Gods Willing
2.5 This tends to be pretty nice whenever we see it. Protection is just such a nice keyword -- you can use it to make your creature unblockable, save it from removal, or survive combat. Being a cheap spell looks pretty good in this format too because of Magecraft, and having Scry 1 in the mix is nice too.
Augmenter Pugilist
4.0 Both sides of this have their place. The Pugilist side is far less situational since it is just an efficient creature -- and one that gets really scary in the late game, but sometimes you’ll want to cast the Echoing Equation side of things -- you pretty much only do that when you can swing for lethal though, and it will sometimes enable that.
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.
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.
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.
Pest Summoning
3.5 So, this is a lesson that I think you don’t feel terrible about playing in your main deck, especially because it provides sacrifice fodder and life gain, which BG is interested in.. Now, if you have cards with “Learn” it will be better, as it gives you a card that does something useful on just about every board state, while some of the other lessons are more situational.
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.
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.
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.
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.
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.
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.
Mage Hunters' Onslaught
3.5 This is a nice removal spell. It is definitely a little bit clunky as a 4-mana sorcery, but it does kill anything, and the upside of punishing an opponent for Blocking will sometimes have a pretty real effect. Taking away their best blocker and then attacking with this seems pretty nice.
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.
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 2: Quandrix Cultivator
Counterspell
3.5 Ah, Counterspell. It can counter any spell! No questions asked! That’s not something we get in Limited these days, so I’m glad the Mystical Archive is giving us a chance to do it. Now, counter-magic in Limited is generally worse than it is in constructed, mostly because building a “draw-go” type deck is much harder to do in Limited than in constructed, where you can choose to have a deck of all instant speed stuff, and that’s just hard to do. Still, this is very efficient and it counters anything, and that is enough to get over the downside of countermagic in Limited.
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.
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.
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.
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.
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.
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.
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.
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.
Expel
3.0 White always gets a reasonably efficient removal spell that can hit tapped creatures, and that is what we have here. Unless you leave mana up for it, you have to take a hit first, and leaving mana up for it can be a real pain if your opponent plays around it. It also isn’t great in aggro decks, because it doesn’t remove blockers.
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.
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.
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.
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 1 Pick 3: The Biblioplex
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.
The Biblioplex
4.0 This is a fun reference to the FIRST TIME Wizards printed a land that represented a library -- suffice it to say, this time around it isn’t quite as good, but it is still a really great utility land. Holding on to 7 cards will be a challenge, so most of the time when you find yourself able to use the Biblioplex, you’ll be doing it in the late game as a mana sink when your hand is empty. Decks in this format will have more spells than we’re used to seeing too, so it will draw you a card pretty often. That’s huge late game upside that can help you win a game. Having a land turn into a game-winning value engine late is pretty incredible.
Zephyr Boots
3.5 This seems like a reasonable Equipment to me. Flying tends to be a pretty nice boost on just about any creature, and it gives that ability fairly efficient. And, the loot combat damage trigger is a great way to improve your draws.
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.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
Prismari Campus
3.0 These are all good fixing, and then all have a nice late-game mana sink to help improve your draws when you’re flooding out. You can take these over most medium cards, especially if you are interested in splashing or they are on color for you.
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.
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.
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.
Expel
3.0 White always gets a reasonably efficient removal spell that can hit tapped creatures, and that is what we have here. Unless you leave mana up for it, you have to take a hit first, and leaving mana up for it can be a real pain if your opponent plays around it. It also isn’t great in aggro decks, because it doesn’t remove blockers.
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.
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.
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.
Pack 1 Pick 4: Zephyr Boots
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.
Zephyr Boots
3.5 This seems like a reasonable Equipment to me. Flying tends to be a pretty nice boost on just about any creature, and it gives that ability fairly efficient. And, the loot combat damage trigger is a great way to improve your draws.
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 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.
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.
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.
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.
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.
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.
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.
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.
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 5: Introduction to Annihilation
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.
Golden Ratio
2.5 So, you’ll want this to at least be Divination, and that seems reasonably doable. However, one thing that kind of stinks there, is that you can cast Divination on an empty board and still draw 2. That’s not going to happen here. Still, it also has way more upside than Divination, and will draw you 3+ cards sometimes. It will be really painful to have this in a hand where it is your only three drop or something like that, but I think in the late game it will be powerful enough to make up for that.
Go Blank
1.5 They keep giving us upgraded Mind Rots lately, and I like it. Normally Mind Rot effects aren’t so good in Limited. They don’t impact the board and they get bad in the late game, but by giving these cards something else to do -- in this case, exiling the graveyard, you at least get something out of this card even when it can’t make your opponent discard anything. In most formats, exiling the graveyard will have at least a small effect on most decks. Now, all that said, this isn’t great, but it is a 1.5 instead the 1.0 that Mind Rot usually is.
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.
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.
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.
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.
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.
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.
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.
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 1 Pick 6: Fractal Summoning
Fractal Summoning
3.0 Another Lesson that will be nice to get when you “Learn.” It is going to be inefficient, but its a card you get for free when you “Learn”, and its one that adds to the board, so I’m on board with having one of these to wish for.
Waterfall Aerialist
2.5 A 4-mana 3/1 flyer is generally a playable card, it hits pretty hard in the air for the mana cost. 1 toughness is certainly a liability though, since it can die to everything, even the cheapest removal spells! The Aerliast gets around that, though, with Ward, which means that it will be tough for your opponent to get a great deal on their removal spell. This set does have 2/1 flying tokens though, and that hurts the value of a card like this significantly.
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.
Cram Session
1.5 So yeah, BG has a lot of life gain payoffs as we’ve seen throughout the week and as we will continue to see in this video, so a card like Cram Session is a little bit better than it would normally be, I think. Although, I still don’t think it is great. It is basically a bad Revitalize – and Revitalize isn’t great to begin with!
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.
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.
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.
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.
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.
Archway Commons
1.5 This does give you fixing, but at a pretty real cost. It enters tapped and requires another land to tap for it to come into play, effectively making it cost one mana. That’s some serious slowness, but you’ll run it if you need the fixing.
Pack 1 Pick 7: Fractal Summoning
Lorehold Apprentice
3.5 This is a pretty weird Magecraft trigger, but it actually seems like it will work pretty well in RW, which has the ability to make Spirit tokens, in addition to just having creatures who have the Spirit type, and if you can suddenly tap all of your spirits to do 1 to your opponent, things could really get out of hand for your opponent in a hurry! Just trigger this twice with like 3 spirits in play is a ton of damage.
Fractal Summoning
3.0 Another Lesson that will be nice to get when you “Learn.” It is going to be inefficient, but its a card you get for free when you “Learn”, and its one that adds to the board, so I’m on board with having one of these to wish for.
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.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
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.
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.
Square Up
1.0 This kind of card never really comes through. You can sort of treat it like a trick, but it is just too situational to even be reliable in that capacity. The idea here I guess is to use it on Fractals, but even that isn’t worth it to me.
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.
Pack 1 Pick 8: Eureka Moment
Snow Day
2.0 Blue always get some expensive instant or sorcery tempo card that does something to two of your opponents’ creatures, and this is Strixhaven’s version of that! I think it looks fairly reasonable. Tapping down two creatures is often better than bouncing them, since they will be out of your way for two separate attacks instead of just one, and this also replaces itself with the “Draw two, discard one” effect. Still, these effects aren’t always something all decks are after, as they are expensive and situational.
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.
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.
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.
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.
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.
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.
Eureka Moment
2.5 This ramps you a little bit while drawing you cards which is fine. A lot of the time the ability to put lands into play from your hand aren’t that good in Limited because there comes a point where you just don’t have lands to put down, but this draws you card, and makes it more likely you have a land to put into play to take advantage.
Pack 1 Pick 9: Quandrix Campus
Symmetry Sage
2.5 So the idea here is that you can make this into a one mana 2/2 flyer if you have enough instants and sorceries lying around. For the most part, giving others of your creatures base power 2 probably won’t be an upgrade, or if it is one, it will be a very small one, and that certainly hurts this card’s case a little bit. I like that this can rumble in the air when you use spells and all that, but I’m not overly impressed here.
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.
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.
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.
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.
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.
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 10: Campus Guide
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.
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.
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.
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.
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.
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 1 Pick 11: Arcane Subtraction
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.
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.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
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.
Make Your Mark
2.5 So, the boost here isn’t going to always allow your creature to outright win combat, but that’s okay, because if your creature doesn’t win combat, you still get something back – a 3/2 Spirit. Obviously, this will feel best when you use it to help you kill a creature in combat, AND get the spirit, but even just getting the Spirit isn’t too bad.
Pack 1 Pick 12: Vortex Runner
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.
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.
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.
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: Big Play
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.
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.
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 1 Pick 14: Elemental Masterpiece
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.
Archway Commons
1.5 This does give you fixing, but at a pretty real cost. It enters tapped and requires another land to tap for it to come into play, effectively making it cost one mana. That’s some serious slowness, but you’ll run it if you need the fixing.
Pack 1 Pick 15: Square Up
Square Up
1.0 This kind of card never really comes through. You can sort of treat it like a trick, but it is just too situational to even be reliable in that capacity. The idea here I guess is to use it on Fractals, but even that isn’t worth it to me.
Pack 2 Pick 1: Mage Duel
Day of Judgment
5.0 This is a great board sweeper, and while they can be awkward if you’re the more aggressive deck, they have a game-changing enough ability that you’ll always play it and always take it highly. It just isn’t replaceable, and if you cast this you’re going to win the game in most situations.
Lorehold Command
4.5 I think this is the best of this set’s Command cycle. This is partly because unlike the other card we’ll see in it, it has four options that will frequently be useful. I mean, 5-mana for the Lightning Helix effect itself isn’t terrible – and would probably be borderline playable. Then, you add all these other options and you really have something sweet. I mean, you can really look at this as a 5-mana 3/2 creature with Flash and an ETB ability that Lightning Helixes something. Once you look it at it that way, it becomes clear that this is very powerful! And it even has two other options that are nice! Giving up a permanent to draw some cards is sometimes nice in the late game, and obviously the board pump + indestructibility effect will be backbreaking for your opponent too in the right situation.
Go Blank
1.5 They keep giving us upgraded Mind Rots lately, and I like it. Normally Mind Rot effects aren’t so good in Limited. They don’t impact the board and they get bad in the late game, but by giving these cards something else to do -- in this case, exiling the graveyard, you at least get something out of this card even when it can’t make your opponent discard anything. In most formats, exiling the graveyard will have at least a small effect on most decks. Now, all that said, this isn’t great, but it is a 1.5 instead the 1.0 that Mind Rot usually is.
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.
Dina, Soul Steeper
4.0 This is a powerful life gain payoff. The ideal thing to do with her ability is going to be to sacrifice a pest token, at which point you start draining your opponent with Dina in play, in addition to raising her power. She can also just potentially threaten a bunch of damage when she attacks, which is always a nice thing to make your opponent contend with.
Pest Summoning
3.5 So, this is a lesson that I think you don’t feel terrible about playing in your main deck, especially because it provides sacrifice fodder and life gain, which BG is interested in.. Now, if you have cards with “Learn” it will be better, as it gives you a card that does something useful on just about every board state, while some of the other lessons are more situational.
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.
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.
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.
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.
Combat Professor
3.5 This is a good Common. On its own, it is a 4-mana ⅔ with Flying that can be a 3/3 with Vigilance on your turn. That’s a pretty darn good rate for the mana investment, and you can actually put the Vigilance other places, which is just better! This is probably White’s best Common.
Heated Debate
4.0 This is most likely Red’s best common. 3 mana for 4 damage at Instant speed is always great in Limited, and this also can’t be countered, which actually matters in this format as Blue seems to have several playable counter spells in this format.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Blood Researcher
3.5 This seems like a nice Common payoff for gaining life. It may not be quite as cheap as Ajani’s Pridemate, but it adds Menace to the mix and I think that’s a fair trade. This will get pretty big, and that’s always nice with an evasive ability.
Pack 2 Pick 2: Zimone, Quandrix Prodigy
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.
Fervent Mastery
0.0 So, even with the RW deck liking stuff in the graveyard, I don’t think this is very good. First, 5 to search up 3 cards and then discard 3 randomly is pretty bad in Limited. You spin your wheels to search up some stuff, and then you don’t even know if you’ll keep them! Now, if you cast this for 4 that’s obviously better, and sometimes your opponent won’t actually be able to do the benefit you offer them there, so that’s a thing I guess? But mostly this is a really bad, expensive tutor, that just won’t do what you want it to way too often.
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.
Zimone, Quandrix Prodigy
4.0 So, Zimone’s first ability is the kind that is often overrated in Limited. Sure, if you have the extra land she will ramp you early, and that’s nice. Thing is, you tend to run out of extra lands to play in a hurry in Limited, so she is going to do this once, and only if you get her early, really. Her draw effect is what is more intriguing to me, just being able to pay 4 for a single card is a great mana sink, and in the late game when she starts drawing you two, she’s likely to just win you the game. She is small and easy to kill, but at two mana that isn’t going to hurt too much.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Specter of the Fens
2.0 This doesn’t have the greatest stats, but it has a late game mana sink ability that is serviceable, especially in decks interested in gaining life.
Pack 2 Pick 3: Mage Duel
Channel
2.5 This is another one of these Mystical Archive cards that people will drastically overrate in Limited, because it is so powerful in other formats. And, don’t get me wrong, being able to make a bunch of mana for only two is pretty strong! The problem is, you won’t have a way to combo off with this basically ever in a Limited deck. And sure, maybe on turn three it lets you play your 7 drop -- and that’s pretty great for sure! But you go down a card and a bunch of life in the process, and if your opponent has removal, they suddenly are out carding you and you’re in a ton of trouble. Then, there will be time when Channel is useless or close to it, and that’s always rough too. Ramp decks are a thing in this format, and that helps its case some, but In short, it is super inconsistent -- kind of like Dark Ritual. It will be a super swingy play that sort of makes-or-breaks you -- and that’s the IDEAL scenario, and it is hard to want to highly value something that is that swingy.
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.
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.
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.
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.
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.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
Mage Duel
3.5 This is a nice removal spell for Green. Even if it couldn’t reduce its cost, I would think this would be pretty good. +1/+2 is a nice boost that enables creatures to effectively fight a lot more things. Once you factor in the fact it will only cost a single Green mana sometimes, I think we’re looking at premium removal. It does have the downsides Green removal tends to have – like 2-for-1 potential – but it is definitely worth it.
Essence Infusion
2.0 This gives a pretty efficient boost of two +1/+1 Counters, and the lifelink until end of turn is likely to make it so your creature can get in. However, it is a Sorcery, and not a great card for interacting. It does work nicely in BG Lifegain and BW +1/+1 counters though, and that probably increases its playability.
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.
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.
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 2 Pick 4: Mortality Spear
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.
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.
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.
Mortality Spear
4.0 This is excellent. Even if it was always 4 mana to destroy a nonland permanent this would be an easy B – that’s just well worth it. But, this will frequently cost only two mana, which is just absurd. This is one of the best Uncommons in the set.
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.
Expel
3.0 White always gets a reasonably efficient removal spell that can hit tapped creatures, and that is what we have here. Unless you leave mana up for it, you have to take a hit first, and leaving mana up for it can be a real pain if your opponent plays around it. It also isn’t great in aggro decks, because it doesn’t remove blockers.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 5: Frost Trickster
Snow Day
2.0 Blue always get some expensive instant or sorcery tempo card that does something to two of your opponents’ creatures, and this is Strixhaven’s version of that! I think it looks fairly reasonable. Tapping down two creatures is often better than bouncing them, since they will be out of your way for two separate attacks instead of just one, and this also replaces itself with the “Draw two, discard one” effect. Still, these effects aren’t always something all decks are after, as they are expensive and situational.
Golden Ratio
2.5 So, you’ll want this to at least be Divination, and that seems reasonably doable. However, one thing that kind of stinks there, is that you can cast Divination on an empty board and still draw 2. That’s not going to happen here. Still, it also has way more upside than Divination, and will draw you 3+ cards sometimes. It will be really painful to have this in a hand where it is your only three drop or something like that, but I think in the late game it will be powerful enough to make up for that.
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.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
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.
Exhilarating Elocution
2.5 This gives a nice permanent boost to one creature - +2/+2 and pumping the rest of the board is nice too. It will often enable a pretty nice attack – but it does really need a significant board state to be worthwhile.
Charge Through
1.0 In your typical format, this wouldn’t be close to a 0.0. It replaces itself, but the effect it has can be useless or close to it a huge chunk of the time. After all, you need blocks to go a certain way, and you need creatures of a certain size for Trample to even matter. However, in a format with lots of spells payoffs -- including in Green --, I think this will make the cut sometimes.
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.
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.
Infuse with Vitality
2.5 This is a nice trick, one that virtually guarantees your creature will both kill whatever it is in combat with AND survive. Well, technically your creature can still die of course, but it will come back right away so, yeah. Incidental life gain tacked on to help out BG with its life gain synergies works for me! Now, as good of a trick as this is, it is still a trick, and still highly situational and risky and all of that.
Frost Trickster
3.5 This is a very strong Common. It is probably Blue’s best Common, and a contender for best Common in the set. Now, I am somewhat biased here, if you’ve watched my set reviews or drafts before, you know I love tempo creatures like this -- Blue creatures with ETB abilities that either tap something down or bounce something -- but there’s a reason I love them! They’re really good in Limited. They add to your board while effectively taking something away from your opponent. You make their best creature unable to block and attack for an entire cycle, and that has a pretty massive effect on a race. Frost Lynx is already a card that you first pick sometimes, and this adds FLYING to the mix, which is a great addition.
Pack 2 Pick 6: Whirlwind Denial
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.
Stonebinder's Familiar
1.0 // 3.0 It is generally too difficult to really make this thing work. It mostly ends up being a one mana 1/1. You can end up in some Lorehold decks where it does more than that, but they are few and far between.
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.
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.
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!
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.
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.
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.
Serpentine Curve
2.5 In many Blue decks in this format, this tends to make pretty efficient creatures, and is worth playing.
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 7: Snakeskin Veil
Snakeskin Veil
2.5 This is a good combat trick that gives your creature a permanent boost, while also being useful against removal.
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.
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.
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.
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.
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.
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.
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.
Biblioplex Assistant
2.0 This is an alright way to get back a powerful spell, and the creature you get isn’t the most disastrous thing ever – it may even be able to attack in the sky! But remember, putting a card back on top is wayyy worse than putting it into your hand.
Pack 2 Pick 8: Needlethorn Drake
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.
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.
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.
Needlethorn Drake
2.5 This can attack in the air early, and then stay back to trade with anything late. Like most cheap deathtouch creatures, this is pretty solid.
Spectacle Mage
3.0 This is a Wind Drake with some nice upside for UR, which is a color pair that likes big spells. This seems like a key common for that deck.
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.
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.
Eureka Moment
2.5 This ramps you a little bit while drawing you cards which is fine. A lot of the time the ability to put lands into play from your hand aren’t that good in Limited because there comes a point where you just don’t have lands to put down, but this draws you card, and makes it more likely you have a land to put into play to take advantage.
Pack 2 Pick 9: Killian, Ink Duelist
Go Blank
1.5 They keep giving us upgraded Mind Rots lately, and I like it. Normally Mind Rot effects aren’t so good in Limited. They don’t impact the board and they get bad in the late game, but by giving these cards something else to do -- in this case, exiling the graveyard, you at least get something out of this card even when it can’t make your opponent discard anything. In most formats, exiling the graveyard will have at least a small effect on most decks. Now, all that said, this isn’t great, but it is a 1.5 instead the 1.0 that Mind Rot usually is.
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.
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.
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.
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.
Leech Fanatic
3.0 We’ve seen pretty much this same card before, and it overperformed, and I think this will here too. It slots well into both Black decks too – gaining life for BG and being a good place to stick counters for BW.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Pack 2 Pick 10: Mentor's Guidance
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.
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.
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.
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.
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.
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 2 Pick 11: Biomathematician
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.
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.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
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.
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 2 Pick 12: Symmetry Sage
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.
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.
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.
Stonebound Mentor
2.5 This starts with solid stats, and then it has an ability that will fit nicely in RW decks. As we’ve seen, RW has ways to exile cards from the graveyard for value as well as ways to return cards from the graveyard to your hand or the battlefield. Those will all trigger the Scry here, which will be some nice incidental value.
Pack 2 Pick 13: Snow Day
Snow Day
2.0 Blue always get some expensive instant or sorcery tempo card that does something to two of your opponents’ creatures, and this is Strixhaven’s version of that! I think it looks fairly reasonable. Tapping down two creatures is often better than bouncing them, since they will be out of your way for two separate attacks instead of just one, and this also replaces itself with the “Draw two, discard one” effect. Still, these effects aren’t always something all decks are after, as they are expensive and situational.
Blood Age General
2.5 This is a Bear with some nice upside for the RW deck, which will have plenty of Spirits.
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.
Pack 2 Pick 14: Resculpt
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.
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 15: Teach by Example
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.
Pack 3 Pick 1: Master Symmetrist
Opt
2.5 Another solid draw spell that will be a bit better here as a result of Magecraft and other spell payoffs.
Necroblossom Snarl
3.0 These are good fixing, and they’ll help you splash. Don’t underestimate how nice it is, even in a two-color deck, to have one land that can produce either color, it is really great for your mana base. You should never be first picking these, but I think you should value them over most medium cards in packs if you’re in one or both of the colors it produces.
Master Symmetrist
4.0 This is basically a 4-mana 4/4 with Reach and Trample, since its ability counts itself, and Trample only matters when you attack anyway. That on its own would be good enough, but then granting all of your other creatures with symmetrical power and toughness trample is some nice additional upside.
Returned Pastcaller
4.0 This seems really good to me. RW in this set is about the graveyard, strange as that may seem, so this will generally have no problem returning something. It does only have two toughness so it dies to a lot, but because you returned something that still means you’re getting a 2-for-1, and if your opponent can’t deal with it, this hits pretty darn hard in the air.
Golden Ratio
2.5 So, you’ll want this to at least be Divination, and that seems reasonably doable. However, one thing that kind of stinks there, is that you can cast Divination on an empty board and still draw 2. That’s not going to happen here. Still, it also has way more upside than Divination, and will draw you 3+ cards sometimes. It will be really painful to have this in a hand where it is your only three drop or something like that, but I think in the late game it will be powerful enough to make up for that.
Inkling Summoning
3.5 This Lesson is nice because it isn’t a complete disaster if you don’t get any cards with Learn and play it in your main deck. A three mana 2/1 with Flying is just fine, and this also triggers all the mage craft stuff of course. Obviously, if you have Learn, it is going to usually be better in the sideboard.
Biblioplex Assistant
2.0 This is an alright way to get back a powerful spell, and the creature you get isn’t the most disastrous thing ever – it may even be able to attack in the sky! But remember, putting a card back on top is wayyy worse than putting it into your hand.
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.
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.
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.
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.
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.
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.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
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 2: Professor of Zoomancy
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.
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.
Mercurial Transformation
2.5 Neither mode on this is super awesome, but making an opposing creature into a 1/1, or one of yours into a 4/4 will sometimes be a reasonable thing to do, especially because you get this kind of for free in your hand off of a “Learn” effect. Keep in mind that you can use this after combat to turn an opposing creature into a 1/1, and if that creature took at least one damage, it will just die on the spot! It is situational to be sure, but because it is a lesson, you can get it when the situation calls for it.
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.
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.
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.
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.
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.
Cram Session
1.5 So yeah, BG has a lot of life gain payoffs as we’ve seen throughout the week and as we will continue to see in this video, so a card like Cram Session is a little bit better than it would normally be, I think. Although, I still don’t think it is great. It is basically a bad Revitalize – and Revitalize isn’t great to begin with!
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.
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.
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.
Rise of Extus
3.5 This is expensive and clunky, but it also isn’t too far from being a removal spell that has “draw a card,” added to it. Now granted, most of the cards you can get with the Learn part aren’t exactly going to be worldbeaters, but they are still cards, and adding that effect to a removal spell seems pretty nice. Exiling an instant or sorcery doesn’t hurt either. This often really drastically changes the game between removing your opponents best thing and drawing you a card.
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 3: Frost Trickster
Inquisition of Kozilek
3.0 This is a good discard spell. It will be a powerful way to disrupt an opponents’ early game plan when you play it on turn one. Now, like most discard spells, it often has diminishing returns in the late game, and that is definitely a liability. Imagine drawing THIS when you and your opponent are in top deck mode -- that’s definitely gonna hurt. It does at least trigger magecraft in those situations.
Silverquill Apprentice
3.0 So this seems pretty underwhelming to me. Sure, getting a bonus when you play spells is great but...like, +1/+0 just seems like such a spell bonus. It will matter to be sure, but it just isn’t enough for me to really get excited about. BW is all about aggressive spell stuff though, so it fits in just fine.
Karok Wrangler
3.5 This has some mediocre stats, but boy -- it has a very strong Magecraft trigger. Being able to put a counter anywhere is very strong, and if you have Instants, it can be particularly punishing.
Mage Hunter
2.5 This seems solid. There are lots of instants and sorceries in this set, but there probably aren’t enough for this to be incredible or anything. It has alright stats and will punish your opponent some if it sticks around.
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!
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.
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.
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.
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.
Frost Trickster
3.5 This is a very strong Common. It is probably Blue’s best Common, and a contender for best Common in the set. Now, I am somewhat biased here, if you’ve watched my set reviews or drafts before, you know I love tempo creatures like this -- Blue creatures with ETB abilities that either tap something down or bounce something -- but there’s a reason I love them! They’re really good in Limited. They add to your board while effectively taking something away from your opponent. You make their best creature unable to block and attack for an entire cycle, and that has a pretty massive effect on a race. Frost Lynx is already a card that you first pick sometimes, and this adds FLYING to the mix, which is a great addition.
Eager First-Year
2.5 This seems like your typical solid White two-drop. It starts out with a fine base line and has some decent upside. Could be particularly nice with combat tricks, since it will get the extra bonus. It is a solid card, but not much else.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Pack 3 Pick 4: Bury in Books
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 3 Pick 5: Field Trip
Negate
2.0 Normally Negate isn’t very good in Limited because its so narrow -- but I think it might actually be solid here, since Strixhaven is all about spells, and it has way more than a normal set.
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.
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.
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.
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.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
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.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Heated Debate
4.0 This is most likely Red’s best common. 3 mana for 4 damage at Instant speed is always great in Limited, and this also can’t be countered, which actually matters in this format as Blue seems to have several playable counter spells in this format.
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.
Crushing Disappointment
1.5 This isn’t amazing. 4-mana to draw 2 at instant speed is alright, and it is nice the life loss is symmetrical, but I tend to have a hard time getting behind this kind of card draw in Limited. It is pretty inefficient and expensive, and by choosing to spend 4 of you r mana to cast this you probably already paid some life in a way -- since you didn’t add to your board with that mana. Then, paying more life can be surprisingly painful. Again, it is nice that it can give you some reach against some opponents, and in BG especially you’ll be able to gain enough life that you don’t need to worry about it, but I still think this is a card that gets cut a reasonable chunk of the time.
Pack 3 Pick 6: Emergent Sequence
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.
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.
Dragon's Approach
0.0 This is a neat design, but not really one that will work out in Limited. Even if you get like, six of these in your draft, the chances you have the necessary ones in your graveyard at some point aren’t great -- and that’s without even mentioning that you ALSO need a dragon for that effect do anything. Basically, this is just a Lava Axe-type effect, and those normally don’t play great in Limited, since they cost you a card and don’t affect the board.
Owlin Shieldmage
3.0 This is pretty good top-curve for BW aggro decks. It isn’t the most efficient flyer, but it often puts your opponent in a terrible place, where their live is low enough that they have to kill your flyer, but they have to pay 3 life to do it.
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.
Biblioplex Assistant
2.0 This is an alright way to get back a powerful spell, and the creature you get isn’t the most disastrous thing ever – it may even be able to attack in the sky! But remember, putting a card back on top is wayyy worse than putting it into your hand.
Burrog Befuddler
2.5 This seems like a solid two-drop. Flash + the ability to lower a creature’s power will sometimes give you a pretty attractive blocking situation, but even if this just prevents one damage and lets you add to the board with a two-mana 2/1, that’s fine too.
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.
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.
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 3 Pick 7: Zimone, Quandrix Prodigy
Zimone, Quandrix Prodigy
4.0 So, Zimone’s first ability is the kind that is often overrated in Limited. Sure, if you have the extra land she will ramp you early, and that’s nice. Thing is, you tend to run out of extra lands to play in a hurry in Limited, so she is going to do this once, and only if you get her early, really. Her draw effect is what is more intriguing to me, just being able to pay 4 for a single card is a great mana sink, and in the late game when she starts drawing you two, she’s likely to just win you the game. She is small and easy to kill, but at two mana that isn’t going to hurt too much.
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.
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.
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.
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.
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.
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.
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 8: Burrog Befuddler
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.
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.
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.
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.
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.
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.
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.
Relic Sloth
2.5 This isn’t THAT far from being Serra Angel, right? I mean Menace is basically flying. Okay, I’m exaggerating a little bit here, but kind of to make a point. This is a pretty good vanilla creature, and while it costs 5, I imagine it makes the cut a lot of the time.
Pack 3 Pick 9: Biomathematician
Opt
2.5 Another solid draw spell that will be a bit better here as a result of Magecraft and other spell payoffs.
Biblioplex Assistant
2.0 This is an alright way to get back a powerful spell, and the creature you get isn’t the most disastrous thing ever – it may even be able to attack in the sky! But remember, putting a card back on top is wayyy worse than putting it into your hand.
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.
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.
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.
Arcane Subtraction
3.0 This is another Learn card that is way better than it looks! The effect doesn’t always do something worthwhile – fogging a single creature isn’t always impactful, but when the fail case is fogging a creature and drawing a card – while also triggering some magecraft – you are in a pretty good place with this card, especially because it has the very big upside of sometimes helping you kill a creature in combat.
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 10: Test of Talents
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.
Mercurial Transformation
2.5 Neither mode on this is super awesome, but making an opposing creature into a 1/1, or one of yours into a 4/4 will sometimes be a reasonable thing to do, especially because you get this kind of for free in your hand off of a “Learn” effect. Keep in mind that you can use this after combat to turn an opposing creature into a 1/1, and if that creature took at least one damage, it will just die on the spot! It is situational to be sure, but because it is a lesson, you can get it when the situation calls for it.
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.
Thrilling Discovery
1.5 I really want this to be good, because I am probably the most excited about Lorehold in this set -- but I just don’t think it will be that great. Early, it could be a nice way to both load up your graveyard for various synergies and improve your card quality, but there will be situations where you just can’t really make use of this, either because you don’t want to give up cards or you flat out can’t.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
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 3 Pick 11: Waterfall Aerialist
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.
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.
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.
Letter of Acceptance
2.0 This gives you reasonable fixing, and once you don’t need that you can cash it in for a card. We see cards like this a lot, and the decks that need fixing will run them, but it is unlikely anyone else will.
Novice Dissector
2.5 This starts out as a Hill GIant, which is not so good, but it does have a pretty reasonable ability. Note, by the way, it lets you put the counter wherever. Lots of times when we see this effect only the creature who does the Sacrificing ends up getting the counters, but that’s not true here, and that’s good news for sure, as putting the counters on flyers and stuff sounds pretty good. This is another Black common that supports both Black archetypes well. It does +1/+1 counter stuff for BW, and it likes Pest tokens for BG.
Pack 3 Pick 12: Symmetry Sage
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.
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.
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.
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 3 Pick 13: Hall Monitor
Hall Monitor
3.5 Cheap cards that make something unable to block have a pretty good track record in Limited. Making just one thing unable to block is often enough to make your whole board capable of attacking, and, this thing is a Raging Goblin on turn one, which means it will get in for some damage early, and then in the later part of the game really make blocking difficult for your opponent. Seems like a great aggro card.
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.
Promising Duskmage
2.5 This is a solid little +1/+1 counter payoff. Sometimes when you put a counter on something it is a bummer that it gets killed, but this makes sure to give you some value no matter what!
Pack 3 Pick 14: Burrog Befuddler
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.
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 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.