Oswald Fiddlebender
2.0 So, these types of abilities are tough to make work in Limited. They can shine in constructed because you can make your deck so that it can really effectively utilize it, but in Limited, you’ll be dependent on the draft going just the right way for the ability to always be useful, and even then it might not be worth it! The good news is, it has a baseline as a two mana 2/2, and even if you just end up with a 2-mana and 3-mana Artifact in your deck, the ability might actually come up sometimes. This seems like it will get cut a lot, as just a straight up bear isn’t what it used to be, but it does have a decent enough fail case.
Fly
2.5 So, when we see an Aura that grants Flying to a creature and draws you a card, it tends to be reasonably playable. While Venturing into a dungeon a single time won’t quite be as good as drawing a card, most of the time if you do it twice, it will feel like a whole card’s worth of value, and that will make up for the risk of getting 2-for-1’d when your opponent kills what this is attached to. Now, your creature does have to hit your opponent to get the effect, and that isn’t guaranteed or anything, but it seems like on a lot of boards, giving a creature these abilities will make it a big problem for your opponent.
Ray of Enfeeblement
3.0 One mana for -4/-1 to a creature is already a pretty nice deal. It won’t outright kill all of them, but they will certainly be enfeebled enough to be taken down in combat pretty much all the time, and that will feel pretty efficient. Then, against people playing White, it gets a massive upgrade to the point it is one of the best cards in your deck.
Red Dragon
3.0 Like the rest of this cycle, this looks like a nice card. A 6-mana 4/4 Flyer is almost passable, and the fact this does 4 to your opponent is kind of a big deal, as it will really accelerate your clock, and the time times when it allows you to just finish off your opponent will feel especially good. I think you can first pick this in some weaker packs.
Evolving Wilds
3.0 This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Devour Intellect
0.5 // 2.5 Letting your opponent choose to discard whatever they want this is not very good, but with Treasure you can turn it into a better Thoughtseize, and that’s pretty neat. I think this really needs a build around grade, because it is pretty awful in a deck with 0 treasure, but if you are BR, you’ll probably have the Treasure you need to make this work pretty well. Still, a card like this is better in the early game, and has diminishing returns as the game goes on, and you can’t count having treasure early, so don’t expect to fire this off on turn one or two for the more effective mode
Manticore
3.0 These types of “kill something that was damaged” effects are often underwhelming, just because it takes more work than you'd think to consistently manufacture situations where that happens -- in particular, situations where you can make it happen without giving up significant resources, like an ugly block or an attack. However, when they add Flash to the mix, the card gets significantly more interesting because it means there will be a wider variety of situations where you can make that part of the card work. Plus, in a fail case this gives you a passable Flying body. Don’t count on this to feel like a Flying Ravenous Chupacabra all the time, but it will do that often enough to be a pretty nice common.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Improvised Weaponry
3.0 This probably isn’t quite premium removal, given that it does 2 for three mana and is a Sorcery. However, the fact that it can hit the opponent and it is a removal spell that gives you fixing and ramp is definitely appealing, even if won’t feel that efficient.
You Hear Something on Watch
3.0 This seems like a pretty nice Common. Sure, the removal effect only works on attackers, so if you’re the beat down it won’t feel great -- but the good news is if you are the beat down, you’re probably interested in the other mode, since it pays you off pretty well for going wide. The removal is too situational to be premium, but it will kill lots of attackers, and having the board pump effect as an option is pretty nice.
Neverwinter Dryad
2.5 This is a fine one drop. It ramps for you, and that looks to be a good strategy in this format, especially in UG. It is nice that if you play it early it might actually attack for a bit too
You Come to a River
3.0 This is a solid modal card. Usually, just a card that does the “Fight the Current” option, is something that makes the cut a decent chunk of the time. It has the flexibility of dealing, at least temporarily, with multiple permanent types, and you can even use it to actually take away a card permanently if your opponent tries to put auras or combat tricks on their creatures. The other option you’ll basically only choose when its lethal, but that is some nice upside to have on an already solid card.
Yuan-Ti Fang-Blade
2.5 This has a powerful combat damage to a player trigger, and because it has death touch your opponent will be put in a difficult position with it sometimes. Repeatable Venturing seems pretty powerful, and UB seems the most well-positioned to help creatures like this get evasion
Pack 1 Pick 2: Dragon's Fire
Ray of Frost
3.0 This whole cycle of color hosers is nice, because they are all perfectly playable cards even if you don’t play against the color they hate on, and when you do play against them, the cards in this cycle will get a massive upgrade, and that’s certainly the case here. The fact this doesn’t tap the creature itself is pretty rough, as you have to wait until your opponent has a tapped creature for it to really do something. The fact it has Flash does make it easier for you to find that window, but if this card didn’t have the Red-hating upside, it would probably just be a 2.5. And, against decks with Red targets for this, it will feel premium
Eccentric Apprentice
4.0 This is another really strong Uncommon for Blue. It starts out as a Wind Drake, and has an ETB venture effect, I think I would pretty much always be playing that card. But then, once you complete a dungeon, it has quite the powerful effect. Turning another creature into a 1/1 Flyer can either help you chip in for more damage, or severely waken an opposing creature. There really seems to be plenty of Venturing in this set, so completing dungeons isn’t going to be crazy far-fetched. You shouldn’t quite count on it just being the case, but the Apprentice will probably be fully upgraded like 20% of the time, and that’s awesome. This is a high pick, and likely one of the best Uncommons in the set.
Hama Pashar, Ruin Seeker
3.5 UW is all about Dungeons, especially triggering them with ETB abilities, and getting two triggers out of dungeon rooms is pretty powerful. Hama is definitely small for the cost, but I don’t see it being very difficult to get a ton of value out of her
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Secret Door
1.5 In the early game, this can block reasonably well, and in the late game it has an ability that is a reasonable mana sink, and one that can actually give you a ton of value. Only Venturing at Sorcery speed is rough of course, because you have to telegraph to your opponent you won’t be interacting with them, but if you’re flooding out, this ability is going to look pretty good. You probably still don’t play this a ton though.
Eyes of the Beholder
3.0 It is pretty difficult for a card to be premium removal when it costs 6 mana – unless of course it also draws you a card, like Rise of Extus in Strixhaven. Eye of the Beholder can definitely kill almost everything, but six mana is a whole lot! It is an Instant, which does means sometimes you’ll be able to manufacture some blowouts. I think you’ll always be reasonably happy with the first copy of this, but running more than that is pretty risky.
Air-Cult Elemental
3.0 This is one big Man-O’-War! A 6-mana 2/5 Flyer is a bad rate, but because this bounces another creature, you’ll often feel like you’re getting your mana’s worth. If you know me, you know I always love this kind of effect – and there’s a reason for that, it is great in Limited! Adding to your board while subtracting from your opponent’s is one of the best feelings you can have! And yeah, while the 2/5 stats aren’t exactly incredible, it is enough that the elemental can still be a little bit of a threat in the sky, or be an effective blocker. It does cost 6 mana, so you don’t really want more than one of them, but I think I’m going to value the first copy relatively highly.
Bulette
2.5 We’ve seen a lot of creatures like this in the past, and they’re not usually anything amazing, though their ability to grow throughout the game is nice, and they do eventually become a problem for your opponent. Because it counts the death of any creature, you will find that this gains that counter a decent chunk of the time.
Dragon's Fire
4.0 Two mana for 3 damage is always premium removal, and this has some pretty relevant dragon upside that can make it an even better removal spell
Sepulcher Ghoul
2.5 This has passable base stats, and on most attacks it will be able to threaten becoming a 4/3, so your opponent will have to take that into account. Free sacrifice effects like this always play pretty well since you can virtually always use the effect, though in this case, you can only do it once. It looks like the Ghoul is well-positioned for the BG deck especially, since that deck’s all about stuff dying, and it will also pair nicely in BR, where you can use the Threaten effect to steal a creature and sacrifice it. I think all of that helps makes this two mana 2/1 a card you play a significant chunk of the time in Black.
Scaled Herbalist
2.0 When you get this down early, it will feel pretty nice. It doesn’t have the best stats, but you are likely to have the extra lands necessary to take advantage of its ability. In the mid-to-late-game it becomes increasingly useless though, unless you’re able to draw a whole bunch of cards
Silver Raven
1.5 One mana 1/1 flyers don’t tend to be very impressive in most Limited formats unless they have a lot going on. And, while Scry 1 is a little more than nothing, it isn’t that good, either. It does mean it still does a thing in the late game, and improving your draws matters, but yeah, this is pretty mediocre overall. If the set had more of an Artifact theme it would be better, but it just isn’t there.
Veteran Dungeoneer
3.5 This seems like a pretty darn good Common. As I’ve said throughout the video, Venturing isn’t quite drawing a card most of the time, but it gives you value that isn’t that far away from drawing a card, and if this was a 4-mana ¾ that drew you a card, it would be amazing. And again, this won’t quite feel like a 2-for-1 all the time, but it does do a lot for the mana cost, and enough to be one of White’s best Commons.
Pack 1 Pick 3: Precipitous Drop
Tiger-Tribe Hunter
3.0 This doesn’t have the most impressive stats around, but since it is a 4/4 with Pack Tactics, it doesn’t need a whole lot of help to trigger it, and when you do, it will feel pretty good -- flinging something at one of your opponent’s creatures can be a pretty good ability, though it isn’t the kind that you’ll always be able to make use of. It is especially nice that he doesn’t have to stick to only Flinging the creatures who are attacking, so you can play a new creature and use it to kill off an opposing blocker, suddenly making your attack a real problem for your opponent. Sacrificing a creature is a real cost to be sure, but when that ability does its thing, it is going to feel pretty great. The base line here is a little bit rough, and the baility won’t always work out, but I thinkt his does enough to be a pretty high quality playable.
Gretchen Titchwillow
3.5 That stat-line is a passable one for a defensive creature that does something else, and Gretchen definitely does, supplying you with a very powerful mana sink ability that will be a life saver in the late game. The extra land part of the card won’t always matter, since most of the time when you start using this ability you’re probably not going to be in desperate need of more lands, but it could definitely help, especially in UG, which is a ramp color pair as it often is.
Earth-Cult Elemental
2.5 This offers some decent top-of-the-curve stats for Limited, and it has a pretty nice D20 ability. It won’t be awesome to roll 1-9, but the effect is at least symmetrical. It will be true that sometimes it doesn’t hurt your opponent as much as it hurts you, but the opposite will sometimes be true too. Then, the effect is one sided if you roll a 10 or more, which will be well worth the mana you spend. If you always roll 10-20 with it, it is probably one of the better Commons in the set, but unfortunately it won’t go that way, we have to think about the fail cases too! The presence of Treasure in this set also means your opponent will have more permanents than normal to sacrifice, which weakens it further.
Sylvan Shepherd
2.5 This looks like it has a lot going on because of the d20 stuff, but it is basically just a 3-mana ⅔ with Vigilance that gains you 1-2 life when it attacks. That’s basically a textbook solid playable, especially in a format that does have some life gain payoffs
Precipitous Drop
3.5 I think I would play this most of the time even without the “completed dungeon” bonus. The Aura + Venture is going to be good enough for that, and then the completed dungeon bonus makes this far more potent. One nice thing about this card is that you can stick it on a creature and then get the bonus later once you complete a dungeon, at which point it slikely to just kill whatever it is. I think this gets into the lower range of premium.
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
Rimeshield Frost Giant
3.0 Ward 3 is pretty big, and for a creature this size, it may just feel like Hexproof some games, since your opponent will need a pretty hefty removal spell to deal with it in most cases, and it will be pretty hard for your opponent to ever take it down without paying at least what you paid for the Giant.
Bulette
2.5 We’ve seen a lot of creatures like this in the past, and they’re not usually anything amazing, though their ability to grow throughout the game is nice, and they do eventually become a problem for your opponent. Because it counts the death of any creature, you will find that this gains that counter a decent chunk of the time.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Deadly Dispute
2.0 The prevalence of treasure, especially in Black-Red, will make this better than it looks. This kind of effect often plays a lot like Tormenting Voice, which is to say – its pretty replaceable, but I think this will be better than usual thanks to the fact it is good with treasure and it produces treasure. It of course still comes with the upside of being able to sacrifice a creature in response to removal, at which point you really aren’t going down a card either.
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Pack 1 Pick 4: Scion of Stygia
Keen-Eared Sentry
1.5 This doesn’t seem that good to me. Giving yourself hexproof won’t matter very often, and neither will limiting your opponent to only one venture a turn. Maybe this is here to help provide some Dungeon hate for constructed, where venturing more than once a turn will happen all the time, but in Limited, it isn’t going to happen so often that you desperately want this little two drop. It does have an okay baseline, so it isn’t terrible, but its text box won’t matter that much.
Feywild Trickster
1.0 // 3.5 How good this card is will be super dependent on the rest of your deck, since a Gray Ogre is just a horrible stat-line these days. The good news is, as long as you get one token out of this you’re probably doing alright, and more than that will be incredibly powerful. Still, while d20s are around in this set, you probably need 5+ cards that involve them for this to do its thing, and for that reason I think I need to give this a build around grade.
Scion of Stygia
3.0 If you know me, you know I’m a pretty big fan of Blue creatures with bounce or tap down effects, and this is a distinctly D & D version of it, but it seems pretty good to me. The nice thing about it is, even if you roll 1-9 with it, you’re getting reasonable value out of a 3-mana 2/1, and the tap down might prevent an attack or enable a better one for you. Then, when you hit 10-20, which is slightly more likely, you’re going to feel like you’ve got an amazing deal. Basically, 1-9 this will feel like a 2.0, and 11-20 will feel like a 3.5. I think that means it gets a 3.0
Hoarding Ogre
2.0 This has Hill Giant stats and a serviceable attack trigger. Because it makes treasure, you can really count this creature as fixing, and that’s typically a valuable thing to have in Limited, plus this set has some nice treasure payoffs.
You See a Guard Approach
1.0 Individually, these effects are not worth an entire card. They’re just too situational. Sure, it feels good to give your creature hexproof in response to removal, but there will be lots of times where that effect doesn’t matter. The tap effect is even more underwhelming, and while it can allow you to stop something from attacking you, or maybe help you attack more effectively, it will also be useless a decent chunk of the time. Each of those, cards, individually -- would be almost unplayable. If you put them together, you obviously have a better card that you’ll actually be able to use sometimes, but I still don’t think it is very good.
Gloom Stalker
2.5 This is pretty bad if you haven’t completed a dungeon, and if you have, it is pretty good, but still not incredible.
Shocking Grasp
1.5 The effect here isn’t very exciting. This Blue “combat tricks” really need your board to already have something big enough to deal with an attacking creature, or to blow up a block, and that really makes them pretty unimpressive. Obviously, adding a cantrip to the card does it make it better, because it means that at worse, you’re going to be able to Cycle this, but it still isn’t something that will make the cut in your deck all that often.
Shambling Ghast
2.5 This looks like a nice little one drop to me. It can be a real pain if your opponent has two X/1s in play, since you can make a two-for-one out of your one drop, and those situations will happen. And the good news is, when the -1/-1 part isn’t useful -- and it won’t always be -- you get to make a treasure, which means this little one drop gives you fixing and ramp pretty early on in the game.
Circle of the Moon Druid
2.5 A card that is always a 3-mana 4/2 is like a 2.0 and a card that is always a 3-mana 2/4 is a 1.0. This gives you the best of both of those, as you’d rather have the 4/2 as the attacker and the 2/4 as the blocker most of the time.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Arborea Pegasus
3.0 This is a pretty good Common. The ETB trigger will almost always enable an attack you didn’t have before, and that means that the Pegasus will have an immediate impact on the board, in addition to being a 4-mana 2/3 Flyer itself.
Pack 1 Pick 5: Swarming Goblins
Zalto, Fire Giant Duke
3.5 A 5-mana 7/3 with Trample is probably something you’d play more often than not, especially in a set with lots of Pack Tactics, since he can trigger it all on his own, but what really makes Zalto powerful is the fact that in most cases your opponent will have to at least give you the value of Venturing into the Dungeon once. There’s a chance they kill him in a way that doesn’t do damage, but it is far more likely that they have to damage him somehow, either with a damaging removal spell or a block. A block is preferable, since if he can take down a 3/3 and venture for you while trampling over for 4, you’ll feel pretty good about the situation.
Loathsome Troll
2.5 A 5-mana 6/2 is not very good, though it does make Pack Tactics get going all on its own, and that certainly is relevant int his format. Still, a 2-drop can block it and take it down! The good news is, if you have the time and the mana, it has a solid ability it can use from the graveyard. It going on top of your library is not super good, since you have to replace your draw to get it back, and there’s a reasonable chance what you were going to draw was going to be better, but when it returns to your hand it will feel pretty good, and obviously that’s true when it goes to the battlefield as well. Still, this doesn’t have the best stats ever, even accounting for Pack Tactics, and its ability is both expensive and going to feel actively mediocre when you roll a 1-9
You Come to a River
3.0 This is a solid modal card. Usually, just a card that does the “Fight the Current” option, is something that makes the cut a decent chunk of the time. It has the flexibility of dealing, at least temporarily, with multiple permanent types, and you can even use it to actually take away a card permanently if your opponent tries to put auras or combat tricks on their creatures. The other option you’ll basically only choose when its lethal, but that is some nice upside to have on an already solid card.
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Circle of the Moon Druid
2.5 A card that is always a 3-mana 4/2 is like a 2.0 and a card that is always a 3-mana 2/4 is a 1.0. This gives you the best of both of those, as you’d rather have the 4/2 as the attacker and the 2/4 as the blocker most of the time.
You Find a Cursed Idol
2.0 This seems like a solid card to me. The modality here is great, and most of the time if you can blow up an Artifact or Enchantment, that’s where you’re going to go, but it is great that it has a fail case of Venture + Treasure, which won’t always feel like a whol card’s worth of value, but it gets pretty close. This is sort of like a Naturalize with Cycling in that sense, and that’s always a decent card
Earth-Cult Elemental
2.5 This offers some decent top-of-the-curve stats for Limited, and it has a pretty nice D20 ability. It won’t be awesome to roll 1-9, but the effect is at least symmetrical. It will be true that sometimes it doesn’t hurt your opponent as much as it hurts you, but the opposite will sometimes be true too. Then, the effect is one sided if you roll a 10 or more, which will be well worth the mana you spend. If you always roll 10-20 with it, it is probably one of the better Commons in the set, but unfortunately it won’t go that way, we have to think about the fail cases too! The presence of Treasure in this set also means your opponent will have more permanents than normal to sacrifice, which weakens it further.
Plummet
0.5 This is a weird card to see these days, since “sideboard” type cards are becoming less and less of a thing in Limited. Instead, they give us modal cards that do sideboard-type things, but have much better fail case than sideboard cards. Anyway, this is something you should pretty much never main deck, but not too terrible if you go up against an opponent with enough targets.
Swarming Goblins
3.0 This seems like a pretty nice 5-drop. The worst case is 5 mana for a 4/3 and a 1/1, and that’s a pretty passable card -- if you get two tokens out of this it is going to feel well worth the investment, and obviously on the rare occasions you hit 20 you’ll feel like you’re robbing the bank.
Sepulcher Ghoul
2.5 This has passable base stats, and on most attacks it will be able to threaten becoming a 4/3, so your opponent will have to take that into account. Free sacrifice effects like this always play pretty well since you can virtually always use the effect, though in this case, you can only do it once. It looks like the Ghoul is well-positioned for the BG deck especially, since that deck’s all about stuff dying, and it will also pair nicely in BR, where you can use the Threaten effect to steal a creature and sacrifice it. I think all of that helps makes this two mana 2/1 a card you play a significant chunk of the time in Black.
Pack 1 Pick 6: Hired Hexblade
Feywild Trickster
1.0 // 3.5 How good this card is will be super dependent on the rest of your deck, since a Gray Ogre is just a horrible stat-line these days. The good news is, as long as you get one token out of this you’re probably doing alright, and more than that will be incredibly powerful. Still, while d20s are around in this set, you probably need 5+ cards that involve them for this to do its thing, and for that reason I think I need to give this a build around grade.
Wild Shape
2.0 I’m not usually a big fan of tricks that grant hexproof, they are just too situational! But this gets around that with some pretty nice modality. You can still get Hexproof if you need it, but it has two other modes that can be useful in different situations, and having an option between those three things is pretty nice, though not incredibly. A 1/5 with Reach is probably just going to enable a block you didn’t have before, which isn’t a great thing to give up a card for most of the time, and making something into a 3/3 with Trample won’t always matter either. So, the 1/3 option is probably the best one. Still, for only one mana this does a kind of okay job, and it is certainly decent
Shessra, Death's Whisper
3.0 This is a pretty sweet card. The idea is, you play her and force an opposing creature to block one of your creatures, ideally, killing that creature and keeping yours alive. Then, at the end of the turn you can pay 2 life to draw a card if that happened. Obviously, it doesn’t have to line up perfectly for her to draw you cards and stuff -- it can happen on any turn, but what I described is sort of the ideal scenario. The problem I see, though, is that the ETB trigger won’t matter a decent chunk of the time, so setting up that first draw is definitely not a foregone conclusion. She also has really bad stats for the cost. Still, in most games she’s likely to draw you a few cards, but I can’t help but think she’s a bit more underwhelming than the other signpost legendaries
Hired Hexblade
3.0 This seems like a solid card. Worst-case, you have a grizzly bear, and best case you have a two mana 2/2 that draws you a card -- which is just a great deal. There is enough treasure in this set that casting this with it isn’t a pipe dream, but you probably shouldn’t expect to be able to do it on turn two. Still, playing this later, once you have that treasure, will be nice since it will have relevance in the late game too when you do it.
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Paladin's Shield
1.0 We have seen Equipment like this before, and I’ve never really been impressed by it. A boost to toughness alone is very rarely something you’re after in your Equipment, and while this does have Flash, so you can use it as sort of a combat trick, it will usually only ever save your creature, and not really help it win combat. Then, after you get to attach it for free that one time, the Equip cost is really high for what this is. RW decks do have an Equipment sub-theme, and that helps it out a little bit, but not enough for it to be something you play regularly.
You Come to a River
3.0 This is a solid modal card. Usually, just a card that does the “Fight the Current” option, is something that makes the cut a decent chunk of the time. It has the flexibility of dealing, at least temporarily, with multiple permanent types, and you can even use it to actually take away a card permanently if your opponent tries to put auras or combat tricks on their creatures. The other option you’ll basically only choose when its lethal, but that is some nice upside to have on an already solid card.
Neverwinter Dryad
2.5 This is a fine one drop. It ramps for you, and that looks to be a good strategy in this format, especially in UG. It is nice that if you play it early it might actually attack for a bit too
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Pack 1 Pick 7: Evolving Wilds
Dungeon Map
3.0 This provides a bit of ramp, and then in the later part of the game it is a great place to sink your mana, as venturing over and over again is some nice value. If this format is super fast, playing this on turn three could end up being a pretty big liability, and the late game value won’t matter, but if this is a typical format, I can see this being a pretty nice card in just about any deck
Hired Hexblade
3.0 This seems like a solid card. Worst-case, you have a grizzly bear, and best case you have a two mana 2/2 that draws you a card -- which is just a great deal. There is enough treasure in this set that casting this with it isn’t a pipe dream, but you probably shouldn’t expect to be able to do it on turn two. Still, playing this later, once you have that treasure, will be nice since it will have relevance in the late game too when you do it.
Evolving Wilds
3.0 This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Kick in the Door
2.5 This card reminds me a lot of some of the cards we saw in Strixhaven, which seemed like they didn’t really do that much, but it turned out Learning for one or two mana was good, even if the other effect was negligible, and I think that’s kind of what we’re looking at here. Without Venture, this card would be pretty close to an F. One mana for a counter and Haste and not being able to be blocked by a few creatures just wouldn’t be worth a whole card, but I think with Venture attached you suddenly have a card that will feel sort of like Guiding Voice from Strixhaven. It will make a new creature able to attack right away, or make an old one able to attack thanks to the counter, while also netting you value from Venturing.
Arcane Investigator
2.0 A two mana 2/1 isn’t great these days, but this one does come with a pretty nice late game effect. No matter what you roll, being able to draw cards late is pretty nice. Still, for the bluk of the game, the Investigator is just not very good. It will be outclasses quickly in the early game, and in the mid-game it will be even more useless.
Half-Elf Monk
3.0 Mastery Decoy effects still tend to be pretty good in Limited. Tapping down your opponent’s best creature every turn often just feels like removal, and this has the minor added bonus of being able to attack and still use the ability. I say “minor” because it is only a ¼, so that’s not exactly incredible. Still, this is a pretty nice common for White.
Hill Giant Herdgorger
2.5 This seems like a fine finisher for Green decks. You’re probably going to hope you have a rare or Uncommon in that slot, but this card is similar enough to Ravenous Lindwurm and Honey Mammoth to make me feel like it has a nice shot. I have a feeling it might not be quite as good as those cards, because this format looks like it is probably going to be faster than Kaldheim, but it looks pretty solid to me
You Find the Villains' Lair
2.0 Cancel is not usually a great card in Limited. Counterspells are a little too situational, and it is often just going ot be better to add to your board with three mana than count on your opponent playing something that you will counter. In a lot of ways, counter magic in Limited is just bad removal, because you have to have the mana up to use it at the exact right time, or it doesn’t do anything. Basically, a card like Cancel just ends up being a card you have left in your hand after you’ve played everything else, and it might do a thing, but it also might have cost you the game. This gets around that problem with another mode though. Sure, it doesn’t add to the board either, but it still gives you something to do with it that will be more immediate and more of a sure thing in situations where that’s a good idea. Normally, Cancel is like a 1.5, but I think this does enough to make the cut more often than that.
Pack 1 Pick 8: Valor Singer
Iron Golem
2.5 This is like Juggernaut, a card that is still pretty solid in Limited. It is a bit of a bummer that didn’t give it the “can’t be blocked by walls” thing, since there are a few of them in this set, but either way this is a nice little creature. It is sure to die in combat because it has to block and attack constantly, but it has high enough power that it will kill most stuff at least.
You Come to a River
3.0 This is a solid modal card. Usually, just a card that does the “Fight the Current” option, is something that makes the cut a decent chunk of the time. It has the flexibility of dealing, at least temporarily, with multiple permanent types, and you can even use it to actually take away a card permanently if your opponent tries to put auras or combat tricks on their creatures. The other option you’ll basically only choose when its lethal, but that is some nice upside to have on an already solid card.
Valor Singer
3.0 This type of effect tends to be a bit better than it looks. I mean, on his own he is effectively a 3-mana 3/3 in most cases, and you’ll often have other creatures on which you can use the ability that might have more of an impact. At the very least, this seems like a solid playable.
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
Arcane Investigator
2.0 A two mana 2/1 isn’t great these days, but this one does come with a pretty nice late game effect. No matter what you roll, being able to draw cards late is pretty nice. Still, for the bluk of the game, the Investigator is just not very good. It will be outclasses quickly in the early game, and in the mid-game it will be even more useless.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Unexpected Windfall
2.0 This seems like a decent card for Most red decks to get one copy of. 4 mana is a lot for Tormenting Voice, but the two Treasure you get means this card also gives you some very real fixing, in addition to helping you dig deeper into your deck.
Pack 1 Pick 9: Evolving Wilds
Devour Intellect
0.5 // 2.5 Letting your opponent choose to discard whatever they want this is not very good, but with Treasure you can turn it into a better Thoughtseize, and that’s pretty neat. I think this really needs a build around grade, because it is pretty awful in a deck with 0 treasure, but if you are BR, you’ll probably have the Treasure you need to make this work pretty well. Still, a card like this is better in the early game, and has diminishing returns as the game goes on, and you can’t count having treasure early, so don’t expect to fire this off on turn one or two for the more effective mode
Manticore
3.0 These types of “kill something that was damaged” effects are often underwhelming, just because it takes more work than you'd think to consistently manufacture situations where that happens -- in particular, situations where you can make it happen without giving up significant resources, like an ugly block or an attack. However, when they add Flash to the mix, the card gets significantly more interesting because it means there will be a wider variety of situations where you can make that part of the card work. Plus, in a fail case this gives you a passable Flying body. Don’t count on this to feel like a Flying Ravenous Chupacabra all the time, but it will do that often enough to be a pretty nice common.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Neverwinter Dryad
2.5 This is a fine one drop. It ramps for you, and that looks to be a good strategy in this format, especially in UG. It is nice that if you play it early it might actually attack for a bit too
You Come to a River
3.0 This is a solid modal card. Usually, just a card that does the “Fight the Current” option, is something that makes the cut a decent chunk of the time. It has the flexibility of dealing, at least temporarily, with multiple permanent types, and you can even use it to actually take away a card permanently if your opponent tries to put auras or combat tricks on their creatures. The other option you’ll basically only choose when its lethal, but that is some nice upside to have on an already solid card.
Evolving Wilds
3.0 This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Pack 1 Pick 10: Feign Death
Hama Pashar, Ruin Seeker
3.5 UW is all about Dungeons, especially triggering them with ETB abilities, and getting two triggers out of dungeon rooms is pretty powerful. Hama is definitely small for the cost, but I don’t see it being very difficult to get a ton of value out of her
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Eyes of the Beholder
3.0 It is pretty difficult for a card to be premium removal when it costs 6 mana – unless of course it also draws you a card, like Rise of Extus in Strixhaven. Eye of the Beholder can definitely kill almost everything, but six mana is a whole lot! It is an Instant, which does means sometimes you’ll be able to manufacture some blowouts. I think you’ll always be reasonably happy with the first copy of this, but running more than that is pretty risky.
Air-Cult Elemental
3.0 This is one big Man-O’-War! A 6-mana 2/5 Flyer is a bad rate, but because this bounces another creature, you’ll often feel like you’re getting your mana’s worth. If you know me, you know I always love this kind of effect – and there’s a reason for that, it is great in Limited! Adding to your board while subtracting from your opponent’s is one of the best feelings you can have! And yeah, while the 2/5 stats aren’t exactly incredible, it is enough that the elemental can still be a little bit of a threat in the sky, or be an effective blocker. It does cost 6 mana, so you don’t really want more than one of them, but I think I’m going to value the first copy relatively highly.
Bulette
2.5 We’ve seen a lot of creatures like this in the past, and they’re not usually anything amazing, though their ability to grow throughout the game is nice, and they do eventually become a problem for your opponent. Because it counts the death of any creature, you will find that this gains that counter a decent chunk of the time.
Pack 1 Pick 11: Earth-Cult Elemental
Earth-Cult Elemental
2.5 This offers some decent top-of-the-curve stats for Limited, and it has a pretty nice D20 ability. It won’t be awesome to roll 1-9, but the effect is at least symmetrical. It will be true that sometimes it doesn’t hurt your opponent as much as it hurts you, but the opposite will sometimes be true too. Then, the effect is one sided if you roll a 10 or more, which will be well worth the mana you spend. If you always roll 10-20 with it, it is probably one of the better Commons in the set, but unfortunately it won’t go that way, we have to think about the fail cases too! The presence of Treasure in this set also means your opponent will have more permanents than normal to sacrifice, which weakens it further.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Pack 1 Pick 12: Arborea Pegasus
You See a Guard Approach
1.0 Individually, these effects are not worth an entire card. They’re just too situational. Sure, it feels good to give your creature hexproof in response to removal, but there will be lots of times where that effect doesn’t matter. The tap effect is even more underwhelming, and while it can allow you to stop something from attacking you, or maybe help you attack more effectively, it will also be useless a decent chunk of the time. Each of those, cards, individually -- would be almost unplayable. If you put them together, you obviously have a better card that you’ll actually be able to use sometimes, but I still don’t think it is very good.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Arborea Pegasus
3.0 This is a pretty good Common. The ETB trigger will almost always enable an attack you didn’t have before, and that means that the Pegasus will have an immediate impact on the board, in addition to being a 4-mana 2/3 Flyer itself.
Pack 1 Pick 13: Earth-Cult Elemental
Earth-Cult Elemental
2.5 This offers some decent top-of-the-curve stats for Limited, and it has a pretty nice D20 ability. It won’t be awesome to roll 1-9, but the effect is at least symmetrical. It will be true that sometimes it doesn’t hurt your opponent as much as it hurts you, but the opposite will sometimes be true too. Then, the effect is one sided if you roll a 10 or more, which will be well worth the mana you spend. If you always roll 10-20 with it, it is probably one of the better Commons in the set, but unfortunately it won’t go that way, we have to think about the fail cases too! The presence of Treasure in this set also means your opponent will have more permanents than normal to sacrifice, which weakens it further.
Plummet
0.5 This is a weird card to see these days, since “sideboard” type cards are becoming less and less of a thing in Limited. Instead, they give us modal cards that do sideboard-type things, but have much better fail case than sideboard cards. Anyway, this is something you should pretty much never main deck, but not too terrible if you go up against an opponent with enough targets.
Pack 1 Pick 14: Mimic
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Pack 2 Pick 1: Paladin Class
Paladin Class
4.5 This is one of the best Class Enchantments. The base of the card isn’t especially good, but once you get up to the second level, you’ve paid 4 mana for an Anthem and a tax on your opponent’s spells during your turn, and I think that would probably be a card I always played, and this has the upside of letting you pay that 4 mana in installments, as well as the fact that it can go to level three, at which point it will make one of your creatures into a really frightening attacker every turn.
Fifty Feet of Rope
2.0 Well, this is interesting. “Climb Over” won’t matter very often, and “Tie Up” is perhaps a little too situational too. Because it doesn’t tap the creature as part of the effect, it will only do a thing against creatures that already tapped. The part that intrigues me the most is Venturing into the Dungeon, but even that seems a little clunky, though it is obviously a late game mana sink. The first two modes will be hard to make use of early or even late, and the Venture into the Dungeon option is pretty good late, but I can see this sitting ont he table doing very little early, and that’s kind of rough. This is definitely the kind of card it is easy to miss on, because it is both unusual and utilizes a new mechanic, but I don’t think I’m super high on it right now
Green Dragon
3.5 This whole cycle is pretty nice, and Green Dragon doesn’t really disappoint. A 6-mana 4/4 Flyer is often a borderline playable, but its ETB trigger is also going to be a huge headache for people to contend with. Now, there will be some board states where it doesn’t do much, but the card has a reasonable base line and will sometimes set up situations where your opponent just has to block to not die, which means they lose their creatures.
Ray of Enfeeblement
3.0 One mana for -4/-1 to a creature is already a pretty nice deal. It won’t outright kill all of them, but they will certainly be enfeebled enough to be taken down in combat pretty much all the time, and that will feel pretty efficient. Then, against people playing White, it gets a massive upgrade to the point it is one of the best cards in your deck.
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Find the Path
2.5 I think you’re getting pretty solid value here, between getting some ramp and venturing into a dungeon. Venture won’t always feel like drawing a card, but later on in the dungeons it will give you that kind of value, and even the early rooms in the dungeons seem decent enough.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
Contact Other Plane
3.0 So, with a 1-9 you’re getting an Instant speed Divination that costs one extra, which isn’t great, that would probably be a 1.5 or 2.0, but isn’t the worst fail case when the 10-19 gives you a pretty great effect for the cost -- like Behold the Multiverse without Foretell, and that’s a good place to be. Obviously, rolling the 20 will be completely absurd. If that’s what this card always did, it would be like a 4.0. We have to sort of think about what’s the most likely with this, and I think the fail case is passable enough that I’m pretty happy with this over all, as 10-19 is a pretty likely outcome, and that card would probably be a B-. In the end, I think all of that makes this a 3.0.
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
+2 Mace
2.0 This gives an alright boost for the mana it costs to play and equip, but it isn’t crazy efficient or anything, and it will probably be cut a decent chunk of the time.
Gloom Stalker
2.5 This is pretty bad if you haven’t completed a dungeon, and if you have, it is pretty good, but still not incredible.
Herald of Hadar
1.5 This is a bit clunky as a 5-mana 4/4, but the activated ability, as expensive as it is -- is a pretty nice late game mana sink. The ability, no matter what you roll, provides some serious reach. It is probably still too slow to make the cut on a super regular basis, though.
Pack 2 Pick 2: Chaos Channeler
Varis, Silverymoon Ranger
4.5 This is a 3-mana 3/3 with Reach that not only makes it very easy for you to trigger your Dungeon Rooms, but also churns out Wolf tokens as you do. That’s excellent. And hey, Ward 1 might not be the most exciting Ward ever, but it does make him slightly harder to kill, so I’ll take it. He does enough to get into the lower tier of the bombs in this set
Chaos Channeler
4.0 This seems really good. It is a 4-mana 4/3 with a ton of upside. No matter what you roll when it attacks, you will end up netting at least one card. And because it says “play” you can even play lands off of it, and that’s awesome. He might die after only one attack, but you’ll usually be getting a 2-for-1 out of it, so that’s fine with me, especially because if left unchecked, the Channeler will just keep drawing you cards.
Reaper's Talisman
3.0 This looks like some pretty nice Equipment. One to play and two to equip for Death touch and an “attacks alone” trigger is kind of an okay deal, especially because those two things pair so well together. You often would find yourself rumbling with just a small death toucher anyway, so draining two on top of that will be a very real problem for your opponent. Keep in mind, the creature only has death touch on the attack, so don’t move this to a blocker and expect it to have death touch.
Manticore
3.0 These types of “kill something that was damaged” effects are often underwhelming, just because it takes more work than you'd think to consistently manufacture situations where that happens -- in particular, situations where you can make it happen without giving up significant resources, like an ugly block or an attack. However, when they add Flash to the mix, the card gets significantly more interesting because it means there will be a wider variety of situations where you can make that part of the card work. Plus, in a fail case this gives you a passable Flying body. Don’t count on this to feel like a Flying Ravenous Chupacabra all the time, but it will do that often enough to be a pretty nice common.
You Hear Something on Watch
3.0 This seems like a pretty nice Common. Sure, the removal effect only works on attackers, so if you’re the beat down it won’t feel great -- but the good news is if you are the beat down, you’re probably interested in the other mode, since it pays you off pretty well for going wide. The removal is too situational to be premium, but it will kill lots of attackers, and having the board pump effect as an option is pretty nice.
Jaded Sell-Sword
3.0 A 4-mana 4/3 is passable, and the Treasure upside here is nice. It will make it a formidable attacker the turn it comes down.
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
You Find the Villains' Lair
2.0 Cancel is not usually a great card in Limited. Counterspells are a little too situational, and it is often just going ot be better to add to your board with three mana than count on your opponent playing something that you will counter. In a lot of ways, counter magic in Limited is just bad removal, because you have to have the mana up to use it at the exact right time, or it doesn’t do anything. Basically, a card like Cancel just ends up being a card you have left in your hand after you’ve played everything else, and it might do a thing, but it also might have cost you the game. This gets around that problem with another mode though. Sure, it doesn’t add to the board either, but it still gives you something to do with it that will be more immediate and more of a sure thing in situations where that’s a good idea. Normally, Cancel is like a 1.5, but I think this does enough to make the cut more often than that.
Gnoll Hunter
3.0 This is a fine two drop. It is a bear as a baseline, and it can get bigger if it has enough friends. That’s good enough upside for this to be a nice two-drop for Green decks.
Yuan-Ti Fang-Blade
2.5 This has a powerful combat damage to a player trigger, and because it has death touch your opponent will be put in a difficult position with it sometimes. Repeatable Venturing seems pretty powerful, and UB seems the most well-positioned to help creatures like this get evasion
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
Evolving Wilds
3.0 This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Pack 2 Pick 3: Steadfast Paladin
Aberrant Mind Sorcerer
3.5 10-20 is the preferable option, and you have a slightly higher chance of getting that, and 1-9 isn’t too shabby either, as returning a removal spell to the top of your library is some powerful card selection. If you always got the 10-20 effect, it would be a 4.0, and if you always get 1-9, it would probably be a 3.0, so let’s split the difference at 3.5.
Rust Monster
3.5 There are enough artifacts in this set that Rust Monster will be quite imposing on some boards. This is especially true because Red has so much treasure. Even the starting point here – a 3-mana 2/1 with First Strike – isn’t bad, but any time you attack with artifacts in play your opponent is going to have really hard decision to make. I think the Monster is well-supported enough in this set that it is probably worth a first pick in some weaker packs.
Kalain, Reclusive Painter
4.0 A two mana ½ that makes a treasure is already a pretty good deal, but this adds all kinds of upside that will be amazing in the BR deck. Even all on its own, it is pretty likely that the treasure you made will help you play a creature and put a +1/+1 counter on it your next turn, and that’s some serious value. If you manage to really get treasure going with Kalain, she will undoubtedly take over games. She is certainly fragile, but the fail case is that you still get to keep a single treasure, and that helps make that a little less of a problem. This is a really strong signpost Uncommon
Steadfast Paladin
3.0 Two mana 2/2s with Lifelink tend to be solid enough in Limited, especially in a format with a life gain archetype. It will also wield Equipment pretty effectively.
Deadly Dispute
2.0 The prevalence of treasure, especially in Black-Red, will make this better than it looks. This kind of effect often plays a lot like Tormenting Voice, which is to say – its pretty replaceable, but I think this will be better than usual thanks to the fact it is good with treasure and it produces treasure. It of course still comes with the upside of being able to sacrifice a creature in response to removal, at which point you really aren’t going down a card either.
Circle of the Moon Druid
2.5 A card that is always a 3-mana 4/2 is like a 2.0 and a card that is always a 3-mana 2/4 is a 1.0. This gives you the best of both of those, as you’d rather have the 4/2 as the attacker and the 2/4 as the blocker most of the time.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
Pixie Guide
2.0 This has a reasonable floor. Two mana ⅓ flyers tend to be sort of acceptable in Limited, and the upsider here is pretty alright too. UR especially will be able to take advantage of the effect, but most decks that are at least part Blue will probably have 2-3 cards that involve a d20, so it will come up some. This isn’t especially close to good, though it isn’t bad either.
Price of Loyalty
1.0 // 2.5 Even with the Treasure upside, this probably won’t be worth it for most decks. Threaten effects aren’t amazing in most formats, since they tend to do very little except in two situations. One of these is that you’re able to kill your opponent when you do it, and the other is that you have some sacrifice outlets that make it easy to turn the effect into a removal spell that gives you some value. However, this does look like it might be worth playing in the Black-Red deck, as there is one red Sacrifice effect at Uncommon, two black sacrifice effects at Common, and one at Uncommon, so setting up the sacrifice is actually going to be doable there, making the card a solid playable in a deck that gets its hands on some of those effects.
Fates' Reversal
2.5 So, usually Black has a common that lets you return two creatures, and it is usually a serviceable enough card that you basically always want the first copy of. They are situational, since they don’t do anything until late, but they can really help you grind out a win. This doesn’t do that exactly but I could see it offering similar value sometimes as a creature + Venture won’t feel too shabby.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Pack 2 Pick 4: Gelatinous Cube
Gelatinous Cube
4.5 A 4-mana 4/3 that exiles an opposing creature is excellent. And sure, if your opponent kills the Cube they’re going to get back the creature -- but, given enough time you can “dissolve” that creature, which will make it so they won’t get it back. Even without that Dissolve effect, this is basically Ravenous Chupacabra, and with it, it is way better. I think this gets in the lower range of “bomb” territory.
Kalain, Reclusive Painter
4.0 A two mana ½ that makes a treasure is already a pretty good deal, but this adds all kinds of upside that will be amazing in the BR deck. Even all on its own, it is pretty likely that the treasure you made will help you play a creature and put a +1/+1 counter on it your next turn, and that’s some serious value. If you manage to really get treasure going with Kalain, she will undoubtedly take over games. She is certainly fragile, but the fail case is that you still get to keep a single treasure, and that helps make that a little less of a problem. This is a really strong signpost Uncommon
Eyes of the Beholder
3.0 It is pretty difficult for a card to be premium removal when it costs 6 mana – unless of course it also draws you a card, like Rise of Extus in Strixhaven. Eye of the Beholder can definitely kill almost everything, but six mana is a whole lot! It is an Instant, which does means sometimes you’ll be able to manufacture some blowouts. I think you’ll always be reasonably happy with the first copy of this, but running more than that is pretty risky.
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
You Come to a River
3.0 This is a solid modal card. Usually, just a card that does the “Fight the Current” option, is something that makes the cut a decent chunk of the time. It has the flexibility of dealing, at least temporarily, with multiple permanent types, and you can even use it to actually take away a card permanently if your opponent tries to put auras or combat tricks on their creatures. The other option you’ll basically only choose when its lethal, but that is some nice upside to have on an already solid card.
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
Arcane Investigator
2.0 A two mana 2/1 isn’t great these days, but this one does come with a pretty nice late game effect. No matter what you roll, being able to draw cards late is pretty nice. Still, for the bluk of the game, the Investigator is just not very good. It will be outclasses quickly in the early game, and in the mid-game it will be even more useless.
+2 Mace
2.0 This gives an alright boost for the mana it costs to play and equip, but it isn’t crazy efficient or anything, and it will probably be cut a decent chunk of the time.
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
Inspiring Bard
2.5 A creature with just the Bardic Inspiration ability is usually a solid playable, but it does come with the downside of not doing anything with a +2/+2 boost doesn’t matter -- like if you have to play defense, or don’t have another creature. Adding the “Song of Rest” option means that in those situations, you could an ability that is far more useful, and that’s pretty nice. It probably still isn’t more than a solid playable, though.
Pack 2 Pick 5: Hulking Bugbear
Hulking Bugbear
3.0 Any time we see a 3-mana 3/3 with Haste it tends to be a pretty solid aggressive creature, though certainly not the most exciting card ever, but it is definitely efficient!
Bag of Holding
2.5 This was a predictable reprint, given the theme of this set. Last time we saw it, it was a Rare, and it was a pretty decent card. Having a card that just lets you sink mana into it to loot is itself a nice thing to have around, and the fact that you can actually eventually get the stuff back that you put on the Bag is nice upside, though it won’t come up that often. It still doesn’t have a real board presence, so it isn’t nearly as good as a creature who can loot for you
Circle of the Moon Druid
2.5 A card that is always a 3-mana 4/2 is like a 2.0 and a card that is always a 3-mana 2/4 is a 1.0. This gives you the best of both of those, as you’d rather have the 4/2 as the attacker and the 2/4 as the blocker most of the time.
Hoard Robber
1.0 It is nice that this can make treasure, but a 1/3 just isn’t going to be getting in very often without some significant help. I don’t think you play this most of the time.
Hired Hexblade
3.0 This seems like a solid card. Worst-case, you have a grizzly bear, and best case you have a two mana 2/2 that draws you a card -- which is just a great deal. There is enough treasure in this set that casting this with it isn’t a pipe dream, but you probably shouldn’t expect to be able to do it on turn two. Still, playing this later, once you have that treasure, will be nice since it will have relevance in the late game too when you do it.
Scion of Stygia
3.0 If you know me, you know I’m a pretty big fan of Blue creatures with bounce or tap down effects, and this is a distinctly D & D version of it, but it seems pretty good to me. The nice thing about it is, even if you roll 1-9 with it, you’re getting reasonable value out of a 3-mana 2/1, and the tap down might prevent an attack or enable a better one for you. Then, when you hit 10-20, which is slightly more likely, you’re going to feel like you’ve got an amazing deal. Basically, 1-9 this will feel like a 2.0, and 11-20 will feel like a 3.5. I think that means it gets a 3.0
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Evolving Wilds
3.0 This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Dwarfhold Champion
2.5 A two mana 3/1 tends to be a reasonable baseline for aggro decks, and this comes with some decent additional upside. Gaining toughness when you equip it will feel pretty nice, as obviously a 3/1 is pretty vulnerable
Shocking Grasp
1.5 The effect here isn’t very exciting. This Blue “combat tricks” really need your board to already have something big enough to deal with an attacking creature, or to blow up a block, and that really makes them pretty unimpressive. Obviously, adding a cantrip to the card does it make it better, because it means that at worse, you’re going to be able to Cycle this, but it still isn’t something that will make the cut in your deck all that often.
Pack 2 Pick 6: Priest of Ancient Lore
Fighter Class
1.0 // 3.5 So, if you have some Equipment this does a nice job of tutoring it up off the bat, which isn’t too bad, especially if you have some of the higher rarity Equipment. The tutor effect alone wouldn’t really be enough for Limited, but leveling it up makes your Equipment a lot better. Level 3 is honestly kind of disappointing power level wise.. This is definitely a build around. Your average RW deck will have some Equipment in to be sure, that’s part of the color pairs theme, but if you just have like 3, and they are all just kind of average, this won’t be great. If you end up with enough good Equipment though, this can be pretty incredible
Rally Maneuver
2.0 This is an interesting trick. You typically want to only be spending 1-2 mana on tricks, but when they start being able to target multiple creatures, I get interested in more expensive ones too, since they at least have the possibility of creating a 2-for-1. This would obviously be better if it just gave +2/+0 and First Strike to two thing, but there will be situations where this lines up pretty nicely, allowing two of your creatures to win combat while gaining you some life. It is sort of unfortunate that it requires you to target two separate creatures, but this still seems pretty solid as far as tricks go. The first copy seems like it will be pretty good in White aggressive decks.
Arcane Investigator
2.0 A two mana 2/1 isn’t great these days, but this one does come with a pretty nice late game effect. No matter what you roll, being able to draw cards late is pretty nice. Still, for the bluk of the game, the Investigator is just not very good. It will be outclasses quickly in the early game, and in the mid-game it will be even more useless.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Mordenkainen's Polymorph
1.0 This kind of card always looks really cool, and that’s because it is easy to think of situations where it does something. But, even though there are several of them -- like making a creature big enough to block something it couldn’t before, or shrinking an opposing creature, or doing 4 lethal damage int he air, or saving a creature from damage-based removal -- even with all of those possibilities, you’d be surprised how infrequently a situation emerges where this will actually do something. We’ve seen a ton of cards like this over the years, and they always significantly underperform. I can’t see that changing here.
Bull's Strength
1.5 Like most versions of this that we’ve seen, it is pretty reasonable. The boost it gives will allow you to win combat, and trample will even allow you to do some damage out of nowhere. The untap clause also gives a creature pseudo vigilance, or allows you to ambush an opposing creature, though like with most tricks, you generally prefer to use it offensively -- but the additional flexibility doesn’t hurt. It is still a trick though and comes with all those inherent risks I always talk about -- its situational, and if things go wrong you get blown out really hard.
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
Pack 2 Pick 7: +2 Mace
Shessra, Death's Whisper
3.0 This is a pretty sweet card. The idea is, you play her and force an opposing creature to block one of your creatures, ideally, killing that creature and keeping yours alive. Then, at the end of the turn you can pay 2 life to draw a card if that happened. Obviously, it doesn’t have to line up perfectly for her to draw you cards and stuff -- it can happen on any turn, but what I described is sort of the ideal scenario. The problem I see, though, is that the ETB trigger won’t matter a decent chunk of the time, so setting up that first draw is definitely not a foregone conclusion. She also has really bad stats for the cost. Still, in most games she’s likely to draw you a few cards, but I can’t help but think she’s a bit more underwhelming than the other signpost legendaries
Manticore
3.0 These types of “kill something that was damaged” effects are often underwhelming, just because it takes more work than you'd think to consistently manufacture situations where that happens -- in particular, situations where you can make it happen without giving up significant resources, like an ugly block or an attack. However, when they add Flash to the mix, the card gets significantly more interesting because it means there will be a wider variety of situations where you can make that part of the card work. Plus, in a fail case this gives you a passable Flying body. Don’t count on this to feel like a Flying Ravenous Chupacabra all the time, but it will do that often enough to be a pretty nice common.
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
Inspiring Bard
2.5 A creature with just the Bardic Inspiration ability is usually a solid playable, but it does come with the downside of not doing anything with a +2/+2 boost doesn’t matter -- like if you have to play defense, or don’t have another creature. Adding the “Song of Rest” option means that in those situations, you could an ability that is far more useful, and that’s pretty nice. It probably still isn’t more than a solid playable, though.
Rimeshield Frost Giant
3.0 Ward 3 is pretty big, and for a creature this size, it may just feel like Hexproof some games, since your opponent will need a pretty hefty removal spell to deal with it in most cases, and it will be pretty hard for your opponent to ever take it down without paying at least what you paid for the Giant.
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
+2 Mace
2.0 This gives an alright boost for the mana it costs to play and equip, but it isn’t crazy efficient or anything, and it will probably be cut a decent chunk of the time.
Bull's Strength
1.5 Like most versions of this that we’ve seen, it is pretty reasonable. The boost it gives will allow you to win combat, and trample will even allow you to do some damage out of nowhere. The untap clause also gives a creature pseudo vigilance, or allows you to ambush an opposing creature, though like with most tricks, you generally prefer to use it offensively -- but the additional flexibility doesn’t hurt. It is still a trick though and comes with all those inherent risks I always talk about -- its situational, and if things go wrong you get blown out really hard.
Pack 2 Pick 8: Manticore
Dungeon Descent
1.0 There are a significant number of legends in this set, but I don’t think there’s going to be enough of them to get this off the ground most of the time. Mostly, it will be a tap land that actively hurts your mana base
Hama Pashar, Ruin Seeker
3.5 UW is all about Dungeons, especially triggering them with ETB abilities, and getting two triggers out of dungeon rooms is pretty powerful. Hama is definitely small for the cost, but I don’t see it being very difficult to get a ton of value out of her
Elturgard Ranger
3.0 So, for 5 mana you get a 4/1 and a 2/2 -- in other words 6/3 worth of stats. A 5-mana 6/3 wouldn’t be good, but spread across two bodies this gets pretty interesting, plus a 4/1 with Reach has the kind of size to take down some of the dragons in the set, and that definitely matters. It feels like you’ll be able to get a 2-for-1 out of this a decent chunk of the time, and I think most Green decks will be interested in playing the first copy.
Neverwinter Dryad
2.5 This is a fine one drop. It ramps for you, and that looks to be a good strategy in this format, especially in UG. It is nice that if you play it early it might actually attack for a bit too
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
Manticore
3.0 These types of “kill something that was damaged” effects are often underwhelming, just because it takes more work than you'd think to consistently manufacture situations where that happens -- in particular, situations where you can make it happen without giving up significant resources, like an ugly block or an attack. However, when they add Flash to the mix, the card gets significantly more interesting because it means there will be a wider variety of situations where you can make that part of the card work. Plus, in a fail case this gives you a passable Flying body. Don’t count on this to feel like a Flying Ravenous Chupacabra all the time, but it will do that often enough to be a pretty nice common.
Dire Wolf Prowler
1.5 This starts off with very mediocre stats. A Gray Ogre is just abysmal, and while it has a decent activated ability that can make it a 4/4 with Haste, I don’t think this does enough to be saved from being a card you cut significantly more often than you play it.
Pack 2 Pick 9: Minimus Containment
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
+2 Mace
2.0 This gives an alright boost for the mana it costs to play and equip, but it isn’t crazy efficient or anything, and it will probably be cut a decent chunk of the time.
Gloom Stalker
2.5 This is pretty bad if you haven’t completed a dungeon, and if you have, it is pretty good, but still not incredible.
Herald of Hadar
1.5 This is a bit clunky as a 5-mana 4/4, but the activated ability, as expensive as it is -- is a pretty nice late game mana sink. The ability, no matter what you roll, provides some serious reach. It is probably still too slow to make the cut on a super regular basis, though.
Pack 2 Pick 10: Jaded Sell-Sword
Manticore
3.0 These types of “kill something that was damaged” effects are often underwhelming, just because it takes more work than you'd think to consistently manufacture situations where that happens -- in particular, situations where you can make it happen without giving up significant resources, like an ugly block or an attack. However, when they add Flash to the mix, the card gets significantly more interesting because it means there will be a wider variety of situations where you can make that part of the card work. Plus, in a fail case this gives you a passable Flying body. Don’t count on this to feel like a Flying Ravenous Chupacabra all the time, but it will do that often enough to be a pretty nice common.
Jaded Sell-Sword
3.0 A 4-mana 4/3 is passable, and the Treasure upside here is nice. It will make it a formidable attacker the turn it comes down.
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
Pack 2 Pick 11: Dueling Rapier
Deadly Dispute
2.0 The prevalence of treasure, especially in Black-Red, will make this better than it looks. This kind of effect often plays a lot like Tormenting Voice, which is to say – its pretty replaceable, but I think this will be better than usual thanks to the fact it is good with treasure and it produces treasure. It of course still comes with the upside of being able to sacrifice a creature in response to removal, at which point you really aren’t going down a card either.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Fates' Reversal
2.5 So, usually Black has a common that lets you return two creatures, and it is usually a serviceable enough card that you basically always want the first copy of. They are situational, since they don’t do anything until late, but they can really help you grind out a win. This doesn’t do that exactly but I could see it offering similar value sometimes as a creature + Venture won’t feel too shabby.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Pack 2 Pick 12: +2 Mace
Eyes of the Beholder
3.0 It is pretty difficult for a card to be premium removal when it costs 6 mana – unless of course it also draws you a card, like Rise of Extus in Strixhaven. Eye of the Beholder can definitely kill almost everything, but six mana is a whole lot! It is an Instant, which does means sometimes you’ll be able to manufacture some blowouts. I think you’ll always be reasonably happy with the first copy of this, but running more than that is pretty risky.
+2 Mace
2.0 This gives an alright boost for the mana it costs to play and equip, but it isn’t crazy efficient or anything, and it will probably be cut a decent chunk of the time.
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
Pack 2 Pick 13: Evolving Wilds
Bag of Holding
2.5 This was a predictable reprint, given the theme of this set. Last time we saw it, it was a Rare, and it was a pretty decent card. Having a card that just lets you sink mana into it to loot is itself a nice thing to have around, and the fact that you can actually eventually get the stuff back that you put on the Bag is nice upside, though it won’t come up that often. It still doesn’t have a real board presence, so it isn’t nearly as good as a creature who can loot for you
Evolving Wilds
3.0 This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Pack 2 Pick 14: You Come to the Gnoll Camp
You Come to the Gnoll Camp
2.0 Like most of this cycle, this has two effects that are good in the right situation, but pretty narrow. Putting them together does make for a better card, and sometimes aggro decks really want a card that just blanks a couple of blockers – and they also are pretty happy with a combat trick, even if this one isn’t the greatest. The lack of significant toughness boost makes it a challenge for this to help your creature survive combats, but that’s alright. The first copy of this seems like a decent inclusion for Red aggro decks.
Pack 3 Pick 1: Valor Singer
True Polymorph
1.0 This is pretty expensive, but it can really reshape the board in a big way. You can use it to make an opposing creature into the weakest creature on the table, or you can make one of yours a copy of the best creature. You can do it at Instant speed too, which means in some cases this can turn into a removal spell of sorts. This kind of spell is always more narrow than it looks though. You have to be significantly upgrading or downgrading a creature for the massive mana cost to be worth it, and you’ll find yourself staring at boards pretty often where this just won’t do the thing you want it to do. I feel like this is both too narrow and too expensive to be something you want to play most of the time.
Green Dragon
3.5 This whole cycle is pretty nice, and Green Dragon doesn’t really disappoint. A 6-mana 4/4 Flyer is often a borderline playable, but its ETB trigger is also going to be a huge headache for people to contend with. Now, there will be some board states where it doesn’t do much, but the card has a reasonable base line and will sometimes set up situations where your opponent just has to block to not die, which means they lose their creatures.
Wild Shape
2.0 I’m not usually a big fan of tricks that grant hexproof, they are just too situational! But this gets around that with some pretty nice modality. You can still get Hexproof if you need it, but it has two other modes that can be useful in different situations, and having an option between those three things is pretty nice, though not incredibly. A 1/5 with Reach is probably just going to enable a block you didn’t have before, which isn’t a great thing to give up a card for most of the time, and making something into a 3/3 with Trample won’t always matter either. So, the 1/3 option is probably the best one. Still, for only one mana this does a kind of okay job, and it is certainly decent
Fly
2.5 So, when we see an Aura that grants Flying to a creature and draws you a card, it tends to be reasonably playable. While Venturing into a dungeon a single time won’t quite be as good as drawing a card, most of the time if you do it twice, it will feel like a whole card’s worth of value, and that will make up for the risk of getting 2-for-1’d when your opponent kills what this is attached to. Now, your creature does have to hit your opponent to get the effect, and that isn’t guaranteed or anything, but it seems like on a lot of boards, giving a creature these abilities will make it a big problem for your opponent.
Valor Singer
3.0 This type of effect tends to be a bit better than it looks. I mean, on his own he is effectively a 3-mana 3/3 in most cases, and you’ll often have other creatures on which you can use the ability that might have more of an impact. At the very least, this seems like a solid playable.
Mordenkainen's Polymorph
1.0 This kind of card always looks really cool, and that’s because it is easy to think of situations where it does something. But, even though there are several of them -- like making a creature big enough to block something it couldn’t before, or shrinking an opposing creature, or doing 4 lethal damage int he air, or saving a creature from damage-based removal -- even with all of those possibilities, you’d be surprised how infrequently a situation emerges where this will actually do something. We’ve seen a ton of cards like this over the years, and they always significantly underperform. I can’t see that changing here.
Devoted Paladin
3.5 Pumping your whole board and giving it Vigilance almost always seems to allow for some serious attacking on your part. After all, your creatures are bigger, and you’re going to be able to leave them all back as blockers even if you’re going to attack with them! We’ve seen similar cards like Dawnfeather Eagle end up great in Limited, and this format does look like it has the means to go wide effectively, and if that’s true, the Paladin is going to be one of the cards you want the most to round out your top curve.
Silver Raven
1.5 One mana 1/1 flyers don’t tend to be very impressive in most Limited formats unless they have a lot going on. And, while Scry 1 is a little more than nothing, it isn’t that good, either. It does mean it still does a thing in the late game, and improving your draws matters, but yeah, this is pretty mediocre overall. If the set had more of an Artifact theme it would be better, but it just isn’t there.
Bar the Gate
3.0 This seems like a pretty good counterspell. They always come with big downsides, like how situational they are, and three mana for one is normally not a card you really want to play, but when some additional value is added on to countermagic, it becomes increasingly worth it, and that’s what we have here. Sure, it doesn’t counter everything -- but creatures are the most common thing your opponent will do, so it will often have targets. Venturing into the Dungeon isn’t quite “draw a card” most of the time, but it gets close enough that I’m actually pretty interested in the first copy of this for most Blue decks.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Air-Cult Elemental
3.0 This is one big Man-O’-War! A 6-mana 2/5 Flyer is a bad rate, but because this bounces another creature, you’ll often feel like you’re getting your mana’s worth. If you know me, you know I always love this kind of effect – and there’s a reason for that, it is great in Limited! Adding to your board while subtracting from your opponent’s is one of the best feelings you can have! And yeah, while the 2/5 stats aren’t exactly incredible, it is enough that the elemental can still be a little bit of a threat in the sky, or be an effective blocker. It does cost 6 mana, so you don’t really want more than one of them, but I think I’m going to value the first copy relatively highly.
Gnoll Hunter
3.0 This is a fine two drop. It is a bear as a baseline, and it can get bigger if it has enough friends. That’s good enough upside for this to be a nice two-drop for Green decks.
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
Dire Wolf Prowler
1.5 This starts off with very mediocre stats. A Gray Ogre is just abysmal, and while it has a decent activated ability that can make it a 4/4 with Haste, I don’t think this does enough to be saved from being a card you cut significantly more often than you play it.
Pack 3 Pick 2: Grim Bounty
Yuan-Ti Malison
4.0 Woo boy, this is a very powerful two drop, the kind that can take over a game, and that’s not something one often says about two drops! It can be unblockable for as long as you want it to be, and that part of the card alone would be a card you basically never cut. The adventure trigger is amazing, and will quickly give you a ton of value. Left unchecked, this two drop can legitimately end games. I do think it falls just short of bomb status since it is so easy to kill, but it gets about as close as any two drop can get.
Displacer Beast
4.0 This seems quite good for an Uncommon. It has sort of passable stats, especially because it does a whole lot more than just sit around as a 3-mana 3/2! The ETB trigger will be quite nice, as Venturing will give you some very significant value. It isn’t quite Professor of Symbology, but I think the comparison helps illustrate why this card will be good. The fact it can bounce itself back to your hand won’t always come up, but in the late game, it can help you venture through a dungeon all on its own, and that will often be a pretty big deal.
Check for Traps
2.0 This kind of discard spell is usually worth playing in Limited. The fact it can hit anything is a pretty big deal, and means it has utility pretty much all game long. The additional instant/flash upside can even matter a little bit!
Barrowin of Clan Undurr
3.5 The ETB trigger here is nice on a 4-mana 3/3, but the real value comes from whether or not you have completed a dungeon, as Barrowin offers you an excellent attack trigger, one that will make it pretty easy for you to get some amazing value out of this card, especially because it Ventured! BW looks pretty good at completing Dungeons too, so I imagine this is in the lower range of first pickable
You Hear Something on Watch
3.0 This seems like a pretty nice Common. Sure, the removal effect only works on attackers, so if you’re the beat down it won’t feel great -- but the good news is if you are the beat down, you’re probably interested in the other mode, since it pays you off pretty well for going wide. The removal is too situational to be premium, but it will kill lots of attackers, and having the board pump effect as an option is pretty nice.
Grim Bounty
3.5 This is premium removal. It might be a somewhat expensive Sorcery, but it kills pretty much everything for 4 mana, and even gives you a treasure back, almost making it so it costs three mana with some fixing upside!
Hoard Robber
1.0 It is nice that this can make treasure, but a 1/3 just isn’t going to be getting in very often without some significant help. I don’t think you play this most of the time.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Clever Conjurer
2.5 This ability only being Sorcery speed is a bummer, but it is still a pretty useful one to have on a 3-mana ⅔. Notably, it can untap lands for you, helping you ramp. And that’s probably the way you’ll use it the most. This seems like a solid playable.
Shambling Ghast
2.5 This looks like a nice little one drop to me. It can be a real pain if your opponent has two X/1s in play, since you can make a two-for-one out of your one drop, and those situations will happen. And the good news is, when the -1/-1 part isn’t useful -- and it won’t always be -- you get to make a treasure, which means this little one drop gives you fixing and ramp pretty early on in the game.
Djinni Windseer
3.5 I was already pretty sold on a 4-mana 3/3 Flyer, so adding the d20 effect is just gravy. Even just Scrying 1 with this will feel like you’re getting nice value, and sometimes it will do more than that. The set also has some d20 payoffs, especially in UR, making it marginally better than that. It isn’t the most exciting card, but it is a pretty darn good Common.
Compelled Duel
1.0 I’m never a huge fan of this type of card. It isn’t easy to get 2-for-1’d when you cast it, and it is fairly situational. However, this is cheaper than most versions of this we’ve seen. +3/+3 is going to be enough to make just about any creature into a problem, though keep in mind that your opponent only needs to use one blocker here – it isn’t that all creatures have to block – just one does. So you need to end up in situations where the 3 damage either wins you the game or you take down an important creature, but a lot of the time their important creature will be attacking you.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Pack 3 Pick 3: Improvised Weaponry
Portable Hole
2.0 This will feel pretty good to use on a two-drop permanent, as you will come out ahead mana wise and it will prevents death triggers and stuff like that. It can also deal with all of the Class Enchantments, which will certainly come up. However, just being able to hit two and one mana permanents is a liability in Limited. This isn’t something that will even always make the cut. It could end up being better if aggro decks are a big deal in this format.
Barrowin of Clan Undurr
3.5 The ETB trigger here is nice on a 4-mana 3/3, but the real value comes from whether or not you have completed a dungeon, as Barrowin offers you an excellent attack trigger, one that will make it pretty easy for you to get some amazing value out of this card, especially because it Ventured! BW looks pretty good at completing Dungeons too, so I imagine this is in the lower range of first pickable
Improvised Weaponry
3.0 This probably isn’t quite premium removal, given that it does 2 for three mana and is a Sorcery. However, the fact that it can hit the opponent and it is a removal spell that gives you fixing and ramp is definitely appealing, even if won’t feel that efficient.
You Find a Cursed Idol
2.0 This seems like a solid card to me. The modality here is great, and most of the time if you can blow up an Artifact or Enchantment, that’s where you’re going to go, but it is great that it has a fail case of Venture + Treasure, which won’t always feel like a whol card’s worth of value, but it gets pretty close. This is sort of like a Naturalize with Cycling in that sense, and that’s always a decent card
Djinni Windseer
3.5 I was already pretty sold on a 4-mana 3/3 Flyer, so adding the d20 effect is just gravy. Even just Scrying 1 with this will feel like you’re getting nice value, and sometimes it will do more than that. The set also has some d20 payoffs, especially in UR, making it marginally better than that. It isn’t the most exciting card, but it is a pretty darn good Common.
Pixie Guide
2.0 This has a reasonable floor. Two mana ⅓ flyers tend to be sort of acceptable in Limited, and the upsider here is pretty alright too. UR especially will be able to take advantage of the effect, but most decks that are at least part Blue will probably have 2-3 cards that involve a d20, so it will come up some. This isn’t especially close to good, though it isn’t bad either.
You're Ambushed on the Road
1.5 LIke most of this cycle, this card takes two options that would not be a great card on their own and puts them together, and the product is definitely greater than the sum of its parts. White-Blue especially is interested in bouncing its own creatures to retrigger ETB abilities, so that part of the card will come up in ways other than just to save a creature from removal. The trick part is mediocre, but will find its place. Each card individually would be a 1.0 at best, but together, I think the options make this card a pretty decent playable.
Soulknife Spy
3.0 Creatures with this combat trigger tend to be pretty nice in Limited, and this one has more reasonable stats than the ones we usually see at lower rarities. Drawing a card is big, and is the kind of thing your opponent will have to account for one way or another, or the extra cards this gets you will help you win the game. It doesn’t hurt that UB has a significant number of ways to make the creature evasive, either! One particularly nasty combo that you’ll see a lot, because the two cards are Common and Uncommon two will be Fly + Soulknife spy.
Hoard Robber
1.0 It is nice that this can make treasure, but a 1/3 just isn’t going to be getting in very often without some significant help. I don’t think you play this most of the time.
Valor Singer
3.0 This type of effect tends to be a bit better than it looks. I mean, on his own he is effectively a 3-mana 3/3 in most cases, and you’ll often have other creatures on which you can use the ability that might have more of an impact. At the very least, this seems like a solid playable.
Dawnbringer Cleric
2.5 None of these effects are amazing, but the flexibility this card offers is quite nice. Mostly, you’ll gain 2 life with it, which will be okayish -- but when you have an Enchantment to destroy or a key card to remove from your opponent’s graveyard, it will feel especially good. Gaining life also matters some in this set, so there’s some synergy to be had. I think this is a solid playable.
Herald of Hadar
1.5 This is a bit clunky as a 5-mana 4/4, but the activated ability, as expensive as it is -- is a pretty nice late game mana sink. The ability, no matter what you roll, provides some serious reach. It is probably still too slow to make the cut on a super regular basis, though.
Pack 3 Pick 4: Black Dragon
Wish
0.0 These type of effects usually aren’t that good in Limited. You have to have something worth grabbing in your sideboard, but this isn’t Strixhaven, you’re not going to have a bunch of good options in there. Mostly, this will cost three mana to grab some mediocre card out of your sideboard. One kind of interesting thing here is that if you draft basic lands, you can sort of use it as fixing, but it isn’t exactly good at that either. I think this is probably just unplayable.
Lightfoot Rogue
2.5 This is a solid two-drop, though not an overly impressive one for an Uncommon. What you get out of a roll 1-10 and 11-19 really isn’t that different in most scenarios, but it is nice that this gains death touch when it attacks, meaning that your opponent has to give something up to kill it. Unfortunately, the format seems to have enough 1/1 tokens lying around that that isn’t that impressive. Obviously rolling a 20 with it will make it super amazing, but it won’t do that most of the time. It also has the very real downside of not having death touch on defense. One of the nice things about death touch is how good it is both attacking and blocking, but you don’t really get that upside here.
Black Dragon
3.5 This is expensive, but it will have a huge impact on the board when you play it. It will virtually always be able to kill something of your opponent’s, and trust me -- playing a 4/4 Flyer and subtracting from your opponent’s side of the board is pretty game-changing. It won’t always let you take down their biggest, baddest creature, but this card will still swing games in your favor pretty effectively. It is a very impressive Uncommon. If this format ends up being really fast, it might slip a little bit, but for now I think it is pretty great.
Half-Elf Monk
3.0 Mastery Decoy effects still tend to be pretty good in Limited. Tapping down your opponent’s best creature every turn often just feels like removal, and this has the minor added bonus of being able to attack and still use the ability. I say “minor” because it is only a ¼, so that’s not exactly incredible. Still, this is a pretty nice common for White.
Gnoll Hunter
3.0 This is a fine two drop. It is a bear as a baseline, and it can get bigger if it has enough friends. That’s good enough upside for this to be a nice two-drop for Green decks.
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Secret Door
1.5 In the early game, this can block reasonably well, and in the late game it has an ability that is a reasonable mana sink, and one that can actually give you a ton of value. Only Venturing at Sorcery speed is rough of course, because you have to telegraph to your opponent you won’t be interacting with them, but if you’re flooding out, this ability is going to look pretty good. You probably still don’t play this a ton though.
Delver's Torch
2.0 The cost of playing this and Equipping it is pretty high for only a +1/+1 stat boost. Venturing every time the creature attacks is where the real value is, but as high as I am on Venture, I’m not a huge fan of this card. It doesn’t do a whole lot to help one of your creatures attack that couldn’t already attack before, and I think that’s the big thing you want Equipment to do for you, and +1/+1 isn’t going to do it that often, which won’t feel great for such a high Equip cost. If you already have Evasive creatures or a big creature it could be nice because you can get the Venture going, but yeah, I think this is clunky and overwhelming overall
Eyes of the Beholder
3.0 It is pretty difficult for a card to be premium removal when it costs 6 mana – unless of course it also draws you a card, like Rise of Extus in Strixhaven. Eye of the Beholder can definitely kill almost everything, but six mana is a whole lot! It is an Instant, which does means sometimes you’ll be able to manufacture some blowouts. I think you’ll always be reasonably happy with the first copy of this, but running more than that is pretty risky.
Unexpected Windfall
2.0 This seems like a decent card for Most red decks to get one copy of. 4 mana is a lot for Tormenting Voice, but the two Treasure you get means this card also gives you some very real fixing, in addition to helping you dig deeper into your deck.
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
Pack 3 Pick 5: Evolving Wilds
Bard Class
1.0 This set does have a significant number of legendaries in it, but I’m not convinced there will be enough to really make this worthwhile. It is all about legendaries, and does literal nothing if you don’t have enough of them. I could give it a build around grade, but I think it will be so difficult to make this work that I don’t think I need to go there
Farideh, Devil's Chosen
3.5 I never thought I’d say this -- but there are enough cards that let you roll a d20 in this set for Farideh to be quite impressive. Flying and Menace usually just means “umblockable,” and you’ll also draw a card about half the time which is just silly. There probably aren’t quite so many d20 cards in this set for Farideh to be super easy to really abuse, but it seems like there’s enough for it to do pretty good
You Come to a River
3.0 This is a solid modal card. Usually, just a card that does the “Fight the Current” option, is something that makes the cut a decent chunk of the time. It has the flexibility of dealing, at least temporarily, with multiple permanent types, and you can even use it to actually take away a card permanently if your opponent tries to put auras or combat tricks on their creatures. The other option you’ll basically only choose when its lethal, but that is some nice upside to have on an already solid card.
Evolving Wilds
3.0 This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Zombie Ogre
2.5 This has kind decent defensive stats, but the real value comes from its ability to Venture into the Dungeon, which it can do without any mana investment at all. Sure, you have to have your creature die, but that’s a common enough occurrence that this will be able to Venture for you a decent amount of the time. Playing it in the second main phase after a creature has ALREADY died will feel particularly good, because you’ll be getting that value at your End Step most of the time. This seems like a solid Common
Shocking Grasp
1.5 The effect here isn’t very exciting. This Blue “combat tricks” really need your board to already have something big enough to deal with an attacking creature, or to blow up a block, and that really makes them pretty unimpressive. Obviously, adding a cantrip to the card does it make it better, because it means that at worse, you’re going to be able to Cycle this, but it still isn’t something that will make the cut in your deck all that often.
Spoils of the Hunt
3.5 So even without any treasure at all, this is a 3-mana Rabid Bite at Instant speed, which is already a card I would be interested in. It also compares pretty well with Ambuscade, a card that cost the same and always gave +1/+0 in addition to the punch effect. The treasure upside is nice, because sometimes your creature won’t have the power necessary to be good with Spoils of the Hunt. However, if you’re in Green anyway, your creatures will mostly be good with this. One does have to be cautious with spells like this, as your opponent removing the creature you target is an epic blow out, but because its an Instant, it won’t be that hard to find an ideal window. I think this is premium removal
Half-Elf Monk
3.0 Mastery Decoy effects still tend to be pretty good in Limited. Tapping down your opponent’s best creature every turn often just feels like removal, and this has the minor added bonus of being able to attack and still use the ability. I say “minor” because it is only a ¼, so that’s not exactly incredible. Still, this is a pretty nice common for White.
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
Bull's Strength
1.5 Like most versions of this that we’ve seen, it is pretty reasonable. The boost it gives will allow you to win combat, and trample will even allow you to do some damage out of nowhere. The untap clause also gives a creature pseudo vigilance, or allows you to ambush an opposing creature, though like with most tricks, you generally prefer to use it offensively -- but the additional flexibility doesn’t hurt. It is still a trick though and comes with all those inherent risks I always talk about -- its situational, and if things go wrong you get blown out really hard.
Pack 3 Pick 6: Sphere of Annihilation
Sphere of Annihilation
4.0 This iis of course symmetrical, but because you get to decide the mana to pay for it, you will be able to find a way to make it feel less symmetrical most of the time. It is a big bummer that it doesn’t do anything immediately. Waiting a whole turn for it to do its thing will sometimes feel way too slow, especially if you’re behind. So, the card is a bit finicky. You need the mana value to line up well, and you have to wait an entire turn for it to do something. Even with all that in mind, I think this is a reasonably powerful card, though all of those variables don’t make it super amazing. I think I’m going to start the format valuing it fairly highly though, and playing it in pretty much any Black deck where I can get it. This type of effect just is not easily replaceable.
Keen-Eared Sentry
1.5 This doesn’t seem that good to me. Giving yourself hexproof won’t matter very often, and neither will limiting your opponent to only one venture a turn. Maybe this is here to help provide some Dungeon hate for constructed, where venturing more than once a turn will happen all the time, but in Limited, it isn’t going to happen so often that you desperately want this little two drop. It does have an okay baseline, so it isn’t terrible, but its text box won’t matter that much.
Sudden Insight
2.5 This won’t always be that easy to get going, especially because this set doesn’t really have a big graveyard theme, but in the late game it seems pretty likely to draw you 3+ cards, and obviously it can do even more than that. It does cost 6, and it is utterly terrible until the relatively late game, so it is hard to get overly excited about it, but I think it is a decent draw spell to have a single copy of in your Blue decks.
You Find a Cursed Idol
2.0 This seems like a solid card to me. The modality here is great, and most of the time if you can blow up an Artifact or Enchantment, that’s where you’re going to go, but it is great that it has a fail case of Venture + Treasure, which won’t always feel like a whol card’s worth of value, but it gets pretty close. This is sort of like a Naturalize with Cycling in that sense, and that’s always a decent card
Find the Path
2.5 I think you’re getting pretty solid value here, between getting some ramp and venturing into a dungeon. Venture won’t always feel like drawing a card, but later on in the dungeons it will give you that kind of value, and even the early rooms in the dungeons seem decent enough.
Dwarfhold Champion
2.5 A two mana 3/1 tends to be a reasonable baseline for aggro decks, and this comes with some decent additional upside. Gaining toughness when you equip it will feel pretty nice, as obviously a 3/1 is pretty vulnerable
Celestial Unicorn
3.0 GW is the color pair most interested in gaining life in this format, and this is a very nice Common payoff for that kind of deck. And, it can be pretty solid in other decks too, as it isn’t like GW is the only deck where you’ll be able to gain life. This can get big fast, and has a reasonable starting point as a 3-mana 3/2. It seems like a pretty good Common.
Hill Giant Herdgorger
2.5 This seems like a fine finisher for Green decks. You’re probably going to hope you have a rare or Uncommon in that slot, but this card is similar enough to Ravenous Lindwurm and Honey Mammoth to make me feel like it has a nice shot. I have a feeling it might not be quite as good as those cards, because this format looks like it is probably going to be faster than Kaldheim, but it looks pretty solid to me
Jaded Sell-Sword
3.0 A 4-mana 4/3 is passable, and the Treasure upside here is nice. It will make it a formidable attacker the turn it comes down.
Pack 3 Pick 7: Kick in the Door
Rogue Class
2.5 The first level of this is pretty terrible. It effectively mills a card when your creatures hit your opponent, and gives you a bit of information. Level two, giving your whole board menace, is pretty nice, and can be a pretty big problem on a lot of board states, but level three is where the real value can be found here, as getting to cast cards you exiled with Rogue Class is going to be quite powerful. The total mana investment is obviously huge, but paying it in installments softens the blow significantly. The card does ask you to have a pretty significant board presence to make it do its thing, and that’s definitely a big limitation
Bag of Holding
2.5 This was a predictable reprint, given the theme of this set. Last time we saw it, it was a Rare, and it was a pretty decent card. Having a card that just lets you sink mana into it to loot is itself a nice thing to have around, and the fact that you can actually eventually get the stuff back that you put on the Bag is nice upside, though it won’t come up that often. It still doesn’t have a real board presence, so it isn’t nearly as good as a creature who can loot for you
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Arcane Investigator
2.0 A two mana 2/1 isn’t great these days, but this one does come with a pretty nice late game effect. No matter what you roll, being able to draw cards late is pretty nice. Still, for the bluk of the game, the Investigator is just not very good. It will be outclasses quickly in the early game, and in the mid-game it will be even more useless.
Kick in the Door
2.5 This card reminds me a lot of some of the cards we saw in Strixhaven, which seemed like they didn’t really do that much, but it turned out Learning for one or two mana was good, even if the other effect was negligible, and I think that’s kind of what we’re looking at here. Without Venture, this card would be pretty close to an F. One mana for a counter and Haste and not being able to be blocked by a few creatures just wouldn’t be worth a whole card, but I think with Venture attached you suddenly have a card that will feel sort of like Guiding Voice from Strixhaven. It will make a new creature able to attack right away, or make an old one able to attack thanks to the counter, while also netting you value from Venturing.
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
Pack 3 Pick 8: Lurking Roper
Lurking Roper
3.5 You would basically always end up playing a 3-mana ⅘ Wall. That might sound crazy to you, but the main reason Walls tend to not be great in Limited is because most of them can just block things and not damage them. The Roper isn’t just a wall, it is one that will kill almost everything that can attack into it in the early and mid-game. So, even if that’s all this was, I think the first copy would make the cut in most Green decks. So, when you add the bonus that it can attack, you’ve got a better card, and then you have a way to actually untap it too, and it is even better! Even if you can never untap the thing, it is going to be a pretty nice card, and if you can, it will be awesome
Scaled Herbalist
2.0 When you get this down early, it will feel pretty nice. It doesn’t have the best stats, but you are likely to have the extra lands necessary to take advantage of its ability. In the mid-to-late-game it becomes increasingly useless though, unless you’re able to draw a whole bunch of cards
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
+2 Mace
2.0 This gives an alright boost for the mana it costs to play and equip, but it isn’t crazy efficient or anything, and it will probably be cut a decent chunk of the time.
Find the Path
2.5 I think you’re getting pretty solid value here, between getting some ramp and venturing into a dungeon. Venture won’t always feel like drawing a card, but later on in the dungeons it will give you that kind of value, and even the early rooms in the dungeons seem decent enough.
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
Pack 3 Pick 9: Minimus Containment
Wild Shape
2.0 I’m not usually a big fan of tricks that grant hexproof, they are just too situational! But this gets around that with some pretty nice modality. You can still get Hexproof if you need it, but it has two other modes that can be useful in different situations, and having an option between those three things is pretty nice, though not incredibly. A 1/5 with Reach is probably just going to enable a block you didn’t have before, which isn’t a great thing to give up a card for most of the time, and making something into a 3/3 with Trample won’t always matter either. So, the 1/3 option is probably the best one. Still, for only one mana this does a kind of okay job, and it is certainly decent
Mordenkainen's Polymorph
1.0 This kind of card always looks really cool, and that’s because it is easy to think of situations where it does something. But, even though there are several of them -- like making a creature big enough to block something it couldn’t before, or shrinking an opposing creature, or doing 4 lethal damage int he air, or saving a creature from damage-based removal -- even with all of those possibilities, you’d be surprised how infrequently a situation emerges where this will actually do something. We’ve seen a ton of cards like this over the years, and they always significantly underperform. I can’t see that changing here.
Devoted Paladin
3.5 Pumping your whole board and giving it Vigilance almost always seems to allow for some serious attacking on your part. After all, your creatures are bigger, and you’re going to be able to leave them all back as blockers even if you’re going to attack with them! We’ve seen similar cards like Dawnfeather Eagle end up great in Limited, and this format does look like it has the means to go wide effectively, and if that’s true, the Paladin is going to be one of the cards you want the most to round out your top curve.
Silver Raven
1.5 One mana 1/1 flyers don’t tend to be very impressive in most Limited formats unless they have a lot going on. And, while Scry 1 is a little more than nothing, it isn’t that good, either. It does mean it still does a thing in the late game, and improving your draws matters, but yeah, this is pretty mediocre overall. If the set had more of an Artifact theme it would be better, but it just isn’t there.
Air-Cult Elemental
3.0 This is one big Man-O’-War! A 6-mana 2/5 Flyer is a bad rate, but because this bounces another creature, you’ll often feel like you’re getting your mana’s worth. If you know me, you know I always love this kind of effect – and there’s a reason for that, it is great in Limited! Adding to your board while subtracting from your opponent’s is one of the best feelings you can have! And yeah, while the 2/5 stats aren’t exactly incredible, it is enough that the elemental can still be a little bit of a threat in the sky, or be an effective blocker. It does cost 6 mana, so you don’t really want more than one of them, but I think I’m going to value the first copy relatively highly.
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
Pack 3 Pick 10: Hoard Robber
Barrowin of Clan Undurr
3.5 The ETB trigger here is nice on a 4-mana 3/3, but the real value comes from whether or not you have completed a dungeon, as Barrowin offers you an excellent attack trigger, one that will make it pretty easy for you to get some amazing value out of this card, especially because it Ventured! BW looks pretty good at completing Dungeons too, so I imagine this is in the lower range of first pickable
Hoard Robber
1.0 It is nice that this can make treasure, but a 1/3 just isn’t going to be getting in very often without some significant help. I don’t think you play this most of the time.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Compelled Duel
1.0 I’m never a huge fan of this type of card. It isn’t easy to get 2-for-1’d when you cast it, and it is fairly situational. However, this is cheaper than most versions of this we’ve seen. +3/+3 is going to be enough to make just about any creature into a problem, though keep in mind that your opponent only needs to use one blocker here – it isn’t that all creatures have to block – just one does. So you need to end up in situations where the 3 damage either wins you the game or you take down an important creature, but a lot of the time their important creature will be attacking you.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Pack 3 Pick 11: Herald of Hadar
Barrowin of Clan Undurr
3.5 The ETB trigger here is nice on a 4-mana 3/3, but the real value comes from whether or not you have completed a dungeon, as Barrowin offers you an excellent attack trigger, one that will make it pretty easy for you to get some amazing value out of this card, especially because it Ventured! BW looks pretty good at completing Dungeons too, so I imagine this is in the lower range of first pickable
You Find a Cursed Idol
2.0 This seems like a solid card to me. The modality here is great, and most of the time if you can blow up an Artifact or Enchantment, that’s where you’re going to go, but it is great that it has a fail case of Venture + Treasure, which won’t always feel like a whol card’s worth of value, but it gets pretty close. This is sort of like a Naturalize with Cycling in that sense, and that’s always a decent card
You're Ambushed on the Road
1.5 LIke most of this cycle, this card takes two options that would not be a great card on their own and puts them together, and the product is definitely greater than the sum of its parts. White-Blue especially is interested in bouncing its own creatures to retrigger ETB abilities, so that part of the card will come up in ways other than just to save a creature from removal. The trick part is mediocre, but will find its place. Each card individually would be a 1.0 at best, but together, I think the options make this card a pretty decent playable.
Herald of Hadar
1.5 This is a bit clunky as a 5-mana 4/4, but the activated ability, as expensive as it is -- is a pretty nice late game mana sink. The ability, no matter what you roll, provides some serious reach. It is probably still too slow to make the cut on a super regular basis, though.
Pack 3 Pick 12: Clattering Skeletons
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Eyes of the Beholder
3.0 It is pretty difficult for a card to be premium removal when it costs 6 mana – unless of course it also draws you a card, like Rise of Extus in Strixhaven. Eye of the Beholder can definitely kill almost everything, but six mana is a whole lot! It is an Instant, which does means sometimes you’ll be able to manufacture some blowouts. I think you’ll always be reasonably happy with the first copy of this, but running more than that is pretty risky.
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
Pack 3 Pick 13: Brazen Dwarf
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
Bull's Strength
1.5 Like most versions of this that we’ve seen, it is pretty reasonable. The boost it gives will allow you to win combat, and trample will even allow you to do some damage out of nowhere. The untap clause also gives a creature pseudo vigilance, or allows you to ambush an opposing creature, though like with most tricks, you generally prefer to use it offensively -- but the additional flexibility doesn’t hurt. It is still a trick though and comes with all those inherent risks I always talk about -- its situational, and if things go wrong you get blown out really hard.
Pack 3 Pick 14: You Find a Cursed Idol
You Find a Cursed Idol
2.0 This seems like a solid card to me. The modality here is great, and most of the time if you can blow up an Artifact or Enchantment, that’s where you’re going to go, but it is great that it has a fail case of Venture + Treasure, which won’t always feel like a whol card’s worth of value, but it gets pretty close. This is sort of like a Naturalize with Cycling in that sense, and that’s always a decent card