Whirlwind Denial
2.5 We saw this card not too long ago in Theros Beyond Death, and it was decent enough there. Mostly, it was a 3-mana counterspell, it wasn’t often countering more than one thing -- and, it was like a C there. This set does have a few things that will make it better, though – for one thing, there is spell copying, and for another, there are magecraft triggers. With those two things going on, this will end up hitting 2 spells more often than you might think.
Elite Spellbinder
4.0 For the first time in a while a Magic player who won a big tournament got to design their own card and it has their likeness, and PV did not disappoint, this is a cool AND strong design. A 3-mana 3/1 flyer is already something you’ll always play in most formats, and the ETB ability here is some nice disruption for White to get. Sure, it doesn’t take the card away forever, but making it take more mana and take longer for your opponent to cast that spell is great, it is a cool take on a tax effect. The efficient body and relatively nice disruption ability make this a card you first pick most of the time.
Professor of Symbology
3.5 So, even if you have 0 lessons, this is a two-mana 2/1 that rummages, and that’s already a solid playable. But, it will be right a decent chunk of the time to grab a Lesson from your sideboard. Most of the lower rarity lessons aren’t especially impressive cards if you look at them in a vacuum, but by having them in your sideboard you’re upgrading cards like this one, as you get far better card selection out of the deal, and you actually net a card instead of having to discard one too. The card you get may not be the best thing ever, but it is a free card, and you’ll gladly take it. I think this is close enough to being a two mana 2/1 with a “Draw a card” ETB ability, that I’m going to be taking this pretty early.
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.
Aether Helix
2.5 I really want to like this card, since I love bounce spells and getting stuff back from my graveyard, but I just don’t think this is anything special. Bouncing a permanent does not give you a card’s worth of value, and it may not even give you much tempo would you pay 5 for it. And yeah getting a permanent back is good and all, but this is basically just a 5 mana bounce a permanent, draw a card. And its a Sorcery. That’s just not that great!
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.
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.
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.
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.
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.
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.
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Field Trip
2.5 So, this pretty much just ramps for you, it doesn’t provide fixing because you can only get a Forest, and that’s a pretty big bummer. Still, ramping looks like a smarter strategy in ths format It does have Learn, which will either let you rummage or get a Lesson from your sideboard, and both of those are nice additional effects.
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.
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 2: Expanded Anatomy
Codie, Vociferous Codex
2.5 Well, this is a weird one. Not being able to cast permanent spells is a pretty big cost, and I’m not really sure Codie’s ability does enough to help that not completely sink you. Codie’s ability doesn’t help you get permanents, and sure there are lots of spells in this format, including those that make permanents, but chances are good your deck will have more permanent than non-permanent spells. Codie does give you some pretty weird fixing for all your non-permanent spells, in addition to the free card every turn you can cast something, but if you are drawing permanent spells that are dead cards, it is all kind of a wash. I don’t think this is completely unplayable, because I think playing this late in a game where you are at parity or ahead, it might help you get there, but this seems awful from behind, and hard to make work in most decks.
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.
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.
Deadly Brew
3.0 You basically take down an opposing creature, and then trade a creature in play for a permanent in your graveyard. It won’t always be easy to set it up -- edict effects are notoriously inconsistent, but most of the time you’ll probably come out ahead when you cast this. Especially if you have creature tokens and stuff like that!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 3: Mage Hunters' Onslaught
Snakeskin Veil
2.5 This is a good combat trick that gives your creature a permanent boost, while also being useful against removal.
Strict Proctor
2.5 So, a two-mana ⅓ Flyer is sort of borderline playable already, and this comes with some extra action. Taxing ETB abilities is pretty strong, as there are lots of creatures in Limited who derive a fair bit of their power from doing something when they ETB. Problem is, it is symmetrical. And sure, you can plan around that by waiting to play it until you’re done taking advantage of ETBs, but you can’t count on the fact that you won’t draw more things with ETB abilities, or that playing it late will even bother your opponent! This isn’t a bad card by any means, but I don’t think it is that great either. Sometimes it will really cause your opponent some problems, but sometimes it will do the same to you! Obviously, should you find yourself in a deck this doesn’t hurt at all, it does get better, but that’s not going to be easy.
Eyetwitch
3.0 One-mana 1/1 Flyers often aren’t really worth it in Limited because they are so quickly outclassed, but this has quite the useful death trigger. So you will need to have picked up a few Lessons for cards like this to be at their best, but it is nice you can rummage with them in a pinch. This will feel like drawing a card often enough that I think it is pretty good! Also not a bad place to stick a +1/+1 counter.
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.
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.
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.
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.
Pack 1 Pick 4: Hunt for Specimens
Duress
1.5 // 3.0 This will be a little better in a format with more noncreature spells, but it probably is still going to be better out of your sideboard.
Furycalm Snarl
3.0 These are good fixing, and they’ll help you splash. Don’t underestimate how nice it is, even in a two-color deck, to have one land that can produce either color, it is really great for your mana base. You should never be first picking these, but I think you should value them over most medium cards in packs if you’re in one or both of the colors it produces.
Fortifying Draught
2.5 This seems like a solid trick to me. You’ll always get 2 life and at least +2/+2 out of it, and that is something an aggro deck would probably already play a copy of most of the time, but then you factor in the potential for a bigger boost, and you get an even better trick. Making this be better than Giant Growth isn’t going to be SUPER hard.
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.
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.
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.
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.
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.
Stonerise Spirit
2.5 This starts out with really reasonable stats, and then in the late game it can enable your payoffs for moving stuff out of your graveyard while also giving your other creatures flying. That late game mana sink is going to end games sometimes, but keep in mind that it is pretty expensive to use the ability, so you often won’t be able to make more than one thing fly.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Hunt for Specimens
3.0 This ends up feeling like an upgraded Elvish Visionary often enough that this card is very worth playing. A 1/1 pest and a card that is good in your situation is just great for two mana.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Pack 1 Pick 5: Strict Proctor
Strict Proctor
2.5 So, a two-mana ⅓ Flyer is sort of borderline playable already, and this comes with some extra action. Taxing ETB abilities is pretty strong, as there are lots of creatures in Limited who derive a fair bit of their power from doing something when they ETB. Problem is, it is symmetrical. And sure, you can plan around that by waiting to play it until you’re done taking advantage of ETBs, but you can’t count on the fact that you won’t draw more things with ETB abilities, or that playing it late will even bother your opponent! This isn’t a bad card by any means, but I don’t think it is that great either. Sometimes it will really cause your opponent some problems, but sometimes it will do the same to you! Obviously, should you find yourself in a deck this doesn’t hurt at all, it does get better, but that’s not going to be easy.
Aether Helix
2.5 I really want to like this card, since I love bounce spells and getting stuff back from my graveyard, but I just don’t think this is anything special. Bouncing a permanent does not give you a card’s worth of value, and it may not even give you much tempo would you pay 5 for it. And yeah getting a permanent back is good and all, but this is basically just a 5 mana bounce a permanent, draw a card. And its a Sorcery. That’s just not that great!
Elemental Summoning
1.5 // 3.0 This is yet another lesson that you wouldn’t really ever want in your main deck, as a 5-mana 4/4 just isn’t good these days, but being able to draw this when you “Learn” sounds pretty good!
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.
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.
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.
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.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
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.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
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 6: Inkling Summoning
Agonizing Remorse
3.0 This was a good discard spell the last time we saw it, and I think it will be pretty good here too. It can disrupt the opponent pretty much all game long, and having a fail case to exile a card in their graveyard isn’t too shabby.
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.
Hall Monitor
3.5 Cheap cards that make something unable to block have a pretty good track record in Limited. Making just one thing unable to block is often enough to make your whole board capable of attacking, and, this thing is a Raging Goblin on turn one, which means it will get in for some damage early, and then in the later part of the game really make blocking difficult for your opponent. Seems like a great aggro card.
Inkling Summoning
3.5 This Lesson is nice because it isn’t a complete disaster if you don’t get any cards with Learn and play it in your main deck. A three mana 2/1 with Flying is just fine, and this also triggers all the mage craft stuff of course. Obviously, if you have Learn, it is going to usually be better in the sideboard.
Moldering Karok
2.0 Even with Trample and Lifelink, a 4-mana 3/3 isn’t awesome, though it is an admittedly goose place to put things that pump its stats. Still, I think you probably cut this a significant chunk of the time, it just doesn’t feel like it will do enough.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Pillardrop Warden
2.5 This has reasonable defensive stats and the ability to bring an instant or sorcery back to your hand, giving it utility pretty much all game long.
Cram Session
1.5 So yeah, BG has a lot of life gain payoffs as we’ve seen throughout the week and as we will continue to see in this video, so a card like Cram Session is a little bit better than it would normally be, I think. Although, I still don’t think it is great. It is basically a bad Revitalize – and Revitalize isn’t great to begin with!
Scurrid Colony
2.5 This is an alright two-drop in the early game, and when the game gets late it becomes bigger. Now, a 4/4 isn’t probably going to be a huge gamechanger by the time you have eight lands, but it won’t hurt either.
Pop Quiz
3.0 This often just feels like a better Divination, since it draws you one card from your deck and one non-land card that is useful in your situation with the learn part. And its an Instant!
Pack 1 Pick 7: Silverquill Apprentice
Silverquill Apprentice
3.0 So this seems pretty underwhelming to me. Sure, getting a bonus when you play spells is great but...like, +1/+0 just seems like such a spell bonus. It will matter to be sure, but it just isn’t enough for me to really get excited about. BW is all about aggressive spell stuff though, so it fits in just fine.
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.
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.
Prismari Pledgemage
2.5 We have seen a lot of creatures like this over the last few years -- A two mana 3/3 with Defender that can gain the ability to attack one way or another. The initial body is actually pretty good at helping you block on the ground, and once you can get it to attack it will feel pretty good. Now, you do have to find a way to trigger Magecraft most turns for this to really be at its best, and that won’t always be easy.
Lorehold Pledgemage
3.0 Players will have a very difficult time ever wanting to block this, since any instant or sorcery suddenly makes things a lot harder thank to First Strike, and that’s especially true if you have a trick! This will just get through a lot for aggressive decks, and that’s kind of what you want your creatures to be doing. It also has hybrid mana, making it fit in multiple decks pretty easily.
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.
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.
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.
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 1 Pick 8: Guiding Voice
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.
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.
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.
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.
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.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
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.
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 1 Pick 9: Pilgrim of the Ages
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.
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.
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.
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.
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.
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Pilgrim of the Ages
2.5 This doesn’t exactly fix for you, since it is White and can only get Plains, but it does make sure you hit your land drops, and that’s always a nice thing to do with a 3-drop creature. It also gets extra value from the fact that it isn’t interested in staying in the graveyard, and in the late game it can give you a nice mana sink creature that can block all day and continue to thin out your deck. RW is the best home for this, since it likes to leave the graveyard and has the Spirit type. I think this is a solid Common.
Pack 1 Pick 10: Access Tunnel
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.
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.
Deadly Brew
3.0 You basically take down an opposing creature, and then trade a creature in play for a permanent in your graveyard. It won’t always be easy to set it up -- edict effects are notoriously inconsistent, but most of the time you’ll probably come out ahead when you cast this. Especially if you have creature tokens and stuff like that!
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.
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.
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.
Pack 1 Pick 11: Eager First-Year
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.
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.
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.
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.
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 1 Pick 12: Beaming Defiance
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.
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.
Stonerise Spirit
2.5 This starts out with really reasonable stats, and then in the late game it can enable your payoffs for moving stuff out of your graveyard while also giving your other creatures flying. That late game mana sink is going to end games sometimes, but keep in mind that it is pretty expensive to use the ability, so you often won’t be able to make more than one thing fly.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Pack 1 Pick 13: Spiteful Squad
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.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Pack 1 Pick 14: Reconstruct History
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.
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.
Pack 1 Pick 15: Reject
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 1: Lash of Malice
Opt
2.5 Another solid draw spell that will be a bit better here as a result of Magecraft and other spell payoffs.
Semester's End
2.0 This is a mostly way too situational to make work. It is easy to imagine ideal scenarios where you just get to line up blocks and exile your board to get those +1/+1 counters, but it just doesn’t come up as often as you would hope, and it is often just a bad card.
Witherbloom Apprentice
3.5 A two mana 2/2 that drains the opponent every time you play or copy an instant or sorcery is a solid deal, especially because BG can take advantage of the life gain.
Zimone, Quandrix Prodigy
4.0 So, Zimone’s first ability is the kind that is often overrated in Limited. Sure, if you have the extra land she will ramp you early, and that’s nice. Thing is, you tend to run out of extra lands to play in a hurry in Limited, so she is going to do this once, and only if you get her early, really. Her draw effect is what is more intriguing to me, just being able to pay 4 for a single card is a great mana sink, and in the late game when she starts drawing you two, she’s likely to just win you the game. She is small and easy to kill, but at two mana that isn’t going to hurt too much.
Aether Helix
2.5 I really want to like this card, since I love bounce spells and getting stuff back from my graveyard, but I just don’t think this is anything special. Bouncing a permanent does not give you a card’s worth of value, and it may not even give you much tempo would you pay 5 for it. And yeah getting a permanent back is good and all, but this is basically just a 5 mana bounce a permanent, draw a card. And its a Sorcery. That’s just not that great!
Elemental Summoning
1.5 // 3.0 This is yet another lesson that you wouldn’t really ever want in your main deck, as a 5-mana 4/4 just isn’t good these days, but being able to draw this when you “Learn” sounds pretty good!
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.
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.
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.
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.
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.
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.
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.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
Pack 2 Pick 2: Mage Hunters' Onslaught
Sign in Blood
3.0 This is a very efficient way to draw two cards, something that normally costs three mana. I'll gladly pay the two life if it means spending one less mana! It also kills your opponent if they are at two, and that comes up on occasion.
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.
Explosive Welcome
2.0 Eight mana is a whole lot, but the UR deck looks capable of producing that kind of mana. This will often get you a 2-for-1 which is nice, but the thing I wonder is how often the mana it gives you back will even be usable. If you just spent a bunch of mana to cast this, it was probably the last card you had in your hand, so where’s that mana going? Probably nowhere most of the time. This has some serious explosive potential in the later part of the game, but in really only fits in the UR deck, and even then it won’t always work out.
Igneous Inspiration
4.0 This will frequently feel like “3 mana, kill something, draw a card” and that’s going to be pretty great. This is another premium Red removal spell.
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.
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.
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.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
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.
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.
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.
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.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
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.
Pack 2 Pick 3: Arrogant Poet
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.
The Biblioplex
4.0 This is a fun reference to the FIRST TIME Wizards printed a land that represented a library -- suffice it to say, this time around it isn’t quite as good, but it is still a really great utility land. Holding on to 7 cards will be a challenge, so most of the time when you find yourself able to use the Biblioplex, you’ll be doing it in the late game as a mana sink when your hand is empty. Decks in this format will have more spells than we’re used to seeing too, so it will draw you a card pretty often. That’s huge late game upside that can help you win a game. Having a land turn into a game-winning value engine late is pretty incredible.
Divide by Zero
3.5 This seems quite good. It will be capable of bouncing anything that isn’t a token, and virtually all of the spells in the format, and while that isn’t exactly “removal,” it does give you some tempo and a way to interact, AND it will replace itself most of the time by giving you a Lesson, or rummaging in a fail case.
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.
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.
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.
Stonerise Spirit
2.5 This starts out with really reasonable stats, and then in the late game it can enable your payoffs for moving stuff out of your graveyard while also giving your other creatures flying. That late game mana sink is going to end games sometimes, but keep in mind that it is pretty expensive to use the ability, so you often won’t be able to make more than one thing fly.
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.
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.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
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.
Arrogant Poet
2.5 We have seen lots of two mana 2/1s that gain flying when they attack be pretty good, and while this is admittedly worse as a result of having to pay life to make that happen, it will still be a nice card to have in Black Aggressive decks. Gaining flying goes a long way towards making this two drop stay relevant. It slots well into the Black-Green deck, which is good at gaining life, and the +1/+1 counter deck, which likes putting counters on evasive creatures.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Pack 2 Pick 4: Owlin Shieldmage
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pilgrim of the Ages
2.5 This doesn’t exactly fix for you, since it is White and can only get Plains, but it does make sure you hit your land drops, and that’s always a nice thing to do with a 3-drop creature. It also gets extra value from the fact that it isn’t interested in staying in the graveyard, and in the late game it can give you a nice mana sink creature that can block all day and continue to thin out your deck. RW is the best home for this, since it likes to leave the graveyard and has the Spirit type. I think this is a solid Common.
Pack 2 Pick 5: Dueling Coach
Opt
2.5 Another solid draw spell that will be a bit better here as a result of Magecraft and other spell payoffs.
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.
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.
Field Trip
2.5 So, this pretty much just ramps for you, it doesn’t provide fixing because you can only get a Forest, and that’s a pretty big bummer. Still, ramping looks like a smarter strategy in ths format It does have Learn, which will either let you rummage or get a Lesson from your sideboard, and both of those are nice additional effects.
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.
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!
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
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.
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.
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.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Pack 2 Pick 6: Pest Summoning
Adventurous Impulse
2.5 This is a fine card for Green decks. Its nice that if you’re flooding it can help you get out, and if you’re desperate for a mana drop it can help you there too. It is also a cheap spell which is always upside in this set.
Deadly Brew
3.0 You basically take down an opposing creature, and then trade a creature in play for a permanent in your graveyard. It won’t always be easy to set it up -- edict effects are notoriously inconsistent, but most of the time you’ll probably come out ahead when you cast this. Especially if you have creature tokens and stuff like that!
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.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
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.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Springmane Cervin
2.5 This is a solid creature for Green decks. It has alright stats, and the fact it gains life will enable a number of synergies in this format.
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.
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.
Quandrix Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Pack 2 Pick 7: Stonerise Spirit
Thrill of Possibility
2.0 Like all draw spells, Thrill of possibility gets a bit of an upgrade in this format as a result of magecraft being a big feature of this format, and that’s good news, because it is a solid card anyway. Pitching a land to draw two cards feels pretty good.
Lorehold Excavation
3.0 While it is a little awkward that it doesn’t impact the board immediately most of the time, it does only cost two, and at least it starts doing damage and gaining you life right away. That part of the card shouldn’t be overlooked, by the way, this will sort of feel like Ill-Gotten Inheritance with more upside. If you’re in RW, and you are if you’re playing this, this seems like the kind of glue that will keep that deck together. I’m not sure it quite does enough to pull you into the color pair itself, but if you’re there already, value it highly.
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.
Stonerise Spirit
2.5 This starts out with really reasonable stats, and then in the late game it can enable your payoffs for moving stuff out of your graveyard while also giving your other creatures flying. That late game mana sink is going to end games sometimes, but keep in mind that it is pretty expensive to use the ability, so you often won’t be able to make more than one thing fly.
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.
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.
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.
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.
Pack 2 Pick 8: 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.
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.
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.
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.
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.
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.
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.
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 9: Unwilling Ingredient
Opt
2.5 Another solid draw spell that will be a bit better here as a result of Magecraft and other spell payoffs.
Aether Helix
2.5 I really want to like this card, since I love bounce spells and getting stuff back from my graveyard, but I just don’t think this is anything special. Bouncing a permanent does not give you a card’s worth of value, and it may not even give you much tempo would you pay 5 for it. And yeah getting a permanent back is good and all, but this is basically just a 5 mana bounce a permanent, draw a card. And its a Sorcery. That’s just not that great!
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.
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.
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.
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!
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Pack 2 Pick 10: Crushing Disappointment
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.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
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.
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.
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.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
Pack 2 Pick 11: Defend the Campus
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.
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.
Stonerise Spirit
2.5 This starts out with really reasonable stats, and then in the late game it can enable your payoffs for moving stuff out of your graveyard while also giving your other creatures flying. That late game mana sink is going to end games sometimes, but keep in mind that it is pretty expensive to use the ability, so you often won’t be able to make more than one thing fly.
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.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Pack 2 Pick 12: Novice Dissector
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.
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.
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.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Pack 2 Pick 13: Quintorius, Field Historian
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.
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.
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.
Pack 2 Pick 14: Star Pupil
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.
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 2 Pick 15: Reject
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 1: Shaile, Dean of Radiance
Teferi's Protection
1.0 Some of these Mystical Archive cards are really wacky, because nobody really designed them with Limited in mind, and that’s the case here too -- it is from a Commander set. While the effect this card has does seem really cool, in a lot of ways, it is just a really fancy Fog in Limited. Sure, it counters removal to some extent, and especially board sweepers. But in combat it really will just feel like Fog, and I’m not a very big fan of that.
Shaile, Dean of Radiance
4.0 Like all the Deans, both sides are pretty good. Shaile’s ability to put counters on new creatures is really good, especially because with Flying and Vigilance, Shaile can get an attack in before using the ability. Meanwhile, Emrbose is a little bit weirder of a card, but he has a lot to offer! He can make your creatures bigger with his first ability, though you’ll normally want to make sure it can survive the two damage -- so in other words, it needs to have at least two toughness before the counter. He’ll also be able to pick off opposing X/1s with that ability, which is nice additional flexibility. Then, the +1/+1 counter payoff he has is nice, as drawing a card any time one of your creatures with a counter dies is powerful -- and it might even give you a reason to use his ability on one of your X/1s, since it will basically amount to sacrificing and drawing a card.
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.
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.
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.
Basic Conjuration
1.5 // 3.0 This will be a nice thing to grab when you “Learn,” since it gives you some pretty nice card selection and gains you some life. If you end up with no “Learn” at all, it would be a somewhat passable card in your deck too. It is a bit clunky to be sure, but gaining life off of it helps offset that problem.
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!
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.
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.
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.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Burrog Befuddler
2.5 This seems like a solid two-drop. Flash + the ability to lower a creature’s power will sometimes give you a pretty attractive blocking situation, but even if this just prevents one damage and lets you add to the board with a two-mana 2/1, that’s fine too.
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.
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.
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 3 Pick 2: Eliminate
Eliminate
3.5 This kills a significant percentage of creatures and it does it efficiently. That’s enough for it to be premium.
Harness Infinity
3.5 If you can manage to cast this thing in a game of Limited, you’re probably just going to win. It is an Instant too, so you can leave mana up for other stuff without having to completely tap out and load up your hand. That’s especially good because you can get around having to discard to 7 if you cast it at the end of your opponent’s turn, giving you as many options as possible. Now, the downsides here include the aforementioned challenging mana cost, as well as the fact that this is pretty much utterly useless until the very late game. Those are the kinds of things that keep it from being a great card, but it does have a ton of power!
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.
Reduce to Memory
1.0 // 2.5 So, you can kind of sort of play this in your main deck, if you feel like you really need some removal and you didn’t get any Learn. Obviously, giving your opponent a 3/2 isn’t good -- it basically sets you up to get 2-for-1’d, but it can deal with any nonland permanent and that does matter some. You can use it on your own guy in a pinch too. Being able to sort of toolbox it up is way better, because if you can choose to get it from among other choices, that’s just a way different deal, and you can grab it when you really need it.
Rootha, Mercurial Artist
4.0 She is way easier to copy spells with than she looks, and the tempo loss you get from that is well worth the card advantage.
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!
Silverquill Pledgemage
2.5 This dies to pretty much everything, but it has a nice magecraft effect. Giving this flying will frequently be the option you go with, as this attacks pretty hard in the air. Note, by the way that if you cast two spells, you can choose both options, will be particularly nice sometimes.
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.
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Elemental Masterpiece
2.5 Late, this gives you two 4/4 bodies pretty efficiently. And, like a lot some other UR spells in this set, it can actually make you treasure early too, giving you both fixing and ramp, and making this significantly better than it would be if all you could ever do is cast it.
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.
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.
Rise of Extus
3.5 This is expensive and clunky, but it also isn’t too far from being a removal spell that has “draw a card,” added to it. Now granted, most of the cards you can get with the Learn part aren’t exactly going to be worldbeaters, but they are still cards, and adding that effect to a removal spell seems pretty nice. Exiling an instant or sorcery doesn’t hurt either. This often really drastically changes the game between removing your opponents best thing and drawing you a card.
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!
Pack 3 Pick 3: Thunderous Orator
Radiant Scrollwielder
4.0 This requires some set up -- namely that you should have a good number of instants and sorceries, and especially ones that do damage because of the lifelink part! But luckily having lots of those card types won’t be supe hard in this format, which has an inordinate number of them. If you can get this to rebuy one spell it will feel really good, and once you get the second you have a bona fide engine on your hands! While this is probably a bit of a build around, I think you’ll be able to do enough with it in most decks that it is just going to be really good for RW and you should take it highly.
Mage Hunter
2.5 This seems solid. There are lots of instants and sorceries in this set, but there probably aren’t enough for this to be incredible or anything. It has alright stats and will punish your opponent some if it sticks around.
Thunderous Orator
3.0 This is a kind of reasonable card just as a French Vanilla creature, so when you add the rest to the mix it gets quite good. Being able to gain whatever key words it friends has will sometimes be awesome. That said, he will also sometimes be a two mana 2/2 with Vigilance and that’s it -- which is fine. Just don’t expect him to always be always taking to the sky or anything. He will gain other keyword abilities often enough though to be a relevant card at multiple stages of the game.
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.
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.
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!
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.
Scurrid Colony
2.5 This is an alright two-drop in the early game, and when the game gets late it becomes bigger. Now, a 4/4 isn’t probably going to be a huge gamechanger by the time you have eight lands, but it won’t hurt either.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Bury in Books
3.0 Totally Lost is usually a kind of passable card, and this is mostly a better version of it. Sure, it can only target creatures, but Totally Lost does that 90% of the time anyway, and the fact that this gets discounted to only three mana when you hit an attacking creature is pretty good. Remember, when you put something back in your opponent’s deck, you’re actually trading 1-for-1, not just getting tempo out of the deal, and the fact they will usually have to wait a whole turn to get that card is nice. This seems like a pretty good Blue common, I think you always run the first copy.
Pack 3 Pick 4: Owlin Shieldmage
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.
Prismari Apprentice
3.5 Becoming unblockable any time a spell is cast isn’t too shabby, and would make for a solid card already -- but the fact it gains +1/+1 counters when you cast big spells really makes this into a nice signpost uncommon for UR.
Necrotic Fumes
3.5 So, this isn’t the most amazing removal spell ever -- you have to two-for-one yourself to use it AND its a Sorcery, but it is kind of passable for your main deck if you don’t get any Learn. It will be absolutely great to grab when you DO “Learn” though, as it is a removal spell that can deal with anything, and that’s a nice thing to be able to Wish for.
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.
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.
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.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
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.
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.
Lorehold Pledgemage
3.0 Players will have a very difficult time ever wanting to block this, since any instant or sorcery suddenly makes things a lot harder thank to First Strike, and that’s especially true if you have a trick! This will just get through a lot for aggressive decks, and that’s kind of what you want your creatures to be doing. It also has hybrid mana, making it fit in multiple decks pretty easily.
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.
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 5: Killian, Ink Duelist
Killian, Ink Duelist
4.0 I would have been reasonably happy with a two mana 2/2 with Lifelink and Menace, or a 2-mana 2/2 with the spell reduction ability, but obviously this has all of that stuff! It is going to give you a lot for two mana. It will attack well early, and then make your spells cheaper – this will allow you to trigger Magecraft more easily, while also pumping your creatures with combat triggers. Your removal spells will cheaper as well as your tricks, anyway. This is an excellent Uncommon.
Fortifying Draught
2.5 This seems like a solid trick to me. You’ll always get 2 life and at least +2/+2 out of it, and that is something an aggro deck would probably already play a copy of most of the time, but then you factor in the potential for a bigger boost, and you get an even better trick. Making this be better than Giant Growth isn’t going to be SUPER hard.
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.
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.
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.
Lorehold Pledgemage
3.0 Players will have a very difficult time ever wanting to block this, since any instant or sorcery suddenly makes things a lot harder thank to First Strike, and that’s especially true if you have a trick! This will just get through a lot for aggressive decks, and that’s kind of what you want your creatures to be doing. It also has hybrid mana, making it fit in multiple decks pretty easily.
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.
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.
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.
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.
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.
Pack 3 Pick 6: Pilgrim of the Ages
Hall Monitor
3.5 Cheap cards that make something unable to block have a pretty good track record in Limited. Making just one thing unable to block is often enough to make your whole board capable of attacking, and, this thing is a Raging Goblin on turn one, which means it will get in for some damage early, and then in the later part of the game really make blocking difficult for your opponent. Seems like a great aggro card.
Aether Helix
2.5 I really want to like this card, since I love bounce spells and getting stuff back from my graveyard, but I just don’t think this is anything special. Bouncing a permanent does not give you a card’s worth of value, and it may not even give you much tempo would you pay 5 for it. And yeah getting a permanent back is good and all, but this is basically just a 5 mana bounce a permanent, draw a card. And its a Sorcery. That’s just not that great!
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 7: Lightning Helix
Lightning Helix
4.0 This is always a great removal spell that is super efficient! Killing something and gaining 3 at the same time can be enough to turn a game around, and you can do it for only tow mana! You can also use it to finish off an opponent, which is nice upside. Basically, this is premium removal that you’ll take highly, even if it is multi-colored.
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.
Grinning Ignus
2.0 Basically, the Ignus gives you something of a ritual effect. It gives you a short-term mana boost, but when you actually look at the mana you spend -- which is 3 to play it and one to use its ability, you actually come out behind! Still, the UR deck in this format looks interested in getting a bunch of mana in single turns for big crazy spells, so it probably has a home.
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.
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.
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.
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.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
Pack 3 Pick 8: Quandrix Apprentice
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.
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.
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.
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.
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.
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.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
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.
Pack 3 Pick 9: Essence Infusion
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.
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!
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.
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.
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.
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.
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 3 Pick 10: Reduce to Memory
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.
Reduce to Memory
1.0 // 2.5 So, you can kind of sort of play this in your main deck, if you feel like you really need some removal and you didn’t get any Learn. Obviously, giving your opponent a 3/2 isn’t good -- it basically sets you up to get 2-for-1’d, but it can deal with any nonland permanent and that does matter some. You can use it on your own guy in a pinch too. Being able to sort of toolbox it up is way better, because if you can choose to get it from among other choices, that’s just a way different deal, and you can grab it when you really need it.
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Elemental Masterpiece
2.5 Late, this gives you two 4/4 bodies pretty efficiently. And, like a lot some other UR spells in this set, it can actually make you treasure early too, giving you both fixing and ramp, and making this significantly better than it would be if all you could ever do is cast it.
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.
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!
Pack 3 Pick 11: Pillardrop Rescuer
Radiant Scrollwielder
4.0 This requires some set up -- namely that you should have a good number of instants and sorceries, and especially ones that do damage because of the lifelink part! But luckily having lots of those card types won’t be supe hard in this format, which has an inordinate number of them. If you can get this to rebuy one spell it will feel really good, and once you get the second you have a bona fide engine on your hands! While this is probably a bit of a build around, I think you’ll be able to do enough with it in most decks that it is just going to be really good for RW and you should take it highly.
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.
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.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Pack 3 Pick 12: Lorehold Pledgemage
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.
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.
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.
Lorehold Pledgemage
3.0 Players will have a very difficult time ever wanting to block this, since any instant or sorcery suddenly makes things a lot harder thank to First Strike, and that’s especially true if you have a trick! This will just get through a lot for aggressive decks, and that’s kind of what you want your creatures to be doing. It also has hybrid mana, making it fit in multiple decks pretty easily.
Pack 3 Pick 13: Pillardrop Rescuer
Lorehold Pledgemage
3.0 Players will have a very difficult time ever wanting to block this, since any instant or sorcery suddenly makes things a lot harder thank to First Strike, and that’s especially true if you have a trick! This will just get through a lot for aggressive decks, and that’s kind of what you want your creatures to be doing. It also has hybrid mana, making it fit in multiple decks pretty easily.
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.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Pack 3 Pick 14: Soothsayer Adept
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.
Pillardrop Warden
2.5 This has reasonable defensive stats and the ability to bring an instant or sorcery back to your hand, giving it utility pretty much all game long.
Pack 3 Pick 15: Twinscroll Shaman
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.