Skyclave Apparition
4.0 This type of creature is always great -- it adds to your board while subtracting from your opponent’s. This is an interesting take on it though, because instead of your opponent getting the card back, they instead get a token. I would say that the majority of the time, the token will be worse than whatever you exiled. That means you won’t feel quite as bad when your opponent kills your Apparition, since you have still disrupted them considerably -- and if they don’t kill it, you’re looking at a 2-for-1.
Cinderclasm
2.0 Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good.
Attended Healer
3.5 This is a powerful life gain AND cleric payoff. Getting a cat token the first time you gain life each turn is nice, especially because the Healer can make sure you are gaining that life, provided there are some other Clerics lying around. The activated ability isn’t exactly cheap, so I think that for the Healer to really shine, you are hoping to have some other ways to trigger the life gain clause. The good news is that is very doable in this format.
Tangled Florahedron
3.5 This double-faced creature-land is kind of funny, because no matter which side you pick, it gives you mana! Most of the cards in this cycle give you something that can at least be a little more impactful in the late game -- though most of them are also more situational than this -- so it is probably a wash. Basically, you’ll play this as a creature if you already played a land on turn and you want to ramp, and you’ll play it as a land if you really need one of those. This might not feel quite as good to draw late as the other card sin the cycle, but the fact remains that in the late game, this is a land that you can draw and still have it actually add to the board.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Kor Celebrant
3.0 This has nice defensive stats, and it is one of the key Commons for the BW Cleric deck. It provides you with a repeatable source of life gain, which triggers all sorts of powerful cards. Even outside of that deck, this is serviceable as a defensive creature.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Gnarlid Colony
3.0 This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Pack 1 Pick 2: Emeria Captain
Veteran Adventurer
3.5 As a 6-mana 5/5 with Vigilance that can fill whichever party role you need, this would probably be a C, perhaps even a C+ -- but it of course can also reduce its cost, and it isn’t crazy to imagine playing this for 5 mana, and playing it for 4 won’t be super rare either, and in those cases this is going to feel really good. A creature this size with Vigilance is always really nice in Limited, as it really makes it harder for opponents to effectively race you if you have a big creature who can play both offense and defense.
Emeria Captain
3.5 So, without any other party members, Emeria Captain is a 4-mana 2/2 with Flying and Vigilance. That is...not great, but not unplayable either. I think this will be a 3/3 a reasonable chunk of the time, and in that case you’re looking at a great deal. Anything bigger than that, and you’re really in business.
Shadow Stinger
2.5 A ¼ with deathtouch is usually a pretty nice body -- it really prevents opponents from being able to swing with their ground creatures in many scenarios, and it attacks reasonably well too. This won’t always have it though, and overall isn’t that impressive. Yes, it mills some stuff, and the UB deck is certainly interested in doing that, but I think this card isn’t much more than solid, and if you can threaten death touch it will often get in for damage.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Pyroclastic Hellion
2.5 This seems solid enough. Returning a land is a may clause here, so you only need to do it when you really want those 2 damage, or if returning a land otherwise benefits you.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Anticognition
0.0 // 2.5 This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.
Expedition Healer
3.0 This just turns out to have lifelink a significant chunk of the time, and with the powerful lifegain payoffs around, that feels pretty good.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Pack 1 Pick 3: Blackbloom Rogue
Roiling Regrowth
2.0 This is a strictly worse Harrow -- but Harrow is a pretty nice card, so that’s an ok place to be. Roiling Regrowth gives you fixing, even potentially enabling you to splash a card with double-colored mana, and that is pretty nice. In addition to that, as you might have heard, this set has a bunch of landfall, and triggering landfall twice at instant speed is pretty powerful.
Blackbloom Rogue
4.0 This is a really card in this cycle. It gives you the usual benefits this whole cycle gives you -- which is the flexibility to have this be a land when you are manascrewed, and a creature when you are flooding. A 3-mana ⅔ with Menace that in the late game is pretty good!
Expedition Champion
2.5 A 4/3 for three mana is a decent creature for sure, though it isn’t really going to be taking over the game or anything like that, and it will still be a ⅔ some of the time. Seems like a solid card for Red Warrior decks, but not much more than that.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Pack 1 Pick 4: Farsight Adept
Grotag Night-Runner
2.5 The damage trigger here is nice, but with the stats it has, it really isn’t that easy to get in with it.
Jwari Disruption
3.0 This seems pretty good. It isn’t that far from being Cancel -- a card with the same effect and cost of the Perturbation, but it has Cycling instead of a land on the other side, but what makes Cancel a nice card in Limited also makes this nice. Counterspells can be problematic in Limited because of the tempo hit you take by leaving mana up sometimes, and that gets even truer about a card like this -- which gets worse as the game goes on, since your opponent having that extra mana is likely. However, once you reach that point of the game, you can just play this as a land, and that is some nice upside.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Smite the Monstrous
2.0 We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Skyclave Sentinel
1.5 So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Pack 1 Pick 5: Practiced Tactics
Veteran Adventurer
3.5 As a 6-mana 5/5 with Vigilance that can fill whichever party role you need, this would probably be a C, perhaps even a C+ -- but it of course can also reduce its cost, and it isn’t crazy to imagine playing this for 5 mana, and playing it for 4 won’t be super rare either, and in those cases this is going to feel really good. A creature this size with Vigilance is always really nice in Limited, as it really makes it harder for opponents to effectively race you if you have a big creature who can play both offense and defense.
Silundi Vision
2.0 Like most of these, one side is kind of inefficient and narrow, while the other side is a land -- and while that might not sound too great, it is way better than it looks. And it isn’t like you need a ton of instants and sorceries to make the spell side worth it, top 6 cards is a lot -- you could have 4 or 5 and have this be a land with upside.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Marauding Blight-Priest
3.0 This is a key common for the BW cleric deck, and can often do some serious damage to the opponent, as those decks frequently have a critical mass of ways to gain life.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Nimana Skitter-Sneak
2.0 So, a 4-mana ¾ is kind of okayish, especially with a decent creature type. Then, if you are milling your opponent a bit, this can become a 4-mana 4/4 with Menace, which can make it into a real threat.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Pack 1 Pick 6: Dreadwurm
Windrider Wizard
3.5 This has decent stats and a pretty good Wizard payoff, looting is always a good way to improve your draws.
Kazuul's Fury
3.0 So the spell side of this is an overcosted Fling. It is highly situational, but it can feel especially nice to sacrifice something your opponent is trying to kill, and it feels even nicer when it just happens to give you the lethal you need. But you just don’t always have something relevant to sacrifice. But this can be a land where the other side doesn’t help you, and that’s nice.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Pack 1 Pick 7: Paired Tactician
Paired Tactician
3.0 His seems like a nice, if not incredible Warrior payoff. The Tactician will often still find itself to be vulnerable to an easy trade on its first attack even in situations where it attacks with a friend, as a 4/3 attacking on turn 4 isn’t exactly game-breaking -- but it can definitely snowball if you can support it.
Zof Consumption
3.0 I think a lot of people will come into this format underestimating just how good it is to have a land that can actually do something impactful in the late game. It is not dissimilar from having a non-basic land with a sacrifice ability that comes up in the late game -- and that upside is always great. Sure, paying 6 to draw your opponent 4 life would not be a good card if that’s all this was, but the fact that this can also just be a regular old land for you early is a huge upgrade -- just as the fact that it can do something in the later game is a huge upgrade.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Nimana Skitter-Sneak
2.0 So, a 4-mana ¾ is kind of okayish, especially with a decent creature type. Then, if you are milling your opponent a bit, this can become a 4-mana 4/4 with Menace, which can make it into a real threat.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Pack 1 Pick 8: Sea Gate Banneret
Anticognition
0.0 // 2.5 This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Pack 1 Pick 9: Scavenged Blade
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Pack 1 Pick 10: Turntimber Ascetic
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Anticognition
0.0 // 2.5 This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Pack 1 Pick 11: Mesa Lynx
Roiling Regrowth
2.0 This is a strictly worse Harrow -- but Harrow is a pretty nice card, so that’s an ok place to be. Roiling Regrowth gives you fixing, even potentially enabling you to splash a card with double-colored mana, and that is pretty nice. In addition to that, as you might have heard, this set has a bunch of landfall, and triggering landfall twice at instant speed is pretty powerful.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Pack 1 Pick 12: Broken Wings
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Pack 1 Pick 13: Might of Murasa
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Pack 1 Pick 14: Might of Murasa
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Pack 2 Pick 1: Swarm Shambler
Swarm Shambler
3.5 So, this isn’t QUITE a Green Hangarback Walker, but it doesn’t feel that far off. It start out small, but can get larger every turn if you have a spare mana lying around, and it makes sure that it will leave an impact on the board thanks to the fact that creatures with +1/+1 counters who are targeted will give you an Insect token. This is basically a little guy who will quickly become a problem for your opponent.
Kitesail Cleric
3.0 I like one mana 1/1 flyers who have some late game utility. They can do damage early if that’s what you need, and then in the late game have an effect that will have a larger impact. For the Cleric, that involves Kicking it, at which point it becomes a 4-mana 1/1 Flyer that taps down two opposing creatures.
Vine Gecko
4.0 The Kicker deck is very real, and Vine Gecko is part of the reason for that. If this could JUST reduce the cost of Kicker spells, or JUST gained the counter, it would be good – but it does both, making it pretty great. It can become your win condition if you need it to, as well as enabling Kicker in general.
Spikefield Hazard
3.0 One mana to do one to something is not usually a great card in Limited, it just doesn’t kill enough stuff. This card can at least hit players or planeswalkers too, but that’s still not that great. Even adding the Exile clause doesn’t help a whole lot. But you know what does help? Having a land on the other side! When you can’t really kill anything with the spell side, having a land isn’t a terrible back up.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Nimana Skydancer
2.5 A 3-mana 2/1 with Flying and Flash is already a reasonable card, but this is also a Rogue that mills your opponent, and that’s something that the UB decks are pretty interested in.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Malakir Blood-Priest
3.0 This is a key common for party decks, as draining 2+ life with it is pretty easy to do in those decks, even just play it on curve.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Canopy Baloth
2.5 This has decent starting stats and attacks pretty hard when you trigger landfall. It is a solid Common.
Pack 2 Pick 2: Nahiri's Binding
Kargan Intimidator
4.0 This is a nice two-drop that is a bit of a swiss army knife. Making a creature into a Coward means that on his own, he can’t be blocked by it -- but that is true of your other Warriors too. He can pump himself to a 4/2 as well, which means if he can’t be blocked, he is hitting hard -- and he can give any Warrior you have Trample, which is pretty solid. If this comes down early, and you can’t kill it, you’re probably going to lose, and it has utility all game long thanks to its suite of activated abilities.
Shatterskull Minotaur
3.5 So, a 5-mana 5/4 with Haste is decent, and that’s what it will be in a bad situation. Those stats and that keyword are well worth it. Obviously, this will sometimes cost more – and 6 for this isn’t nearly as good. But it also frequently costs 4, at which point it is pretty amazing.
Paired Tactician
3.0 His seems like a nice, if not incredible Warrior payoff. The Tactician will often still find itself to be vulnerable to an easy trade on its first attack even in situations where it attacks with a friend, as a 4/3 attacking on turn 4 isn’t exactly game-breaking -- but it can definitely snowball if you can support it.
Tangled Florahedron
3.5 This double-faced creature-land is kind of funny, because no matter which side you pick, it gives you mana! Most of the cards in this cycle give you something that can at least be a little more impactful in the late game -- though most of them are also more situational than this -- so it is probably a wash. Basically, you’ll play this as a creature if you already played a land on turn and you want to ramp, and you’ll play it as a land if you really need one of those. This might not feel quite as good to draw late as the other card sin the cycle, but the fact remains that in the late game, this is a land that you can draw and still have it actually add to the board.
Nahiri's Binding
4.0 This is basically arrest – it is a little harder to cast, but it can also go after planeswalkers. That upside won’t come up much, but that’s fine – having an Enchantment removal spell that can shut down just about everything about a creature is great. As awesome as Pacifism always is, it can sometimes be really frustrating that you can’t take away a powerful activated ability with it, and Binding does that!
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Expedition Healer
3.0 This just turns out to have lifelink a significant chunk of the time, and with the powerful lifegain payoffs around, that feels pretty good.
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Molten Blast
1.5 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Pack 2 Pick 3: Tazeem Raptor
Moss-Pit Skeleton
3.5 If this was just a 2-mana 2/2 with kicker that allowed it to be a 5-mana 5/5 in the late game, it would be at least a C+. That might sound underwhelming if you haven’t played with Kicker before, but being able to be either of those reasonably efficient cards is very powerful. Then, you add in the fact that BG is all about +1/+1 counters, so this skeleton having counters when it is kicked matters extra, and THEN you also add in the fact that he is a +1/+1 counter payoff himself, and you have something even better.
Brushfire Elemental
3.0 So, Red Green is all about aggressive landfall, as this signpost uncommon tells you. He will be a 3/3 on turns where you play a land -- which will usually at least include the first few turns after you play him, and there are various ways in this set to make him a 5/5 too, which is even scarier. Small creatures can’t block it either, and that’s an evasive ability that has overperformed every time we have seen it lately. It is hard to get over the fact that it is only a 1/1 though, that dies to pretty much everything – and in the late game it won’t be growing much either.
Malakir Rebirth
3.0 So, like most of these, it has one side that is pretty situational -- you have to have a creature die on your turn for it to even do anything, but when things line up that way, getting your creature back can feel pretty nice, especially if that creature has an ETB ability, because this will trigger it again, which is some sweet value. But things won’t always line up that way, and sometimes you’ll use this to save a creature, but you’re going down a card to do it since your creature can’t win combat anyway. But, you can just play it as a land if that’s true!
Tazeem Raptor
3.0 This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Smite the Monstrous
2.0 We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Roil Eruption
4.0 Two mana to do 3 to something is premium removal, even as a Sorcery. You’re just going to trade up with it a lot, and that feels great, and hey, sometimes you can go after your opponent and end the game that way. Obviously the kicked version of this is far from efficient, but it is really just upside tacked on to an already premium removal spell, and having a direct damage spell that can do 5 is going to end some games.
Gnarlid Colony
3.0 This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great.
Highborn Vampire
1.5 So yeah, this is a vanilla creature, who comes with some upside because he has a creature type that fits into a “party.” A 4-mana 4/3 isn’t the worst rate for Limited, and I think the Warrior upside does enough to make this a card you’ll play a little more than you won’t.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Pack 2 Pick 4: Practiced Tactics
Allied Assault
1.5 My main problem with tricks like this is that they are so situational and risky, so I need some efficiency or big upside to ever get excited about this one. Allied Assault does one of the things that gets me pretty interested in tricks – it can get you a 2-for-1. A trick that pumps two separate creatures interest me, at least initially. It does require a bit of set up to really be potent though, which makes it even more situational, which makes the 2-for-1 potential a little less impressive.
Relic Amulet
3.5 This doesn’t have to sacrifice to use its ability, so in a UR deck it often becomes a repeatable source of removal that is difficult for your opponent to overcome. It can be a bit slow, but this is great in those decks.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Skyclave Sentinel
1.5 So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Kor Celebrant
3.0 This has nice defensive stats, and it is one of the key Commons for the BW Cleric deck. It provides you with a repeatable source of life gain, which triggers all sorts of powerful cards. Even outside of that deck, this is serviceable as a defensive creature.
Tazeem Raptor
3.0 This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
Cunning Geysermage
2.5 This isn’t quite Roaming Ghostlight, but it seems alright. Early it can be a not completely horrible 3-mana 3/2, and in the later part of the game you can pay 6 for a 3/2 that bounces something That rate is admittedly not great, but any time you can add to the board while subtracting from your opponents’ feels pretty great.
Reclaim the Wastes
2.5 This is a nice card for fixing if you’re a base Green deck. Any time we see this type of card in Limited it is always something you go after if you need fixing, but you probably don’t go after it otherwise. But, having the ability to splash things is inherently powerful in Limited -- provided you’re splashing something that is WORTH splashing -- so I think this should be valued as at least an average card.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Pack 2 Pick 5: Farsight Adept
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Pyroclastic Hellion
2.5 This seems solid enough. Returning a land is a may clause here, so you only need to do it when you really want those 2 damage, or if returning a land otherwise benefits you.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Smite the Monstrous
2.0 We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
Pack 2 Pick 6: Dauntless Unity
Relic Amulet
3.5 This doesn’t have to sacrifice to use its ability, so in a UR deck it often becomes a repeatable source of removal that is difficult for your opponent to overcome. It can be a bit slow, but this is great in those decks.
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Skyclave Sentinel
1.5 So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Molten Blast
1.5 3-mana to do two damage at instant speed is not so good – I mean, it is removal, but it is not efficient – you’ll basically always be trading down with it. But the modality here really matters. This set has plenty of good artifacts – not like, a million of them or anything – but enough that this will be blowing up artifacts on occasion too, and being able to have that in your main deck is real upside.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Pack 2 Pick 7: Practiced Tactics
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Pack 2 Pick 8: Paired Tactician
Paired Tactician
3.0 His seems like a nice, if not incredible Warrior payoff. The Tactician will often still find itself to be vulnerable to an easy trade on its first attack even in situations where it attacks with a friend, as a 4/3 attacking on turn 4 isn’t exactly game-breaking -- but it can definitely snowball if you can support it.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Smite the Monstrous
2.0 We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Pack 2 Pick 9: Kitesail Cleric
Kitesail Cleric
3.0 I like one mana 1/1 flyers who have some late game utility. They can do damage early if that’s what you need, and then in the late game have an effect that will have a larger impact. For the Cleric, that involves Kicking it, at which point it becomes a 4-mana 1/1 Flyer that taps down two opposing creatures.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Nimana Skydancer
2.5 A 3-mana 2/1 with Flying and Flash is already a reasonable card, but this is also a Rogue that mills your opponent, and that’s something that the UB decks are pretty interested in.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Pack 2 Pick 10: Paired Tactician
Paired Tactician
3.0 His seems like a nice, if not incredible Warrior payoff. The Tactician will often still find itself to be vulnerable to an easy trade on its first attack even in situations where it attacks with a friend, as a 4/3 attacking on turn 4 isn’t exactly game-breaking -- but it can definitely snowball if you can support it.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Pack 2 Pick 11: Gnarlid Colony
Smite the Monstrous
2.0 We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Gnarlid Colony
3.0 This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great.
Highborn Vampire
1.5 So yeah, this is a vanilla creature, who comes with some upside because he has a creature type that fits into a “party.” A 4-mana 4/3 isn’t the worst rate for Limited, and I think the Warrior upside does enough to make this a card you’ll play a little more than you won’t.
Pack 2 Pick 12: Kor Celebrant
Allied Assault
1.5 My main problem with tricks like this is that they are so situational and risky, so I need some efficiency or big upside to ever get excited about this one. Allied Assault does one of the things that gets me pretty interested in tricks – it can get you a 2-for-1. A trick that pumps two separate creatures interest me, at least initially. It does require a bit of set up to really be potent though, which makes it even more situational, which makes the 2-for-1 potential a little less impressive.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Kor Celebrant
3.0 This has nice defensive stats, and it is one of the key Commons for the BW Cleric deck. It provides you with a repeatable source of life gain, which triggers all sorts of powerful cards. Even outside of that deck, this is serviceable as a defensive creature.
Pack 2 Pick 13: Deliberate
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Pack 2 Pick 14: Deliberate
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Pack 3 Pick 1: Joraga Visionary
Relic Robber
3.0 A 3-mana 2/2 with Haste is generally not great, but the rest of the text box here is quite nice. Giving your opponent a useless token that damages them every turn seems pretty sweet. And, in the early game, it will often have no problem making that happen. Problem is, once it gets late, it will be increasingly difficult to get in with the Robber, at which point it just becomes a really inefficient creature.
Ruin Crab
3.5 So, for Limited purposes, this is mostly just a better Hedron Crab. The O.G. landfall crab can also mill you if you want it to, but you’re not doing that most of the time in Limited anyway. I think Ruin Crab seems reasonable, and is certainly the kind of card that can enable an entire mill archetype -- kind of like Teferi’s Tutelage did in M21. The UB deck in this format is both about Rogues AND milling, so the Crab will have a ready made home. It will likely be the card in this format that is capable of milling the most cards. One really cool thing about this format is that there are mill “payoff” cards that do something before your opponent’s library is empty, and that’s a big deal -- because that’s the usual downside of mill, that it does nothing for a long time.
Roiling Regrowth
2.0 This is a strictly worse Harrow -- but Harrow is a pretty nice card, so that’s an ok place to be. Roiling Regrowth gives you fixing, even potentially enabling you to splash a card with double-colored mana, and that is pretty nice. In addition to that, as you might have heard, this set has a bunch of landfall, and triggering landfall twice at instant speed is pretty powerful.
Beyeen Veil
2.5 The reason this type of effect isn’t great is because it doesn’t do anything, or does far too little way more often than it actually does do something. However, when that window does open, it can do some nasty stuff, like completely wreck combat for your opponent. But, if it is clear it isn’t going to be much use, you can play it as a land to get more mana, and maybe even trigger landfall.
Cliffhaven Sell-Sword
1.5 Two mana 3/1s tend to be fine for aggro decks. This one is also a Warrior, so it gives you some Party synergy.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Ghastly Gloomhunter
2.0 This isn’t very efficient cast normally OR with Kicker, but the flexibility to choose either is enough to make that inefficiency matter less, as is the fact that it can gain you some life, which the BW deck really cares about.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Joraga Visionary
3.5 Cantrip creatures are always good when they are reasonably costed, and a 3/2 body is big enough that it can represent something that is actually relevant on the board, and is perfectly capable of trading, and it’s a 2-for-1 when you can make that happen.
Prowling Felidar
2.5 This starts as a rather inefficient creature, but it will get larger throughout the game. Vigilance is always nice on a creature that is both a good attacker and a blocker, and this will certainly become that. I think in an ideal scenario, you play this and then a land in the same turn, that way you put it out of range of a bunch of removal. It does start fragile and inefficient, but it’s a nice Common.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Pack 3 Pick 2: Scute Swarm
Scute Swarm
4.5 This thing starts with a very unimpressive body, but the army of insects it can make you is no joke. Generally, I would advise waiting to play this until you can also play a land on a turn, because that way you ensure you get at least some value out of it before it eats a removal spell. Even better is waiting until you have 6+ lands, because then you will get exponentially more insects, and spot removal won’t do a thing.
Relic Axe
3.5 This reminds me of Pirate’s Cutlass, and that’s a very good place to be, as that was one of the best non-rare piece of Equipment we have seen in Limited in a long time. This actually costs one less than the Cutlass, and when you have a Warrior in play, it will be even better! Where it isn’t quite as good as the Cutlass is in the fact that it does not give the same pump to non Warriors. Still, it actually has a pretty reasonable Equip cost after that first one you get as a freebe.
Skyclave Plunder
2.0 This tends to be a little bit too clunky in this format to be great. It is nice drawing cards, but tapping and not adding to the board is rough.
Makindi Stampede
2.5 The downside about a mass pump spell is generally that they don’t do anything too often. Well, when that’s the case, you can have this be a much-needed land. And you still get the upside of having a card that is awesome when you have a good board state.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Subtle Strike
2.5 Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Expedition Diviner
3.0 This is a nice common. A 4-mana 3/2 Flyer with the Wizard creature type would probably already be at least a C- in this format, and maybe even a C. Those stats are reasonable enough. But, by adding the “draw a card” Wizard payoff, you end up with a card that will be a 2-for-1 a decent chunk of the time, and I definitely like that.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Pack 3 Pick 3: Stonework Packbeast
Rockslide Sorcerer
4.0 This is a strong Uncommon. As I’ve said about other “Wizard, Instant, Sorcery” payoffs, I think they’re going to perform really well, especially in the UR deck. Having a deck with 10+ cards that can trigger this is not a far-fetched scenario, and that means this can ping a ton in a single game, which can allow you to pick off small creatures or go for your opponent’s dome. If you can play multiple cards to trigger it in the same turn, it will get really silly.
Bala Ged Recovery
3.0 This is not an efficient way to get something back from your graveyard, but that’s ok, because it can be a land when that effect is underwhelming. Similarly, it is at least better than drawing a land when you’re in top deck mode, right? That mediocre spell doesn’t look so bad in that scenario, right? Keep in mind that landfall is a big deal in this set too, so sometimes the triggers you get from playing a land will just be better than casting this.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Sea Gate Colossus
1.5 You have to be a party deck to really take advantage, because if you are paying any more than 5 for this it isn’t going to feel very good, and even then it is just a big guy with no evasion.
Nimana Skitter-Sneak
2.0 So, a 4-mana ¾ is kind of okayish, especially with a decent creature type. Then, if you are milling your opponent a bit, this can become a 4-mana 4/4 with Menace, which can make it into a real threat.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Stonework Packbeast
3.5 This is a huge overachiever. It helps tie together Tribal or Party decks, and even the fixing it offers can be quite helpful.
Feed the Swarm
3.5 Look, a Black card that can hit Enchantments! That’s pretty weird. Anyway, this is a good removal spell. It is cheap and kills two permanent types, no questions asked. Now, the damage it does to you certainly matters -- but if you are paying two mana to blow up their 5 drop, paying 5 life for that is a reasonable cost most of the time. Now, playing more than one of these can be a little risky – you only have so much life after all, but value the first copy pretty highly.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Pack 3 Pick 4: Vastwood Fortification
Lullmage's Domination
4.5 Mind control effects are always great in Limited, as they add to your board and subtract from your opponents. Even if this didn’t have the const reduction effect, it would be good, and with it, its great!
Vastwood Fortification
3.0 Another Modal card, we have seen cards similar to the Fortification in the past and they haven’t been super impressive. Sure, sometimes they help you win combat or your creature survive a removal spell, but a lot of the time what a card like this does just isn’t worth the card. It would probably be like a D+ at best. However, this format has a strong +1/+1 counter theme in BG, AND this is a modal DFC, which means it can be a land when putting a counter on something doesn’t seem meaningful enough.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Cunning Geysermage
2.5 This isn’t quite Roaming Ghostlight, but it seems alright. Early it can be a not completely horrible 3-mana 3/2, and in the later part of the game you can pay 6 for a 3/2 that bounces something That rate is admittedly not great, but any time you can add to the board while subtracting from your opponents’ feels pretty great.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Shepherd of Heroes
3.5 On its own, this is a 5-mana ¾ flyer that gains you 2 life. That is a card that will make the cut more often than it won’t, but certainly nothing special. Frequently this will gain you 4 life, and it will also rarely gain you 6 to 8 life. This reminds me a little bit of of Archway Angel -- a card that really overperformed when we saw it. This has the same stats for less mana, but is also a little more challenging to gain absurd amounts of life with, but I can see it playing a similar role in the format, but it probably won’t be quite the overperformer the Archway Angel was.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Pack 3 Pick 5: Vine Gecko
Vine Gecko
4.0 The Kicker deck is very real, and Vine Gecko is part of the reason for that. If this could JUST reduce the cost of Kicker spells, or JUST gained the counter, it would be good – but it does both, making it pretty great. It can become your win condition if you need it to, as well as enabling Kicker in general.
Umara Wizard
3.5 This is a creature when you are flooding out, and a land when you are mana screwed, and that’s really nice. The creature side here is actually a pretty reasonable card too, since it will have flying pretty frequently in a UR deck.
Expedition Diviner
3.0 This is a nice common. A 4-mana 3/2 Flyer with the Wizard creature type would probably already be at least a C- in this format, and maybe even a C. Those stats are reasonable enough. But, by adding the “draw a card” Wizard payoff, you end up with a card that will be a 2-for-1 a decent chunk of the time, and I definitely like that.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Tazeem Raptor
3.0 This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
Into the Roil
3.0 Two mana for an Instant that bounces nonland permanents is always a playable card. Adding Kicker here is just great, because if you kick it, into the Roil goes from being a card that gets you some tempo to being a card that actually trades for a whole card. And obviously as an instant, youc an sometimes blow out Auras or combat tricks too.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Pack 3 Pick 6: Joraga Visionary
Windrider Wizard
3.5 This has decent stats and a pretty good Wizard payoff, looting is always a good way to improve your draws.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Skyclave Sentinel
1.5 So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Marauding Blight-Priest
3.0 This is a key common for the BW cleric deck, and can often do some serious damage to the opponent, as those decks frequently have a critical mass of ways to gain life.
Joraga Visionary
3.5 Cantrip creatures are always good when they are reasonably costed, and a 3/2 body is big enough that it can represent something that is actually relevant on the board, and is perfectly capable of trading, and it’s a 2-for-1 when you can make that happen.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Pack 3 Pick 7: Base Camp
Base Camp
1.5 So this can be an okay land if you’re in a Party deck – those decks will predominately be UW and BR, colors that normally don’t have access to fixing – but if you have a couple of these, you can gain access to a lot of interesting party members.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Marauding Blight-Priest
3.0 This is a key common for the BW cleric deck, and can often do some serious damage to the opponent, as those decks frequently have a critical mass of ways to gain life.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Pack 3 Pick 8: Broken Wings
Tazeem Roilmage
3.0 A two mana 2/1 is a D+ at best these days, we just expect better stats for a two mana investment. However, the kicker upside here is quite strong in the late game.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Adventure Awaits
1.0 We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
Pack 3 Pick 9: Turntimber Ascetic
Beyeen Veil
2.5 The reason this type of effect isn’t great is because it doesn’t do anything, or does far too little way more often than it actually does do something. However, when that window does open, it can do some nasty stuff, like completely wreck combat for your opponent. But, if it is clear it isn’t going to be much use, you can play it as a land to get more mana, and maybe even trigger landfall.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Pack 3 Pick 10: Angelheart Protector
Skyclave Plunder
2.0 This tends to be a little bit too clunky in this format to be great. It is nice drawing cards, but tapping and not adding to the board is rough.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Pack 3 Pick 11: Strength of Solidarity
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Pack 3 Pick 12: Cleansing Wildfire
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Pack 3 Pick 13: Risen Riptide
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Pack 3 Pick 14: Shell Shield
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.