Loyal Warhound
3.0 A two mana 3/1 with vigilance is a nice baseline, and the fact that this will also ramp for you sometimes is awesome. If you’re on the draw, it won’t really be hard to get that part of the card to trigger, and if you are missing land drops and stuff this guy can really save the day.
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.
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 2: Farideh's Fireball
Moon-Blessed Cleric
3.0 This does a pretty good Heliod’s Pilgrim impression. It can’t tutor the card right to your hand, but it lets you get any kind of Enchantment, not an Aura, and it also comes with better stats for the cost, so I think it will end up playing very similarly to the Pilgrim, who tends to be a pretty nice card to have in most limited formats. Obviously you need some Enchantments to really get it going, but that doesn’t seem like a difficult hurdle.
Choose Your Weapon
2.5 Both options here are super underwhelming, and will only be useful and efficient in some very specific situations. But, like with all of these cards, putting two situational effects together really does make for a significantly better card, as the situations where you can use that card are drastically increased, even with a card that has two incredibly situational options. Sometimes you’ll find yourself doing lethal with “Two-Weapon Fighting” and sometimes you’ll find yourself killing an opposing Flyer fairly efficiently. I think that makes this a solid card.
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
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.
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.
Farideh's Fireball
5.0 I think this sneaks into the lower range of premium removal. 5 mana to do 5 to something at Instant speed is perhaps not the most efficient thing ever, but it does kill most stuff, and the fac that your opponent also always takes 2 is enough to nudge this into that premium range. Sure, it will do 2 to you sometimes too, but that’s okay. This is the kind of card that will plummet in its score if the format turns out to be fast though, so keep that in mind.
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.
Armory Veteran
2.5 This has a solid baseline, and becomes pretty scary when you stick Equipment on him, as adding Menace to whatever other boost he’s getting will be formidable.
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
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
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
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.
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
Pack 1 Pick 3: Yuan-Ti Fang-Blade
Blue Dragon
3.5 That’s a pretty wacky ETB ability, but it is one that seems pretty nice. It weakens all of those creatures until your next turn, so you can take advantage of their lower power so that you can attack on your turn, and then also benefit from the fact that your creatures can’t attack as hard. This does cost 7, but it also impacts the board in an immediate way and gives you a relatively imposing flyer. Still, there will be times when the ability doesn’t do much either way, and I think that probably keeps it from getting into “first pickable” range.
Dragon's Disciple
2.0 This is a nice Dragon payoff, as being able to play this as a two-mana 2/4 will feel pretty great, especially on turn 2! Adding Ward 1 to all your dragons isn’t too shabby either. The fact that this has a fail case of being a two mana ⅓ gives it a not entirely terrible floor too. There are enough Dragons around in this set for you to be able to take full advantage of this a decent chunk of the time. You probably need like 3 in your deck to feel good about it, but when you get there, this will be a nice card for you.
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.
Boots of Speed
2.0 The boost this offers for the casting cost and the equip cost is pretty reasonable, as paying one more to give something new Haste and +1/+0 will feel pretty good sometimes, especially in a set where there’s an Equipment archetype.
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
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.
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
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
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.
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.
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.
Underdark Basilisk
2.5 It is pretty hard for small creatures with Deathtouch not to be playable, since they bring the capability of trading with anything. This makes them relevant all game long, though never super impressive. They also tend to be good with fight and punch spells
Pack 1 Pick 4: Hired Hexblade
Blink Dog
1.0 This doesn’t look very good. 3 mana for a 1/1 with Double Strike is rough, and the Phase effect is cool, but also costly. I guess if you have some Equipment he can get interesting, but I think you mostly won’t play this
Dragon's Disciple
2.0 This is a nice Dragon payoff, as being able to play this as a two-mana 2/4 will feel pretty great, especially on turn 2! Adding Ward 1 to all your dragons isn’t too shabby either. The fact that this has a fail case of being a two mana ⅓ gives it a not entirely terrible floor too. There are enough Dragons around in this set for you to be able to take full advantage of this a decent chunk of the time. You probably need like 3 in your deck to feel good about it, but when you get there, this will be a nice card for you.
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.
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.
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
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.
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
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.
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.
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.
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.
Pack 1 Pick 5: Burning Hands
Burning Hands
3.5 As we’ve seen with most of this cycle, this is a pretty good card even without the color hosing effect. Normally, two mana to do 2 to something at Instant speed would probably be a 2.5. It isn’t quite premium, just because it can only kill small stuff and not that efficiently. However, I do think adding the huge upside against Green permanents in a big deal, as when you go against a Green deck this will feel like a 4.0!
Blue Dragon
3.5 That’s a pretty wacky ETB ability, but it is one that seems pretty nice. It weakens all of those creatures until your next turn, so you can take advantage of their lower power so that you can attack on your turn, and then also benefit from the fact that your creatures can’t attack as hard. This does cost 7, but it also impacts the board in an immediate way and gives you a relatively imposing flyer. Still, there will be times when the ability doesn’t do much either way, and I think that probably keeps it from getting into “first pickable” range.
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.
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 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.
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.
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.
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.
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.
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 6: Farideh's Fireball
Vampire Spawn
2.5 This might not quite be Siege Rhino, but it seems pretty nice. A 3-mana 2/3 isn’t where you want to be normally, but the ETB trigger here is pretty real. It is a bit odd that Black doesn’t really care about life gain this time around, but that’s okay. The drain effect here is a total net gain of 4 life – in other words, it creates a gap of 4 life between you and your opponent, and that’s pretty nice in a race. This seems like a solid playable.
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
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.
Shortcut Seeker
2.0 This has some okay defensive stats, but unfortunately it needs to do damage to a player to actually do something real, making it kind of an odd card. UB is going to be pretty good at making creatures gain evasion, but I’m not super interested in this.
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.
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.
Farideh's Fireball
5.0 I think this sneaks into the lower range of premium removal. 5 mana to do 5 to something at Instant speed is perhaps not the most efficient thing ever, but it does kill most stuff, and the fac that your opponent also always takes 2 is enough to nudge this into that premium range. Sure, it will do 2 to you sometimes too, but that’s okay. This is the kind of card that will plummet in its score if the format turns out to be fast though, so keep that in mind.
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.
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
Pack 1 Pick 7: Monk of the Open Hand
Monk of the Open Hand
2.5 This card reminds me a lot of the BW double-spell deck from Kaldheim. If you can get your curve low enough, this guy can grow relatively quickly and without you having to commit significant resources. It does look like a low-curve aggro deck is a thing in this format too, especially in RW, so I can see this being a nice fit there. This is also the Monk that the Planeswalker we saw earlier -- Grand Master of Flowers can tutor up, so it should go up in your pick order if you have the Grand Master. It takes some work to make the Monk worth playing if you don’t have the Grand Master, but if you find yourself with a low curve, this will be a nice fit.
Underdark Basilisk
2.5 It is pretty hard for small creatures with Deathtouch not to be playable, since they bring the capability of trading with anything. This makes them relevant all game long, though never super impressive. They also tend to be good with fight and punch spells
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.
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
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
Shortcut Seeker
2.0 This has some okay defensive stats, but unfortunately it needs to do damage to a player to actually do something real, making it kind of an odd card. UB is going to be pretty good at making creatures gain evasion, but I’m not super interested in this.
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.
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 8: Vampire Spawn
Divine Smite
2.5 Phasing something out just isn’t that good. It is sort of like bouncing a creature, except it is worse in the sense that your opponent doesn’t have to pay mana again to get their creature back. It will just come back on its own. In that sense, it is more like tapping a creature down for one turn. You also can’t use it on your own creature to save it from removal or something like that, you can only target the opponent’s stuff. Still, it does a kind of reasonable thing against all creatures or planeswalkers, and will be insane against people playing Black. I think that if this was just the phasing side of it, it wouldn’t be very good. So, this one might be better to start in your sideboard, which I don’t think is true of the rest of this cycle. Still, you’ll run into people playing Black often enough that I think this is a solid playable.
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.
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'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.
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.
Boots of Speed
2.0 The boost this offers for the casting cost and the equip cost is pretty reasonable, as paying one more to give something new Haste and +1/+0 will feel pretty good sometimes, especially in a set where there’s an Equipment archetype.
Vampire Spawn
2.5 This might not quite be Siege Rhino, but it seems pretty nice. A 3-mana 2/3 isn’t where you want to be normally, but the ETB trigger here is pretty real. It is a bit odd that Black doesn’t really care about life gain this time around, but that’s okay. The drain effect here is a total net gain of 4 life – in other words, it creates a gap of 4 life between you and your opponent, and that’s pretty nice in a race. This seems like a solid playable.
Pack 1 Pick 9: Kick in the Door
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.
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
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.
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.
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.
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.
Pack 1 Pick 10: Deadly Dispute
Moon-Blessed Cleric
3.0 This does a pretty good Heliod’s Pilgrim impression. It can’t tutor the card right to your hand, but it lets you get any kind of Enchantment, not an Aura, and it also comes with better stats for the cost, so I think it will end up playing very similarly to the Pilgrim, who tends to be a pretty nice card to have in most limited formats. Obviously you need some Enchantments to really get it going, but that doesn’t seem like a difficult hurdle.
Choose Your Weapon
2.5 Both options here are super underwhelming, and will only be useful and efficient in some very specific situations. But, like with all of these cards, putting two situational effects together really does make for a significantly better card, as the situations where you can use that card are drastically increased, even with a card that has two incredibly situational options. Sometimes you’ll find yourself doing lethal with “Two-Weapon Fighting” and sometimes you’ll find yourself killing an opposing Flyer fairly efficiently. I think that makes this a solid card.
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
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.
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
Pack 1 Pick 11: Feign Death
Dragon's Disciple
2.0 This is a nice Dragon payoff, as being able to play this as a two-mana 2/4 will feel pretty great, especially on turn 2! Adding Ward 1 to all your dragons isn’t too shabby either. The fact that this has a fail case of being a two mana ⅓ gives it a not entirely terrible floor too. There are enough Dragons around in this set for you to be able to take full advantage of this a decent chunk of the time. You probably need like 3 in your deck to feel good about it, but when you get there, this will be a nice card for you.
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.
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
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 1 Pick 12: Brazen Dwarf
Dragon's Disciple
2.0 This is a nice Dragon payoff, as being able to play this as a two-mana 2/4 will feel pretty great, especially on turn 2! Adding Ward 1 to all your dragons isn’t too shabby either. The fact that this has a fail case of being a two mana ⅓ gives it a not entirely terrible floor too. There are enough Dragons around in this set for you to be able to take full advantage of this a decent chunk of the time. You probably need like 3 in your deck to feel good about it, but when you get there, this will be a nice card for you.
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.
Pack 1 Pick 13: Unexpected Windfall
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.
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.
Pack 1 Pick 14: Circle of the Moon Druid
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.
Pack 2 Pick 1: Farideh's Fireball
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
Dungeon Crawler
2.5 One mana 2/1s don’t tend to be amazing in Limited, largely because everyone plays lots of creatures, and they’ll get bigger than it in a hurry! However, the upside of this returning to your hand when you complete a dungeon is pretty nice. Even if it is just a 2/1, getting it back for even once in the game will feel pretty good. And, if you’re in Black, I think it is pretty likely you complete at least one dungeon over the course of the game.
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.
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.
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.
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.
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.
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.
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.
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
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.
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 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.
Farideh's Fireball
5.0 I think this sneaks into the lower range of premium removal. 5 mana to do 5 to something at Instant speed is perhaps not the most efficient thing ever, but it does kill most stuff, and the fac that your opponent also always takes 2 is enough to nudge this into that premium range. Sure, it will do 2 to you sometimes too, but that’s okay. This is the kind of card that will plummet in its score if the format turns out to be fast though, so keep that in mind.
Pack 2 Pick 2: Dragon's Fire
Bruenor Battlehammer
3.5 RW has often been about Equipment lately, and that’s what we’re seeing here too. And, because this guy has a semi-reasonable floor as a 4-mana 5/3, you’ll be playing him even if you only have one piece of Equipment for him to take advantage of. And, once you do have Equipment, his two Equipment bonuses are pretty incredible. Equip cost of 0 on the first Equip each turn AND an additional stats boost for Equipment is just awesome. He takes some building around to be sure, but if you’re in RW you’re going to do a decent job getting equipment without even trying that hard.
Trelasarra, Moon Dancer
3.5 This is a very powerful life gain payoff for the GW deck. If you’ve ever played with Ajani’s Pridemate, you know what I’m talking about! And this trigger is even better than that one! Adding Scry can help you find more ways to gain life too, to keep the party going. This is going to be a high pick, even as a multi-colored card
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.
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.
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.
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
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.
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.
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
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.
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
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.
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 3: Trelasarra, Moon Dancer
Trelasarra, Moon Dancer
3.5 This is a very powerful life gain payoff for the GW deck. If you’ve ever played with Ajani’s Pridemate, you know what I’m talking about! And this trigger is even better than that one! Adding Scry can help you find more ways to gain life too, to keep the party going. This is going to be a high pick, even as a multi-colored card
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.
Wandering Troubadour
4.0 While this isn’t quite Landfall - Venture into a dungeon, it is a close approximation of that, and that seems pretty awesome. You have to wait to venture until the end of your turn, so if your opponent can kill the Bard after you play the land you won’t get to Venture, so keep that in mind when you play with and against this, but the fact that this can venture for you if you’re hitting land drops is pretty awesome. A 4-mana 4/2 isnt’ exactly a world beater, but it is the kind of stat-line that does trade pretty well with bigger creatures, so that’s nice too. I think this is going to be something you take pretty highly
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.
+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.
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
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.
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.
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 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.
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 4: Grim Bounty
You Find Some Prisoners
2.0 I think this is a bit underwhelming compared to the other Uncommon “Choose your Adventure”-style cards. If you can hit an Artifact with it that will be nice, but the second ability is a little too random, though it will certainly be useful most of the time in the later game, as it effectively draws you a card. Still, You Find some Prisoners is likely to sit in your hand for a long time before it actually does something, and even when it does do something, it normally isn’t going to feel that powerful.
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.
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
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.
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
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
Plundering Barbarian
2.5 This seems like a solid card. This format has enough artifacts that this will have something to target often enough with “Smash the Chest,” and it feel great when you do that. When you don’t, it provides some reasonable fixing for you with “Pry it Open.”
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!
Boots of Speed
2.0 The boost this offers for the casting cost and the equip cost is pretty reasonable, as paying one more to give something new Haste and +1/+0 will feel pretty good sometimes, especially in a set where there’s an Equipment archetype.
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.
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.
Pack 2 Pick 5: Hoard Robber
Monk of the Open Hand
2.5 This card reminds me a lot of the BW double-spell deck from Kaldheim. If you can get your curve low enough, this guy can grow relatively quickly and without you having to commit significant resources. It does look like a low-curve aggro deck is a thing in this format too, especially in RW, so I can see this being a nice fit there. This is also the Monk that the Planeswalker we saw earlier -- Grand Master of Flowers can tutor up, so it should go up in your pick order if you have the Grand Master. It takes some work to make the Monk worth playing if you don’t have the Grand Master, but if you find yourself with a low curve, this will be a nice fit.
Targ Nar, Demon-Fang Gnoll
3.0 This is the signpost uncommon for RG, a color pair that is all about Pack Tactics. Targ comes with its own Pack Tactics ability, and its one that is pretty nice, though not incredible. However, because he has the ability to double his own power, he can make Pack Tactics happen pretty easily, and him attacking with just a couple of other creatures can be a real problem. Still, right now at least, I think that this signpost Uncommon falls a little bit short of being one you want to take with a super early pick. It doesn’t seem like the kind of card that will take over games often enough.
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.
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 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
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
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.
Goblin Javelineer
1.5 This probably won’t be great in Limited. A one mana 1/1 with Haste might feel reasonable on turn one, but it is pretty terrible thereafter, and adding the ability to ping things that block it doesn’t really make up for that, though it does help some, since it means that it can at least trade with X/2s, and X/1s effectively can’t block it. If you can find a way to give this death touch, that will unlock its full potential, but overall, I think you cut this more often than you’ll play 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.
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.
Pack 2 Pick 6: Hired Hexblade
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
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 7: Thieves' Tools
Dungeon Crawler
2.5 One mana 2/1s don’t tend to be amazing in Limited, largely because everyone plays lots of creatures, and they’ll get bigger than it in a hurry! However, the upside of this returning to your hand when you complete a dungeon is pretty nice. Even if it is just a 2/1, getting it back for even once in the game will feel pretty good. And, if you’re in Black, I think it is pretty likely you complete at least one dungeon over the course of the game.
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
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.
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.
Potion of Healing
1.5 Most of the time we see this kind of effect on a spell and it costs one fewer total mana than Potion of Healing does to draw you a card and gain you some life. This lets you pay it in installments though, and it is nice that you can just play it to draw the card and hold on to the life gain for a little bit later, especially if you’re in GW and you have some things that this can trigger for you. Still, this card seems pretty replacable, just like Revitalize and similar cards we’ve seen. You’ll probably cut it more than you play it.
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.
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.
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
Pack 2 Pick 8: Unexpected Windfall
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.
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.
Goblin Javelineer
1.5 This probably won’t be great in Limited. A one mana 1/1 with Haste might feel reasonable on turn one, but it is pretty terrible thereafter, and adding the ability to ping things that block it doesn’t really make up for that, though it does help some, since it means that it can at least trade with X/2s, and X/1s effectively can’t block it. If you can find a way to give this death touch, that will unlock its full potential, but overall, I think you cut this more often than you’ll play 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.
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
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'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.
Pack 2 Pick 9: Lightfoot Rogue
Dungeon Crawler
2.5 One mana 2/1s don’t tend to be amazing in Limited, largely because everyone plays lots of creatures, and they’ll get bigger than it in a hurry! However, the upside of this returning to your hand when you complete a dungeon is pretty nice. Even if it is just a 2/1, getting it back for even once in the game will feel pretty good. And, if you’re in Black, I think it is pretty likely you complete at least one dungeon over the course of the game.
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.
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.
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.
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 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.
Pack 2 Pick 10: Keen-Eared Sentry
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.
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.
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.
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
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.
Pack 2 Pick 11: Herald of Hadar
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
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.
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 12: Hoarding Ogre
You Find Some Prisoners
2.0 I think this is a bit underwhelming compared to the other Uncommon “Choose your Adventure”-style cards. If you can hit an Artifact with it that will be nice, but the second ability is a little too random, though it will certainly be useful most of the time in the later game, as it effectively draws you a card. Still, You Find some Prisoners is likely to sit in your hand for a long time before it actually does something, and even when it does do something, it normally isn’t going to feel that powerful.
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.
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.
Pack 2 Pick 13: Goblin Javelineer
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.
Goblin Javelineer
1.5 This probably won’t be great in Limited. A one mana 1/1 with Haste might feel reasonable on turn one, but it is pretty terrible thereafter, and adding the ability to ping things that block it doesn’t really make up for that, though it does help some, since it means that it can at least trade with X/2s, and X/1s effectively can’t block it. If you can find a way to give this death touch, that will unlock its full potential, but overall, I think you cut this more often than you’ll play it.
Pack 2 Pick 14: 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.
Pack 3 Pick 1: Plundering Barbarian
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
Moon-Blessed Cleric
3.0 This does a pretty good Heliod’s Pilgrim impression. It can’t tutor the card right to your hand, but it lets you get any kind of Enchantment, not an Aura, and it also comes with better stats for the cost, so I think it will end up playing very similarly to the Pilgrim, who tends to be a pretty nice card to have in most limited formats. Obviously you need some Enchantments to really get it going, but that doesn’t seem like a difficult hurdle.
Targ Nar, Demon-Fang Gnoll
3.0 This is the signpost uncommon for RG, a color pair that is all about Pack Tactics. Targ comes with its own Pack Tactics ability, and its one that is pretty nice, though not incredible. However, because he has the ability to double his own power, he can make Pack Tactics happen pretty easily, and him attacking with just a couple of other creatures can be a real problem. Still, right now at least, I think that this signpost Uncommon falls a little bit short of being one you want to take with a super early pick. It doesn’t seem like the kind of card that will take over games often enough.
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
Plundering Barbarian
2.5 This seems like a solid card. This format has enough artifacts that this will have something to target often enough with “Smash the Chest,” and it feel great when you do that. When you don’t, it provides some reasonable fixing for you with “Pry it Open.”
Planar Ally
3.5 We have seen a lot of 5-mana 3/3 Flyers of late that have some ability, and they’ve all been pretty nice cards for Limited, and I think that’s what we have here. Venturing with every attack is great, as the Ally, left unchecked, will be able to get you through dungeons all on its own. This format does have more large flyers than usual as a result of the heavy Dragon theme, so this may find itself unable to attack effectively more than it would in most formats, but I think this is still a pretty good Common.
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.
Charmed Sleep
3.5 I’m always hesitant to give Blue removal a “premium removal” grade, because it seems more often than not they don’t get there due to various disadvantages, but I think this gets there just barely. It did last time we saw it too. It doesn’t shut down static or activated abilities, but most creatures will become useless once this is on it.
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
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.
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
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
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.
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
Pack 3 Pick 2: Black Dragon
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.
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.
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.
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.
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.
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
Underdark Basilisk
2.5 It is pretty hard for small creatures with Deathtouch not to be playable, since they bring the capability of trading with anything. This makes them relevant all game long, though never super impressive. They also tend to be good with fight and punch spells
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
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.
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
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.
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.
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.
Pack 3 Pick 3: Hobgoblin Captain
The Blackstaff of Waterdeep
1.5 This is an odd card, but my initial impression of it is that it isn’t that impressive. This set does have a decent number of Artifacts, including Treasure – but it doesn’t actually let you animate treasure, because they are tokens. That leave you with only the regular artifacts in the set, and while there are a significant number, I’m not sure there are going to be enough in your typical Blue deck to just have this work, since it is a completely useless card without other Artifacts. And really, to take full advantage, you will want a lot of artifacts, because you just want to be able to send in the 4/4 until your opponent kills it. If you can do that again after the first one goes down, this will sort of feel like a 2-for-1, because it may not do anything else the rest of the game.
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
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
Prosperous Innkeeper
3.0 A two mana 1/1 that gives you treasure is already pretty decent. It gives you some real fixing and ramp, so adding the life gain effect to the Innkeeper makes for a pretty nice two drop for most green decks
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.
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.
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.
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
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.
Hobgoblin Captain
2.5 This looks like it might be a nice two drop for aggressive decks in the format. A two mana 3/1 is already playable in many formats, and because he supplies half the power necessary to make pack tactics go off, it seems likely he will have first strike a lot. For now, I have it at 2.5, but if aggro is huge in this format, it will probably move up.
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.
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.
Pack 3 Pick 4: Red Dragon
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.
Guild Thief
2.5 It is nice that this becomes larger when it hits players, but as a two mana 1/1 it won’t be doing that a whole lot without some extra help. It can eventually become unblockable of course, but paying 4 to make your 1/1 unblockable is going to feel really bad sometimes, especially because the Thief is so darn easy to kill. Sometimes you’ll be able to get a blocker out of the way and really get going with it, though.
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.
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.
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.
Armory Veteran
2.5 This has a solid baseline, and becomes pretty scary when you stick Equipment on him, as adding Menace to whatever other boost he’s getting will be formidable.
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.
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
Plundering Barbarian
2.5 This seems like a solid card. This format has enough artifacts that this will have something to target often enough with “Smash the Chest,” and it feel great when you do that. When you don’t, it provides some reasonable fixing for you with “Pry it Open.”
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.
Pack 3 Pick 5: You See a Pair of Goblins
You See a Pair of Goblins
3.0 This is a pretty nice modal card. If you’re not going wide enough, make a couple of Goblins at Instant speed. If you are going wide enough, this is basically trumpet blast. Neither of those cards are amazing, but jamming them both on to the same card is good, and really helps make a go-wide deck viable.
Armory Veteran
2.5 This has a solid baseline, and becomes pretty scary when you stick Equipment on him, as adding Menace to whatever other boost he’s getting will be formidable.
Charmed Sleep
3.5 I’m always hesitant to give Blue removal a “premium removal” grade, because it seems more often than not they don’t get there due to various disadvantages, but I think this gets there just barely. It did last time we saw it too. It doesn’t shut down static or activated abilities, but most creatures will become useless once this is on it.
Ranger's Hawk
2.0 One mana 1/1 flyers are almost never that great in Limited unless they have something else worthwhile going on. The good news for this Hawk, is that it does! In the early game it can attack a bit in the air, but it will quickly be forced to stop attacking. Luckily, it has a late game mana sink that seems pretty good -- venturing into dungeons every turn will definitely allow you to grind out some wins late. Now, the cost of doing it isn’t small -- having to have another untapped creature isn’t a guarantee, but if you are at parity or ahead of your opponent, it won’t be that hard to make it happen. I think this is a solid playable.
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.
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.
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.
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.
Potion of Healing
1.5 Most of the time we see this kind of effect on a spell and it costs one fewer total mana than Potion of Healing does to draw you a card and gain you some life. This lets you pay it in installments though, and it is nice that you can just play it to draw the card and hold on to the life gain for a little bit later, especially if you’re in GW and you have some things that this can trigger for you. Still, this card seems pretty replacable, just like Revitalize and similar cards we’ve seen. You’ll probably cut it more than you play it.
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
Pack 3 Pick 6: Check for Traps
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!
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
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.
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
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.
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.
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
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.
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
Pack 3 Pick 7: Plundering Barbarian
You Find Some Prisoners
2.0 I think this is a bit underwhelming compared to the other Uncommon “Choose your Adventure”-style cards. If you can hit an Artifact with it that will be nice, but the second ability is a little too random, though it will certainly be useful most of the time in the later game, as it effectively draws you a card. Still, You Find some Prisoners is likely to sit in your hand for a long time before it actually does something, and even when it does do something, it normally isn’t going to feel that powerful.
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.
Plundering Barbarian
2.5 This seems like a solid card. This format has enough artifacts that this will have something to target often enough with “Smash the Chest,” and it feel great when you do that. When you don’t, it provides some reasonable fixing for you with “Pry it Open.”
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
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.
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.
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.
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.
Pack 3 Pick 8: Bruenor Battlehammer
Bruenor Battlehammer
3.5 RW has often been about Equipment lately, and that’s what we’re seeing here too. And, because this guy has a semi-reasonable floor as a 4-mana 5/3, you’ll be playing him even if you only have one piece of Equipment for him to take advantage of. And, once you do have Equipment, his two Equipment bonuses are pretty incredible. Equip cost of 0 on the first Equip each turn AND an additional stats boost for Equipment is just awesome. He takes some building around to be sure, but if you’re in RW you’re going to do a decent job getting equipment without even trying that hard.
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
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.
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
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
Hobgoblin Captain
2.5 This looks like it might be a nice two drop for aggressive decks in the format. A two mana 3/1 is already playable in many formats, and because he supplies half the power necessary to make pack tactics go off, it seems likely he will have first strike a lot. For now, I have it at 2.5, but if aggro is huge in this format, it will probably move up.
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.
Pack 3 Pick 9: Feign Death
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
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.
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
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
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.
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
Pack 3 Pick 10: Earth-Cult Elemental
Underdark Basilisk
2.5 It is pretty hard for small creatures with Deathtouch not to be playable, since they bring the capability of trading with anything. This makes them relevant all game long, though never super impressive. They also tend to be good with fight and punch spells
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.
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
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.
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 3 Pick 11: Brazen Dwarf
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.
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.
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
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 3 Pick 12: Plundering Barbarian
Guild Thief
2.5 It is nice that this becomes larger when it hits players, but as a two mana 1/1 it won’t be doing that a whole lot without some extra help. It can eventually become unblockable of course, but paying 4 to make your 1/1 unblockable is going to feel really bad sometimes, especially because the Thief is so darn easy to kill. Sometimes you’ll be able to get a blocker out of the way and really get going with it, though.
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.
Plundering Barbarian
2.5 This seems like a solid card. This format has enough artifacts that this will have something to target often enough with “Smash the Chest,” and it feel great when you do that. When you don’t, it provides some reasonable fixing for you with “Pry it Open.”
Pack 3 Pick 13: Hired Hexblade
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.
Potion of Healing
1.5 Most of the time we see this kind of effect on a spell and it costs one fewer total mana than Potion of Healing does to draw you a card and gain you some life. This lets you pay it in installments though, and it is nice that you can just play it to draw the card and hold on to the life gain for a little bit later, especially if you’re in GW and you have some things that this can trigger for you. Still, this card seems pretty replacable, just like Revitalize and similar cards we’ve seen. You’ll probably cut it more than you play it.
Pack 3 Pick 14: 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.