Opt
2.5 Another solid draw spell that will be a bit better here as a result of Magecraft and other spell payoffs.
Exponential Growth
2.5 Obviously enough, this can make a creature pretty dang huge -- but it is also really freaking clunky. You need your creature to already have evasion of some kind for this to even matter most of the time, and your opponent can easily just take down the thing you target, so you have to be extra cautious about casting it.
Creative Outburst
3.5 This is expensive, but because it lets you discard it to make a treasure early, part of that downside is mitigated against. Casting this will feel really good, as doing 5 damage to something and drawing a card chosen from among five is a really good deal. UR is all about big spells like this, so it fits right in, while also supporting the archetype’s ability to cast those spells since it can make treasure.
Quintorius, Field Historian
4.0 This guy is a great payoff for the RW deck. Now, one thing that’s kind of a bummer is that he doesn’t give you any value all on his own, but if you’re doing the stuff that RW wants you to do in this format, he is going to be a crazy good value engine. I do think the fact that he doesn’t have self-contained power all on his own holds him back some, but I still imagine I’ll be taking him early and often.
Test of Talents
2.0 This set has a ton of instants and sorceries, and countering those no questions asked for only two mana actually seems like a decent thing here – after all, it’s a hard counter. The fact you then take out all the other copies of a card you counter is upside, but it isn’t exactly huge. I think this is just a solid playable.
Inkling Summoning
3.5 This Lesson is nice because it isn’t a complete disaster if you don’t get any cards with Learn and play it in your main deck. A three mana 2/1 with Flying is just fine, and this also triggers all the mage craft stuff of course. Obviously, if you have Learn, it is going to usually be better in the sideboard.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
Cogwork Archivist
0.5 I mostly don’t think you’ll play this. It has mediocre stats and an unexciting ability. The ability might be a little more useful in the RW deck, which likes it when things leave the graveyard, but mostly using this ability is super underwhelming. Now, if games in this format go long and you are out of cards and you can legit use this to draw the best card in your graveyard every turn, then it will be better than that -- but that won’t happen very often.
Prismari Pledgemage
2.5 We have seen a lot of creatures like this over the last few years -- A two mana 3/3 with Defender that can gain the ability to attack one way or another. The initial body is actually pretty good at helping you block on the ground, and once you can get it to attack it will feel pretty good. Now, you do have to find a way to trigger Magecraft most turns for this to really be at its best, and that won’t always be easy.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Mage Duel
3.5 This is a nice removal spell for Green. Even if it couldn’t reduce its cost, I would think this would be pretty good. +1/+2 is a nice boost that enables creatures to effectively fight a lot more things. Once you factor in the fact it will only cost a single Green mana sometimes, I think we’re looking at premium removal. It does have the downsides Green removal tends to have – like 2-for-1 potential – but it is definitely worth it.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Stonerise Spirit
2.5 This starts out with really reasonable stats, and then in the late game it can enable your payoffs for moving stuff out of your graveyard while also giving your other creatures flying. That late game mana sink is going to end games sometimes, but keep in mind that it is pretty expensive to use the ability, so you often won’t be able to make more than one thing fly.
Elemental Masterpiece
2.5 Late, this gives you two 4/4 bodies pretty efficiently. And, like a lot some other UR spells in this set, it can actually make you treasure early too, giving you both fixing and ramp, and making this significantly better than it would be if all you could ever do is cast it.
Pack 1 Pick 2: Killian, Ink Duelist
Despark
3.5 This can target a lot of stuff, and it when it can exile something it does it efficiently. Not hitting small things can be a liability sometimes, but I think this is still premium removal.
Humiliate
3.5 Now THIS is how you design a good discard spell for Limited! First, it lets you take whatever you want for a very efficient cost of two mana. That’s going to allow for significant disruption. What really saves this though, is the fact that you get a +1/+1 counter out of the deal too. Most discard spells get terrible in the extreme late game, but this makes sure that you get some value out of it no matter what, and it is can be some pretty significant value!
Killian, Ink Duelist
4.0 I would have been reasonably happy with a two mana 2/2 with Lifelink and Menace, or a 2-mana 2/2 with the spell reduction ability, but obviously this has all of that stuff! It is going to give you a lot for two mana. It will attack well early, and then make your spells cheaper – this will allow you to trigger Magecraft more easily, while also pumping your creatures with combat triggers. Your removal spells will cheaper as well as your tricks, anyway. This is an excellent Uncommon.
Fracture
0.5 // 2.5 This format doesn’t have very many of these three permanent types, so this is best left in your sideboard.
Introduction to Prophecy
2.5 When you play a card with Learn, drawing this card will feel pretty nice, since it is additional value. Then, in the later part of the game, you can cast it and get some nice card selection. Think of it sort of like you would a creature who has an expensive activated ability, but it is an ability that gives you something to do with your mana late.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Mage Duel
3.5 This is a nice removal spell for Green. Even if it couldn’t reduce its cost, I would think this would be pretty good. +1/+2 is a nice boost that enables creatures to effectively fight a lot more things. Once you factor in the fact it will only cost a single Green mana sometimes, I think we’re looking at premium removal. It does have the downsides Green removal tends to have – like 2-for-1 potential – but it is definitely worth it.
Scurrid Colony
2.5 This is an alright two-drop in the early game, and when the game gets late it becomes bigger. Now, a 4/4 isn’t probably going to be a huge gamechanger by the time you have eight lands, but it won’t hurt either.
Spectacle Mage
3.0 This is a Wind Drake with some nice upside for UR, which is a color pair that likes big spells. This seems like a key common for that deck.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
Unwilling Ingredient
2.5 This is a solid little common. In the early game, it will chip in for a few damage, and be a good place to put +1/+1 counters. Then, in the later part of the game you can cash it in for a card, which always feels pretty good in Limited when you have the mana lying around.
Pack 1 Pick 3: Silverquill Pledgemage
Claim the Firstborn
1.0 So, this does really efficiently steal creatures, even if can only go after the smaller ones. This type of effect can be okay in an aggro deck, but I do think you need some sacrifice outlets to really abuse it, because if you have those, you no tonly get a blocker out of the way for a turn -- you kill it forever! Outside of those situations, you just don’t want to play this.
Fortifying Draught
2.5 This seems like a solid trick to me. You’ll always get 2 life and at least +2/+2 out of it, and that is something an aggro deck would probably already play a copy of most of the time, but then you factor in the potential for a bigger boost, and you get an even better trick. Making this be better than Giant Growth isn’t going to be SUPER hard.
Tenured Inkcaster
3.5 This card is a potent +1/+1 counter payoff. When it comes down it immediately buffs a creature, and makes it so that creature drains the opponent for one life when it attacks. That’s not a bad deal, and that’s pretty much the fail case. If you end up with a synergistic +1/+1 counter deck, her presence on the board will make the game close to unwillable for the opponent. Now, she is super undersized for her cost, so taking her down won’t be too hard, but left unchecked she seems pretty great.
Elemental Summoning
1.5 // 3.0 This is yet another lesson that you wouldn’t really ever want in your main deck, as a 5-mana 4/4 just isn’t good these days, but being able to draw this when you “Learn” sounds pretty good!
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Leyline Invocation
2.5 This is often a 6-mana 8/8 or something like that in the late game for UG decks, and that makes it a solid thing to have at the top of your curve.
Pop Quiz
3.0 This often just feels like a better Divination, since it draws you one card from your deck and one non-land card that is useful in your situation with the learn part. And its an Instant!
Quandrix Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Silverquill Pledgemage
2.5 This dies to pretty much everything, but it has a nice magecraft effect. Giving this flying will frequently be the option you go with, as this attacks pretty hard in the air. Note, by the way that if you cast two spells, you can choose both options, will be particularly nice sometimes.
Burrog Befuddler
2.5 This seems like a solid two-drop. Flash + the ability to lower a creature’s power will sometimes give you a pretty attractive blocking situation, but even if this just prevents one damage and lets you add to the board with a two-mana 2/1, that’s fine too.
Elemental Masterpiece
2.5 Late, this gives you two 4/4 bodies pretty efficiently. And, like a lot some other UR spells in this set, it can actually make you treasure early too, giving you both fixing and ramp, and making this significantly better than it would be if all you could ever do is cast it.
Pack 1 Pick 4: Witherbloom Pledgemage
Strategic Planning
1.5 We just saw this card in Kaldheim and...it was pretty mediocre. Granted, Kaldheim was a weird set, and this set has more of a spell theme, but still. This was frequently a card you saw as the last card in booster packs, that’s how much people wanted it. It DOEs load your graveyard and give you decent card selection, but being a Sorcery is kind of killer.
Prismari Apprentice
3.5 Becoming unblockable any time a spell is cast isn’t too shabby, and would make for a solid card already -- but the fact it gains +1/+1 counters when you cast big spells really makes this into a nice signpost uncommon for UR.
Decisive Denial
3.0 Fight cards are always nice in Limited, and while the best ones give some sort of stats boost, this one makes up for not doing that by being a modal card. So, if the Fight part on this works as removal for you, you’ll probably use it, but if a situation comes upw here you can counter your opponents thing before that, you probably choose the counter option. Neither option here is amazing, but having a choice between them is very nice.
Wormhole Serpent
3.0 This has passable stats and a pretty nice activated ability that will sometimes allow you to close out games. It is costly to be sure, but there are two Blue archetypes in this format that love mana (UG and UR), so having a mana sink like these fits pretty well into those decks.
Introduction to Prophecy
2.5 When you play a card with Learn, drawing this card will feel pretty nice, since it is additional value. Then, in the later part of the game, you can cast it and get some nice card selection. Think of it sort of like you would a creature who has an expensive activated ability, but it is an ability that gives you something to do with your mana late.
Quandrix Pledgemage
3.0 We see this type of card a lot, though lately it has mostly been Red. Either way, this kind of creature tends to grow rapidly in a deck with a decent number of spells. It is certainly vulnerable at first, but if your opponent doesn’t take it down when they can, it can get quite impressive.
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
Witherbloom Pledgemage
2.5 This has pretty good stats and a solid Magecraft trigger. BG likes to gain life, so it will really fit in well there.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Eager First-Year
2.5 This seems like your typical solid White two-drop. It starts out with a fine base line and has some decent upside. Could be particularly nice with combat tricks, since it will get the extra bonus. It is a solid card, but not much else.
Serpentine Curve
2.5 In many Blue decks in this format, this tends to make pretty efficient creatures, and is worth playing.
Pack 1 Pick 5: Study Break
Infuriate
2.0 This is a pretty nice trick, and a cheap card in a set with lots of spell triggers. It is probably the best Red trick in this format – but it is still a trick.
Introduction to Prophecy
2.5 When you play a card with Learn, drawing this card will feel pretty nice, since it is additional value. Then, in the later part of the game, you can cast it and get some nice card selection. Think of it sort of like you would a creature who has an expensive activated ability, but it is an ability that gives you something to do with your mana late.
Field Trip
2.5 So, this pretty much just ramps for you, it doesn’t provide fixing because you can only get a Forest, and that’s a pretty big bummer. Still, ramping looks like a smarter strategy in ths format It does have Learn, which will either let you rummage or get a Lesson from your sideboard, and both of those are nice additional effects.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Study Break
3.0 This is another card with Learn that is way better than it looks at first. This is a key card for BW or RW aggro decks, as tapping down blockers can really open the floodgates on your opponent – and you even draw a card off of it thanks to Learn! It tends to have a very real impact on games when it is cast.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Soothsayer Adept
1.5 This card has okay stats and it can loot, and that’s enough for it to be a reasonable inclusion in most decks. Looting isn’t a bad mana sink to have late, as it can really improve your draws.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
Sudden Breakthrough
1.5 This is a decent trick -- it gives a boost large enough for your creature to win combat most of the time -- and it gives you a Treasure for some fixing and ramping. But you’ll probably cut it a lot, after all, it is still a trick -- and that means it is risky and highly situational.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Pack 1 Pick 6: Expanded Anatomy
Mentor's Guidance
3.0 Having one of these creature types in play is reasonably likely in this set, and when you do, it is a souped up Divination, and that’s something I’m interested in. Three mana to see up to 4 cards, and get some card selection sounds nice to me! Now, when you can’t get this to make a copy it won’t feel nearly as good, but at least its passable.
Practical Research
3.5 This is pretty close to being Rain of Revelation, and that was a pretty great draw spell. Sometimes you won’t want to discard the instant or sorcery, especially if you ended up with a couple lands you don’t need, but you still end up seeing a lot of cards for a reasonable cost, and -- importantly, at instant speed.
Expanded Anatomy
3.0 This looks like it wouldn’t be especially good, but because you can choose to get it at exactly the right time (assuming you Learn), it often has a major impact on the game, allowing an attack that you just didn’t have before.
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Arrogant Poet
2.5 We have seen lots of two mana 2/1s that gain flying when they attack be pretty good, and while this is admittedly worse as a result of having to pay life to make that happen, it will still be a nice card to have in Black Aggressive decks. Gaining flying goes a long way towards making this two drop stay relevant. It slots well into the Black-Green deck, which is good at gaining life, and the +1/+1 counter deck, which likes putting counters on evasive creatures.
Silverquill Pledgemage
2.5 This dies to pretty much everything, but it has a nice magecraft effect. Giving this flying will frequently be the option you go with, as this attacks pretty hard in the air. Note, by the way that if you cast two spells, you can choose both options, will be particularly nice sometimes.
Prismari Pledgemage
2.5 We have seen a lot of creatures like this over the last few years -- A two mana 3/3 with Defender that can gain the ability to attack one way or another. The initial body is actually pretty good at helping you block on the ground, and once you can get it to attack it will feel pretty good. Now, you do have to find a way to trigger Magecraft most turns for this to really be at its best, and that won’t always be easy.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
Silverquill Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Pack 1 Pick 7: Hunt for Specimens
Revitalize
1.5 In most formats, this card is pretty underwhelming. With spellcraft being a thing in this set, it will probably be a little bit better than normal -- and that’s probably true of all cantrips, but it still isn’t something you should go after that hard, and you’ll cut it more than you’ll play it.
Elemental Summoning
1.5 // 3.0 This is yet another lesson that you wouldn’t really ever want in your main deck, as a 5-mana 4/4 just isn’t good these days, but being able to draw this when you “Learn” sounds pretty good!
Hunt for Specimens
3.0 This ends up feeling like an upgraded Elvish Visionary often enough that this card is very worth playing. A 1/1 pest and a card that is good in your situation is just great for two mana.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Pack 1 Pick 8: Lorehold Pledgemage
Thrill of Possibility
2.0 Like all draw spells, Thrill of possibility gets a bit of an upgrade in this format as a result of magecraft being a big feature of this format, and that’s good news, because it is a solid card anyway. Pitching a land to draw two cards feels pretty good.
Access Tunnel
2.0 This has some decent, if unexciting late game utility. It isn’t great for your mana, so you probably can’t run it if your mana is already looking a little sketchy.
Elemental Summoning
1.5 // 3.0 This is yet another lesson that you wouldn’t really ever want in your main deck, as a 5-mana 4/4 just isn’t good these days, but being able to draw this when you “Learn” sounds pretty good!
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Soothsayer Adept
1.5 This card has okay stats and it can loot, and that’s enough for it to be a reasonable inclusion in most decks. Looting isn’t a bad mana sink to have late, as it can really improve your draws.
Biomathematician
3.5 A three-mana 2/2 that makes a 1/1 is generally pretty good in Limited, and this comes with significant upside between the +1/+1 counter and the additional value you can get from having other fractals. This seems like a card in the lower range of first pickable, and a really strong Common.
Campus Guide
2.0 This has passable stats and it can fix for you, though keep in mind just putting a land on top is substantially worse than putting one in your hand. Still, if you’re trying to do some splashing this will help you do it. If you’re not splashing at all, though, it probably isn’t worth playing.
Lorehold Pledgemage
3.0 Players will have a very difficult time ever wanting to block this, since any instant or sorcery suddenly makes things a lot harder thank to First Strike, and that’s especially true if you have a trick! This will just get through a lot for aggressive decks, and that’s kind of what you want your creatures to be doing. It also has hybrid mana, making it fit in multiple decks pretty easily.
Pack 1 Pick 9: Inkling Summoning
Test of Talents
2.0 This set has a ton of instants and sorceries, and countering those no questions asked for only two mana actually seems like a decent thing here – after all, it’s a hard counter. The fact you then take out all the other copies of a card you counter is upside, but it isn’t exactly huge. I think this is just a solid playable.
Inkling Summoning
3.5 This Lesson is nice because it isn’t a complete disaster if you don’t get any cards with Learn and play it in your main deck. A three mana 2/1 with Flying is just fine, and this also triggers all the mage craft stuff of course. Obviously, if you have Learn, it is going to usually be better in the sideboard.
Cogwork Archivist
0.5 I mostly don’t think you’ll play this. It has mediocre stats and an unexciting ability. The ability might be a little more useful in the RW deck, which likes it when things leave the graveyard, but mostly using this ability is super underwhelming. Now, if games in this format go long and you are out of cards and you can legit use this to draw the best card in your graveyard every turn, then it will be better than that -- but that won’t happen very often.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Elemental Masterpiece
2.5 Late, this gives you two 4/4 bodies pretty efficiently. And, like a lot some other UR spells in this set, it can actually make you treasure early too, giving you both fixing and ramp, and making this significantly better than it would be if all you could ever do is cast it.
Pack 1 Pick 10: Pillardrop Rescuer
Fracture
0.5 // 2.5 This format doesn’t have very many of these three permanent types, so this is best left in your sideboard.
Introduction to Prophecy
2.5 When you play a card with Learn, drawing this card will feel pretty nice, since it is additional value. Then, in the later part of the game, you can cast it and get some nice card selection. Think of it sort of like you would a creature who has an expensive activated ability, but it is an ability that gives you something to do with your mana late.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Unwilling Ingredient
2.5 This is a solid little common. In the early game, it will chip in for a few damage, and be a good place to put +1/+1 counters. Then, in the later part of the game you can cash it in for a card, which always feels pretty good in Limited when you have the mana lying around.
Pack 1 Pick 11: Leech Fanatic
Claim the Firstborn
1.0 So, this does really efficiently steal creatures, even if can only go after the smaller ones. This type of effect can be okay in an aggro deck, but I do think you need some sacrifice outlets to really abuse it, because if you have those, you no tonly get a blocker out of the way for a turn -- you kill it forever! Outside of those situations, you just don’t want to play this.
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Quandrix Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Pack 1 Pick 12: Prismari Apprentice
Prismari Apprentice
3.5 Becoming unblockable any time a spell is cast isn’t too shabby, and would make for a solid card already -- but the fact it gains +1/+1 counters when you cast big spells really makes this into a nice signpost uncommon for UR.
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Pack 1 Pick 13: Sudden Breakthrough
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Sudden Breakthrough
1.5 This is a decent trick -- it gives a boost large enough for your creature to win combat most of the time -- and it gives you a Treasure for some fixing and ramping. But you’ll probably cut it a lot, after all, it is still a trick -- and that means it is risky and highly situational.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Pack 1 Pick 14: Silverquill Campus
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Silverquill Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Pack 1 Pick 15: Tangletrap
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Pack 2 Pick 1: Lash of Malice
Shock
3.5 Shock is always premium removal. Two damage can take down a huge chunk of creature sin most formats, including several creatures with a much higher CMC than one, and it of course comes with the upside of being able to use on the opponent.
Blade Historian
4.0 This is a ⅔ with double strike when it attacks, and making your whole board gain double strike on the attack is great, especially because it will mean most of the time the turn it comes down it will immediately make a difference on the board, improving attacks or allowing attacks that weren’t even a good idea before.
Reconstruct History
1.5 It is too hard to make this work. It doesn’t include creatures as a type to get back, so most of the time in this format you’re just getting an Instant and a Sorcery. And, while that isn’t terrible, it also isn’t worth a card most of the time.
Storm-Kiln Artist
3.0 I think this looks like a nice card, and I like that it has a design that synergizes with itself. Even if you have no other artifacts, he gets a power boost from the Treasures that he makes you. If you can get this to a 4/2 I think you’ll feel like you’re getting there. And, the fact he makes treasure means he gives Red some pretty decent fixing and ramp, something UR is especially interested in.
Maelstrom Muse
3.5 It is pretty nice that this can decrease the cost of your spells by 2 mana, even on its own - - and that’s in addition to actually have nice stats for the cost. You won’t always be able to take advantage of that mana reduction, but UR is all about big spells, so it will probably come up more than you might think at first.
Expanded Anatomy
3.0 This looks like it wouldn’t be especially good, but because you can choose to get it at exactly the right time (assuming you Learn), it often has a major impact on the game, allowing an attack that you just didn’t have before.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Lash of Malice
3.0 This seems quite good to me. In a lot of ways, it is like a Shock that traded in the ability to burn the opponent for the ability to be a combat trick sometimes. It can very efficiently kill an X/2, but you can also use it on your own creature to make it hit harder. This set seems like it has a TON of X/2s, so this will definitely feel like premium removal with some nice upside.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Ageless Guardian
1.5 This has reasonable defensive stats and it is a Spirit, and RW has some tribal synergy for that. You’ll play it in a deck that wants that sometimes, but I imagine you’ll cut it pretty often.
Pigment Storm
2.5 This effect at Sorcery speed is really clunky. If you have to use this to kill a smaller creature, it feels really miserable because of the tempo hit. This does try to make up for that a little, by having the damage Trample, and that is some nice additional upside, but I still think this falls well short of being premium removal.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Biomathematician
3.5 A three-mana 2/2 that makes a 1/1 is generally pretty good in Limited, and this comes with significant upside between the +1/+1 counter and the additional value you can get from having other fractals. This seems like a card in the lower range of first pickable, and a really strong Common.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Pack 2 Pick 2: Environmental Sciences
Krosan Grip
0.5 // 1.5 This format has too few Enchantments and Artifacts for this to be a main deck card, and it isn’t even that great of a sideboard card.
Detention Vortex
1.5 This isn’t great. It might look like an efficient removal spell, but it basically signs you up to go down a card in the future, because your opponent can just pay some mana to get rid of it. It isn’t completely horrendous in more aggressive BW decks, since no matter what it does make a creature unable to block for a turn – but that’s pretty much the only place you’ll play this, and even then it won’t always make the cut.
Igneous Inspiration
4.0 This will frequently feel like “3 mana, kill something, draw a card” and that’s going to be pretty great. This is another premium Red removal spell.
Quandrix Apprentice
3.5 This kind of effect is always nice, especially in the early game when you really need to hit your land drops. Either way, this will draw you a card most of the time when you play a spell, and even if it is always a land, that is a pretty big bonus to add to all of your spells. As we’ve seen UG also likes having lots of lands, so this is a big enabler for those decks.
Environmental Sciences
3.5 All the lessons are much better than they look, and that is certainly the case for Environmental Sciences. If you can pick up one of these, it effectively makes every single card you have with “Learn” into fixing. This means you can have pretty excellent mana for a splash simply by playing one basic land of another color. The life gain doesn’t hurt either.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Moldering Karok
2.0 Even with Trample and Lifelink, a 4-mana 3/3 isn’t awesome, though it is an admittedly goose place to put things that pump its stats. Still, I think you probably cut this a significant chunk of the time, it just doesn’t feel like it will do enough.
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Curate
1.0 I’m not super interested in this. It is just another Anticipate variant, and those are always replaceable. It does help you load your graveyard I guess if that’s what you want, and give you some card selection, and it will trigger magecraft, but it just has an underwhelming effect that is not often worth a card.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Leyline Invocation
2.5 This is often a 6-mana 8/8 or something like that in the late game for UG decks, and that makes it a solid thing to have at the top of your curve.
Pack 2 Pick 3: Shadewing Laureate
Strict Proctor
2.5 So, a two-mana ⅓ Flyer is sort of borderline playable already, and this comes with some extra action. Taxing ETB abilities is pretty strong, as there are lots of creatures in Limited who derive a fair bit of their power from doing something when they ETB. Problem is, it is symmetrical. And sure, you can plan around that by waiting to play it until you’re done taking advantage of ETBs, but you can’t count on the fact that you won’t draw more things with ETB abilities, or that playing it late will even bother your opponent! This isn’t a bad card by any means, but I don’t think it is that great either. Sometimes it will really cause your opponent some problems, but sometimes it will do the same to you! Obviously, should you find yourself in a deck this doesn’t hurt at all, it does get better, but that’s not going to be easy.
Thunderous Orator
3.0 This is a kind of reasonable card just as a French Vanilla creature, so when you add the rest to the mix it gets quite good. Being able to gain whatever key words it friends has will sometimes be awesome. That said, he will also sometimes be a two mana 2/2 with Vigilance and that’s it -- which is fine. Just don’t expect him to always be always taking to the sky or anything. He will gain other keyword abilities often enough though to be a relevant card at multiple stages of the game.
Quintorius, Field Historian
4.0 This guy is a great payoff for the RW deck. Now, one thing that’s kind of a bummer is that he doesn’t give you any value all on his own, but if you’re doing the stuff that RW wants you to do in this format, he is going to be a crazy good value engine. I do think the fact that he doesn’t have self-contained power all on his own holds him back some, but I still imagine I’ll be taking him early and often.
Shadewing Laureate
3.5 BW has a lot of fliers, including the Inkling creature tokens. This will allow this Laureate to put counters on things reasonably often, and that’s to go along with Wind Drake stats. This is first pickable in some weaker packs.
Illuminate History
3.0 Paying 4 to help you rummage a bit and make a 3/2 won’t be that hard with this – especially because you can wait to “Learn” it until your graveyard is primed and ready to go.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Pack 2 Pick 4: Pilgrim of the Ages
Wormhole Serpent
3.0 This has passable stats and a pretty nice activated ability that will sometimes allow you to close out games. It is costly to be sure, but there are two Blue archetypes in this format that love mana (UG and UR), so having a mana sink like these fits pretty well into those decks.
Reduce to Memory
1.0 // 2.5 So, you can kind of sort of play this in your main deck, if you feel like you really need some removal and you didn’t get any Learn. Obviously, giving your opponent a 3/2 isn’t good -- it basically sets you up to get 2-for-1’d, but it can deal with any nonland permanent and that does matter some. You can use it on your own guy in a pinch too. Being able to sort of toolbox it up is way better, because if you can choose to get it from among other choices, that’s just a way different deal, and you can grab it when you really need it.
Rootha, Mercurial Artist
4.0 She is way easier to copy spells with than she looks, and the tempo loss you get from that is well worth the card advantage.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Big Play
2.0 This is a reasonable trick -- two mana for +3/+3, and one of those +1/+1s sticks around as a counter, so you end up getting some value from it beyond the turn you play it. That’s a boost big enough to help your creature win most combat too. Aggressive Green decks will likely always run the first copy of this -- but it IS still a trick -- it is situational and risky.
Cogwork Archivist
0.5 I mostly don’t think you’ll play this. It has mediocre stats and an unexciting ability. The ability might be a little more useful in the RW deck, which likes it when things leave the graveyard, but mostly using this ability is super underwhelming. Now, if games in this format go long and you are out of cards and you can legit use this to draw the best card in your graveyard every turn, then it will be better than that -- but that won’t happen very often.
Arrogant Poet
2.5 We have seen lots of two mana 2/1s that gain flying when they attack be pretty good, and while this is admittedly worse as a result of having to pay life to make that happen, it will still be a nice card to have in Black Aggressive decks. Gaining flying goes a long way towards making this two drop stay relevant. It slots well into the Black-Green deck, which is good at gaining life, and the +1/+1 counter deck, which likes putting counters on evasive creatures.
Illustrious Historian
3.0 Nothing this card does is efficient, but that’s kind of not the point. It is a card you can play early on curve, and then trade with something, and the in the later game you get a 3/2 out of your graveyard. That could be a 2-for-1, even if it is a kind of expensive one.
Spiteful Squad
2.5 4-mana 2/2s with Deathtouch normally arent the most exicting thing int he world. They can trade fo ranything, but doing that at 4 mana isn’t exactly exciting. I like that they compensated for that here by letting the Band put it +1/+1 counters on other stuff when it dies. This also means that it is a good place to put counters, since it will do something with them when it dies, unlike most creatures.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Pilgrim of the Ages
2.5 This doesn’t exactly fix for you, since it is White and can only get Plains, but it does make sure you hit your land drops, and that’s always a nice thing to do with a 3-drop creature. It also gets extra value from the fact that it isn’t interested in staying in the graveyard, and in the late game it can give you a nice mana sink creature that can block all day and continue to thin out your deck. RW is the best home for this, since it likes to leave the graveyard and has the Spirit type. I think this is a solid Common.
Resculpt
1.0 People always overrate this type of card. They think of scenarios where you will exile one of your own artifacts or creatures and get a 4/4 out of the deal at Instant speed, and then you block an attacker or something. Or you use it in response to a removal spell and still get a 4/4 and all of that. But every time we see a card like this, even the one that made a 4/4 Angel, they just never line up as well as you might think at first. That situation I described just won’t happen as much as you want it to, and you’ll often find yourself in situations where this just isn’t worth casting. Now, it does have the ability to also go after opposing permanents, but giving your opponent a 4/4 in that case isn’t especially good most of the time either.
Pack 2 Pick 5: Shadewing Laureate
Academic Dispute
3.0 This is another Learn card that is way better than it looks. You can often use this to help you take down a creature – either because you force an opposing creature to block, or you give one of your creatures Reach and it can suddenly take down an opposing flyer. That doesn’t always line up, but even when it doesn’t, this basically replaces itself thanks to Learn.
Shadewing Laureate
3.5 BW has a lot of fliers, including the Inkling creature tokens. This will allow this Laureate to put counters on things reasonably often, and that’s to go along with Wind Drake stats. This is first pickable in some weaker packs.
Vortex Runner
2.5 This is underwhelming as a three-drop on curve, but in the late game it can become a legitimate win condition, especially in UG decks which are particularly good at getting lots of lands in play.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Moldering Karok
2.0 Even with Trample and Lifelink, a 4-mana 3/3 isn’t awesome, though it is an admittedly goose place to put things that pump its stats. Still, I think you probably cut this a significant chunk of the time, it just doesn’t feel like it will do enough.
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Star Pupil
2.5 This is a nice one drop for the BW deck, the deck most interested in +1/+1 counters. Even if you have no other synergy, this is sort of passable since it can move its one counter elsewhere, but if you put counters on it early, you won’t feel nearly as bad when it dies – provided you have another creature. This seems like a key common for BW.
Prismari Pledgemage
2.5 We have seen a lot of creatures like this over the last few years -- A two mana 3/3 with Defender that can gain the ability to attack one way or another. The initial body is actually pretty good at helping you block on the ground, and once you can get it to attack it will feel pretty good. Now, you do have to find a way to trigger Magecraft most turns for this to really be at its best, and that won’t always be easy.
Eager First-Year
2.5 This seems like your typical solid White two-drop. It starts out with a fine base line and has some decent upside. Could be particularly nice with combat tricks, since it will get the extra bonus. It is a solid card, but not much else.
Spectacle Mage
3.0 This is a Wind Drake with some nice upside for UR, which is a color pair that likes big spells. This seems like a key common for that deck.
Pack 2 Pick 6: Study Break
Explosive Welcome
2.0 Eight mana is a whole lot, but the UR deck looks capable of producing that kind of mana. This will often get you a 2-for-1 which is nice, but the thing I wonder is how often the mana it gives you back will even be usable. If you just spent a bunch of mana to cast this, it was probably the last card you had in your hand, so where’s that mana going? Probably nowhere most of the time. This has some serious explosive potential in the later part of the game, but in really only fits in the UR deck, and even then it won’t always work out.
Spirit Summoning
2.5 RW has some spirit synergies, so this gets a few extra points. It is a nice lesson to have like all the other summonings, because it can pretty much always do something.
Big Play
2.0 This is a reasonable trick -- two mana for +3/+3, and one of those +1/+1s sticks around as a counter, so you end up getting some value from it beyond the turn you play it. That’s a boost big enough to help your creature win most combat too. Aggressive Green decks will likely always run the first copy of this -- but it IS still a trick -- it is situational and risky.
Study Break
3.0 This is another card with Learn that is way better than it looks at first. This is a key card for BW or RW aggro decks, as tapping down blockers can really open the floodgates on your opponent – and you even draw a card off of it thanks to Learn! It tends to have a very real impact on games when it is cast.
Bury in Books
3.0 Totally Lost is usually a kind of passable card, and this is mostly a better version of it. Sure, it can only target creatures, but Totally Lost does that 90% of the time anyway, and the fact that this gets discounted to only three mana when you hit an attacking creature is pretty good. Remember, when you put something back in your opponent’s deck, you’re actually trading 1-for-1, not just getting tempo out of the deal, and the fact they will usually have to wait a whole turn to get that card is nice. This seems like a pretty good Blue common, I think you always run the first copy.
Pigment Storm
2.5 This effect at Sorcery speed is really clunky. If you have to use this to kill a smaller creature, it feels really miserable because of the tempo hit. This does try to make up for that a little, by having the damage Trample, and that is some nice additional upside, but I still think this falls well short of being premium removal.
Star Pupil
2.5 This is a nice one drop for the BW deck, the deck most interested in +1/+1 counters. Even if you have no other synergy, this is sort of passable since it can move its one counter elsewhere, but if you put counters on it early, you won’t feel nearly as bad when it dies – provided you have another creature. This seems like a key common for BW.
Eureka Moment
2.5 This ramps you a little bit while drawing you cards which is fine. A lot of the time the ability to put lands into play from your hand aren’t that good in Limited because there comes a point where you just don’t have lands to put down, but this draws you card, and makes it more likely you have a land to put into play to take advantage.
Spectacle Mage
3.0 This is a Wind Drake with some nice upside for UR, which is a color pair that likes big spells. This seems like a key common for that deck.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
Pack 2 Pick 7: Specter of the Fens
Lorehold Excavation
3.0 While it is a little awkward that it doesn’t impact the board immediately most of the time, it does only cost two, and at least it starts doing damage and gaining you life right away. That part of the card shouldn’t be overlooked, by the way, this will sort of feel like Ill-Gotten Inheritance with more upside. If you’re in RW, and you are if you’re playing this, this seems like the kind of glue that will keep that deck together. I’m not sure it quite does enough to pull you into the color pair itself, but if you’re there already, value it highly.
Detention Vortex
1.5 This isn’t great. It might look like an efficient removal spell, but it basically signs you up to go down a card in the future, because your opponent can just pay some mana to get rid of it. It isn’t completely horrendous in more aggressive BW decks, since no matter what it does make a creature unable to block for a turn – but that’s pretty much the only place you’ll play this, and even then it won’t always make the cut.
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Exhilarating Elocution
2.5 This gives a nice permanent boost to one creature - +2/+2 and pumping the rest of the board is nice too. It will often enable a pretty nice attack – but it does really need a significant board state to be worthwhile.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Burrog Befuddler
2.5 This seems like a solid two-drop. Flash + the ability to lower a creature’s power will sometimes give you a pretty attractive blocking situation, but even if this just prevents one damage and lets you add to the board with a two-mana 2/1, that’s fine too.
Pack 2 Pick 8: Clever Lumimancer
Symmetry Sage
2.5 So the idea here is that you can make this into a one mana 2/2 flyer if you have enough instants and sorceries lying around. For the most part, giving others of your creatures base power 2 probably won’t be an upgrade, or if it is one, it will be a very small one, and that certainly hurts this card’s case a little bit. I like that this can rumble in the air when you use spells and all that, but I’m not overly impressed here.
Hall Monitor
3.5 Cheap cards that make something unable to block have a pretty good track record in Limited. Making just one thing unable to block is often enough to make your whole board capable of attacking, and, this thing is a Raging Goblin on turn one, which means it will get in for some damage early, and then in the later part of the game really make blocking difficult for your opponent. Seems like a great aggro card.
Clever Lumimancer
2.5 So for the Luminancer, its Magecraft effect is basically Super Prowess. It reminds me quite a bit of Steppe Lynx, in that they are both one mana 0/1s that want you to jump through some hoops to make them really efficient creatures. Thing is, Steppe Lynx isn’t great in a format like Limited, where games tend to go long , and making the creature big enough consistently just isn’t that easy. I think this will have a similar problem. It might be great in the early going, but keeping it relevant just won’t be that easy, and it will quickly fade as the game goes on. Now, if you are an aggro deck with a bunch of tricks, the Luminancer is going to be probably be at its best.
Thrilling Discovery
1.5 I really want this to be good, because I am probably the most excited about Lorehold in this set -- but I just don’t think it will be that great. Early, it could be a nice way to both load up your graveyard for various synergies and improve your card quality, but there will be situations where you just can’t really make use of this, either because you don’t want to give up cards or you flat out can’t.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Cogwork Archivist
0.5 I mostly don’t think you’ll play this. It has mediocre stats and an unexciting ability. The ability might be a little more useful in the RW deck, which likes it when things leave the graveyard, but mostly using this ability is super underwhelming. Now, if games in this format go long and you are out of cards and you can legit use this to draw the best card in your graveyard every turn, then it will be better than that -- but that won’t happen very often.
Pack 2 Pick 9: Make Your Mark
Reconstruct History
1.5 It is too hard to make this work. It doesn’t include creatures as a type to get back, so most of the time in this format you’re just getting an Instant and a Sorcery. And, while that isn’t terrible, it also isn’t worth a card most of the time.
Storm-Kiln Artist
3.0 I think this looks like a nice card, and I like that it has a design that synergizes with itself. Even if you have no other artifacts, he gets a power boost from the Treasures that he makes you. If you can get this to a 4/2 I think you’ll feel like you’re getting there. And, the fact he makes treasure means he gives Red some pretty decent fixing and ramp, something UR is especially interested in.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Ageless Guardian
1.5 This has reasonable defensive stats and it is a Spirit, and RW has some tribal synergy for that. You’ll play it in a deck that wants that sometimes, but I imagine you’ll cut it pretty often.
Pigment Storm
2.5 This effect at Sorcery speed is really clunky. If you have to use this to kill a smaller creature, it feels really miserable because of the tempo hit. This does try to make up for that a little, by having the damage Trample, and that is some nice additional upside, but I still think this falls well short of being premium removal.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Pack 2 Pick 10: Detention Vortex
Detention Vortex
1.5 This isn’t great. It might look like an efficient removal spell, but it basically signs you up to go down a card in the future, because your opponent can just pay some mana to get rid of it. It isn’t completely horrendous in more aggressive BW decks, since no matter what it does make a creature unable to block for a turn – but that’s pretty much the only place you’ll play this, and even then it won’t always make the cut.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Curate
1.0 I’m not super interested in this. It is just another Anticipate variant, and those are always replaceable. It does help you load your graveyard I guess if that’s what you want, and give you some card selection, and it will trigger magecraft, but it just has an underwhelming effect that is not often worth a card.
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Pack 2 Pick 11: Pillardrop Rescuer
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Oggyar Battle-Seer
2.0 This has mediocre stats, even with Haste, and while tapping to Scry is good, I don’t think it does enough to overcome this card’s inefficiency. You won’t always play this.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Pillardrop Rescuer
3.0 This is a pretty nice Common. By turn 5 you’ll often have something this can bring back without really trying, so just playing this, getting something back, and having a 2/2 flyer is going to feel pretty good. I think basically every White deck in the format will want the first copy of this.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Pack 2 Pick 12: Beaming Defiance
Cogwork Archivist
0.5 I mostly don’t think you’ll play this. It has mediocre stats and an unexciting ability. The ability might be a little more useful in the RW deck, which likes it when things leave the graveyard, but mostly using this ability is super underwhelming. Now, if games in this format go long and you are out of cards and you can legit use this to draw the best card in your graveyard every turn, then it will be better than that -- but that won’t happen very often.
Illustrious Historian
3.0 Nothing this card does is efficient, but that’s kind of not the point. It is a card you can play early on curve, and then trade with something, and the in the later game you get a 3/2 out of your graveyard. That could be a 2-for-1, even if it is a kind of expensive one.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Resculpt
1.0 People always overrate this type of card. They think of scenarios where you will exile one of your own artifacts or creatures and get a 4/4 out of the deal at Instant speed, and then you block an attacker or something. Or you use it in response to a removal spell and still get a 4/4 and all of that. But every time we see a card like this, even the one that made a 4/4 Angel, they just never line up as well as you might think at first. That situation I described just won’t happen as much as you want it to, and you’ll often find yourself in situations where this just isn’t worth casting. Now, it does have the ability to also go after opposing permanents, but giving your opponent a 4/4 in that case isn’t especially good most of the time either.
Pack 2 Pick 13: Owlin Shieldmage
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Prismari Pledgemage
2.5 We have seen a lot of creatures like this over the last few years -- A two mana 3/3 with Defender that can gain the ability to attack one way or another. The initial body is actually pretty good at helping you block on the ground, and once you can get it to attack it will feel pretty good. Now, you do have to find a way to trigger Magecraft most turns for this to really be at its best, and that won’t always be easy.
Pack 2 Pick 14: Explosive Welcome
Explosive Welcome
2.0 Eight mana is a whole lot, but the UR deck looks capable of producing that kind of mana. This will often get you a 2-for-1 which is nice, but the thing I wonder is how often the mana it gives you back will even be usable. If you just spent a bunch of mana to cast this, it was probably the last card you had in your hand, so where’s that mana going? Probably nowhere most of the time. This has some serious explosive potential in the later part of the game, but in really only fits in the UR deck, and even then it won’t always work out.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
Pack 2 Pick 15: Detention Vortex
Detention Vortex
1.5 This isn’t great. It might look like an efficient removal spell, but it basically signs you up to go down a card in the future, because your opponent can just pay some mana to get rid of it. It isn’t completely horrendous in more aggressive BW decks, since no matter what it does make a creature unable to block for a turn – but that’s pretty much the only place you’ll play this, and even then it won’t always make the cut.
Pack 3 Pick 1: Killian, Ink Duelist
Divine Gambit
2.0 This ended up being better than I expected in Kaldheim – that’s not to say its good, but it is a solid playable. You basically treat it as a late game removal spell, and if you look at it that way, it tends to do the job with very little downside. This format also has fewer permanents than normal, and that could matter.
Culmination of Studies
1.0 So, UR is all about having a bunch of mana, so pumping significant mana into X will be easier than it might first seem. So the lands give you treasure, and that will make it easier for you to cast the spells you draw for Blue cards you hit. Hitting Red cards damages the opponent, and sometimes this will just be able to close them out. If you’re a straight up UR deck, virtually every card in your deck will give you one of these effects. But the question becomes, how much mana do you need to spend to feel like this is working out for you? If you pay 6 total mana and exile 4 cards, there’s a good chance you’ll do something like get a treasure, draw a card, and do 2 to your opponent. That’s...not very good. I think the main plan with this is to really have it be a win condition in the late game when you have a ton of mana – and UR can certainly do that -- but that also means it is pretty terrible in the early game.
Grinning Ignus
2.0 Basically, the Ignus gives you something of a ritual effect. It gives you a short-term mana boost, but when you actually look at the mana you spend -- which is 3 to play it and one to use its ability, you actually come out behind! Still, the UR deck in this format looks interested in getting a bunch of mana in single turns for big crazy spells, so it probably has a home.
Killian, Ink Duelist
4.0 I would have been reasonably happy with a two mana 2/2 with Lifelink and Menace, or a 2-mana 2/2 with the spell reduction ability, but obviously this has all of that stuff! It is going to give you a lot for two mana. It will attack well early, and then make your spells cheaper – this will allow you to trigger Magecraft more easily, while also pumping your creatures with combat triggers. Your removal spells will cheaper as well as your tricks, anyway. This is an excellent Uncommon.
Dueling Coach
3.0 Four mana for a 2/2 that puts a counter somewhere is alright, but not great. This does come with a late game mana sink that will be able to give you some value most of the time, and that’s nice.
Introduction to Annihilation
3.0 Giving yourself access to a removal spell any time you Learn is pretty nice. Obviously, the fact your opponent draws a card is rough, but you generally just end up breaking even, since you’ll get Introduction to Annihilation for free when you learn.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Blood Researcher
3.5 This seems like a nice Common payoff for gaining life. It may not be quite as cheap as Ajani’s Pridemate, but it adds Menace to the mix and I think that’s a fair trade. This will get pretty big, and that’s always nice with an evasive ability.
Needlethorn Drake
2.5 This can attack in the air early, and then stay back to trade with anything late. Like most cheap deathtouch creatures, this is pretty solid.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Guiding Voice
3.0 All the cards with Learn and all the Lessons are big overperformers in this set, and this is an example of that. This effectively reads “Put a +1/+1 counter on a creature and draw a card that is pretty useful in this situation,” and that’s a great deal for one White mana. Especially in a format with a bunch of magecraft.
Curate
1.0 I’m not super interested in this. It is just another Anticipate variant, and those are always replaceable. It does help you load your graveyard I guess if that’s what you want, and give you some card selection, and it will trigger magecraft, but it just has an underwhelming effect that is not often worth a card.
Elemental Masterpiece
2.5 Late, this gives you two 4/4 bodies pretty efficiently. And, like a lot some other UR spells in this set, it can actually make you treasure early too, giving you both fixing and ramp, and making this significantly better than it would be if all you could ever do is cast it.
Springmane Cervin
2.5 This is a solid creature for Green decks. It has alright stats, and the fact it gains life will enable a number of synergies in this format.
Arrogant Poet
2.5 We have seen lots of two mana 2/1s that gain flying when they attack be pretty good, and while this is admittedly worse as a result of having to pay life to make that happen, it will still be a nice card to have in Black Aggressive decks. Gaining flying goes a long way towards making this two drop stay relevant. It slots well into the Black-Green deck, which is good at gaining life, and the +1/+1 counter deck, which likes putting counters on evasive creatures.
Pack 3 Pick 2: Witherbloom Pledgemage
Adventurous Impulse
2.5 This is a fine card for Green decks. Its nice that if you’re flooding it can help you get out, and if you’re desperate for a mana drop it can help you there too. It is also a cheap spell which is always upside in this set.
Team Pennant
2.5 So, equipping this on a non-token isn’t an awesome rate, but it isn’t entirely terrible either. Vigilance + Trample is not a bad pair of keywords to gain in addition to the stats boost, and will often alter your plans and your opponents’. Putting it on tokens is obviously ideal since then it is a REALLY good deal, and this format has enough tokens to really take advantage.
Creative Outburst
3.5 This is expensive, but because it lets you discard it to make a treasure early, part of that downside is mitigated against. Casting this will feel really good, as doing 5 damage to something and drawing a card chosen from among five is a really good deal. UR is all about big spells like this, so it fits right in, while also supporting the archetype’s ability to cast those spells since it can make treasure.
Devouring Tendrils
3.5 This is Rabid Bite with upside, and I’m all for that! Note that this is not a fight card, only the opposing creature gets damaged, so it is much less risky than “Fight” is. It still has some downsides of course -- casting this into open mana from your opponent is asking for trouble since a 2-for-1 is a real risk -- but that risk is worth it for the efficiency. The fact you gain life if the creature dies is nice additional upside, especially because BG likes it when you gain life, but it is pretty minor upside overall.
Inkling Summoning
3.5 This Lesson is nice because it isn’t a complete disaster if you don’t get any cards with Learn and play it in your main deck. A three mana 2/1 with Flying is just fine, and this also triggers all the mage craft stuff of course. Obviously, if you have Learn, it is going to usually be better in the sideboard.
Archway Commons
1.5 This does give you fixing, but at a pretty real cost. It enters tapped and requires another land to tap for it to come into play, effectively making it cost one mana. That’s some serious slowness, but you’ll run it if you need the fixing.
Illustrious Historian
3.0 Nothing this card does is efficient, but that’s kind of not the point. It is a card you can play early on curve, and then trade with something, and the in the later game you get a 3/2 out of your graveyard. That could be a 2-for-1, even if it is a kind of expensive one.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Witherbloom Pledgemage
2.5 This has pretty good stats and a solid Magecraft trigger. BG likes to gain life, so it will really fit in well there.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Witherbloom Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Mage Duel
3.5 This is a nice removal spell for Green. Even if it couldn’t reduce its cost, I would think this would be pretty good. +1/+2 is a nice boost that enables creatures to effectively fight a lot more things. Once you factor in the fact it will only cost a single Green mana sometimes, I think we’re looking at premium removal. It does have the downsides Green removal tends to have – like 2-for-1 potential – but it is definitely worth it.
Campus Guide
2.0 This has passable stats and it can fix for you, though keep in mind just putting a land on top is substantially worse than putting one in your hand. Still, if you’re trying to do some splashing this will help you do it. If you’re not splashing at all, though, it probably isn’t worth playing.
Ageless Guardian
1.5 This has reasonable defensive stats and it is a Spirit, and RW has some tribal synergy for that. You’ll play it in a deck that wants that sometimes, but I imagine you’ll cut it pretty often.
Pack 3 Pick 3: Lash of Malice
Village Rites
2.0 We see this a lot, and it is always kind of medium. Cashing in a creature and this card to draw 2 doesn’t net you any cards, but it does help you find more gas , and often times you’ll have a creature worth sacrificing. You can of course also use it in response to removal and things like that. BG will make a lot of pest tokens, and in those decks it will feel pretty good.
Bookwurm
4.0 This is one of the best win conditions for both the UG and UR ramp decks. If it comes down, it is hard to beat, since it brings a huge body, gains you some life and gives you an extra card. And it doesn’t end there! Even if your opponent gets rid of it, it will be coming back.
Tend the Pests
3.0 Using this in response to removal and stuff like that will feel especially good, but it won’t feel as bad to use in other situations either. Besides, there are a lot of Sacrifice outlets and the like in BG in this set, so all those Pests can really come in handy. The life they gain you matters too! You do need a creature large enough to make it worth it, but that’s not too difficult.
Divide by Zero
3.5 This seems quite good. It will be capable of bouncing anything that isn’t a token, and virtually all of the spells in the format, and while that isn’t exactly “removal,” it does give you some tempo and a way to interact, AND it will replace itself most of the time by giving you a Lesson, or rummaging in a fail case.
Academic Probation
2.5 Like all lessons, this is better than it looks. This is because you get it for “free” when you learn, and that means you can get this at a time where it actually does something. Using this to make one of your opponents creatures unable to block feels pretty good, and it has some other useful applications too.
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.
Lorehold Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Lash of Malice
3.0 This seems quite good to me. In a lot of ways, it is like a Shock that traded in the ability to burn the opponent for the ability to be a combat trick sometimes. It can very efficiently kill an X/2, but you can also use it on your own creature to make it hit harder. This set seems like it has a TON of X/2s, so this will definitely feel like premium removal with some nice upside.
Curate
1.0 I’m not super interested in this. It is just another Anticipate variant, and those are always replaceable. It does help you load your graveyard I guess if that’s what you want, and give you some card selection, and it will trigger magecraft, but it just has an underwhelming effect that is not often worth a card.
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Thrilling Discovery
1.5 I really want this to be good, because I am probably the most excited about Lorehold in this set -- but I just don’t think it will be that great. Early, it could be a nice way to both load up your graveyard for various synergies and improve your card quality, but there will be situations where you just can’t really make use of this, either because you don’t want to give up cards or you flat out can’t.
Pack 3 Pick 4: Agonizing Remorse
Agonizing Remorse
3.0 This was a good discard spell the last time we saw it, and I think it will be pretty good here too. It can disrupt the opponent pretty much all game long, and having a fail case to exile a card in their graveyard isn’t too shabby.
Decisive Denial
3.0 Fight cards are always nice in Limited, and while the best ones give some sort of stats boost, this one makes up for not doing that by being a modal card. So, if the Fight part on this works as removal for you, you’ll probably use it, but if a situation comes upw here you can counter your opponents thing before that, you probably choose the counter option. Neither option here is amazing, but having a choice between them is very nice.
Quandrix Cultivator
3.5 This is some pretty nice ramp, and it comes on a fairly reasonable body. Casting this is going to feel pretty good on turn 4, and unlike some other ramp creatures, it brings decent stats when you play it in the late game.
Plumb the Forbidden
3.5 So this has a reasonable fail case, and a potentially really amazing ceiling. Two mana to pay 1 life and draw a card isn’t terrible, and if you start copying it, it gets a lot nice. It is also an Instant, so you will have a really wide window of ways to use this to get the extra copies – like after setting up blocks that will kill your creatures anyway, or in response to removal. Sacrifincg Pests to this will be particularly satisfying, because you’ll even gain the life back! Keep in mind, too, that everything with Magecraft will trigger for every single copy. Now, there will be times where you just can’t afford to make the copies, but like I said I think this has a reasonable fail case.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Elemental Masterpiece
2.5 Late, this gives you two 4/4 bodies pretty efficiently. And, like a lot some other UR spells in this set, it can actually make you treasure early too, giving you both fixing and ramp, and making this significantly better than it would be if all you could ever do is cast it.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Sudden Breakthrough
1.5 This is a decent trick -- it gives a boost large enough for your creature to win combat most of the time -- and it gives you a Treasure for some fixing and ramping. But you’ll probably cut it a lot, after all, it is still a trick -- and that means it is risky and highly situational.
Tome Shredder
3.0 This guy can get pretty big on his diet of instants and sorceries, and he’ll work especially well in RW, because that deck can load the graveyard reasonably well, and it also likes it when cards leave the graveyard in any way, and Tome Shredder will do that for you.
Field Trip
2.5 So, this pretty much just ramps for you, it doesn’t provide fixing because you can only get a Forest, and that’s a pretty big bummer. Still, ramping looks like a smarter strategy in ths format It does have Learn, which will either let you rummage or get a Lesson from your sideboard, and both of those are nice additional effects.
Blood Researcher
3.5 This seems like a nice Common payoff for gaining life. It may not be quite as cheap as Ajani’s Pridemate, but it adds Menace to the mix and I think that’s a fair trade. This will get pretty big, and that’s always nice with an evasive ability.
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Pack 3 Pick 5: Exhilarating Elocution
Emergent Sequence
3.5 This a lot like Rampant Growth, which is pretty solid as far as fixing and ramping go! What’s great is, it actually adds to the board in a meaningful way in addition to ramping and fixing for you, since the land will also be a 1/1 at a minimum and making it a 2/2 won’t be particularly difficult. It will feel a lot like a mana dork that comes into play tapped, and that’s pretty good! Now, that comes with some downsides, like if you search up your one land for a splash and now your opponent can kill it with a cheap burn spell, but I think its well worth it. This format has lots of payoffs for ramping too.
Mascot Interception
1.5 So, there are a reasonable number of tokens in this format -- that’s a product of a set with an instant and sorcery theme, so being able to use this to steal one for only a single mana is some actual real upside. Note, by the way, if you need to do 2 more damage with your own creature, you can use this on your own guy too, and if its YOUR token, it also only costs one Red. Still, these Threaten effects tend to be highly situational. That said, by being so cheap a reasonable chunk of the time, it does overcome some of that downside. I have a hard time believing in Threatens until I see them work out in a format.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Pop Quiz
3.0 This often just feels like a better Divination, since it draws you one card from your deck and one non-land card that is useful in your situation with the learn part. And its an Instant!
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Star Pupil
2.5 This is a nice one drop for the BW deck, the deck most interested in +1/+1 counters. Even if you have no other synergy, this is sort of passable since it can move its one counter elsewhere, but if you put counters on it early, you won’t feel nearly as bad when it dies – provided you have another creature. This seems like a key common for BW.
Soothsayer Adept
1.5 This card has okay stats and it can loot, and that’s enough for it to be a reasonable inclusion in most decks. Looting isn’t a bad mana sink to have late, as it can really improve your draws.
Big Play
2.0 This is a reasonable trick -- two mana for +3/+3, and one of those +1/+1s sticks around as a counter, so you end up getting some value from it beyond the turn you play it. That’s a boost big enough to help your creature win most combat too. Aggressive Green decks will likely always run the first copy of this -- but it IS still a trick -- it is situational and risky.
Twinscroll Shaman
2.0 Double strike ½ for three isn’t too bad, and makes this a good place to put counters or otherwise enhance it. That said, that doesn’t seem to be a HUGE focus for Red in this set, strange as that is.
Exhilarating Elocution
2.5 This gives a nice permanent boost to one creature - +2/+2 and pumping the rest of the board is nice too. It will often enable a pretty nice attack – but it does really need a significant board state to be worthwhile.
Professor of Zoomancy
4.0 This is an excellent common. You get 5/4 worth of stats for 4 mana, across two bodies, not to mention the lifegain synergy this gives you.
Pack 3 Pick 6: Beaming Defiance
Honor Troll
3.0 Increasing the amount of life you gain is nice, especially because BG has lots of ways to gain life. This Troll becoming a 4/4 isn’t going to be impossible, but you shouldn’t count on it either. It is mostly going to be a ⅔ with vigilance and a decent life gain enhancer.
Brackish Trudge
3.5 This is a powerful life gain payoff. It begins as a 3-mana 4/2 that comes into play tapped, which is already a fairly passable card – this returning to your hand any time you gain any amount of life is going to really be a problem for your opponent in the long run, as it has the kind of size that may just let it attack every single turn, since the downside of it trading with something is so minimal. There’s enough life gain in this set that this looks like a real value engine.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Eager First-Year
2.5 This seems like your typical solid White two-drop. It starts out with a fine base line and has some decent upside. Could be particularly nice with combat tricks, since it will get the extra bonus. It is a solid card, but not much else.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Tome Shredder
3.0 This guy can get pretty big on his diet of instants and sorceries, and he’ll work especially well in RW, because that deck can load the graveyard reasonably well, and it also likes it when cards leave the graveyard in any way, and Tome Shredder will do that for you.
Unwilling Ingredient
2.5 This is a solid little common. In the early game, it will chip in for a few damage, and be a good place to put +1/+1 counters. Then, in the later part of the game you can cash it in for a card, which always feels pretty good in Limited when you have the mana lying around.
Pillardrop Warden
2.5 This has reasonable defensive stats and the ability to bring an instant or sorcery back to your hand, giving it utility pretty much all game long.
Star Pupil
2.5 This is a nice one drop for the BW deck, the deck most interested in +1/+1 counters. Even if you have no other synergy, this is sort of passable since it can move its one counter elsewhere, but if you put counters on it early, you won’t feel nearly as bad when it dies – provided you have another creature. This seems like a key common for BW.
Pack 3 Pick 7: Guiding Voice
Whirlwind Denial
2.5 We saw this card not too long ago in Theros Beyond Death, and it was decent enough there. Mostly, it was a 3-mana counterspell, it wasn’t often countering more than one thing -- and, it was like a C there. This set does have a few things that will make it better, though – for one thing, there is spell copying, and for another, there are magecraft triggers. With those two things going on, this will end up hitting 2 spells more often than you might think.
Brackish Trudge
3.5 This is a powerful life gain payoff. It begins as a 3-mana 4/2 that comes into play tapped, which is already a fairly passable card – this returning to your hand any time you gain any amount of life is going to really be a problem for your opponent in the long run, as it has the kind of size that may just let it attack every single turn, since the downside of it trading with something is so minimal. There’s enough life gain in this set that this looks like a real value engine.
Deadly Brew
3.0 You basically take down an opposing creature, and then trade a creature in play for a permanent in your graveyard. It won’t always be easy to set it up -- edict effects are notoriously inconsistent, but most of the time you’ll probably come out ahead when you cast this. Especially if you have creature tokens and stuff like that!
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.
Fuming Effigy
2.5 This is mostly here for the RW deck, which makes cards leave the graveyard pretty often. This is likely to do a few damage in that deck, in addition to having reasonable stats to start with.
Witherbloom Pledgemage
2.5 This has pretty good stats and a solid Magecraft trigger. BG likes to gain life, so it will really fit in well there.
First Day of Class
1.5 If you’re only able to make one creature benefit from this it won’t feel all that good, even if you have a Lesson to grab. After all, most of the Lessons are actually mediocre cards, but they’re worthwhile because you get them for free when you Learn. So, you kind of need your card with Learn to do something worth close to a card, and if you’re just getting one counter and giving one thing Haste, I’m not sure you’re doing it here. “Learn” is sort of like “draw a card,” and does give you some card selection, but those cards to choose from just aren’t gonna be awesome. Keep in mind you can also choose to rummage instead of getting a Lesson, and sometimes that will be best. Now, where this does start to get interesting is when you play multiple creatures in a turn, which won’t be easy if you’re just casting a regular ol’ creature spell, but if you have ways to make multiple tokens in a turn, this will start to feel pretty good. All in all, I’m not super high on this to start, just because I don’t think it will be all that easy to make it work, but I could see myself being wrong here.
Stonebound Mentor
2.5 This starts with solid stats, and then it has an ability that will fit nicely in RW decks. As we’ve seen, RW has ways to exile cards from the graveyard for value as well as ways to return cards from the graveyard to your hand or the battlefield. Those will all trigger the Scry here, which will be some nice incidental value.
Guiding Voice
3.0 All the cards with Learn and all the Lessons are big overperformers in this set, and this is an example of that. This effectively reads “Put a +1/+1 counter on a creature and draw a card that is pretty useful in this situation,” and that’s a great deal for one White mana. Especially in a format with a bunch of magecraft.
Pack 3 Pick 8: Humiliate
Humiliate
3.5 Now THIS is how you design a good discard spell for Limited! First, it lets you take whatever you want for a very efficient cost of two mana. That’s going to allow for significant disruption. What really saves this though, is the fact that you get a +1/+1 counter out of the deal too. Most discard spells get terrible in the extreme late game, but this makes sure that you get some value out of it no matter what, and it is can be some pretty significant value!
Shadewing Laureate
3.5 BW has a lot of fliers, including the Inkling creature tokens. This will allow this Laureate to put counters on things reasonably often, and that’s to go along with Wind Drake stats. This is first pickable in some weaker packs.
Professor's Warning
1.5 If this card only did one of these two things, it would be terrible. One mana just isn’t a good rate for either of those things, even if they can help you out sometimes, what it does often won’t be worth a card. Making this modal make it better of course, and so does the fact that this set loves cheap spells as a result of Magecraft and other spell payoffs.
Scurrid Colony
2.5 This is an alright two-drop in the early game, and when the game gets late it becomes bigger. Now, a 4/4 isn’t probably going to be a huge gamechanger by the time you have eight lands, but it won’t hurt either.
Curate
1.0 I’m not super interested in this. It is just another Anticipate variant, and those are always replaceable. It does help you load your graveyard I guess if that’s what you want, and give you some card selection, and it will trigger magecraft, but it just has an underwhelming effect that is not often worth a card.
Burrog Befuddler
2.5 This seems like a solid two-drop. Flash + the ability to lower a creature’s power will sometimes give you a pretty attractive blocking situation, but even if this just prevents one damage and lets you add to the board with a two-mana 2/1, that’s fine too.
Reject
1.5 This is a narrow mana leak, and in most formats I would think it is pretty reasonable, since creatures are so plentiful. This format is an odd one though, with fewer creatures than normal and way more instants and sorceries, so this ends up being more narrow than it normally would be, and it still has the problem of having diminishing values as the game goes on, because your opponent will just be able to pay the mana eventually.
Enthusiastic Study
2.5 This is great in aggro decks, as it often helps you hit for a ton of trample damage – even saving your creature a decent chunk of the time – and ON TOP OF THAT, you get to learn, which Is just great.
Pack 3 Pick 9: Guiding Voice
Divine Gambit
2.0 This ended up being better than I expected in Kaldheim – that’s not to say its good, but it is a solid playable. You basically treat it as a late game removal spell, and if you look at it that way, it tends to do the job with very little downside. This format also has fewer permanents than normal, and that could matter.
Grinning Ignus
2.0 Basically, the Ignus gives you something of a ritual effect. It gives you a short-term mana boost, but when you actually look at the mana you spend -- which is 3 to play it and one to use its ability, you actually come out behind! Still, the UR deck in this format looks interested in getting a bunch of mana in single turns for big crazy spells, so it probably has a home.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Guiding Voice
3.0 All the cards with Learn and all the Lessons are big overperformers in this set, and this is an example of that. This effectively reads “Put a +1/+1 counter on a creature and draw a card that is pretty useful in this situation,” and that’s a great deal for one White mana. Especially in a format with a bunch of magecraft.
Curate
1.0 I’m not super interested in this. It is just another Anticipate variant, and those are always replaceable. It does help you load your graveyard I guess if that’s what you want, and give you some card selection, and it will trigger magecraft, but it just has an underwhelming effect that is not often worth a card.
Arrogant Poet
2.5 We have seen lots of two mana 2/1s that gain flying when they attack be pretty good, and while this is admittedly worse as a result of having to pay life to make that happen, it will still be a nice card to have in Black Aggressive decks. Gaining flying goes a long way towards making this two drop stay relevant. It slots well into the Black-Green deck, which is good at gaining life, and the +1/+1 counter deck, which likes putting counters on evasive creatures.
Pack 3 Pick 10: Witherbloom Campus
Adventurous Impulse
2.5 This is a fine card for Green decks. Its nice that if you’re flooding it can help you get out, and if you’re desperate for a mana drop it can help you there too. It is also a cheap spell which is always upside in this set.
Archway Commons
1.5 This does give you fixing, but at a pretty real cost. It enters tapped and requires another land to tap for it to come into play, effectively making it cost one mana. That’s some serious slowness, but you’ll run it if you need the fixing.
Teach by Example
1.5 I know this format is all about spells and stuff, but I have a hard time thinking a card like this will be worthwhile very often. You have to have it line up the right way for it to do something. And sure, using it on a draw spell or something will feel pretty sweet, as will copying some of the huge wacky spells in UR, but it still seems like the set up is too much. This kind of spell isn’t good in most Limited formats, and I don’ think it will be here either.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Witherbloom Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
Ageless Guardian
1.5 This has reasonable defensive stats and it is a Spirit, and RW has some tribal synergy for that. You’ll play it in a deck that wants that sometimes, but I imagine you’ll cut it pretty often.
Pack 3 Pick 11: Beaming Defiance
Bayou Groff
2.5 I like the upside we have here. It is either a 5-mana 5/4, a sort of passable card already, or a two mana 5/4 that you sacrifice a creature for. Doing the sacrifice thing can be a bit risky if you’re giving up a real card to cast it on turn two, since if your opponent can remove the Snagger or otherwise make it hard for it to attack, the cost will definitely not be worth it. BUT, just having the option available to you is great, and sometimes you’ll have very expendable creatures – like Pest tokens --, and you can double spell with this on like turn 5 if you give one of them up, which works for me.
Spined Karok
1.5 This has alright defensive stats for the cost. You’ll play it sometimes if that’s what you need. But mostly you hope you won’t need it.
Reckless Amplimancer
2.5 So, this is a bear with some nice late game upside, especially for decks that are either capable of producing a lot of mana or capable of putting +1/+1 counters on stuff. Or even better, both! UG is the Green color pair that will be the rampeist, and I really think it is going to want some late game manasinks, and this definitely delivers. Now, it isn’t especially efficient to pump this thing, but it is something to do with your mana. And, obviously, +1/+1 counters make it more efficient too. This is just going to be a solid two drop for pretty much all Green decks.
Beaming Defiance
2.0 This is a solid trick, it gives a good enough stats boost to win most combats, and the Hexproof part makes it so that you can also use it to effectively counter removal. Like I always say, it IS still a trick, which means you will only be running it in aggro decks, and it comes with various risks – but it will be solid for those decks.
Thrilling Discovery
1.5 I really want this to be good, because I am probably the most excited about Lorehold in this set -- but I just don’t think it will be that great. Early, it could be a nice way to both load up your graveyard for various synergies and improve your card quality, but there will be situations where you just can’t really make use of this, either because you don’t want to give up cards or you flat out can’t.
Pack 3 Pick 12: Promising Duskmage
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Sudden Breakthrough
1.5 This is a decent trick -- it gives a boost large enough for your creature to win combat most of the time -- and it gives you a Treasure for some fixing and ramping. But you’ll probably cut it a lot, after all, it is still a trick -- and that means it is risky and highly situational.
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Pack 3 Pick 13: Promising Duskmage
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Excavated Wall
0.5 One-mana 0/4 defenders tend to not really be worth it in Limited. And this one does help you load your graveyard, which RW decks will like especially, but I still don’t really think that’s going to be enough to get me to run this most of the time.
Big Play
2.0 This is a reasonable trick -- two mana for +3/+3, and one of those +1/+1s sticks around as a counter, so you end up getting some value from it beyond the turn you play it. That’s a boost big enough to help your creature win most combat too. Aggressive Green decks will likely always run the first copy of this -- but it IS still a trick -- it is situational and risky.
Pack 3 Pick 14: Defend the Campus
Defend the Campus
2.0 I see this as two separate cards in many formats, and both of them are often cards you cut, just because they are a little too narrow. HOWEVER, by putting both of these effects on a single card, you end up with a better card. The effects are still narrow of course, but between the two effects one of them is going to be useful pretty often. This might all sounds like I think this is incredible -- but I just get excited about modal cards. It is a solid card that will actually make the cut a reasonable chunk of the time.
Tome Shredder
3.0 This guy can get pretty big on his diet of instants and sorceries, and he’ll work especially well in RW, because that deck can load the graveyard reasonably well, and it also likes it when cards leave the graveyard in any way, and Tome Shredder will do that for you.
Pack 3 Pick 15: Tangletrap
Tangletrap
1.5 // 3.0 Kind of funny this isn’t a lesson, I almost felt like it would be! Anyway, we see these modal “Destory artifact or flyer” type cards a lot, and they’re always alright. This one probably isn’t one you want to put in your main deck because this format doesn’t have that many artifacts. However, if you see 5 or so targets against someone – both flyers and artifacts – it can be a pretty nice sideboard card.