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.
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.
Merfolk Trickster
3.0 This has a lot of utility for a two drop. A two mana 2/2 with Flash is already fairly passable, but the ETB ability here is quite good. You can use it to simply tap down an attacker you don’t want to attack you – or to tap down a blocker that you don’t want to be in your way. But, you can also use it to turn abilities of a creature off at instant speed, and this can sometimes really allow you to blow out your opponent. It won’t always come up, but when it does, it’ll feel pretty good.
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.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Eviscerate
3.5 This is premium removal. 4 to kill something at Sorcery speed isn’t incredible, but this format is slow enough that it does the job without feeling too clunky.
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 2: Cloudreader Sphinx
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.
Chainer's Torment
2.0 Most of the time, paying 4 mana for this won’t feel worth it. Most of the time, you’ll do some damage and gain some life up to 12 or 14, and then make like a 6/6 that lowers your life back down to 6. It does this all really slowly too, and the fact that you played this on turn four will often mean your life is pretty low, assuming your opponent has also added to the board. Don’t get me wrong, this does win games sometimes, but it seems like it does very little even more often than that.
Elfhame Druid
3.5 This is some pretty nice ramp, especially for spells with Kicker. This format makes sure you usually have something to do with mana as a result of Kicker and lots of activated abilities too, so even in the late game, when a mana dork can be kind of rough to draw, it can be useful. Though it still really shines the most early.
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.
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.
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.
Llanowar Envoy
1.5 This offers a mediocre body and mediocre fixing. You’ll play it sometimes if you need both of those things.
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.
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.
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.
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.
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 1 Pick 3: Raff Capashen, Ship's Mage
Howling Golem
1.5 Symmetrical draw isn’t amazing, but you do get to take advantage of the new card before your opponent, which is nice. Howling Golem gets extra points for being an Artifact in this format too.
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.
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.
Divest
0.5 This is a sideboard card. People frequently won’t have enough targets to make it worth it.
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.
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.
Relic Runner
2.5 This is unblockable often enough that it is a pretty nice little two-drop.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
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.
Mesa Unicorn
2.5 Two mana 2/2s with Lifelink are usually nice little cards in Limited, and that’s the case here.
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.
Pack 1 Pick 4: Academy Journeymage
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.
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.
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.
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.
Charge
1.5 Pumping your whole board with this isn’t the best thing to be doing in a format that can be as grindy as this one, but it does do the job reasonably efficiently, and if you’re going wide enough you might end up playing it.
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.
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.
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.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
Pack 1 Pick 5: Blessed Light
Memorial to Glory
3.0 This might come into play tapped, but it more that makes up for that with the ability to make a couple of creature tokens in the late game.
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.
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.
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.
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.
Divest
0.5 This is a sideboard card. People frequently won’t have enough targets to make it worth it.
Broken Bond
1.5 There’s enough Artifacts and Enchantments in this set that you can play this in the main deck some, and sometimes it will even ramp you a bit.
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.
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.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
Pack 1 Pick 6: Bloodtallow Candle
Kazarov, Sengir Pureblood
4.0 Obviously you have to BR to fully take advantage of this, but if you are, he is pretty amazing. The big downside here are the mediocre stats for the cost – he is pretty easy to kill. However, if you are allowed to untap with him in play, you usually win, as you start picking off creatures and making Karazov bigger, which will quickly allow you to win the game.
Fungal Plots
1.0 // 3.0 This card is a pretty sweet build around and value engine. It doesn’t work out in every deck, but being able to exile creatures to make Saprolings tends to feel pretty good – the real value, though, comes from being able to sacrifice saprolings to draw cards and gain life. Note that that ability works with ANY saprolings too, not just the ones that Fungal Plots makes, and that’s pretty nice.
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.
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.
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.
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.
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.
Llanowar Elves
3.0 Magic’s classic mana dork is back, and it is once again pretty good. If you play it on turn one, the boost it gives you will often be game-winning. That is of course balanced by the fact that if you draw it light, it is a pretty big dud, but still – that early game upside makes it 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.
Pack 1 Pick 7: Divination
Gilded Lotus
2.5 This is a particularly good format for the Lotus. First, its an Artifact in a format that has lots of payoffs for them, and it is in a format where fixing and ramp are excellent, and it provides both! You still won’t want it in all your decks, but a decent number of decks in the format will be interested.
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.
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.
Pierce the Sky
0.5 This is mostly a sideboard card – it pretty much kills all the flyers in the set.
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.
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.
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.
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.
Pack 1 Pick 8: Cloudreader Sphinx
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Pegasus Courser
3.5 This is perhaps White’s best Common. Its base stats certainly aren’t good, but being able to send other creatures to the sky is the kind of ability that can really alter a game state all game long.
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.
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.
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.
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.
Pack 1 Pick 9: Deep Freeze
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.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
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.
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.
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.
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.
Pack 1 Pick 10: D'Avenant Trapper
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.
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.
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.
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.
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 1 Pick 11: Serra Disciple
Divest
0.5 This is a sideboard card. People frequently won’t have enough targets to make it worth it.
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.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
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.
Pack 1 Pick 12: Charge
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.
Charge
1.5 Pumping your whole board with this isn’t the best thing to be doing in a format that can be as grindy as this one, but it does do the job reasonably efficiently, and if you’re going wide enough you might end up playing it.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
Pack 1 Pick 13: Memorial to Glory
Memorial to Glory
3.0 This might come into play tapped, but it more that makes up for that with the ability to make a couple of creature tokens in the late game.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
Pack 1 Pick 14: Artificer's Assistant
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 2 Pick 1: 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.
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.
Memorial to Glory
3.0 This might come into play tapped, but it more that makes up for that with the ability to make a couple of creature tokens in the late game.
Tiana, Ship's Caretaker
3.0 There are a significant number of Auras and Equipment in this set, but Tiana rarely seems to work out how you want. Now, she’s a 5-mana 3/3 with Flying and First Strike, which is already passable, so it isn’t like the floor here is dismal, and yeah – if you do have any number of Equipment and Auras, she’s going to give you upside sometimes.
Divest
0.5 This is a sideboard card. People frequently won’t have enough targets to make it worth it.
Windgrace Acolyte
2.0 The ETB trigger here is surprisingly solid. The life you gain and the cards you mill can be some really significant value on a reasonable evasive creature.
Mesa Unicorn
2.5 Two mana 2/2s with Lifelink are usually nice little cards in Limited, and that’s the case here.
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.
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.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
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.
Homarid Explorer
1.0 There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
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.
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.
Pack 2 Pick 2: Call the Cavalry
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.
Wizard's Retort
2.5 Cancel usually is something like a 1.0 in Limited, it comes with all the downside that is inherent to counterspells – most notably, you better have the mana at the exact right time for it to actually do something! But, the Wizard clause here is a big deal, as this turns into straight up Counterspell, which is a significantly better card. If you’re in Blue (and uh, you are if you’re playing this), being able to cast this for UU will happen pretty often.
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.
Opt
2.0 As usual, this is fine. Seeing two cards for one mana feels pretty good.
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.
Bloodstone Goblin
2.0 A two-mana 2/2 isn’t a bad baseline, but this often isn’t much more than that. That’s because, by the part of the game where you can pay kicker costs, a 3/3 with Menace usually isn’t going to be the most…well…menacing creature around.
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.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
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.
Relic Runner
2.5 This is unblockable often enough that it is a pretty nice little two-drop.
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.
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.
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.
Pack 2 Pick 3: Seal Away
Zhalfirin Void
0.5 This basically isn’t worth it unless you end up mono-colored or almost mono-colored. It tends to do some very serious damage to your mana base, and that definitely is not worth the upside of having a scry land.
Seal Away
4.0 This is situational, but it is cheap enough that it is incredibly good removal.
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.
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.
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.
Windgrace Acolyte
2.0 The ETB trigger here is surprisingly solid. The life you gain and the cards you mill can be some really significant value on a reasonable evasive creature.
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.
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.
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.
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.
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.
Pack 2 Pick 4: Adamant Will
Goblin Chainwhirler
0.0 // 3.5 Like this whole cycle, actually playing the Chainwhirler is a bit of a challenge, but if your deck can support a triple Red card, it ends up being pretty good. A 3-mana 3/3 with First Strike is nice, and doing 1 to your opponent and all their stuff will often allow you to kill at least one thing, especially because you can wait until after combat to do some damage. Still, your average deck in this format just won’t be able to cast the Chainwhirler easily enough.
Wizard's Retort
2.5 Cancel usually is something like a 1.0 in Limited, it comes with all the downside that is inherent to counterspells – most notably, you better have the mana at the exact right time for it to actually do something! But, the Wizard clause here is a big deal, as this turns into straight up Counterspell, which is a significantly better card. If you’re in Blue (and uh, you are if you’re playing this), being able to cast this for UU will happen pretty often.
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.
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.
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.
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
Bloodstone Goblin
2.0 A two-mana 2/2 isn’t a bad baseline, but this often isn’t much more than that. That’s because, by the part of the game where you can pay kicker costs, a 3/3 with Menace usually isn’t going to be the most…well…menacing creature around.
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.
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.
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.
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.
Pack 2 Pick 5: Knight of New Benalia
Goblin Warchief
0.5 Don’t let this card fool you. Goblins are not well-supported in this format. This will basically just be a 3-mana 2/2 with Haste most of the time, and that isn’t worth it.
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.
Windgrace Acolyte
2.0 The ETB trigger here is surprisingly solid. The life you gain and the cards you mill can be some really significant value on a reasonable evasive creature.
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.
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.
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.
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.
Fire Elemental
1.0 The stats here aren’t great, and there’s not any payoff in this set for Elementals, so you won’t play this most of the time.
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.
Knight of New Benalia
1.5 Two mana 3/1s tend to be kind of alright, and this one has a useful creature type.
Pack 2 Pick 6: Mesa Unicorn
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.
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 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.
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.
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.
Pierce the Sky
0.5 This is mostly a sideboard card – it pretty much kills all the flyers in the set.
Mesa Unicorn
2.5 Two mana 2/2s with Lifelink are usually nice little cards in Limited, and that’s the case here.
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.
Pack 2 Pick 7: Sergeant-at-Arms
Goblin Barrage
2.5 This certainly isn’t premium removal, 4 mana for 4 damage at Sorcery speed really never is. The Kicker here is nice, and you’ll sometimes pull that off, at which point it certainly will feel better. Doing 4 to the opponent too is pretty nice! You’ll find yourself unwilling or unable to kick it a decent chunk of the time, though.
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.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
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.
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.
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.
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.
Windgrace Acolyte
2.0 The ETB trigger here is surprisingly solid. The life you gain and the cards you mill can be some really significant value on a reasonable evasive creature.
Pack 2 Pick 8: Curator's Ward
Jodah, Archmage Eternal
3.0 Jodah is mostly just a fairly hard to cast 4-mana 4/3 with Flying, which isn’t bad, but the other part of the card just won’t come up in Limited because your mana won’t be good enough.
Curator's Ward
0.5 It is really hard to ever set this up effectively. Giving one permanent Hexproof might sound appealing, but you need to have a permanent that is worth giving hexproof too, otherwise this just feels like wasting a card. And, even then, you have no way of knowing whether adding hexproof to a thing will actually accomplish anything. It is neat that there’s some Historic upside, but I still think you should almost never play this.
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.
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.
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.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
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 2 Pick 9: Gideon's Reproach
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.
Memorial to Glory
3.0 This might come into play tapped, but it more that makes up for that with the ability to make a couple of creature tokens in the late game.
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.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Homarid Explorer
1.0 There isn’t enough of a payoff for milling yourself or your opponent for this to be very good.
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.
Pack 2 Pick 10: Relic Runner
Bloodstone Goblin
2.0 A two-mana 2/2 isn’t a bad baseline, but this often isn’t much more than that. That’s because, by the part of the game where you can pay kicker costs, a 3/3 with Menace usually isn’t going to be the most…well…menacing creature around.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
Relic Runner
2.5 This is unblockable often enough that it is a pretty nice little two-drop.
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.
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.
Pack 2 Pick 11: Serra Disciple
Dark Bargain
2.0 This is basically Black Divination, and that means having one copy of it in your Black decks is usually decent.
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.
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.
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.
Pack 2 Pick 12: Bloodstone Goblin
Goblin Chainwhirler
0.0 // 3.5 Like this whole cycle, actually playing the Chainwhirler is a bit of a challenge, but if your deck can support a triple Red card, it ends up being pretty good. A 3-mana 3/3 with First Strike is nice, and doing 1 to your opponent and all their stuff will often allow you to kill at least one thing, especially because you can wait until after combat to do some damage. Still, your average deck in this format just won’t be able to cast the Chainwhirler easily enough.
Bloodstone Goblin
2.0 A two-mana 2/2 isn’t a bad baseline, but this often isn’t much more than that. That’s because, by the part of the game where you can pay kicker costs, a 3/3 with Menace usually isn’t going to be the most…well…menacing creature around.
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 13: Rampaging Cyclops
Fire Elemental
1.0 The stats here aren’t great, and there’s not any payoff in this set for Elementals, so you won’t play this most of the time.
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 2 Pick 14: Skirk Prospector
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.
Pack 3 Pick 1: Shalai, Voice of Plenty
Shalai, Voice of Plenty
4.5 This has great base stats and the hexproof ability can really put a damper on your opponents plans. Now, if they have removal that can kill Shalai, it will be a little sad, but sometimes making your opponent have to kill Shalai before targeting other things is upside on its own. Shalai gets absolutely bonkers in a deck where you can use the activated ability though, as pumping your whole board – including Shalai, can quickly snowball.
Goblin Warchief
0.5 Don’t let this card fool you. Goblins are not well-supported in this format. This will basically just be a 3-mana 2/2 with Haste most of the time, and that isn’t worth it.
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!
Yargle, Glutton of Urborg
1.5 This 5-mana 9/3 is pretty silly! And, actually fairly playable too. It is a historic spell, which definitely matters, and also a funny place to put something like Arcane Flight.
Eviscerate
3.5 This is premium removal. 4 to kill something at Sorcery speed isn’t incredible, but this format is slow enough that it does the job without feeling too clunky.
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.
Opt
2.0 As usual, this is fine. Seeing two cards for one mana feels pretty good.
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
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.
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.
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.
Llanowar Envoy
1.5 This offers a mediocre body and mediocre fixing. You’ll play it sometimes if you need both of those things.
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.
Shivan Fire
3.5 This is premium removal. One mana to do 2 at instant speed already is, and adding the additional upside of being more potent with Kicker is just great.
Pack 3 Pick 2: Baird, Steward of Argive
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.
Seal Away
4.0 This is situational, but it is cheap enough that it is incredibly good removal.
Sentinel of the Pearl Trident
1.5 This is just too expensive for what it is. Its ETB trigger won’t do anything far more often than it will. And sure, resetting a Saga or triggering an ETB ability again seems cool, but it won’t happen as often as you’d think.
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.
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.
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.
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.
Divest
0.5 This is a sideboard card. People frequently won’t have enough targets to make it worth it.
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.
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.
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.
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.
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 3 Pick 3: Knight of Grace
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.
Knight of Grace
3.5 This has really good base stats and a useful creature type, and if you are lucky enough to go up against someone who is playing Black, it gets even better.
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.
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.
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.
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.
Pegasus Courser
3.5 This is perhaps White’s best Common. Its base stats certainly aren’t good, but being able to send other creatures to the sky is the kind of ability that can really alter a game state all game long.
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
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.
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.
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.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Pack 3 Pick 4: Jousting Lance
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.
Slimefoot, the Stowaway
4.0 Draining 1 life any time a Saproling dies is pretty amazing. If you’re in BG, you’re going to have plenty of Saprolings, and even if you don’t, Slimefoot can make his own! Even if you don’t do something like pair them with sacrifice effects, just chumping with Saprolings suddenly becomes a bit of a problem for your opponent. Slimefoot is a great mana sink that can really take over games.
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 5: Dub
Sporecrown Thallid
3.0 There are enough Saprolings and Fungi in this set that the Thallid ends up pumping a decent number of creatures.
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.
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.
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.
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.
Fire Elemental
1.0 The stats here aren’t great, and there’s not any payoff in this set for Elementals, so you won’t play this most of the time.
Baloth Gorger
3.5 This is a very good common, as playing it as a 4-mana 4/4 feels pretty good, and then in the late game it has the added utility of being an 8-mana 7/7, which, while not efficient – is not upside to have on an already efficient creature.
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.
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.
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.
Pack 3 Pick 6: Syncopate
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.
Keldon Raider
2.5 A 4-mana 4/3 that lets you rummage is perfectly fine, but not much more than that.
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.
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.
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.
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.
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.
Keldon Warcaller
1.5 This just doesn’t line up very often to really make your Sagas better. It is mostly just a bear.
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 7: Short Sword
Primevals' Glorious Rebirth
2.0 This set has a lot of legendaries, but not so many that this is going to be easy to set up. You probably need to get back at least two things to feel like you’re doing it, and that’s not going to be the norm.
Diligent Excavator
0.5 There just isn’t a viable mill deck in this format, so this mostly doesn’t do anything.
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
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.
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.
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
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.
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 3 Pick 8: Benalish Honor Guard
Jodah, Archmage Eternal
3.0 Jodah is mostly just a fairly hard to cast 4-mana 4/3 with Flying, which isn’t bad, but the other part of the card just won’t come up in Limited because your mana won’t be good enough.
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.
Healing Grace
0.0 Strictly better Healing Salve is still not a playable card.
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.
Bloodstone Goblin
2.0 A two-mana 2/2 isn’t a bad baseline, but this often isn’t much more than that. That’s because, by the part of the game where you can pay kicker costs, a 3/3 with Menace usually isn’t going to be the most…well…menacing creature around.
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.
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.
Pack 3 Pick 9: Opt
Goblin Warchief
0.5 Don’t let this card fool you. Goblins are not well-supported in this format. This will basically just be a 3-mana 2/2 with Haste most of the time, and that isn’t worth 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.
Opt
2.0 As usual, this is fine. Seeing two cards for one mana feels pretty good.
Krosan Druid
2.5 Early in the game, the Druid gives you a reasonable body, and in the late game in can gain you a ton of life, enough that it can often allow you to stabilize, and that’s some really nice upside! You won’t always get the opportunity to kick it, of course.
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.
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 3 Pick 10: Sentinel of the Pearl Trident
Sentinel of the Pearl Trident
1.5 This is just too expensive for what it is. Its ETB trigger won’t do anything far more often than it will. And sure, resetting a Saga or triggering an ETB ability again seems cool, but it won’t happen as often as you’d think.
Divest
0.5 This is a sideboard card. People frequently won’t have enough targets to make it worth it.
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.
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.
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.
Pack 3 Pick 11: Sergeant-at-Arms
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.
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
Blessing of Belzenlok
1.0 This is a mediocre trick, even if you use it on a legendary creature.
Pack 3 Pick 12: Tragic Poet
Tragic Poet
1.0 This isn’t great, even in a set with Sagas.
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.
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.
Pack 3 Pick 13: Drudge Sentinel
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.
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 14: Benalish Honor Guard
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.