Squee, the Immortal
3.0 Most of the time, this format plays pretty slow and grindy, so a card like Squee, who really doesn’t stay dead no matter the situation, is actually pretty nice. He can block indefinitely if that’s what you need, and he can also be an obnoxious attacker. Now, as a 2/1, he isn’t going to be incredible at either of those things, but still. One note about Squee – he is especially good with Legendary Sorceries, as he can really help you make sure you control a legendary creature, as you always have access to one provided you drew him.
On Serra's Wings
2.0 This makes almost any creature into a threat, but it does have the downside of costing a wopping 4 mana. This means that if your opponent manages to kill the creature you put it on, you’re going to get out-tempo’d pretty hard. So, be prepared for that, and play this when the coast is clear.
Urza's Tome
1.5 Even in a set like this one, this seems to be a little too clunky to make your deck on a regular occasion. It will often just loot for 3 mana, and that’s really not worth it.
Damping Sphere
0.0 This pretty much does nothing in Limited. Don’t play it.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Dark Bargain
2.0 This is basically Black Divination, and that means having one copy of it in your Black decks is usually decent.
Powerstone Shard
0.0 // 2.5 This is hard to make work, but if you end up 3+ Powerstone Shards, you can start consider playing them, especially if you’re in a ramp deck. If you have 2 or less, it probably isn’t worth it.
Fervent Strike
1.5 This is a one-mana trick that can help a creature win a decent number of combats. That’s what makes it a decent enough trick for aggressive decks.
Yavimaya Sapherd
3.5 3-mana 2/2s that make a 1/1 are always really good in Limited, and this comes with the added bonus of the creature types of the creatures it makes.
Unwind
0.5 This is generally too narrow for you to really want to play. It is better out of your sideboard, as bringing it in against someone who has a lot of noncreature spells will work out okay.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Pack 1 Pick 2: Gideon's Reproach
Wild Onslaught
1.5 This isn’t especially good without kicker, but sometimes that boost will mean the difference between winning combat and losing it, and can sometimes result in lethal! Kicking it is where a ton of damage can really come out of nowhere in a hurry, though it is pretty darn expensive to do it.
Thallid Soothsayer
2.5 Cashing in creatures for cards is nice on a late of board states, especially if you have a bunch of Saprolings.
Whisper, Blood Liturgist
2.0 It isn’t that easy to set Whisper up in this format – you need to be going wide and you need to have something worth reanimating, and neither of those are guaranteed. You’ll be able to pull it off sometimes, and it is also nice that Whisper can sacrifice itself if need be.
Gideon's Reproach
3.0 This is situational, but it is efficient enough that it still makes it into the lower range of premium removal. Attacking and blocking does happen a fair bit, and because of that, it doesn’t feel all that situational.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Saproling Migration
3.5 Both modes on this are quite good, and can allow you to go wide in a hurry. In BG there are some significant Saproling/go wide payoffs too, which make it even nicer.
Voltaic Servant
1.5 There are a few pretty sweet combos you can pull off with Voltaic Servant in this format, with Traxos being the sweetest one around, but it is also just a two mana 1/3 that will be giving an artifact creature pseudo-Vigilance, and that’s not the worst thing ever.
Bloodtallow Candle
2.0 This is not an efficient way to removal creatures, but this format has several payoffs for playing Artifacts/historic cards, and having a cheap one around isn’t bad, especially because some of those payoffs let you get Artifacts back from your graveyard, and recurring a removal spell – even an inefficient one, tends to feel pretty good.
Soul Salvage
2.0 As usual, most Black decks tend to end up wanting one of these most of the time, but usually not more than one. They are bad to get in the early game, when they are effectively blank cards, but in the late game it is a good way to help you pull ahead of your opponent.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Skittering Surveyor
3.5 So, this is a 3-mana ½ that draws you any basic land, and I would be on board with that pretty much no matter the format. The fixing it provides is just that good – and in this format, it is even better! Especially because there is Artifact/historic synergy all over the place.
Pack 1 Pick 3: Raff Capashen, Ship's Mage
Juggernaut
2.0 Juggernaut isn’t nearly as good today as it was 25+ years ago, but it is still an okay card. A 4-mana 5/3 has passable stats, and while having low toughness and being forced to attack isn’t great, all the Artifact creatures in this format get some bonus points out of the fact that they are especially easy to recur in this format.
Thorn Elemental
2.0 This isn’t the worst thing to ramp into or have at the top of your curve, it is nice that you can just make the 7 damage hit your opponent no matter what, and that does really discourage little chump blocks and the like.
Raff Capashen, Ship's Mage
4.0 Even if you never manage to make a historic spell have Flash with this, a 4-mana 3/3 Flyer with Flash is a good card, and any time you leave mana up and pass the turn, your opponent really has to ponder whether they might be getting blown out by something being played at instant speed that normally wouldn’t be castable. It just opens up so many options, and there are enough historic spells around that you’ll be able to take advantage.
Bloodtallow Candle
2.0 This is not an efficient way to removal creatures, but this format has several payoffs for playing Artifacts/historic cards, and having a cheap one around isn’t bad, especially because some of those payoffs let you get Artifacts back from your graveyard, and recurring a removal spell – even an inefficient one, tends to feel pretty good.
Homarid Explorer
1.0 There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
Keldon Overseer
2.5 Another card with Kicker where neither the unkicked OR kicked version seems very efficient, but the upside offered by that flexibility is very real. Kicking this late and Threatening an opponents creature will add a lot of damage to the board in most cases, and will often really allow you to attack in a situation where it didn’t look like a good idea.
Vodalian Arcanist
2.0 This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Aven Sentry
2.0 This has decent French Vanilla stats, and not much else.
Cloudreader Sphinx
3.5 This card really overperforms. 5-mana ¾ Flyers are usually somewhat passable, but in this format that statline is especially good. Additionally, Scry 2 is a nice thing to add to an already solid creature.
Frenzied Rage
2.0 +2/+1 and Menace for two mana is very aggressive, and can make many creatures into a threat. Now, it does have the same downside of all Auras – namely, the huge risk of getting 2-for-1’d, but it is worth doing in some of the more aggressive decks.
Pack 1 Pick 4: Cloudreader Sphinx
Thallid Soothsayer
2.5 Cashing in creatures for cards is nice on a late of board states, especially if you have a bunch of Saprolings.
Gaea's Blessing
0.5 This is mostly a cantrip in Limited, and not really an efficient one.
Urgoros, the Empty One
2.5 If this guy is left alone, he can do some serious work ripping apart your opponents’ hand. It is also nice that, unlike with most specters, Urgoros will draw you a card once your opponent runs out of things to discard. However, Urgoros is really held back in this format because there is so much cheap removal that can kill him, and you’ll often find yourself really far behind on tempo if your opponent has one of those answers – and they often will.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
Thallid Omnivore
3.0 You will end up having this on many board states where your opponent always has to block it, since it can get big so quickly and so cheaply. Saprolings pair really well with it, not only because of the life gain, but also because there are plenty of cards in this set that make multiples, and that’s just what Thallid Omnivore is after.
Cloudreader Sphinx
3.5 This card really overperforms. 5-mana ¾ Flyers are usually somewhat passable, but in this format that statline is especially good. Additionally, Scry 2 is a nice thing to add to an already solid creature.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Ghitu Chronicler
3.5 This can be a two mana 1/3 early – and you need that sometimes. However, the real value of the card comes when you kick it. 6 mana for a 1/3 that returns a spell is surprisingly potent in this format, especially if you’ve got Fight With Fire, but even if you just have reasonable spells to get back, this still feels pretty good.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Pack 1 Pick 5: Triumph of Gerrard
Triumph of Gerrard
2.0 This is one of the more underwhelming Sagas in the set. You have to have a creature to put the counters on in the first place, and often times you won’t have that on turn two. Then, it sort of puts all of your eggs in one basket, and that’s a dangerous plan. Now, it isn’t unplayable or even close to it, but it won’t do what you want it to as often as you might think.
Sanctum Spirit
2.0 It is cool that this can become indestructible, but a lot of the time when you play this, you find yourself not really wanting to discard a Historic card to save it, as a 3/2 with lifelink isn’t exactly a worldbeater.
Tetsuko Umezawa, Fugitive
2.5 So, on his own, Tetsuko is a two mana 1/3 that is unblockable. You would already play that sometimes! He comes with the additional upside of also making a few other creatures in your deck unblockable too, and that’s pretty nice.
Rampaging Cyclops
2.5 This is a 4-mana 4/4 with downside, which seems kind of rough, but it kind of turns out that his statline is good enough for that to be worth it. 4/4 is just very large in Limited, and while the double block clause is rough, most of the time you’ll still be trading at least with your opponent, so it isn’t the biggest disaster.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Deep Freeze
2.5 This is typical of most Blue removal. It does the job of turning off a creature, but the downside is that creature can still block. This means this type of effect isn’t great if you’re really aggressive, but still – at least the creature can only block once! This isn’t premium, but it is solid removal.
Cabal Paladin
2.0 This has a pretty nice Historic ability, as it can really chip in a ton of damage, but it comes on a pretty terrible body. A 4-mana 4/2 dies to a whole lot of stuff that costs 1-2 mana, and that never feels very good.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Pack 1 Pick 6: Voltaic Servant
Board the Weatherlight
0.5 This is almost unplayable. Even with all of the historic stuff in this set, you’ll find yourself whiffing with this way too often for it to be worth it. And, even when it does its thing, it just draws you one card. If you end up with a deck with a ton of Historics, including some bombs, you can sometimes play it, but you mostly won’t.
Voltaic Servant
1.5 There are a few pretty sweet combos you can pull off with Voltaic Servant in this format, with Traxos being the sweetest one around, but it is also just a two mana 1/3 that will be giving an artifact creature pseudo-Vigilance, and that’s not the worst thing ever.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
Invoke the Divine
2.0 There are enough targets for this in this format that you end up main decking it sometimes.
Artificer's Assistant
1.5 This has decent base stats, but the Scry trigger here just doesn’t happen often enough for this to be very good.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Grow from the Ashes
3.5 Fixing and ramp are big in this format as a result of kicker and various mana sinks, and Grow from the Ashes is really good at giving you both of those things, especially when you kick it. It can even allow you to splash double colored cards, which is nice upside.
Pack 1 Pick 7: Syncopate
Relic Runner
2.5 This is unblockable often enough that it is a pretty nice little two-drop.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Navigator's Compass
0.5 This kind of card is always overrated. People look at it and they really think of it as a form of fixing, and..well, it is, but you also use up an entire card for it, and you just modify a land you already have. This does nothing but fix for the most part. It does gain you a bit of life, and it is an artifact in a set that cares about them, but you can do a lot better than this.
Corrosive Ooze
1.5 There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
Cabal Paladin
2.0 This has a pretty nice Historic ability, as it can really chip in a ton of damage, but it comes on a pretty terrible body. A 4-mana 4/2 dies to a whole lot of stuff that costs 1-2 mana, and that never feels very good.
Syncopate
2.0 This is a Counterspell that can sort of stay relevant all game since you can pay X, but there will still be times where you just can’t use it to effectively counter something because your opponent has too much mana. Like a lot of counterspells, it has some significant downside as a result of being so situational, but this one is good enough that you’ll play it a decent chunk of the time.
Pack 1 Pick 8: Syncopate
Syncopate
2.0 This is a Counterspell that can sort of stay relevant all game since you can pay X, but there will still be times where you just can’t use it to effectively counter something because your opponent has too much mana. Like a lot of counterspells, it has some significant downside as a result of being so situational, but this one is good enough that you’ll play it a decent chunk of the time.
Powerstone Shard
0.0 // 2.5 This is hard to make work, but if you end up 3+ Powerstone Shards, you can start consider playing them, especially if you’re in a ramp deck. If you have 2 or less, it probably isn’t worth it.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Arbor Armament
1.0 This is a mediocre trick, but it does give the counter permanently. Still, tricks that are defensive always seem super awkward. You can of course use it offensively, but Reach doesn’t matter in that situation, and +1/+1 just isn’t always going to be enough to win combat.
Pack 1 Pick 9: Aesthir Glider
Squee, the Immortal
3.0 Most of the time, this format plays pretty slow and grindy, so a card like Squee, who really doesn’t stay dead no matter the situation, is actually pretty nice. He can block indefinitely if that’s what you need, and he can also be an obnoxious attacker. Now, as a 2/1, he isn’t going to be incredible at either of those things, but still. One note about Squee – he is especially good with Legendary Sorceries, as he can really help you make sure you control a legendary creature, as you always have access to one provided you drew him.
Damping Sphere
0.0 This pretty much does nothing in Limited. Don’t play it.
Powerstone Shard
0.0 // 2.5 This is hard to make work, but if you end up 3+ Powerstone Shards, you can start consider playing them, especially if you’re in a ramp deck. If you have 2 or less, it probably isn’t worth it.
Fervent Strike
1.5 This is a one-mana trick that can help a creature win a decent number of combats. That’s what makes it a decent enough trick for aggressive decks.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Pack 1 Pick 10: Voltaic Servant
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Voltaic Servant
1.5 There are a few pretty sweet combos you can pull off with Voltaic Servant in this format, with Traxos being the sweetest one around, but it is also just a two mana 1/3 that will be giving an artifact creature pseudo-Vigilance, and that’s not the worst thing ever.
Soul Salvage
2.0 As usual, most Black decks tend to end up wanting one of these most of the time, but usually not more than one. They are bad to get in the early game, when they are effectively blank cards, but in the late game it is a good way to help you pull ahead of your opponent.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Pack 1 Pick 11: Vodalian Arcanist
Homarid Explorer
1.0 There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
Vodalian Arcanist
2.0 This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Frenzied Rage
2.0 +2/+1 and Menace for two mana is very aggressive, and can make many creatures into a threat. Now, it does have the same downside of all Auras – namely, the huge risk of getting 2-for-1’d, but it is worth doing in some of the more aggressive decks.
Pack 1 Pick 12: Aesthir Glider
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Pack 1 Pick 13: Sanctum Spirit
Sanctum Spirit
2.0 It is cool that this can become indestructible, but a lot of the time when you play this, you find yourself not really wanting to discard a Historic card to save it, as a 3/2 with lifelink isn’t exactly a worldbeater.
Rampaging Cyclops
2.5 This is a 4-mana 4/4 with downside, which seems kind of rough, but it kind of turns out that his statline is good enough for that to be worth it. 4/4 is just very large in Limited, and while the double block clause is rough, most of the time you’ll still be trading at least with your opponent, so it isn’t the biggest disaster.
Pack 1 Pick 14: Keldon Warcaller
Haphazard Bombardment
4.0 This card might look super random and inconsistent. And…well, it kind of can be, but it is usually going to give you your 6 mana’s worth. After all, you get to destroy 3 permanents in the process, and that’s a 3-for-1! You do need to choose permanents to put the counters on wisely, and keep in mind you can choose lands! Though most of the time going after nonland permanents is going to be better.
Spore Swarm
3.0 Three saprolings at Instant speed for 4 isn’t too shabby, especially in a set that can pay you off significantly for them.
Sorcerer's Wand
1.0 Even with a lot of Wizards in this set, it is pretty hard to set this up, and even when you do, it isn’t really going to be great in most situations.
Slinn Voda, the Rising Deep
2.5 This is a pretty legitimate finisher in this format. This format is grindy enough that casting Slinn Voda with Kicker, especially in a deck like UG, is very doable, and adding an 8/8 to the board that bounces pretty much all creatures is excellent. It does get its score dinged by the massive cost, but if you do manage to resolve it with Kicker, it will often feel like a bomb.
Yavimaya Sapherd
3.5 3-mana 2/2s that make a 1/1 are always really good in Limited, and this comes with the added bonus of the creature types of the creatures it makes.
Dark Bargain
2.0 This is basically Black Divination, and that means having one copy of it in your Black decks is usually decent.
Gideon's Reproach
3.0 This is situational, but it is efficient enough that it still makes it into the lower range of premium removal. Attacking and blocking does happen a fair bit, and because of that, it doesn’t feel all that situational.
Llanowar Scout
1.5 People often really overrate this type of effect. It is easy to imagine simply always ramping with it, but the problem is that you have to have lands to put into play in the first place. That might sound like a foregone conclusion, but it really isn’t – what makes other ramp cards great is that they get you the land from your library, which effectively draws you a card – in this case, you have to have the land to ramp, and that’s a big difference.
Serra Disciple
1.5 This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
Skittering Surveyor
3.5 So, this is a 3-mana ½ that draws you any basic land, and I would be on board with that pretty much no matter the format. The fixing it provides is just that good – and in this format, it is even better! Especially because there is Artifact/historic synergy all over the place.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Deep Freeze
2.5 This is typical of most Blue removal. It does the job of turning off a creature, but the downside is that creature can still block. This means this type of effect isn’t great if you’re really aggressive, but still – at least the creature can only block once! This isn’t premium, but it is solid removal.
Pack 2 Pick 1: Deep Freeze
Haphazard Bombardment
4.0 This card might look super random and inconsistent. And…well, it kind of can be, but it is usually going to give you your 6 mana’s worth. After all, you get to destroy 3 permanents in the process, and that’s a 3-for-1! You do need to choose permanents to put the counters on wisely, and keep in mind you can choose lands! Though most of the time going after nonland permanents is going to be better.
Spore Swarm
3.0 Three saprolings at Instant speed for 4 isn’t too shabby, especially in a set that can pay you off significantly for them.
Sorcerer's Wand
1.0 Even with a lot of Wizards in this set, it is pretty hard to set this up, and even when you do, it isn’t really going to be great in most situations.
Slinn Voda, the Rising Deep
2.5 This is a pretty legitimate finisher in this format. This format is grindy enough that casting Slinn Voda with Kicker, especially in a deck like UG, is very doable, and adding an 8/8 to the board that bounces pretty much all creatures is excellent. It does get its score dinged by the massive cost, but if you do manage to resolve it with Kicker, it will often feel like a bomb.
Yavimaya Sapherd
3.5 3-mana 2/2s that make a 1/1 are always really good in Limited, and this comes with the added bonus of the creature types of the creatures it makes.
Dark Bargain
2.0 This is basically Black Divination, and that means having one copy of it in your Black decks is usually decent.
Gideon's Reproach
3.0 This is situational, but it is efficient enough that it still makes it into the lower range of premium removal. Attacking and blocking does happen a fair bit, and because of that, it doesn’t feel all that situational.
Llanowar Scout
1.5 People often really overrate this type of effect. It is easy to imagine simply always ramping with it, but the problem is that you have to have lands to put into play in the first place. That might sound like a foregone conclusion, but it really isn’t – what makes other ramp cards great is that they get you the land from your library, which effectively draws you a card – in this case, you have to have the land to ramp, and that’s a big difference.
Serra Disciple
1.5 This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
Skittering Surveyor
3.5 So, this is a 3-mana ½ that draws you any basic land, and I would be on board with that pretty much no matter the format. The fixing it provides is just that good – and in this format, it is even better! Especially because there is Artifact/historic synergy all over the place.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Deep Freeze
2.5 This is typical of most Blue removal. It does the job of turning off a creature, but the downside is that creature can still block. This means this type of effect isn’t great if you’re really aggressive, but still – at least the creature can only block once! This isn’t premium, but it is solid removal.
Pack 2 Pick 2: Triumph of Gerrard
Champion of the Flame
2.0 It is really tempting to want to go all in on this guy since he gets huge so fast, but it is definitely a risky strategy with Auras, since if the Champion dies you lose those forever too. If your main plan is putting Equipment on him, that’s far more palatable, but he still starts out with some pretty awful stats.
Adeliz, the Cinder Wind
4.0 If you end up with enough Wizards and spells (which won’t be very hard in a UR deck), this will be one of your best cards, as it will just make combat a nightmare for your opponent. Pumping your whole board is no joke, and even if Adeliz is alone, she effectively has Prowess for herself, and that’s pretty nice on a creature with Haste and Flying.
Call the Cavalry
2.5 This makes creatures reasonably efficiently, and they even have a useful creature type. It isn’t exciting, but it does a decent job of making your board presence bigger.
Vodalian Arcanist
2.0 This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Aven Sentry
2.0 This has decent French Vanilla stats, and not much else.
Pardic Wanderer
1.5 This is something you’ll play in decks that have ways to recur Artifacts, as a 6-mana 5/5 with Trample that you can bring back is pretty nice.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Llanowar Scout
1.5 People often really overrate this type of effect. It is easy to imagine simply always ramping with it, but the problem is that you have to have lands to put into play in the first place. That might sound like a foregone conclusion, but it really isn’t – what makes other ramp cards great is that they get you the land from your library, which effectively draws you a card – in this case, you have to have the land to ramp, and that’s a big difference.
Pack 2 Pick 3: Aven Sentry
Champion of the Flame
2.0 It is really tempting to want to go all in on this guy since he gets huge so fast, but it is definitely a risky strategy with Auras, since if the Champion dies you lose those forever too. If your main plan is putting Equipment on him, that’s far more palatable, but he still starts out with some pretty awful stats.
Adeliz, the Cinder Wind
4.0 If you end up with enough Wizards and spells (which won’t be very hard in a UR deck), this will be one of your best cards, as it will just make combat a nightmare for your opponent. Pumping your whole board is no joke, and even if Adeliz is alone, she effectively has Prowess for herself, and that’s pretty nice on a creature with Haste and Flying.
Call the Cavalry
2.5 This makes creatures reasonably efficiently, and they even have a useful creature type. It isn’t exciting, but it does a decent job of making your board presence bigger.
Vodalian Arcanist
2.0 This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Aven Sentry
2.0 This has decent French Vanilla stats, and not much else.
Pardic Wanderer
1.5 This is something you’ll play in decks that have ways to recur Artifacts, as a 6-mana 5/5 with Trample that you can bring back is pretty nice.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Llanowar Scout
1.5 People often really overrate this type of effect. It is easy to imagine simply always ramping with it, but the problem is that you have to have lands to put into play in the first place. That might sound like a foregone conclusion, but it really isn’t – what makes other ramp cards great is that they get you the land from your library, which effectively draws you a card – in this case, you have to have the land to ramp, and that’s a big difference.
Pack 2 Pick 4: Deep Freeze
Baird, Steward of Argive
3.0 A 4-mana 2/4 with Vigilance wouldn’t be a very good card, but it would probably be passable, and Baird comes with a lot more upside than that! First, his “Ghostly Prison”-type effect is quite nice, as it will make your opponent have to choose between adding to the board or paying the mana to attack in the early game, and that can significantly slow them down. He is, of course, also legendary and a “historic” spell, which means he brings some extra synergy to the table. Sometimes his tax effect doesn’t do a ton – like in the extreme late game, but this does often make your opponent make difficult decisions in the early to mid-game.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Deep Freeze
2.5 This is typical of most Blue removal. It does the job of turning off a creature, but the downside is that creature can still block. This means this type of effect isn’t great if you’re really aggressive, but still – at least the creature can only block once! This isn’t premium, but it is solid removal.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Divest
0.5 This is a sideboard card. People frequently won’t have enough targets to make it worth it.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Gift of Growth
2.0 This trick will often allow your creature to win combat early, and sometimes the kicker side of things can get you lethal out of nowhere, in addition to also being the sort of boost that will allow almost any creature to take down any other creature. It is still a trick of course, and comes with the significant downside those have.
Cabal Paladin
2.0 This has a pretty nice Historic ability, as it can really chip in a ton of damage, but it comes on a pretty terrible body. A 4-mana 4/2 dies to a whole lot of stuff that costs 1-2 mana, and that never feels very good.
Ancient Animus
2.5 Getting the counter with this won’t come up a ton, but being an instant speed fight effect is a fine baseline.
Short Sword
2.5 It definitely isn’t exciting, but this does give an efficient boost for the cost, and this set has enough Artifact and Equipment synergy around that you’ll play it a decent chunk of the time.
Mesa Unicorn
2.5 Two mana 2/2s with Lifelink are usually nice little cards in Limited, and that’s the case here.
Pack 2 Pick 5: Blessed Light
Thran Temporal Gateway
1.0 This is pretty difficult to utilize. Not only do you need historic permanents, you also need historic permanents that are worth cheating into play for 4 mana, and while there certainly are some of those, there aren’t so many that this will be worth it. It will just sit on the table doing nothing way too often.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Corrosive Ooze
1.5 There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
Fiery Intervention
2.5 This isn’t premium since it is a Sorcery and 5 mana, but it does kill a lot of stuff in this format, and having the addition upside of blowing up a problem artifact sometimes is nice.
Syncopate
2.0 This is a Counterspell that can sort of stay relevant all game since you can pay X, but there will still be times where you just can’t use it to effectively counter something because your opponent has too much mana. Like a lot of counterspells, it has some significant downside as a result of being so situational, but this one is good enough that you’ll play it a decent chunk of the time.
Drudge Sentinel
1.0 A 3-mana 2/1 that can become indestructible for three mana isn’t very good. Both parts of that are pretty inefficient. The Sentinel isn’t an especially good attacker or blocker, so you mostly just won’t play it.
Ghitu Journeymage
2.5 In a Red deck, especially a UR deck, this will be a 3-mana 3/2 that does 2 damage to the opponent a decent chunk of the time, and that’s a decent enough card.
Blink of an Eye
3.5 Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
Blessed Light
3.0 This is kind of expensive, but the price is going to be worth it most of the time. Exiling creatures and Enchantments is nice. Sometimes exiling is especially nice, as recursion is a thing. This is also an Instant, which means you can sometimes manufacture a 2-for-1 with it. It isn’t premium removal, but it is certainly solid, and the first copy will usually make the cut.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Pack 2 Pick 6: On Serra's Wings
On Serra's Wings
2.0 This makes almost any creature into a threat, but it does have the downside of costing a wopping 4 mana. This means that if your opponent manages to kill the creature you put it on, you’re going to get out-tempo’d pretty hard. So, be prepared for that, and play this when the coast is clear.
Pardic Wanderer
1.5 This is something you’ll play in decks that have ways to recur Artifacts, as a 6-mana 5/5 with Trample that you can bring back is pretty nice.
Cold-Water Snapper
1.5 Yep, there’s a common with hexproof in this set! This is a great place to put Auras like Arcane Flight, and is sort of passable as top curve in other Blue decks too.
Cabal Paladin
2.0 This has a pretty nice Historic ability, as it can really chip in a ton of damage, but it comes on a pretty terrible body. A 4-mana 4/2 dies to a whole lot of stuff that costs 1-2 mana, and that never feels very good.
Blink of an Eye
3.5 Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
Deep Freeze
2.5 This is typical of most Blue removal. It does the job of turning off a creature, but the downside is that creature can still block. This means this type of effect isn’t great if you’re really aggressive, but still – at least the creature can only block once! This isn’t premium, but it is solid removal.
Primordial Wurm
1.5 You’re kind of hoping you get something better than this for the top of your curve, especially in a set with a ton of Kicker, which allows multiple cards to be curve toppers and early plays, but if you really need a big boi at the end of the game, the Wurm is passable.
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Seismic Shift
0.5 This isn’t very good. Sometimes Red decks will end up playing a card that makes an opponent’s stuff unable to block, but only targeting two creatures with this is a big bummer for 4 mana. And yeah, I know it blows up a land too, but that effect is pretty much never good in Limited.
Pack 2 Pick 7: Urza's Tome
Urza's Tome
1.5 Even in a set like this one, this seems to be a little too clunky to make your deck on a regular occasion. It will often just loot for 3 mana, and that’s really not worth it.
Damping Sphere
0.0 This pretty much does nothing in Limited. Don’t play it.
Vodalian Arcanist
2.0 This has decent stats and allows you to make some extra mana for Instants and Sorceries, something that is a pretty nice effect to have, albeit not one that will come up all the time.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Ghitu Journeymage
2.5 In a Red deck, especially a UR deck, this will be a 3-mana 3/2 that does 2 damage to the opponent a decent chunk of the time, and that’s a decent enough card.
Fiery Intervention
2.5 This isn’t premium since it is a Sorcery and 5 mana, but it does kill a lot of stuff in this format, and having the addition upside of blowing up a problem artifact sometimes is nice.
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
Dark Bargain
2.0 This is basically Black Divination, and that means having one copy of it in your Black decks is usually decent.
Pack 2 Pick 8: Jhoira's Familiar
Jhoira's Familiar
2.0 The base-line here certainly isn’t efficient, but reducing the cost of your historic spells will come up enough that you’ll play this a decent chunk of the time.
Dark Bargain
2.0 This is basically Black Divination, and that means having one copy of it in your Black decks is usually decent.
Cabal Paladin
2.0 This has a pretty nice Historic ability, as it can really chip in a ton of damage, but it comes on a pretty terrible body. A 4-mana 4/2 dies to a whole lot of stuff that costs 1-2 mana, and that never feels very good.
Rampaging Cyclops
2.5 This is a 4-mana 4/4 with downside, which seems kind of rough, but it kind of turns out that his statline is good enough for that to be worth it. 4/4 is just very large in Limited, and while the double block clause is rough, most of the time you’ll still be trading at least with your opponent, so it isn’t the biggest disaster.
Invoke the Divine
2.0 There are enough targets for this in this format that you end up main decking it sometimes.
Corrosive Ooze
1.5 There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
Pack 2 Pick 9: Gideon's Reproach
Gideon's Reproach
3.0 This is situational, but it is efficient enough that it still makes it into the lower range of premium removal. Attacking and blocking does happen a fair bit, and because of that, it doesn’t feel all that situational.
Llanowar Scout
1.5 People often really overrate this type of effect. It is easy to imagine simply always ramping with it, but the problem is that you have to have lands to put into play in the first place. That might sound like a foregone conclusion, but it really isn’t – what makes other ramp cards great is that they get you the land from your library, which effectively draws you a card – in this case, you have to have the land to ramp, and that’s a big difference.
Serra Disciple
1.5 This has been a great card for 25+ years at this point, and it is still great in Limited. That stat-line and those keywords just aren’t something we see very often for only 5 mana.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Pack 2 Pick 10: Relic Runner
Excavation Elephant
2.0 Like most cards with Kicker in this set, Excavation Elephant is a decent creature when you cast it regularly, and then in the later part of the game you can kick it for some extra value. There are enough Artifacts in this set that casting this with Kicker and getting something back is very doable.
Corrosive Ooze
1.5 There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
Frenzied Rage
2.0 +2/+1 and Menace for two mana is very aggressive, and can make many creatures into a threat. Now, it does have the same downside of all Auras – namely, the huge risk of getting 2-for-1’d, but it is worth doing in some of the more aggressive decks.
Relic Runner
2.5 This is unblockable often enough that it is a pretty nice little two-drop.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Pack 2 Pick 11: Call the Cavalry
Call the Cavalry
2.5 This makes creatures reasonably efficiently, and they even have a useful creature type. It isn’t exciting, but it does a decent job of making your board presence bigger.
Guardians of Koilos
1.5 The idea here is that you can bounce a Saga or other Historic thing to your hand that will give you value when you play it again, but a lot of the time this is just a 5-mana 4/4, and that’s not really something you want.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Pack 2 Pick 12: Baird, Steward of Argive
Baird, Steward of Argive
3.0 A 4-mana 2/4 with Vigilance wouldn’t be a very good card, but it would probably be passable, and Baird comes with a lot more upside than that! First, his “Ghostly Prison”-type effect is quite nice, as it will make your opponent have to choose between adding to the board or paying the mana to attack in the early game, and that can significantly slow them down. He is, of course, also legendary and a “historic” spell, which means he brings some extra synergy to the table. Sometimes his tax effect doesn’t do a ton – like in the extreme late game, but this does often make your opponent make difficult decisions in the early to mid-game.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Cabal Paladin
2.0 This has a pretty nice Historic ability, as it can really chip in a ton of damage, but it comes on a pretty terrible body. A 4-mana 4/2 dies to a whole lot of stuff that costs 1-2 mana, and that never feels very good.
Pack 2 Pick 13: Corrosive Ooze
Corrosive Ooze
1.5 There is Equipment in this set, but not so much that this ability is amazing. Most of the time, Corrosive Ooze is just a Bear.
Drudge Sentinel
1.0 A 3-mana 2/1 that can become indestructible for three mana isn’t very good. Both parts of that are pretty inefficient. The Sentinel isn’t an especially good attacker or blocker, so you mostly just won’t play it.
Pack 2 Pick 14: Seismic Shift
Marwyn, the Nurturer
3.5 There are enough Elves in this format that Marwyn tends to feel pretty good. Even on her own, she is a 3-mana 1/1 that taps for G, and while that isn’t awesome, it is a nice fail case on a creature that will often do significantly more than that.
Memorial to Genius
3.5 Having a land that can produce mana for you early, and then draw you a couple cards late is pretty nice!
The Flame of Keld
1.5 This isn’t as good in Limited as it is in constructed, mostly because you have to wait until the pretty late game to play this, as discarding your hand won’t be worth it until you’re out of or almost out of cards. It is kind of nice to play late because it does give you some extra fuel. Then, Chapter III will only be really good if you’re mono-red, and that’s unlikely.
Raff Capashen, Ship's Mage
4.0 Even if you never manage to make a historic spell have Flash with this, a 4-mana 3/3 Flyer with Flash is a good card, and any time you leave mana up and pass the turn, your opponent really has to ponder whether they might be getting blown out by something being played at instant speed that normally wouldn’t be castable. It just opens up so many options, and there are enough historic spells around that you’ll be able to take advantage.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Dark Bargain
2.0 This is basically Black Divination, and that means having one copy of it in your Black decks is usually decent.
Divination
2.0 As usual, Divination is fine. It is a 3-mana 2-for-1, and while you don’t want too many cards that don’t add to the board, having one of these is fine in most Blue decks.
Jousting Lance
2.5 This is another piece of Equipment that might be a little bit clunky in most formats, but in this one, Jousting Lance tends to be pretty good. +2/+0 and first strike is enough to make many creatures very difficult to block, so most creature-based decks are pretty interested in this.
Sergeant-at-Arms
2.5 This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
Stronghold Confessor
2.5 A one mana 1/1 with Menace and a 4-mana 3/3 with Menace are both kind of okay, and having the flexibility to be either is quite nice.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Gift of Growth
2.0 This trick will often allow your creature to win combat early, and sometimes the kicker side of things can get you lethal out of nowhere, in addition to also being the sort of boost that will allow almost any creature to take down any other creature. It is still a trick of course, and comes with the significant downside those have.
Pack 3 Pick 1: Raff Capashen, Ship's Mage
Marwyn, the Nurturer
3.5 There are enough Elves in this format that Marwyn tends to feel pretty good. Even on her own, she is a 3-mana 1/1 that taps for G, and while that isn’t awesome, it is a nice fail case on a creature that will often do significantly more than that.
Memorial to Genius
3.5 Having a land that can produce mana for you early, and then draw you a couple cards late is pretty nice!
The Flame of Keld
1.5 This isn’t as good in Limited as it is in constructed, mostly because you have to wait until the pretty late game to play this, as discarding your hand won’t be worth it until you’re out of or almost out of cards. It is kind of nice to play late because it does give you some extra fuel. Then, Chapter III will only be really good if you’re mono-red, and that’s unlikely.
Raff Capashen, Ship's Mage
4.0 Even if you never manage to make a historic spell have Flash with this, a 4-mana 3/3 Flyer with Flash is a good card, and any time you leave mana up and pass the turn, your opponent really has to ponder whether they might be getting blown out by something being played at instant speed that normally wouldn’t be castable. It just opens up so many options, and there are enough historic spells around that you’ll be able to take advantage.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Dark Bargain
2.0 This is basically Black Divination, and that means having one copy of it in your Black decks is usually decent.
Divination
2.0 As usual, Divination is fine. It is a 3-mana 2-for-1, and while you don’t want too many cards that don’t add to the board, having one of these is fine in most Blue decks.
Jousting Lance
2.5 This is another piece of Equipment that might be a little bit clunky in most formats, but in this one, Jousting Lance tends to be pretty good. +2/+0 and first strike is enough to make many creatures very difficult to block, so most creature-based decks are pretty interested in this.
Sergeant-at-Arms
2.5 This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
Stronghold Confessor
2.5 A one mana 1/1 with Menace and a 4-mana 3/3 with Menace are both kind of okay, and having the flexibility to be either is quite nice.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Ghitu Lavarunner
1.5 One mana creatures like this just don’t do well in Limited, especially because loading up the graveyard super quickly isn’t going to happen. This will mostly just be a one mana ½ that is a 2/2 with Haste in the mid-to-late game, but by then, it won’t really matter. The fact it is a Wizard does help make it more playable though.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Gift of Growth
2.0 This trick will often allow your creature to win combat early, and sometimes the kicker side of things can get you lethal out of nowhere, in addition to also being the sort of boost that will allow almost any creature to take down any other creature. It is still a trick of course, and comes with the significant downside those have.
Pack 3 Pick 2: Zahid, Djinn of the Lamp
Zahid, Djinn of the Lamp
4.5 At worst, Zahid is Mahamoti Djinn. While not as impressive these days as it once was, a 6-mana 5/6 with Flying is still a card that would almost always make the cut in Limited decks! The additional upside here is big too, as casting this for 4 mana quickly puts your opponent under a ton of pressure. There are enough playable cheap artifacts in this set that setting that up isn’t too difficult.
Lingering Phantom
2.5 This has bad stats to be sure – as 6-mana 5/4 isn’t where you want to be, but the fact that you can just get it back all game long for a single B is nice. Sure, you have to have Historic spells to be triggering that consistently, but even just having a few of them around is doable. Now, this does cost 6, and sometimes you just won’t be able to keep casting it, but if that’s true, it is because you have other stuff to do. Lingering Phantom is something you can get back and then cast when you whiff on your draw step.
Memorial to Unity
3.0 This is a land that will draw you the best creature in the top 5 of your library late, and that’s some nice utility!
Wizard's Lightning
4.0 I would always play this if it was 3-mana for 3 damage to any target, but the fact it turns into straight up Lightning Bolt if you have a Wizard makes it incredible!
Homarid Explorer
1.0 There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
Gift of Growth
2.0 This trick will often allow your creature to win combat early, and sometimes the kicker side of things can get you lethal out of nowhere, in addition to also being the sort of boost that will allow almost any creature to take down any other creature. It is still a trick of course, and comes with the significant downside those have.
Thallid Omnivore
3.0 You will end up having this on many board states where your opponent always has to block it, since it can get big so quickly and so cheaply. Saprolings pair really well with it, not only because of the life gain, but also because there are plenty of cards in this set that make multiples, and that’s just what Thallid Omnivore is after.
Powerstone Shard
0.0 // 2.5 This is hard to make work, but if you end up 3+ Powerstone Shards, you can start consider playing them, especially if you’re in a ramp deck. If you have 2 or less, it probably isn’t worth it.
Short Sword
2.5 It definitely isn’t exciting, but this does give an efficient boost for the cost, and this set has enough Artifact and Equipment synergy around that you’ll play it a decent chunk of the time.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
Demonic Vigor
1.5 People always overrate this type of card, as it is easy to imagine putting it on a really good creature and making sure you get it back. However, more often than not, you won’t have an amazing creature to put it on, and you’ll often get back something that isn’t super relevant.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Academy Journeymage
3.5 Man-O’-War effects are always good in Limited – adding to your own board and subtracting from your opponent’s at the same time is always good. Even if you can’t reduce the cost of this, it plays pretty well, and if you can lower the cost to 4 it is going to feel great.
Pack 3 Pick 3: In Bolas's Clutches
Warcry Phoenix
2.0 This isn’t efficient, but it is nice that it can keep coming back when you attack with enough creatures, and that kind of persistence can be pretty great.
In Bolas's Clutches
4.5 This is an Uncommon bomb, which isn’t something you see every day! Mind control effects are among the strongest thing you can do in Limited, as you end up using a card to steal your opponents’ best creature, which basically amounts to a 2-for-1. It is also nice that this will give you two legendary permanents if your deck is interested in that. It does have the downside of being an Aura – so if your opponent bounces the target or destroys the Clutches, they get their creature back, but that’s reasonable downside on a very powerful card.
Rona, Disciple of Gix
3.0 Rona is pretty glacial, but she does become a pretty nice source of card advantage. Even if you only ever take advantage of the one thing she exiles, you’re probably going to get a 2-for-1 out of the deal. Exiling cards from your library for 4 isn’t exactly efficient though, and the effect is also incredibly random, so you won’t always be getting something worthwhile.
Llanowar Envoy
1.5 This offers a mediocre body and mediocre fixing. You’ll play it sometimes if you need both of those things.
Gideon's Reproach
3.0 This is situational, but it is efficient enough that it still makes it into the lower range of premium removal. Attacking and blocking does happen a fair bit, and because of that, it doesn’t feel all that situational.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Aesthir Glider
1.5 In a lot of formats this would be close to unplayable, but in this one – which features lots of Artifact/Historic payoffs, you end up playing the glider sometimes. A 3-mana 2/1 with Flying isn’t bad, but the fact it can’t block is a little miserable.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Blink of an Eye
3.5 Even without Kicker, this would be a playable card. Adding kicker to the mix is great, because it keeps you from going down a card for tempo. Instead, you get to bounce their thing and draw a card, which tends to feel pretty good for 4 mana.
Artificer's Assistant
1.5 This has decent base stats, but the Scry trigger here just doesn’t happen often enough for this to be very good.
Pack 3 Pick 4: Rona, Disciple of Gix
Memorial to Folly
3.5 I love utility lands, and this whole Memorial cycle is certainly that! It enters tapped, but most of the time the Memorial will just feel like a way better Swamp, since in the late game it can get you the best creature back out of your graveyard, that’s a very real effect on a land – something most don’t have!
Shield of the Realm
1.5 This doesn’t give any real stats boost, but the effect it grants can often really tamper with combat. Of course, the problem is, you generally have to put it on a creature that is already good, because if your creature is just a 2/2 or something, adding this effect won’t make much of difference.
Rona, Disciple of Gix
3.0 Rona is pretty glacial, but she does become a pretty nice source of card advantage. Even if you only ever take advantage of the one thing she exiles, you’re probably going to get a 2-for-1 out of the deal. Exiling cards from your library for 4 isn’t exactly efficient though, and the effect is also incredibly random, so you won’t always be getting something worthwhile.
Syncopate
2.0 This is a Counterspell that can sort of stay relevant all game since you can pay X, but there will still be times where you just can’t use it to effectively counter something because your opponent has too much mana. Like a lot of counterspells, it has some significant downside as a result of being so situational, but this one is good enough that you’ll play it a decent chunk of the time.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Ghitu Chronicler
3.5 This can be a two mana 1/3 early – and you need that sometimes. However, the real value of the card comes when you kick it. 6 mana for a 1/3 that returns a spell is surprisingly potent in this format, especially if you’ve got Fight With Fire, but even if you just have reasonable spells to get back, this still feels pretty good.
Pierce the Sky
0.5 This is mostly a sideboard card – it pretty much kills all the flyers in the set.
Dub
2.0 This is a pretty solid Aura, mostly because the stats boost it gives will often make a creature into something your opponent has to kill, and if they can’t, you probably win. Still, it is quite swingy – if your opponent can kill your guy, that means you just got 2-for-1’d, and that’s not always easy to recover from.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Adamant Will
1.5 This is a decent trick, which will frequently allow your creature to win combat. The indestructibility also gives it an additional use as a way to save a creature from removal. This format is pretty grindy, so tricks aren’t as good as they are in some formats, but if you’re an aggressive deck and you need a trick, this is a solid one.
Arcane Flight
1.5 This gives a nice boost for the cost, especially with Flying in the mix. It is especially nice on the hexproof turtle, but its efficiency makes it worthwhile in some other Blue decks too.
Pack 3 Pick 5: Vicious Offering
Weight of Memory
2.0 Even in this relatively slow format, Weight of Memory often feels very clunky. Still, 5 mana to draw 3 isn’t too shabby, even if the mill part of the card will have very little impact.
Vicious Offering
3.5 Even without Kicker, this has a pretty nice baseline as a two mana instant that gives -2/-2. That’s something you would play most of the time! The kicker upside is great though, as -5/-5 can take down even more stuff. It feels especially good to give up a Saproling with it.
Bloodtallow Candle
2.0 This is not an efficient way to removal creatures, but this format has several payoffs for playing Artifacts/historic cards, and having a cheap one around isn’t bad, especially because some of those payoffs let you get Artifacts back from your graveyard, and recurring a removal spell – even an inefficient one, tends to feel pretty good.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Fervent Strike
1.5 This is a one-mana trick that can help a creature win a decent number of combats. That’s what makes it a decent enough trick for aggressive decks.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Gaea's Protector
0.5 This is such an odd card. The idea is that you have a 4/2 that will kill your opponents X/4, but the problem is that your opponent just has to assign one blocker, and they can just stick something in front of it that trades – or worse, put a couple of Saprolings in front of it.
Deathbloom Thallid
3.0 This has solid base stats that makes it easy for it to trade, and then it leaves behind a Saproling – that’s a pretty good deal for three mana.
Benalish Honor Guard
1.5 This is alright, but even with the large number of legendaries in this set, this will be a two mana 2/2 most of the time, and usually not much bigger than 3/2. It is also a knight, which matters.
Primordial Wurm
1.5 You’re kind of hoping you get something better than this for the top of your curve, especially in a set with a ton of Kicker, which allows multiple cards to be curve toppers and early plays, but if you really need a big boi at the end of the game, the Wurm is passable.
Pack 3 Pick 6: Tolarian Scholar
Hinterland Harbor
3.0 Like most two-color cycles of lands, these are some pretty nice fixing, and they’ll often come into play untapped.
Wild Onslaught
1.5 This isn’t especially good without kicker, but sometimes that boost will mean the difference between winning combat and losing it, and can sometimes result in lethal! Kicking it is where a ton of damage can really come out of nowhere in a hurry, though it is pretty darn expensive to do it.
Rescue
0.5 This can do some things – like help you reset a Saga – but it is mostly too narrow to ever really want to play.
Ghitu Journeymage
2.5 In a Red deck, especially a UR deck, this will be a 3-mana 3/2 that does 2 damage to the opponent a decent chunk of the time, and that’s a decent enough card.
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Tolarian Scholar
1.5 In most formats, this would be a 1.0, but the Wizard creature type matters enough here that this 3-mana 2/3 gets a little upgrade.
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Homarid Explorer
1.0 There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
Pack 3 Pick 7: Sergeant-at-Arms
Memorial to Unity
3.0 This is a land that will draw you the best creature in the top 5 of your library late, and that’s some nice utility!
Firefist Adept
3.0 On its own, this is a 5-mana 3/3 that does 1 damage to a creature, which isn’t great, but even if you can just have this do two damage consistently you’re going to be in business, as that will frequently allow you to take something down while adding to the board.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Sergeant-at-Arms
2.5 This is another card with Kicker where both options don’t exactly seem efficient, but having the choice between them is great. You either get a 3-mana 2/3 or a 6-mana 2/3 that makes two 1/1 tokens. When you kick it, it can really allow you to stabilize in situations even when you are pretty far behind.
Radiating Lightning
1.0 This will often just feel like 4 mana to do 3 to an opponent, and that’s not worth it. Doing 1 damage to opposing creatures will sometimes actually do something, but it will be irrelevant more often than not.
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.
Mammoth Spider
2.5 This creature has some very nice stats for the format, and can stonewall a lot of creatures on the ground and in the air.
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Pack 3 Pick 8: Blessed Light
Oath of Teferi
0.0 5 mana for a blink/flicker effect is just not going to be worth it, and you’re not likely to have a planeswalker to take advantage of the other part.
Orcish Vandal
1.5 If you have Artifacts, being able to hurl them at your opponent’s dome and creatures feels pretty good, but this format doesn’t have so many that doing that is really easy.
Cabal Evangel
1.0 A two mana 2/2 with no other text tends to not be worth playing unless you’re desperate for a two drop.
Fervent Strike
1.5 This is a one-mana trick that can help a creature win a decent number of combats. That’s what makes it a decent enough trick for aggressive decks.
Unwind
0.5 This is generally too narrow for you to really want to play. It is better out of your sideboard, as bringing it in against someone who has a lot of noncreature spells will work out okay.
Blessed Light
3.0 This is kind of expensive, but the price is going to be worth it most of the time. Exiling creatures and Enchantments is nice. Sometimes exiling is especially nice, as recursion is a thing. This is also an Instant, which means you can sometimes manufacture a 2-for-1 with it. It isn’t premium removal, but it is certainly solid, and the first copy will usually make the cut.
Pack 3 Pick 9: Sergeant-at-Arms
Lingering Phantom
2.5 This has bad stats to be sure – as 6-mana 5/4 isn’t where you want to be, but the fact that you can just get it back all game long for a single B is nice. Sure, you have to have Historic spells to be triggering that consistently, but even just having a few of them around is doable. Now, this does cost 6, and sometimes you just won’t be able to keep casting it, but if that’s true, it is because you have other stuff to do. Lingering Phantom is something you can get back and then cast when you whiff on your draw step.
Gift of Growth
2.0 This trick will often allow your creature to win combat early, and sometimes the kicker side of things can get you lethal out of nowhere, in addition to also being the sort of boost that will allow almost any creature to take down any other creature. It is still a trick of course, and comes with the significant downside those have.
Powerstone Shard
0.0 // 2.5 This is hard to make work, but if you end up 3+ Powerstone Shards, you can start consider playing them, especially if you’re in a ramp deck. If you have 2 or less, it probably isn’t worth it.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Pack 3 Pick 10: D'Avenant Trapper
Lingering Phantom
2.5 This has bad stats to be sure – as 6-mana 5/4 isn’t where you want to be, but the fact that you can just get it back all game long for a single B is nice. Sure, you have to have Historic spells to be triggering that consistently, but even just having a few of them around is doable. Now, this does cost 6, and sometimes you just won’t be able to keep casting it, but if that’s true, it is because you have other stuff to do. Lingering Phantom is something you can get back and then cast when you whiff on your draw step.
Gift of Growth
2.0 This trick will often allow your creature to win combat early, and sometimes the kicker side of things can get you lethal out of nowhere, in addition to also being the sort of boost that will allow almost any creature to take down any other creature. It is still a trick of course, and comes with the significant downside those have.
Powerstone Shard
0.0 // 2.5 This is hard to make work, but if you end up 3+ Powerstone Shards, you can start consider playing them, especially if you’re in a ramp deck. If you have 2 or less, it probably isn’t worth it.
Skirk Prospector
0.5 There aren’t enough Goblins in this set for this to be worth it. It can sacrifice itself to its own ability to help you ramp, but giving up a card for such minor ramp just isn’t worth doing in Limited.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Pack 3 Pick 11: D'Avenant Trapper
Warlord's Fury
1.5 There is a bit of a spell theme in this set, but not really enough of one that Warlord’s Fury feels amazing here. It does replace itself, so it isn’t terrible.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
D'Avenant Trapper
2.5 This has decent stats and an okay historic trigger. Tapping stuff down can often really enable attacks you just didn’t have before, and that’s a good place to be in an aggressive deck.
Artificer's Assistant
1.5 This has decent base stats, but the Scry trigger here just doesn’t happen often enough for this to be very good.
Pack 3 Pick 12: Shield of the Realm
Shield of the Realm
1.5 This doesn’t give any real stats boost, but the effect it grants can often really tamper with combat. Of course, the problem is, you generally have to put it on a creature that is already good, because if your creature is just a 2/2 or something, adding this effect won’t make much of difference.
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Run Amok
1.5 This isn’t super great in this format. There are too many ways to interact and the format is far too grindy for this trick to really shine, as we’ve seen it do in some other formats.
Pack 3 Pick 13: Befuddle
Befuddle
1.5 This type of Blue “combat trick” almost always disappoints, just because you need things to line up in very specific ways for it to actually feel like a combat trick. Other times, it just feels like Fog. However, adding a cantrip effect to this makes it substantially better, as does the fact that the UR deck likes spells. It still isn’t good exactly, but it is better than most versions of this type of card.
Rat Colony
1.5 So, I wouldn’t advise jamming a bunch of these into your deck in most cases (though, if you have Tetsuko Umezawa, things might get interesting). Still, it is a kind of okay two drop, and they do get better in multiples.
Pack 3 Pick 14: Adventurous Impulse
Adventurous Impulse
1.5 This can often allow you to find a creature or a land, and sometimes you really need one of those and not the other. It does wiff sometimes, but usually this costs one mana for some card selection, and while that is a fairly replaceable effect, it is something you’ll play often enough.