you returned something that still means you’re getting a 2-for-1, and if your opponent can’t deal with it, this hits pretty darn hard in the air.
Show of Confidence
2.5 So, if you can’t make any copies of this it isn’t really going to be especially worthwhile, that boost just isn’t worth the investment. However, if you can get two copies of it or more, it will feel pretty good. It is also further augmented by the Magecraft mechanic, which will trigger off of the copies too. Getting two copies of it is definitely doable, but you’ve gotta keep in mind that it is some real set up, and it won’t always work out. Getting more than two copies will happen some, but I wouldn’t count on it.
Mage Hunters' Onslaught
3.5 This is a nice removal spell. It is definitely a little bit clunky as a 4-mana sorcery, but it does kill anything, and the upside of punishing an opponent for Blocking will sometimes have a pretty real effect. Taking away their best blocker and then attacking with this seems pretty nice.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
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.
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.
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.
Pack 1 Pick 5: Tome Shredder
Counterspell
3.5 Ah, Counterspell. It can counter any spell! No questions asked! That’s not something we get in Limited these days, so I’m glad the Mystical Archive is giving us a chance to do it. Now, counter-magic in Limited is generally worse than it is in constructed, mostly because building a “draw-go” type deck is much harder to do in Limited than in constructed, where you can choose to have a deck of all instant speed stuff, and that’s just hard to do. Still, this is very efficient and it counters anything, and that is enough to get over the downside of countermagic in Limited.
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.
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.
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.
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.
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.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
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.
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!
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.
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.
Pack 1 Pick 6: Stonebound Mentor
Exponential Growth
2.5 Obviously enough, this can make a creature pretty dang huge -- but it is also really freaking clunky. You need your creature to already have evasion of some kind for this to even matter most of the time, and your opponent can easily just take down the thing you target, so you have to be extra cautious about casting it.
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.
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.
Thrilling Discovery
1.5 I really want this to be good, because I am probably the most excited about Lorehold in this set -- but I just don’t think it will be that great. Early, it could be a nice way to both load up your graveyard for various synergies and improve your card quality, but there will be situations where you just can’t really make use of this, either because you don’t want to give up cards or you flat out can’t.
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.
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.
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.
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.
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.
Pack 1 Pick 7: Hall Monitor
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.
Practical Research
3.5 This is pretty close to being Rain of Revelation, and that was a pretty great draw spell. Sometimes you won’t want to discard the instant or sorcery, especially if you ended up with a couple lands you don’t need, but you still end up seeing a lot of cards for a reasonable cost, and -- importantly, at instant speed.
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.
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.
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.
Prismari Pledgemage
2.5 We have seen a lot of creatures like this over the last few years -- A two mana 3/3 with Defender that can gain the ability to attack one way or another. The initial body is actually pretty good at helping you block on the ground, and once you can get it to attack it will feel pretty good. Now, you do have to find a way to trigger Magecraft most turns for this to really be at its best, and that won’t always be easy.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
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.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Pack 1 Pick 8: Make Your Mark
Whirlwind Denial
2.5 We saw this card not too long ago in Theros Beyond Death, and it was decent enough there. Mostly, it was a 3-mana counterspell, it wasn’t often countering more than one thing -- and, it was like a C there. This set does have a few things that will make it better, though – for one thing, there is spell copying, and for another, there are magecraft triggers. With those two things going on, this will end up hitting 2 spells more often than you might think.
Fracture
0.5 // 2.5 This format doesn’t have very many of these three permanent types, so this is best left in your sideboard.
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.
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.
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.
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.
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.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Pack 1 Pick 9: Sudden Breakthrough
Wormhole Serpent
3.0 This has passable stats and a pretty nice activated ability that will sometimes allow you to close out games. It is costly to be sure, but there are two Blue archetypes in this format that love mana (UG and UR), so having a mana sink like these fits pretty well into those decks.
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.
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.
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.
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.
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.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Pack 1 Pick 10: Thrilling Discovery
Mercurial Transformation
2.5 Neither mode on this is super awesome, but making an opposing creature into a 1/1, or one of yours into a 4/4 will sometimes be a reasonable thing to do, especially because you get this kind of for free in your hand off of a “Learn” effect. Keep in mind that you can use this after combat to turn an opposing creature into a 1/1, and if that creature took at least one damage, it will just die on the spot! It is situational to be sure, but because it is a lesson, you can get it when the situation calls for it.
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.
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.
Big Play
2.0 This is a reasonable trick -- two mana for +3/+3, and one of those +1/+1s sticks around as a counter, so you end up getting some value from it beyond the turn you play it. That’s a boost big enough to help your creature win most combat too. Aggressive Green decks will likely always run the first copy of this -- but it IS still a trick -- it is situational and risky.
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.
Thrilling Discovery
1.5 I really want this to be good, because I am probably the most excited about Lorehold in this set -- but I just don’t think it will be that great. Early, it could be a nice way to both load up your graveyard for various synergies and improve your card quality, but there will be situations where you just can’t really make use of this, either because you don’t want to give up cards or you flat out can’t.
Pack 1 Pick 11: Prismari 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.
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.
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.
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.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Pack 1 Pick 12: Moldering Karok
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.
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.
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.
Moldering Karok
2.0 Even with Trample and Lifelink, a 4-mana 3/3 isn’t awesome, though it is an admittedly goose place to put things that pump its stats. Still, I think you probably cut this a significant chunk of the time, it just doesn’t feel like it will do enough.
Pack 1 Pick 13: Relic Sloth
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.
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.
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.
Pack 1 Pick 14: Thrilling Discovery
Thrilling Discovery
1.5 I really want this to be good, because I am probably the most excited about Lorehold in this set -- but I just don’t think it will be that great. Early, it could be a nice way to both load up your graveyard for various synergies and improve your card quality, but there will be situations where you just can’t really make use of this, either because you don’t want to give up cards or you flat out can’t.
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 1 Pick 15: Waterfall Aerialist
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.
Pack 2 Pick 1: Sparring Regimen
Opt
2.5 Another solid draw spell that will be a bit better here as a result of Magecraft and other spell payoffs.
Sparring Regimen
5.0 This is great. The effect on it would already be good without Learn, as getting a +1/+1 counter every single turn on an attacking creature just enables a whole lot of attacks and tends to snowball. But then, you add learn to the mix, and you get to draw a very real card with it in addition to getting that sweet value, and you have a bomb on your hands.
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.
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.
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.
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.
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.
Blood Researcher
3.5 This seems like a nice Common payoff for gaining life. It may not be quite as cheap as Ajani’s Pridemate, but it adds Menace to the mix and I think that’s a fair trade. This will get pretty big, and that’s always nice with an evasive ability.
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.
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.
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!
Heated Debate
4.0 This is most likely Red’s best common. 3 mana for 4 damage at Instant speed is always great in Limited, and this also can’t be countered, which actually matters in this format as Blue seems to have several playable counter spells in this format.
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.
Guiding Voice
3.0 All the cards with Learn and all the Lessons are big overperformers in this set, and this is an example of that. This effectively reads “Put a +1/+1 counter on a creature and draw a card that is pretty useful in this situation,” and that’s a great deal for one White mana. Especially in a format with a bunch of magecraft.
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 2: Fuming Effigy
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.
Witherbloom Command
3.0 Three of the options here aren’t something I think will be good very often -- draining the opponent for 2 has some synergy with the color pair, destroying a non-creature non-land permanents with a CMC of 2 or less, and the mill + return land effect don’t seem that great. However, tacking any of those on to the -3/-1 effect, which has a reasonably shot at killing something, isn’t too bad. I mean, if you choose the mill option it is kind of like two mana for -3/-1 and draw a card, and that’s not bad -- but it isn’t that good either. One big problem is that, as a Sorcery, this will typically only be capable of killing X/1s, and that’s pretty narrow. You can use it to make an attack better for you even when you don’t kill an X/1, but it still isn’t great. Blowing up some 2 CMC or less permanent and killing a creature will feel good, but it just won’t line up that way often enough – there aren’t enough noncreature nonland permanents in this set. Look, you’ll always play this if you’re BG, but I don’t really think you should take it remotely highly.
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.
Mortality Spear
4.0 This is excellent. Even if it was always 4 mana to destroy a nonland permanent this would be an easy B – that’s just well worth it. But, this will frequently cost only two mana, which is just absurd. This is one of the best Uncommons in the set.
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.
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.
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.
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.
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.
Study Break
3.0 This is another card with Learn that is way better than it looks at first. This is a key card for BW or RW aggro decks, as tapping down blockers can really open the floodgates on your opponent – and you even draw a card off of it thanks to Learn! It tends to have a very real impact on games when it is cast.
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.
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.
Resculpt
1.0 People always overrate this type of card. They think of scenarios where you will exile one of your own artifacts or creatures and get a 4/4 out of the deal at Instant speed, and then you block an attacker or something. Or you use it in response to a removal spell and still get a 4/4 and all of that. But every time we see a card like this, even the one that made a 4/4 Angel, they just never line up as well as you might think at first. That situation I described just won’t happen as much as you want it to, and you’ll often find yourself in situations where this just isn’t worth casting. Now, it does have the ability to also go after opposing permanents, but giving your opponent a 4/4 in that case isn’t especially good most of the time either.
Quandrix Pledgemage
3.0 We see this type of card a lot, though lately it has mostly been Red. Either way, this kind of creature tends to grow rapidly in a deck with a decent number of spells. It is certainly vulnerable at first, but if your opponent doesn’t take it down when they can, it can get quite impressive.
Pack 2 Pick 3: Lorehold 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.
Returned Pastcaller
4.0 This seems really good to me. RW in this set is about the graveyard, strange as that may seem, so this will generally have no problem returning something. It does only have two toughness so it dies to a lot, but because you returned something that still means you’re getting a 2-for-1, and if your opponent can’t deal with it, this hits pretty darn hard in the air.
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.
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.
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.
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.
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.
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.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
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.
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.
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 2 Pick 4: Enthusiastic Study
Ephemerate
2.0 This kind of effect is sort of flexible...but also sort of narrow at the same time. It can be used to trigger an ETB ability, or to help a creature dodge removal...but those things don’t come up as often as you’d think. The rebound is some serious additional value, and if you ARE trigger an ETB ability a couple of extra times with it it is going to feel great! It also works well with Magecraft.
Expressive Iteration
3.0 Basically, you draw one card from your top three, and you exile another that you can cast until the end of your turn. So this is sort of a two mana Divination, albeit one that is very time sensitive. Note, by the way, that it does let you play lands from exile, so you can even cast this on like turn three, exile a land in your top 3 and put something else in your hand, and then play that land right away. Because you get to choose, there really is a reasonable chance you will get 2 cards out of it, even early.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 5: Dueling Coach
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.
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.
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.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 6: Pigment Storm
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.
Overgrown Arch
3.0 We’ve seen walls that can cash themselves in for cards before, and they’re always kind of mediocre. However, thsi one does add life gain to the mix, which is something that can really add up -- especially because the BG deck in this format really likes repeatable sources of life gain to power all of its cards.
Quandrix Apprentice
3.5 This kind of effect is always nice, especially in the early game when you really need to hit your land drops. Either way, this will draw you a card most of the time when you play a spell, and even if it is always a land, that is a pretty big bonus to add to all of your spells. As we’ve seen UG also likes having lots of lands, so this is a big enabler for those decks.
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.
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.
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!
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.
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.
Pigment Storm
2.5 This effect at Sorcery speed is really clunky. If you have to use this to kill a smaller creature, it feels really miserable because of the tempo hit. This does try to make up for that a little, by having the damage Trample, and that is some nice additional upside, but I still think this falls well short of being premium removal.
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.
Pack 2 Pick 7: Start from Scratch
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.
Kelpie Guide
3.0 So the main thing this does, is help you ramp, which is a pretty nice effect, even on a 3-mana 2/2. Then, in the late game, it will gain a very powerful ability, becoming an Icy Manipulator of sorts, which means it is going to be able to basically stop whatever your opponents most powerful permanent is in most cases, since it can tap them down. One of the downsides of creatures that help you ramp mana is how bad they are in the extreme late game, when they tend to be undersized and their mana is unnecessary, but the Kelpie gets around that with that ability. I think overall, this is a pretty strong card -- it helps you ramp early, and then becomes one of the best cards on the table late.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Needlethorn Drake
2.5 This can attack in the air early, and then stay back to trade with anything late. Like most cheap deathtouch creatures, this is pretty solid.
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.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
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.
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.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Pack 2 Pick 8: Blood Age General
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.
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.
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.
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.
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.
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.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Pack 2 Pick 9: Mascot Interception
Mascot Interception
1.5 So, there are a reasonable number of tokens in this format -- that’s a product of a set with an instant and sorcery theme, so being able to use this to steal one for only a single mana is some actual real upside. Note, by the way, if you need to do 2 more damage with your own creature, you can use this on your own guy too, and if its YOUR token, it also only costs one Red. Still, these Threaten effects tend to be highly situational. That said, by being so cheap a reasonable chunk of the time, it does overcome some of that downside. I have a hard time believing in Threatens until I see them work out in a format.
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.
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.
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.
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.
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!
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 10: Mortality Spear
Mortality Spear
4.0 This is excellent. Even if it was always 4 mana to destroy a nonland permanent this would be an easy B – that’s just well worth it. But, this will frequently cost only two mana, which is just absurd. This is one of the best Uncommons in the set.
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.
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.
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.
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.
Resculpt
1.0 People always overrate this type of card. They think of scenarios where you will exile one of your own artifacts or creatures and get a 4/4 out of the deal at Instant speed, and then you block an attacker or something. Or you use it in response to a removal spell and still get a 4/4 and all of that. But every time we see a card like this, even the one that made a 4/4 Angel, they just never line up as well as you might think at first. That situation I described just won’t happen as much as you want it to, and you’ll often find yourself in situations where this just isn’t worth casting. Now, it does have the ability to also go after opposing permanents, but giving your opponent a 4/4 in that case isn’t especially good most of the time either.
Pack 2 Pick 11: Decisive Denial
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.
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.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
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.
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 2 Pick 12: First Day of Class
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.
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.
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.
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 13: Reject
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.
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.
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Pack 2 Pick 14: Quandrix Apprentice
Quandrix Apprentice
3.5 This kind of effect is always nice, especially in the early game when you really need to hit your land drops. Either way, this will draw you a card most of the time when you play a spell, and even if it is always a land, that is a pretty big bonus to add to all of your spells. As we’ve seen UG also likes having lots of lands, so this is a big enabler for those decks.
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 2 Pick 15: Needlethorn Drake
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 3 Pick 1: Day of Judgment
Day of Judgment
5.0 This is a great board sweeper, and while they can be awkward if you’re the more aggressive deck, they have a game-changing enough ability that you’ll always play it and always take it highly. It just isn’t replaceable, and if you cast this you’re going to win the game in most situations.
Lorehold Command
4.5 I think this is the best of this set’s Command cycle. This is partly because unlike the other card we’ll see in it, it has four options that will frequently be useful. I mean, 5-mana for the Lightning Helix effect itself isn’t terrible – and would probably be borderline playable. Then, you add all these other options and you really have something sweet. I mean, you can really look at this as a 5-mana 3/2 creature with Flash and an ETB ability that Lightning Helixes something. Once you look it at it that way, it becomes clear that this is very powerful! And it even has two other options that are nice! Giving up a permanent to draw some cards is sometimes nice in the late game, and obviously the board pump + indestructibility effect will be backbreaking for your opponent too in the right situation.
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.
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.
Reconstruct History
1.5 It is too hard to make this work. It doesn’t include creatures as a type to get back, so most of the time in this format you’re just getting an Instant and a Sorcery. And, while that isn’t terrible, it also isn’t worth a card most of the time.
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.
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.
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.
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.
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.
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!
Serpentine Curve
2.5 In many Blue decks in this format, this tends to make pretty efficient creatures, and is worth playing.
Quandrix Pledgemage
3.0 We see this type of card a lot, though lately it has mostly been Red. Either way, this kind of creature tends to grow rapidly in a deck with a decent number of spells. It is certainly vulnerable at first, but if your opponent doesn’t take it down when they can, it can get quite impressive.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Pack 3 Pick 2: Combat Professor
Regrowth
2.5 This isn’t incredible in Limited. Two mana to return one card from your graveyard is just card selection, it isn’t card advantage. It does get better if you have bombs and other powerful stuff going on, but mostly it isn’t that impressive.
Draconic Intervention
4.0 This has quite the powerful effect. You can use it to wipe the whole board sometimes, or even better, exile something that does enough damage to decimate your opponents’ board, but doesn’t hurt your board quite as much. Thing is, you do need to have a spell of the right cost in your graveyard to really make it work, and that just won’t line up sometimes, so I think that holds it back some – at least as far as board sweepers go.
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.
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.
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!
Combat Professor
3.5 This is a good Common. On its own, it is a 4-mana ⅔ with Flying that can be a 3/3 with Vigilance on your turn. That’s a pretty darn good rate for the mana investment, and you can actually put the Vigilance other places, which is just better! This is probably White’s best Common.
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.
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.
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.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Study Break
3.0 This is another card with Learn that is way better than it looks at first. This is a key card for BW or RW aggro decks, as tapping down blockers can really open the floodgates on your opponent – and you even draw a card off of it thanks to Learn! It tends to have a very real impact on games when it is cast.
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.
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!
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 3 Pick 3: Illustrious Historian
Natural Order
4.0 So, this has an inherently powerful effect that can you let cheat a pretty impressive Green creature into play, but there are a couple of things you’ll need to have going for it to be worthwhile. First, you need a Green creature worth sacrificing. The good news is that pest tokens are Green and very expendable, so sacrificing one of those to Natural Order even just for like a 4 or 5 drop will feel pretty good. Sacrificing a real creature to this normally won’t be so great, as you’re 2-for-1ing yourself, so what you search up better be pretty darn impressive! The good news is there are some scary Green creatures you can search up. Overall, I think this is quite strong, even if it does ask for some significant set up. The fact that there are Green creature tokens in this format is what really makes it good.
Returned Pastcaller
4.0 This seems really good to me. RW in this set is about the graveyard, strange as that may seem, so this will generally have no problem returning something. It does only have two toughness so it dies to a lot, but because you returned something that still means you’re getting a 2-for-1, and if your opponent can’t deal with it, this hits pretty darn hard in the air.
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.
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.
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.
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.
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.
Illustrious Historian
3.0 Nothing this card does is efficient, but that’s kind of not the point. It is a card you can play early on curve, and then trade with something, and the in the later game you get a 3/2 out of your graveyard. That could be a 2-for-1, even if it is a kind of expensive one.
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.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Mage Hunters' Onslaught
3.5 This is a nice removal spell. It is definitely a little bit clunky as a 4-mana sorcery, but it does kill anything, and the upside of punishing an opponent for Blocking will sometimes have a pretty real effect. Taking away their best blocker and then attacking with this seems pretty nice.
Blood Researcher
3.5 This seems like a nice Common payoff for gaining life. It may not be quite as cheap as Ajani’s Pridemate, but it adds Menace to the mix and I think that’s a fair trade. This will get pretty big, and that’s always nice with an evasive ability.
Pack 3 Pick 4: Academic Probation
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!
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.
Academic Probation
2.5 Like all lessons, this is better than it looks. This is because you get it for “free” when you learn, and that means you can get this at a time where it actually does something. Using this to make one of your opponents creatures unable to block feels pretty good, and it has some other useful applications too.
Quandrix Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Cogwork Archivist
0.5 I mostly don’t think you’ll play this. It has mediocre stats and an unexciting ability. The ability might be a little more useful in the RW deck, which likes it when things leave the graveyard, but mostly using this ability is super underwhelming. Now, if games in this format go long and you are out of cards and you can legit use this to draw the best card in your graveyard every turn, then it will be better than that -- but that won’t happen very often.
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.
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.
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.
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.
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.
Prismari Pledgemage
2.5 We have seen a lot of creatures like this over the last few years -- A two mana 3/3 with Defender that can gain the ability to attack one way or another. The initial body is actually pretty good at helping you block on the ground, and once you can get it to attack it will feel pretty good. Now, you do have to find a way to trigger Magecraft most turns for this to really be at its best, and that won’t always be easy.
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.
Pack 3 Pick 5: Expanded Anatomy
Defiant Strike
2.0 So, we saw this card before in Tarkir, where it was pretty nice for triggering Prowess. Prowess isn’t in this set, but Magecraft is, and they are similar enough mechanics that I imagine Defiant Strike will be better here than it would be in your typical format. A card that triggers Magecraft AND draws you a card is going to feel pretty nice, and you even get a small stats boost too! That makes this a solid playable in this format, instead of barely playable, like it has been sometimes in the past.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
Pack 3 Pick 6: Zephyr Boots
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.
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.
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.
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.
Star Pupil
2.5 This is a nice one drop for the BW deck, the deck most interested in +1/+1 counters. Even if you have no other synergy, this is sort of passable since it can move its one counter elsewhere, but if you put counters on it early, you won’t feel nearly as bad when it dies – provided you have another creature. This seems like a key common for BW.
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.
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.
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.
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.
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.
Pack 3 Pick 7: Pilgrim of the Ages
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.
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.
Star Pupil
2.5 This is a nice one drop for the BW deck, the deck most interested in +1/+1 counters. Even if you have no other synergy, this is sort of passable since it can move its one counter elsewhere, but if you put counters on it early, you won’t feel nearly as bad when it dies – provided you have another creature. This seems like a key common for BW.
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.
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.
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.
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.
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 3 Pick 8: Village Rites
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.
Kelpie Guide
3.0 So the main thing this does, is help you ramp, which is a pretty nice effect, even on a 3-mana 2/2. Then, in the late game, it will gain a very powerful ability, becoming an Icy Manipulator of sorts, which means it is going to be able to basically stop whatever your opponents most powerful permanent is in most cases, since it can tap them down. One of the downsides of creatures that help you ramp mana is how bad they are in the extreme late game, when they tend to be undersized and their mana is unnecessary, but the Kelpie gets around that with that ability. I think overall, this is a pretty strong card -- it helps you ramp early, and then becomes one of the best cards on the table late.
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.
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.
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.
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.
Pop Quiz
3.0 This often just feels like a better Divination, since it draws you one card from your deck and one non-land card that is useful in your situation with the learn part. And its an Instant!
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.
Pack 3 Pick 9: Quandrix Pledgemage
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.
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.
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.
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!
Quandrix Pledgemage
3.0 We see this type of card a lot, though lately it has mostly been Red. Either way, this kind of creature tends to grow rapidly in a deck with a decent number of spells. It is certainly vulnerable at first, but if your opponent doesn’t take it down when they can, it can get quite impressive.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Pack 3 Pick 10: Relic Sloth
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.
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.
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.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
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.
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 11: Prismari Campus
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.
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.
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.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Blood Researcher
3.5 This seems like a nice Common payoff for gaining life. It may not be quite as cheap as Ajani’s Pridemate, but it adds Menace to the mix and I think that’s a fair trade. This will get pretty big, and that’s always nice with an evasive ability.
Pack 3 Pick 12: Bayou Groff
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.
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.
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.
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 3 Pick 13: Oggyar Battle-Seer
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.
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!
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Pack 3 Pick 14: Reject
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.
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Pack 3 Pick 15: Oggyar Battle-Seer
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.