Valakut Exploration
3.5 I like this card a lot -- I always love these Red card advantage engines, and that’s what we have here. You won’t exactly be triggering it ever turn, but you will get landfall going often enough that it is going to really help you win games. One kind of cool thing about this version is that it doesn’t exile the cards forever -- you get them in your graveyard, and that might actually matter. The fact it does damage when you don’t cast things from Exile is nice too -- especially because if you hit a land off of this, you’re not going to be able to play it -- since you already triggered landfall, and thus have played your land for the turn. So basically, this does 1 damage to your opponent when you hit a land, and draws you a card when you hit anything else.
Goma Fada Vanguard
3.5 These creatures who make stuff unable to block always play really well in Limited, because they can have a drastic impact on combat, making it so that creatures who didn’t have good attacks previously can now attack. Now, the best versions of this we see generally have Haste, and don’t ask us to jump through hoops -- but they also generally aren’t so cheap and don’t have such reasonable stats.
Scion of the Swarm
3.0 This is a decent payoff for the Cleric decks. It is expensive for what it starts as, and you will often find your opponent kills it for way less mana, but if it is left unchecked it can really take over the skies.
Blackbloom Rogue
4.0 This is a really card in this cycle. It gives you the usual benefits this whole cycle gives you -- which is the flexibility to have this be a land when you are manascrewed, and a creature when you are flooding. A 3-mana ⅔ with Menace that in the late game is pretty good!
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Rabid Bite
3.5 We have seen this several times, and it has always been premium removal for Green and one of the color’s best Commons, if not THE best. Green has creatures that are large enough that paying two for this is often a great deal, since you’ll be taking down something that cost way more mana than that. Now, you have to be careful when you use it -- because you get 2-for-1’d by a removal spell, and even though it is just a 1-for-1, you don’t really want your opponent to save their creature with a trick either. But if you pick your spots, Rabid Bite is going to be great removal.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Subtle Strike
2.5 Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Into the Roil
3.0 Two mana for an Instant that bounces nonland permanents is always a playable card. Adding Kicker here is just great, because if you kick it, into the Roil goes from being a card that gets you some tempo to being a card that actually trades for a whole card. And obviously as an instant, youc an sometimes blow out Auras or combat tricks too.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Pack 1 Pick 2: Feed the Swarm
Thwart the Grave
4.0 Even if you have 0 party members, this will usually be reanimating two things from your graveyard. Sure, to get two things back you will need at least one creature with a party creature type in your graveyard, but that isn’t exactly a hard ask in this format. Paying the full six mana for two reanimated creatures is definitely worth it, and if that’s all this was, I would think it would be a solid playable. It is a bit costly, and requires some set up, but it has a very big impact. But this is actually better than that, because you will frequently be casting it for 5 or less mana.
Springmantle Cleric
2.0 // 3.0 In a typical two color deck this is fine, and if you get there on a 3+ color deck, it improves to be a very efficient creature.
Bala Ged Recovery
3.0 This is not an efficient way to get something back from your graveyard, but that’s ok, because it can be a land when that effect is underwhelming. Similarly, it is at least better than drawing a land when you’re in top deck mode, right? That mediocre spell doesn’t look so bad in that scenario, right? Keep in mind that landfall is a big deal in this set too, so sometimes the triggers you get from playing a land will just be better than casting this.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Adventure Awaits
1.0 We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
Feed the Swarm
3.5 Look, a Black card that can hit Enchantments! That’s pretty weird. Anyway, this is a good removal spell. It is cheap and kills two permanent types, no questions asked. Now, the damage it does to you certainly matters -- but if you are paying two mana to blow up their 5 drop, paying 5 life for that is a reasonable cost most of the time. Now, playing more than one of these can be a little risky – you only have so much life after all, but value the first copy pretty highly.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Cunning Geysermage
2.5 This isn’t quite Roaming Ghostlight, but it seems alright. Early it can be a not completely horrible 3-mana 3/2, and in the later part of the game you can pay 6 for a 3/2 that bounces something That rate is admittedly not great, but any time you can add to the board while subtracting from your opponents’ feels pretty great.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Subtle Strike
2.5 Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Pack 1 Pick 3: Kabira Takedown
Lullmage's Domination
4.5 Mind control effects are always great in Limited, as they add to your board and subtract from your opponents. Even if this didn’t have the const reduction effect, it would be good, and with it, its great!
Roost of Drakes
5.0 This is a huge bomb, not something we often see at Uncommon, but that’s what this is. There is a lot of Kicker int his set, and not ending up with like 5 cards with it is pretty unheard of, and even if that’s all you have, this is a very good card in your deck. It won’t feel like a bomb in those situations, but it will still be a great card! At worst, this is a 4-mana 2/2 with Flying that comes with that kicker pay off, and at best, it completely takes over the game and overwhelms your opponent – and that last part happens way more often than you might think.
Kabira Takedown
3.5 I like the idea behind the uncommon Cycle of DFCs too, as they do the same sort of thing the Mythic ones do -- obviously, they are generally less powerful, and the land side comes into play tapped down, but having a card that is nice whether you are flooding or mana screwed is just good. And the spell side of this one is actually a removal spell. Sure, it is somewhat conditional, and wants you to have creatures in play to work, but as long as you are doing 2+ with it, you’re actually going to feel alright about it. Especially because if it isn’t any good with how your board is shaping up, you can just play it as a land.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Molten Blast
1.5 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Pack 1 Pick 4: Shepherd of Heroes
Kitesail Cleric
3.0 I like one mana 1/1 flyers who have some late game utility. They can do damage early if that’s what you need, and then in the late game have an effect that will have a larger impact. For the Cleric, that involves Kicking it, at which point it becomes a 4-mana 1/1 Flyer that taps down two opposing creatures.
Song-Mad Treachery
2.5 So, Threaten effects are super situational, and this one is wayyy overcosted. Stealing one of your opponent’s guys for a turn just doesn’t matter in scenarios where you aren’t either killing your opponent, setting them up to be killed on the next turn, or sacrificing the creature you steal. If this was just straight up the spell half of the card, I think this would be an F. But luckily for Song-Mad Treachery -- it has another side, that is a land. This is roughly equivalent to having an overcosted Threaten effect in your deck with Cycling, and that always makes something like this more bearable.
Cliffhaven Sell-Sword
1.5 Two mana 3/1s tend to be fine for aggro decks. This one is also a Warrior, so it gives you some Party synergy.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Cunning Geysermage
2.5 This isn’t quite Roaming Ghostlight, but it seems alright. Early it can be a not completely horrible 3-mana 3/2, and in the later part of the game you can pay 6 for a 3/2 that bounces something That rate is admittedly not great, but any time you can add to the board while subtracting from your opponents’ feels pretty great.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Shepherd of Heroes
3.5 On its own, this is a 5-mana ¾ flyer that gains you 2 life. That is a card that will make the cut more often than it won’t, but certainly nothing special. Frequently this will gain you 4 life, and it will also rarely gain you 6 to 8 life. This reminds me a little bit of of Archway Angel -- a card that really overperformed when we saw it. This has the same stats for less mana, but is also a little more challenging to gain absurd amounts of life with, but I can see it playing a similar role in the format, but it probably won’t be quite the overperformer the Archway Angel was.
Pack 1 Pick 5: Farsight Adept
Skyclave Plunder
2.0 This tends to be a little bit too clunky in this format to be great. It is nice drawing cards, but tapping and not adding to the board is rough.
Seafloor Stalker
2.5 A 3-mana ⅔ isn’t good, and paying 4 to make it unblockable and give it a power boost does mean it stays relevant in the late game. And obviously you can end up paying even less -- paying 3 or 2 for the boost is much better, and obviously turning this into Blue firebreathing with a full party is kind of funny. This isn’t a bad way to close out games in this format.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Expedition Skulker
2.5 This is a decent little two drop. It has a relevant creature type for the format, and it will have deathtouch pretty often.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Pack 1 Pick 6: Mind Drain
Relic Vial
3.0 This is a great Cleric payoff, as it makes it very difficult for your opponent to race you. If you attack with a board full of clerics, this creates a nightmare situation. There are plenty of payoffs in this set for gaining life, and that’s what really puts the Vial over the edge.
Pyroclastic Hellion
2.5 This seems solid enough. Returning a land is a may clause here, so you only need to do it when you really want those 2 damage, or if returning a land otherwise benefits you.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Pack 1 Pick 7: Sea Gate Banneret
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Pack 1 Pick 8: Marauding Blight-Priest
Skyclave Plunder
2.0 This tends to be a little bit too clunky in this format to be great. It is nice drawing cards, but tapping and not adding to the board is rough.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Marauding Blight-Priest
3.0 This is a key common for the BW cleric deck, and can often do some serious damage to the opponent, as those decks frequently have a critical mass of ways to gain life.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Pack 1 Pick 9: Oblivion's Hunger
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Pack 1 Pick 10: Makindi Ox
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Adventure Awaits
1.0 We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Pack 1 Pick 11: Blood Price
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Pack 1 Pick 12: Scorch Rider
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Pack 1 Pick 13: Pressure Point
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Pack 1 Pick 14: Utility Knife
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Pack 2 Pick 1: Ghastly Gloomhunter
Forsaken Monument
0.0 Well, this is a weird inclusion here for Limited. It is more intended for other formats. Obviously, it makes sense flavorwise because it is something left behind by the Eldrazi, but this set just doesn’t have enough colorless creatures or colorless mana producers for this to be worth it in Limited.
Kitesail Cleric
3.0 I like one mana 1/1 flyers who have some late game utility. They can do damage early if that’s what you need, and then in the late game have an effect that will have a larger impact. For the Cleric, that involves Kicking it, at which point it becomes a 4-mana 1/1 Flyer that taps down two opposing creatures.
Cinderclasm
2.0 Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good.
Kazuul's Fury
3.0 So the spell side of this is an overcosted Fling. It is highly situational, but it can feel especially nice to sacrifice something your opponent is trying to kill, and it feels even nicer when it just happens to give you the lethal you need. But you just don’t always have something relevant to sacrifice. But this can be a land where the other side doesn’t help you, and that’s nice.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Rabid Bite
3.5 We have seen this several times, and it has always been premium removal for Green and one of the color’s best Commons, if not THE best. Green has creatures that are large enough that paying two for this is often a great deal, since you’ll be taking down something that cost way more mana than that. Now, you have to be careful when you use it -- because you get 2-for-1’d by a removal spell, and even though it is just a 1-for-1, you don’t really want your opponent to save their creature with a trick either. But if you pick your spots, Rabid Bite is going to be great removal.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Ghastly Gloomhunter
2.0 This isn’t very efficient cast normally OR with Kicker, but the flexibility to choose either is enough to make that inefficiency matter less, as is the fact that it can gain you some life, which the BW deck really cares about.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Vanquish the Weak
2.5 This can kill stuff at Instant speed, but it is a bit situational. It falls short of premium removal.
Bubble Snare
3.5 Getting away with just paying one for this on a creature that is already tapped is going to feel great, and when you are the more defensive player, that is probably often how you’ll use it, since it will enable you to do some other things on your turn. Sometimes, you need to just be able to lock down an opposing creature, and you can pay the Kicker when that’s necessary to get a blocker out of the way, or a creature your opponent just won’t attack with that is cause you all kinds of problems.
Feed the Swarm
3.5 Look, a Black card that can hit Enchantments! That’s pretty weird. Anyway, this is a good removal spell. It is cheap and kills two permanent types, no questions asked. Now, the damage it does to you certainly matters -- but if you are paying two mana to blow up their 5 drop, paying 5 life for that is a reasonable cost most of the time. Now, playing more than one of these can be a little risky – you only have so much life after all, but value the first copy pretty highly.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Pack 2 Pick 2: Crawling Barrens
Crawling Barrens
4.0 Don’t sleep on this, it is really good. Creature lands always excel in Limited. This is because they give you something to do with excess mana if you’re flooding, and in addition to that, they are also pretty nice simply because in the early game they serve one important function -- giving you mana -- and then in the late game, they can actually be threats, and the Barrens here can continually grow throughout the game. Giving it two counters and animating for 4 mana is actually a pretty reasonable deal, and there will be plenty of games where this thing just gets massive and takes over for you late. Non-basic lands with abilities are just great, and this is a very nice one that you should take early.
Skyclave Geopede
3.0 This creature is going to be pretty scary on the board in the early game. It will typically be a 5/3 with Trample, and if you can back it up with removal and/or tricks it is going to wreck face. Still, only 3 toughness on an attacking creature on turn 4 isn’t exactly incredible, so you will frequently need those other cards to really back it up.
Silundi Vision
2.0 Like most of these, one side is kind of inefficient and narrow, while the other side is a land -- and while that might not sound too great, it is way better than it looks. And it isn’t like you need a ton of instants and sorceries to make the spell side worth it, top 6 cards is a lot -- you could have 4 or 5 and have this be a land with upside.
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Nimana Skitter-Sneak
2.0 So, a 4-mana ¾ is kind of okayish, especially with a decent creature type. Then, if you are milling your opponent a bit, this can become a 4-mana 4/4 with Menace, which can make it into a real threat.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Pack 2 Pick 3: Skyclave Sentinel
Cinderclasm
2.0 Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good.
Relic Axe
3.5 This reminds me of Pirate’s Cutlass, and that’s a very good place to be, as that was one of the best non-rare piece of Equipment we have seen in Limited in a long time. This actually costs one less than the Cutlass, and when you have a Warrior in play, it will be even better! Where it isn’t quite as good as the Cutlass is in the fact that it does not give the same pump to non Warriors. Still, it actually has a pretty reasonable Equip cost after that first one you get as a freebe.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Gnarlid Colony
3.0 This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Skyclave Sentinel
1.5 So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Stonework Packbeast
3.5 This is a huge overachiever. It helps tie together Tribal or Party decks, and even the fixing it offers can be quite helpful.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Pack 2 Pick 4: Tazeem Raptor
Skyclave Shadowcat
3.0 It starts out as a Hill Giant, but it can get larger, while also potentially drawing you extra cards, especially in the BG deck which is all about counters. Note, by the way, that you can sacrifice the creature at any time for the Shadowcat -- lately I feel like we’ve seen a lot of “you can only do this as a sorcery” on cards like this, but that’s not here. Additionally, the cat does count itself, so provided it gets 1 counter on it -- which it can make happen on its own -- it will replace itself when it dies.
Akoum Warrior
3.5 If you get this early and you need a land, it does the job. Sure, it comes into play tapped, but having that option is inherently powerful. If this big guy had Cycling you would definitely Cycle him away early to help you find a land or something else. Well, in this case, he can just BE the land! And, if you get him late, you’d much rather play the creature than have a land. He isn’t efficient by any stretch, but he’s no slouch either.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Expedition Diviner
3.0 This is a nice common. A 4-mana 3/2 Flyer with the Wizard creature type would probably already be at least a C- in this format, and maybe even a C. Those stats are reasonable enough. But, by adding the “draw a card” Wizard payoff, you end up with a card that will be a 2-for-1 a decent chunk of the time, and I definitely like that.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Tazeem Raptor
3.0 This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Pack 2 Pick 5: Marauding Blight-Priest
Merfolk Windrobber
3.0 This is a nice one drop, especially for the Rogue deck, because it lets you get in some damage early and start stocking up the graveyard. Then, in the late game, you can cash it in to draw a card, which gives it utility even when it can no longer attack.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Prowling Felidar
2.5 This starts as a rather inefficient creature, but it will get larger throughout the game. Vigilance is always nice on a creature that is both a good attacker and a blocker, and this will certainly become that. I think in an ideal scenario, you play this and then a land in the same turn, that way you put it out of range of a bunch of removal. It does start fragile and inefficient, but it’s a nice Common.
Pyroclastic Hellion
2.5 This seems solid enough. Returning a land is a may clause here, so you only need to do it when you really want those 2 damage, or if returning a land otherwise benefits you.
Adventure Awaits
1.0 We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
Marauding Blight-Priest
3.0 This is a key common for the BW cleric deck, and can often do some serious damage to the opponent, as those decks frequently have a critical mass of ways to gain life.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Pack 2 Pick 6: Ghastly Gloomhunter
Roiling Regrowth
2.0 This is a strictly worse Harrow -- but Harrow is a pretty nice card, so that’s an ok place to be. Roiling Regrowth gives you fixing, even potentially enabling you to splash a card with double-colored mana, and that is pretty nice. In addition to that, as you might have heard, this set has a bunch of landfall, and triggering landfall twice at instant speed is pretty powerful.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Ghastly Gloomhunter
2.0 This isn’t very efficient cast normally OR with Kicker, but the flexibility to choose either is enough to make that inefficiency matter less, as is the fact that it can gain you some life, which the BW deck really cares about.
Nimana Skydancer
2.5 A 3-mana 2/1 with Flying and Flash is already a reasonable card, but this is also a Rogue that mills your opponent, and that’s something that the UB decks are pretty interested in.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Pack 2 Pick 7: Feed the Swarm
Iridescent Hornbeetle
3.5 This is a pretty sweet +1/+1 counter payoff. Keep in mind it gives you a creature token for each +1/+1 counter. We frequently see effects like this that only count instances of counters, but the Hornbeetle counts each counter individually, so it will be producing a nice little army for you. Now, it is important to remember that it isn’t a trigger that happens right away, it only triggers at the end of your turn, so players will be able to kill this before it spits out the tokens sometimes.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Feed the Swarm
3.5 Look, a Black card that can hit Enchantments! That’s pretty weird. Anyway, this is a good removal spell. It is cheap and kills two permanent types, no questions asked. Now, the damage it does to you certainly matters -- but if you are paying two mana to blow up their 5 drop, paying 5 life for that is a reasonable cost most of the time. Now, playing more than one of these can be a little risky – you only have so much life after all, but value the first copy pretty highly.
Molten Blast
1.5 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Pack 2 Pick 8: Chilling Trap
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Pack 2 Pick 9: Mesa Lynx
Cinderclasm
2.0 Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good.
Kazuul's Fury
3.0 So the spell side of this is an overcosted Fling. It is highly situational, but it can feel especially nice to sacrifice something your opponent is trying to kill, and it feels even nicer when it just happens to give you the lethal you need. But you just don’t always have something relevant to sacrifice. But this can be a land where the other side doesn’t help you, and that’s nice.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Pack 2 Pick 10: Deliberate
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Pack 2 Pick 11: Shell Shield
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Pack 2 Pick 12: Scavenged Blade
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Pack 2 Pick 13: Nissa's Zendikon
Adventure Awaits
1.0 We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Pack 2 Pick 14: Tormenting Voice
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Pack 3 Pick 1: Orah, Skyclave Hierophant
Orah, Skyclave Hierophant
4.0 A 4-mana 3/3 with Lifelink is already kind of okay. Obviously, this comes with additional Cleric upside which is nice -- but you also have to be loading up your graveyard in the process to really take advantage of that. I don’t think it is crazy to imagine trading with a 2 or 3 mana Cleric and then dropping this though, which will be a nice little source of value.
Thwart the Grave
4.0 Even if you have 0 party members, this will usually be reanimating two things from your graveyard. Sure, to get two things back you will need at least one creature with a party creature type in your graveyard, but that isn’t exactly a hard ask in this format. Paying the full six mana for two reanimated creatures is definitely worth it, and if that’s all this was, I would think it would be a solid playable. It is a bit costly, and requires some set up, but it has a very big impact. But this is actually better than that, because you will frequently be casting it for 5 or less mana.
Shatterskull Minotaur
3.5 So, a 5-mana 5/4 with Haste is decent, and that’s what it will be in a bad situation. Those stats and that keyword are well worth it. Obviously, this will sometimes cost more – and 6 for this isn’t nearly as good. But it also frequently costs 4, at which point it is pretty amazing.
Zof Consumption
3.0 I think a lot of people will come into this format underestimating just how good it is to have a land that can actually do something impactful in the late game. It is not dissimilar from having a non-basic land with a sacrifice ability that comes up in the late game -- and that upside is always great. Sure, paying 6 to draw your opponent 4 life would not be a good card if that’s all this was, but the fact that this can also just be a regular old land for you early is a huge upgrade -- just as the fact that it can do something in the later game is a huge upgrade.
Tazeem Raptor
3.0 This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Molten Blast
1.5 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Expedition Diviner
3.0 This is a nice common. A 4-mana 3/2 Flyer with the Wizard creature type would probably already be at least a C- in this format, and maybe even a C. Those stats are reasonable enough. But, by adding the “draw a card” Wizard payoff, you end up with a card that will be a 2-for-1 a decent chunk of the time, and I definitely like that.
Deadly Alliance
4.0 So, having to pay 5 for this is a little bit short of premium. You just usually will be trading down with it, and that’s always rough -- even if it is an instant that can kill just about anything. But the good news is, you can reduce the cost of this to 4 pretty easily, and in Magical Christmas Land, this might only cost one Black mana! Ok, that last part won’t happen very often, but it IS upside.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Ghastly Gloomhunter
2.0 This isn’t very efficient cast normally OR with Kicker, but the flexibility to choose either is enough to make that inefficiency matter less, as is the fact that it can gain you some life, which the BW deck really cares about.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Pack 3 Pick 2: Journey to Oblivion
Journey to Oblivion
4.0 If it were always 5 mana, it would probably be decent -- even though it can hit anything, it would be a little bit too clunky to consider premium. But, at 4 mana it gets into premium territory, and at 3 it is even better than that.
Rockslide Sorcerer
4.0 This is a strong Uncommon. As I’ve said about other “Wizard, Instant, Sorcery” payoffs, I think they’re going to perform really well, especially in the UR deck. Having a deck with 10+ cards that can trigger this is not a far-fetched scenario, and that means this can ping a ton in a single game, which can allow you to pick off small creatures or go for your opponent’s dome. If you can play multiple cards to trigger it in the same turn, it will get really silly.
Blackbloom Rogue
4.0 This is a really card in this cycle. It gives you the usual benefits this whole cycle gives you -- which is the flexibility to have this be a land when you are manascrewed, and a creature when you are flooding. A 3-mana ⅔ with Menace that in the late game is pretty good!
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Rabid Bite
3.5 We have seen this several times, and it has always been premium removal for Green and one of the color’s best Commons, if not THE best. Green has creatures that are large enough that paying two for this is often a great deal, since you’ll be taking down something that cost way more mana than that. Now, you have to be careful when you use it -- because you get 2-for-1’d by a removal spell, and even though it is just a 1-for-1, you don’t really want your opponent to save their creature with a trick either. But if you pick your spots, Rabid Bite is going to be great removal.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Bubble Snare
3.5 Getting away with just paying one for this on a creature that is already tapped is going to feel great, and when you are the more defensive player, that is probably often how you’ll use it, since it will enable you to do some other things on your turn. Sometimes, you need to just be able to lock down an opposing creature, and you can pay the Kicker when that’s necessary to get a blocker out of the way, or a creature your opponent just won’t attack with that is cause you all kinds of problems.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Subtle Strike
2.5 Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another.
Pack 3 Pick 3: Skyclave Cleric
Murasa Rootgrazer
3.0 The goal here is to abuse Landfall with this Beast, and if past visits to Zendikar are any indication, triggering landfall a bunch is a good way to win.
Goma Fada Vanguard
3.5 These creatures who make stuff unable to block always play really well in Limited, because they can have a drastic impact on combat, making it so that creatures who didn’t have good attacks previously can now attack. Now, the best versions of this we see generally have Haste, and don’t ask us to jump through hoops -- but they also generally aren’t so cheap and don’t have such reasonable stats.
Skyclave Cleric
3.0 Here is another flexible DFC creature-land. On one side, you have a card that impacts the board -- and frequently thats what you want. On the other, you have land -- and sometimes you need that more. Basically, this helps you whether you are flooding out or mana screwed, and there aren’t many cards that can say that -- this will make your deck run much more smoothly as a result, even if the two mana ⅓ that gains you 2 life is nothing special, and the land comes into play tapped, the flexibility here is for real. And it also has a useful creature type and gains you life, all things BW wants.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Tazeem Roilmage
3.0 A two mana 2/1 is a D+ at best these days, we just expect better stats for a two mana investment. However, the kicker upside here is quite strong in the late game.
Cliffhaven Sell-Sword
1.5 Two mana 3/1s tend to be fine for aggro decks. This one is also a Warrior, so it gives you some Party synergy.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Cunning Geysermage
2.5 This isn’t quite Roaming Ghostlight, but it seems alright. Early it can be a not completely horrible 3-mana 3/2, and in the later part of the game you can pay 6 for a 3/2 that bounces something That rate is admittedly not great, but any time you can add to the board while subtracting from your opponents’ feels pretty great.
Reclaim the Wastes
2.5 This is a nice card for fixing if you’re a base Green deck. Any time we see this type of card in Limited it is always something you go after if you need fixing, but you probably don’t go after it otherwise. But, having the ability to splash things is inherently powerful in Limited -- provided you’re splashing something that is WORTH splashing -- so I think this should be valued as at least an average card.
Pack 3 Pick 4: Marauding Blight-Priest
Pelakka Predation
2.5 The effect here, if it were its own card, would not be particularly good -- but flexibility is an amazing thing! If casting it doesn’t do you any good, you can still play it as a land, and when you feel like you have a good chance of hitting a card with it, you can cast it.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Rabid Bite
3.5 We have seen this several times, and it has always been premium removal for Green and one of the color’s best Commons, if not THE best. Green has creatures that are large enough that paying two for this is often a great deal, since you’ll be taking down something that cost way more mana than that. Now, you have to be careful when you use it -- because you get 2-for-1’d by a removal spell, and even though it is just a 1-for-1, you don’t really want your opponent to save their creature with a trick either. But if you pick your spots, Rabid Bite is going to be great removal.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Marauding Blight-Priest
3.0 This is a key common for the BW cleric deck, and can often do some serious damage to the opponent, as those decks frequently have a critical mass of ways to gain life.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Subtle Strike
2.5 Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another.
Sea Gate Colossus
1.5 You have to be a party deck to really take advantage, because if you are paying any more than 5 for this it isn’t going to feel very good, and even then it is just a big guy with no evasion.
Expedition Diviner
3.0 This is a nice common. A 4-mana 3/2 Flyer with the Wizard creature type would probably already be at least a C- in this format, and maybe even a C. Those stats are reasonable enough. But, by adding the “draw a card” Wizard payoff, you end up with a card that will be a 2-for-1 a decent chunk of the time, and I definitely like that.
Pack 3 Pick 5: Malakir Blood-Priest
Rockslide Sorcerer
4.0 This is a strong Uncommon. As I’ve said about other “Wizard, Instant, Sorcery” payoffs, I think they’re going to perform really well, especially in the UR deck. Having a deck with 10+ cards that can trigger this is not a far-fetched scenario, and that means this can ping a ton in a single game, which can allow you to pick off small creatures or go for your opponent’s dome. If you can play multiple cards to trigger it in the same turn, it will get really silly.
Lithoform Blight
1.0 If you’re desperate for fixing, this does the job. If you’re not, don’t play it.
Prowling Felidar
2.5 This starts as a rather inefficient creature, but it will get larger throughout the game. Vigilance is always nice on a creature that is both a good attacker and a blocker, and this will certainly become that. I think in an ideal scenario, you play this and then a land in the same turn, that way you put it out of range of a bunch of removal. It does start fragile and inefficient, but it’s a nice Common.
Expedition Champion
2.5 A 4/3 for three mana is a decent creature for sure, though it isn’t really going to be taking over the game or anything like that, and it will still be a ⅔ some of the time. Seems like a solid card for Red Warrior decks, but not much more than that.
Malakir Blood-Priest
3.0 This is a key common for party decks, as draining 2+ life with it is pretty easy to do in those decks, even just play it on curve.
Stonework Packbeast
3.5 This is a huge overachiever. It helps tie together Tribal or Party decks, and even the fixing it offers can be quite helpful.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Molten Blast
1.5 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Expedition Healer
3.0 This just turns out to have lifelink a significant chunk of the time, and with the powerful lifegain payoffs around, that feels pretty good.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Pack 3 Pick 6: Subtle Strike
Akoum Warrior
3.5 If you get this early and you need a land, it does the job. Sure, it comes into play tapped, but having that option is inherently powerful. If this big guy had Cycling you would definitely Cycle him away early to help you find a land or something else. Well, in this case, he can just BE the land! And, if you get him late, you’d much rather play the creature than have a land. He isn’t efficient by any stretch, but he’s no slouch either.
Stonework Packbeast
3.5 This is a huge overachiever. It helps tie together Tribal or Party decks, and even the fixing it offers can be quite helpful.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Subtle Strike
2.5 Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another.
Seafloor Stalker
2.5 A 3-mana ⅔ isn’t good, and paying 4 to make it unblockable and give it a power boost does mean it stays relevant in the late game. And obviously you can end up paying even less -- paying 3 or 2 for the boost is much better, and obviously turning this into Blue firebreathing with a full party is kind of funny. This isn’t a bad way to close out games in this format.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Pack 3 Pick 7: Makindi Ox
Relic Golem
3.0 This is going to be pretty terrible in the early game – a 3-mana 6/6 that can’t attack or block and has a mill ability just isn’t very good, even with reputable mill, and even WITH mill being a real thing in this format. Now, obviously, eventually it will make itself able to attack and block, and a 6/6 is a significant body all game long, and that makes it into a much better card.
Molten Blast
1.5 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Pack 3 Pick 8: Springmantle Cleric
Springmantle Cleric
2.0 // 3.0 In a typical two color deck this is fine, and if you get there on a 3+ color deck, it improves to be a very efficient creature.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Molten Blast
1.5 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Pack 3 Pick 9: Sea Gate Banneret
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Molten Blast
1.5 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Pack 3 Pick 10: Dreadwurm
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Pack 3 Pick 11: Kazandu Stomper
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Pack 3 Pick 12: Sea Gate Colossus
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Sea Gate Colossus
1.5 You have to be a party deck to really take advantage, because if you are paying any more than 5 for this it isn’t going to feel very good, and even then it is just a big guy with no evasion.
Pack 3 Pick 13: Oblivion's Hunger
Lithoform Blight
1.0 If you’re desperate for fixing, this does the job. If you’re not, don’t play it.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Pack 3 Pick 14: Teeterpeak Ambusher
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.