Circle of Dreams Druid
2.5 The mana requirement here is steep, and you should really never expect to actually play it on turn three, but with the kind of mana it can produce, playing it later won’t be too shabby either, though you do probably need some mana sinks to find use for the mana. If you ended up with two of these, it would be tempting to go mono-green for sure, provided you have those payoffs, but most of the time it won’t go that way.
Fly
2.5 So, when we see an Aura that grants Flying to a creature and draws you a card, it tends to be reasonably playable. While Venturing into a dungeon a single time won’t quite be as good as drawing a card, most of the time if you do it twice, it will feel like a whole card’s worth of value, and that will make up for the risk of getting 2-for-1’d when your opponent kills what this is attached to. Now, your creature does have to hit your opponent to get the effect, and that isn’t guaranteed or anything, but it seems like on a lot of boards, giving a creature these abilities will make it a big problem for your opponent.
Temple of the Dragon Queen
2.5 Even without dragons, this offers some pretty nice fixing. It is always a bit awkward with these types of lands that make you choose a color, because sometimes you have to play it earlier and name the color of something you aren’t splashing, just cause you need a different color of mana, but this still looks like the kind of fixing that will help decks splash stuff
Trickster's Talisman
3.0 This gives a decent stats boost for the cost, and the option to give up the Talisman to copy a creature is going to be pretty busted sometimes
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.
Veteran Dungeoneer
3.5 This seems like a pretty darn good Common. As I’ve said throughout the video, Venturing isn’t quite drawing a card most of the time, but it gives you value that isn’t that far away from drawing a card, and if this was a 4-mana ¾ that drew you a card, it would be amazing. And again, this won’t quite feel like a 2-for-1 all the time, but it does do a lot for the mana cost, and enough to be one of White’s best Commons.
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.
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.
Sepulcher Ghoul
2.5 This has passable base stats, and on most attacks it will be able to threaten becoming a 4/3, so your opponent will have to take that into account. Free sacrifice effects like this always play pretty well since you can virtually always use the effect, though in this case, you can only do it once. It looks like the Ghoul is well-positioned for the BG deck especially, since that deck’s all about stuff dying, and it will also pair nicely in BR, where you can use the Threaten effect to steal a creature and sacrifice it. I think all of that helps makes this two mana 2/1 a card you play a significant chunk of the time in Black.
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
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.
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.
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.
+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.
Pack 1 Pick 2: Chaos Channeler
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.
Chaos Channeler
4.0 This seems really good. It is a 4-mana 4/3 with a ton of upside. No matter what you roll when it attacks, you will end up netting at least one card. And because it says “play” you can even play lands off of it, and that’s awesome. He might die after only one attack, but you’ll usually be getting a 2-for-1 out of it, so that’s fine with me, especially because if left unchecked, the Channeler will just keep drawing you cards.
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.
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.
Deadly Dispute
2.0 The prevalence of treasure, especially in Black-Red, will make this better than it looks. This kind of effect often plays a lot like Tormenting Voice, which is to say – its pretty replaceable, but I think this will be better than usual thanks to the fact it is good with treasure and it produces treasure. It of course still comes with the upside of being able to sacrifice a creature in response to removal, at which point you really aren’t going down a card either.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
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.
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.
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.
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.
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.
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.
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 1 Pick 3: Sepulcher Ghoul
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 Meet in a Tavern
3.0 Both options on this can be quite powerful. Sometimes you really need to find yourself a couple of creatures in the top part of your deck, and other times pumping the whole board is great. This is a rather clunky Sorcery, but both modes can be great in the right situation
Barbarian Class
1.0 // 3.0 The base level of this one probably wouldn’t be worth it all on its own, even with all the d20 stuff in the set. It just won’t create a different outcome all that often, though obviously it does make those d20 cards better. Once you add level two, you are getting a very real payoff for rolling dice, as +2/+0 and Menace is a pretty big deal, and then Level 3 adding Haste to the mix -- regardless of Dice being rolled, seems nice. So, how good would this be if you just paid 6 up front for all of this? Well, not amazing, but paying it in installments is obviously better. Still, I think your deck will be dependent enough on having dice effects that this won’t really work in every deck, and even when it does I don’t see it being amazing. Because it is so dependent on dice, I think this needs a buildaround grade, because in your Average red deck with like 3-4 dice effects, it probably isn’t worth it. You probably need 7+ to get there.
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.
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
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.
Steadfast Paladin
3.0 Two mana 2/2s with Lifelink tend to be solid enough in Limited, especially in a format with a life gain archetype. It will also wield Equipment pretty effectively.
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.
Sepulcher Ghoul
2.5 This has passable base stats, and on most attacks it will be able to threaten becoming a 4/3, so your opponent will have to take that into account. Free sacrifice effects like this always play pretty well since you can virtually always use the effect, though in this case, you can only do it once. It looks like the Ghoul is well-positioned for the BG deck especially, since that deck’s all about stuff dying, and it will also pair nicely in BR, where you can use the Threaten effect to steal a creature and sacrifice it. I think all of that helps makes this two mana 2/1 a card you play a significant chunk of the time in Black.
You Hear Something on Watch
3.0 This seems like a pretty nice Common. Sure, the removal effect only works on attackers, so if you’re the beat down it won’t feel great -- but the good news is if you are the beat down, you’re probably interested in the other mode, since it pays you off pretty well for going wide. The removal is too situational to be premium, but it will kill lots of attackers, and having the board pump effect as an option is pretty nice.
Neverwinter Dryad
2.5 This is a fine one drop. It ramps for you, and that looks to be a good strategy in this format, especially in UG. It is nice that if you play it early it might actually attack for a bit too
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.
Pack 1 Pick 4: Grim Bounty
Dungeon Map
3.0 This provides a bit of ramp, and then in the later part of the game it is a great place to sink your mana, as venturing over and over again is some nice value. If this format is super fast, playing this on turn three could end up being a pretty big liability, and the late game value won’t matter, but if this is a typical format, I can see this being a pretty nice card in just about any deck
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
Portable Hole
2.0 This will feel pretty good to use on a two-drop permanent, as you will come out ahead mana wise and it will prevents death triggers and stuff like that. It can also deal with all of the Class Enchantments, which will certainly come up. However, just being able to hit two and one mana permanents is a liability in Limited. This isn’t something that will even always make the cut. It could end up being better if aggro decks are a big deal in this format.
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.
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.
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.
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.
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
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!
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
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 1 Pick 5: Yuan-Ti Fang-Blade
Hulking Bugbear
3.0 Any time we see a 3-mana 3/3 with Haste it tends to be a pretty solid aggressive creature, though certainly not the most exciting card ever, but it is definitely efficient!
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
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.
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.
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
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.
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.
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
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.
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
Pack 1 Pick 6: Baleful Beholder
Split the Party
2.5 This is a unique design for a bounce spell, and I think most of the time it will be pretty alright. You probably want to be bouncing two things with it to feel good about the amount of mana you spend on it, and you can do that as long as they have three creatures since it is rounded up. There will be times where it just doesn’t matter though, even when you bounce a couple of things. A decent chunk of the time, this will either simply delay the inevitable. This kind of effect does not allow you to trade card-for-card and is pure tempo, so keep that in mind. I think overall, that just makes this a 2.5
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.
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.
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
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
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
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.
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.
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.
Pack 1 Pick 7: Vampire Spawn
Druid Class
2.0 I’m not very impressed with this. Gaining a life for every land isn’t worth a card, and while this does level up, neither of the things it levels up into are that good. Playing more than one land a turn is pretty hard to take advantage of after the very early game, because you just won’t have extra lands, and if you do -- you’re probably flooding! Level three is where you finally get something that is worth a whole card in Limited, but you paid a total of 10 mana to get there, and the final product is just a big vanilla creature. Yes, the fact you pay installments does matter, but overall, I think you’ll end up cutting Druid Class a significant chunk of the time.
Temple of the Dragon Queen
2.5 Even without dragons, this offers some pretty nice fixing. It is always a bit awkward with these types of lands that make you choose a color, because sometimes you have to play it earlier and name the color of something you aren’t splashing, just cause you need a different color of mana, but this still looks like the kind of fixing that will help decks splash stuff
Bulette
2.5 We’ve seen a lot of creatures like this in the past, and they’re not usually anything amazing, though their ability to grow throughout the game is nice, and they do eventually become a problem for your opponent. Because it counts the death of any creature, you will find that this gains that counter a decent chunk of the time.
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.
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.
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.
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.
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 1 Pick 8: Manticore
Bard Class
1.0 This set does have a significant number of legendaries in it, but I’m not convinced there will be enough to really make this worthwhile. It is all about legendaries, and does literal nothing if you don’t have enough of them. I could give it a build around grade, but I think it will be so difficult to make this work that I don’t think I need to go there
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.
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.
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.
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.
Pack 1 Pick 9: Armory Veteran
Temple of the Dragon Queen
2.5 Even without dragons, this offers some pretty nice fixing. It is always a bit awkward with these types of lands that make you choose a color, because sometimes you have to play it earlier and name the color of something you aren’t splashing, just cause you need a different color of mana, but this still looks like the kind of fixing that will help decks splash stuff
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.
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.
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.
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
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 1 Pick 10: Deadly Dispute
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.
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.
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.
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.
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 1 Pick 11: Devour Intellect
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.
Barbarian Class
1.0 // 3.0 The base level of this one probably wouldn’t be worth it all on its own, even with all the d20 stuff in the set. It just won’t create a different outcome all that often, though obviously it does make those d20 cards better. Once you add level two, you are getting a very real payoff for rolling dice, as +2/+0 and Menace is a pretty big deal, and then Level 3 adding Haste to the mix -- regardless of Dice being rolled, seems nice. So, how good would this be if you just paid 6 up front for all of this? Well, not amazing, but paying it in installments is obviously better. Still, I think your deck will be dependent enough on having dice effects that this won’t really work in every deck, and even when it does I don’t see it being amazing. Because it is so dependent on dice, I think this needs a buildaround grade, because in your Average red deck with like 3-4 dice effects, it probably isn’t worth it. You probably need 7+ to get there.
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
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
Pack 1 Pick 12: Portable Hole
Dungeon Map
3.0 This provides a bit of ramp, and then in the later part of the game it is a great place to sink your mana, as venturing over and over again is some nice value. If this format is super fast, playing this on turn three could end up being a pretty big liability, and the late game value won’t matter, but if this is a typical format, I can see this being a pretty nice card in just about any deck
Portable Hole
2.0 This will feel pretty good to use on a two-drop permanent, as you will come out ahead mana wise and it will prevents death triggers and stuff like that. It can also deal with all of the Class Enchantments, which will certainly come up. However, just being able to hit two and one mana permanents is a liability in Limited. This isn’t something that will even always make the cut. It could end up being better if aggro decks are a big deal in this format.
Evolving Wilds
3.0 This is always some really great fixing, as it makes it very easy to splash a secondary color while only running a single basic of that color, and that always feels great for your mana base. They also make any mana base significantly better, even if you are just straight up two colors. You should value these over most “solid” cards
Pack 1 Pick 13: Spare Dagger
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
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.
Pack 1 Pick 14: Neverwinter Dryad
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
Pack 2 Pick 1: Black Dragon
Drizzt Do'Urden
5.0 So, a 5-mana 3/3 with Double Strike is almost passable, and this does a heck of a lot more than that! You pay 5-mana for 8/4 worth of stats across two bodies with very real key word abilities. And that would probably be enough for this to be a really good card but then you add the fact that Drizzt gets bigger when creatures with higher power die, and you’re talking about a bomb. Especially because that 4/1 dying will make Drizzt into a 4/4, so there is built in synergy, you don’t have to go hard on really making Drizzt good -- it just will be
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
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
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.
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.
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.
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.
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.
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.
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.
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
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!
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.
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.
Pack 2 Pick 2: Grim Wanderer
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
Grim Wanderer
2.0 This is a strange card to evaluate. Obviously on the vanilla test it is incredible, but the requirement of a creature needing to die is harder to set up than you might think. It does have Flash, which means that you can more easily find a situation where you can cast it, but keep in mind the kind of Flash it has will almost never allow you to use it to ambush your opponent, because a creature probably won’t die until combat. Still, it isn’t hard to imagine a situation where you and your opponent trade two drops and you play this at the end of their turn, and if you can do that, it will be quite imposing. A 5/3 even in the late game isn’t too bad, and you may be able to double spell because it is so cheap. The big downside is you literally can’t cast it at all if something hasnt’ died. It would be much better even if it cost like 6 or 7 or something as a base cost, and then got reduce dwhen something died, but sometimes this will just be stuck in your hand, or to get it going you have to block in an ugly way or something like that, and that really tempers my expectations here.
Fly
2.5 So, when we see an Aura that grants Flying to a creature and draws you a card, it tends to be reasonably playable. While Venturing into a dungeon a single time won’t quite be as good as drawing a card, most of the time if you do it twice, it will feel like a whole card’s worth of value, and that will make up for the risk of getting 2-for-1’d when your opponent kills what this is attached to. Now, your creature does have to hit your opponent to get the effect, and that isn’t guaranteed or anything, but it seems like on a lot of boards, giving a creature these abilities will make it a big problem for your opponent.
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.
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.
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.
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.
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.
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.
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.
Silver Raven
1.5 One mana 1/1 flyers don’t tend to be very impressive in most Limited formats unless they have a lot going on. And, while Scry 1 is a little more than nothing, it isn’t that good, either. It does mean it still does a thing in the late game, and improving your draws matters, but yeah, this is pretty mediocre overall. If the set had more of an Artifact theme it would be better, but it just isn’t there.
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.”
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.
Pack 2 Pick 3: Shambling Ghast
Plate Armor
3.0 This is some pretty solid Equipment. 3 to play and 3 to equip can be a little costly, but the good news is that whatever you put this on is going to become a problem, as +3/+3 is enough to make virtually any creature a lot scarier. Ward 1 is nice too, as it makes the amount of mana you spend on this hurt a little less when they kill your creature. Sometimes you’ll be able to Equip it for less, especially in RW which really likes Equipment.
Gretchen Titchwillow
3.5 That stat-line is a passable one for a defensive creature that does something else, and Gretchen definitely does, supplying you with a very powerful mana sink ability that will be a life saver in the late game. The extra land part of the card won’t always matter, since most of the time when you start using this ability you’re probably not going to be in desperate need of more lands, but it could definitely help, especially in UG, which is a ramp color pair as it often is.
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
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.
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
Owlbear
3.5 This is reminiscent of Sarulf’s Packmate, and that’s a good Green Common to emulate. This gives you a very real body -- a 4/4 with Trample can be relevant on many board states, but obviously the ETB draw a card effect is what really makes this great. It will be virtually impossible for you not to get a 2-for-1 out of this Bear, and the value it gives you will be great. Sure, costing 5 does mean you can only run so many, unlike the Packmate which had Foretell, making it much easier to jam a bunch of them into your deck, but you should still value that first 1-2 copies pretty highly. There’s a good chance this is Green’s best 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.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
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.
Steadfast Paladin
3.0 Two mana 2/2s with Lifelink tend to be solid enough in Limited, especially in a format with a life gain archetype. It will also wield Equipment pretty effectively.
Silver Raven
1.5 One mana 1/1 flyers don’t tend to be very impressive in most Limited formats unless they have a lot going on. And, while Scry 1 is a little more than nothing, it isn’t that good, either. It does mean it still does a thing in the late game, and improving your draws matters, but yeah, this is pretty mediocre overall. If the set had more of an Artifact theme it would be better, but it just isn’t there.
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.
Pack 2 Pick 4: Plundering Barbarian
Purple Worm
3.5 Even if you always paid 7 for this, it would be kind of alright, and it will frequently just be 5 mana. Adding Ward to a card like this really matters too, because the big downside with this kind of creature is that your opponent might be able to kill it for very little mana. Now, there’s still a pretty good chance they can kill it for less than 7, but killing it for less than 5 won’t be a common occurrence! This seems like a nice finisher for Green decks
Eccentric Apprentice
4.0 This is another really strong Uncommon for Blue. It starts out as a Wind Drake, and has an ETB venture effect, I think I would pretty much always be playing that card. But then, once you complete a dungeon, it has quite the powerful effect. Turning another creature into a 1/1 Flyer can either help you chip in for more damage, or severely waken an opposing creature. There really seems to be plenty of Venturing in this set, so completing dungeons isn’t going to be crazy far-fetched. You shouldn’t quite count on it just being the case, but the Apprentice will probably be fully upgraded like 20% of the time, and that’s awesome. This is a high pick, and likely one of the best Uncommons in the set.
Demogorgon's Clutches
1.5 They continue to print Mind Rots that are at least somewhat reasonable in Limited, and that’s a good trend I think. The problem with the discard part of this card is how much its usefulness decreases in the late game, like it is usually a god awful top deck to draw your Mind Rot late. And, early, it is often better to just add to the board. So there’s sort of a sweet spot of a few turns where you kind of hope you get the card where it will feel at its best. That’s why straight up Mind Rot is usually like a 1.0. However, by adding some additional effects to the card – especially the part where your opponent loses 2 life --- it makes it so this Mind Rot actually does something even late. It still isn’t good late, mind you, but it is better than most of its predecessors.
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 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.
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.”
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.
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
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.
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.
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 5: Kalain, Reclusive Painter
Kalain, Reclusive Painter
4.0 A two mana ½ that makes a treasure is already a pretty good deal, but this adds all kinds of upside that will be amazing in the BR deck. Even all on its own, it is pretty likely that the treasure you made will help you play a creature and put a +1/+1 counter on it your next turn, and that’s some serious value. If you manage to really get treasure going with Kalain, she will undoubtedly take over games. She is certainly fragile, but the fail case is that you still get to keep a single treasure, and that helps make that a little less of a problem. This is a really strong signpost Uncommon
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
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.
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
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.
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.
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
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.
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.
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 6: Shambling Ghast
Split the Party
2.5 This is a unique design for a bounce spell, and I think most of the time it will be pretty alright. You probably want to be bouncing two things with it to feel good about the amount of mana you spend on it, and you can do that as long as they have three creatures since it is rounded up. There will be times where it just doesn’t matter though, even when you bounce a couple of things. A decent chunk of the time, this will either simply delay the inevitable. This kind of effect does not allow you to trade card-for-card and is pure tempo, so keep that in mind. I think overall, that just makes this a 2.5
Temple of the Dragon Queen
2.5 Even without dragons, this offers some pretty nice fixing. It is always a bit awkward with these types of lands that make you choose a color, because sometimes you have to play it earlier and name the color of something you aren’t splashing, just cause you need a different color of mana, but this still looks like the kind of fixing that will help decks splash stuff
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.
Owlbear
3.5 This is reminiscent of Sarulf’s Packmate, and that’s a good Green Common to emulate. This gives you a very real body -- a 4/4 with Trample can be relevant on many board states, but obviously the ETB draw a card effect is what really makes this great. It will be virtually impossible for you not to get a 2-for-1 out of this Bear, and the value it gives you will be great. Sure, costing 5 does mean you can only run so many, unlike the Packmate which had Foretell, making it much easier to jam a bunch of them into your deck, but you should still value that first 1-2 copies pretty highly. There’s a good chance this is Green’s best common
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.”
Sepulcher Ghoul
2.5 This has passable base stats, and on most attacks it will be able to threaten becoming a 4/3, so your opponent will have to take that into account. Free sacrifice effects like this always play pretty well since you can virtually always use the effect, though in this case, you can only do it once. It looks like the Ghoul is well-positioned for the BG deck especially, since that deck’s all about stuff dying, and it will also pair nicely in BR, where you can use the Threaten effect to steal a creature and sacrifice it. I think all of that helps makes this two mana 2/1 a card you play a significant chunk of the time in Black.
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.
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.
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.
Pack 2 Pick 7: Plundering Barbarian
Dungeon Map
3.0 This provides a bit of ramp, and then in the later part of the game it is a great place to sink your mana, as venturing over and over again is some nice value. If this format is super fast, playing this on turn three could end up being a pretty big liability, and the late game value won’t matter, but if this is a typical format, I can see this being a pretty nice card in just about any deck
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.
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.
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.
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.
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.”
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.
Pack 2 Pick 8: Lightfoot Rogue
Cleric Class
1.5 // 3.5 GW is about gaining life, and this will fit in really well there. Like with most of these, the level 1 Enchantment probably wouldn’t be worth playing, but I think the next two abilities on this one are quite potent. Level 2 gives you an Ajani’s Pridemate effect, which is great if you have some life gain, and Level 3 lets you reanimate a creature and gain some life, which will also mean you put a counter somewhere. The total package here is pretty appealing, but probably still a pretty serious build around. It has a kind of reasonable floor as most decks can take advantage of the reanimation, but it is probably not going to be very good in your typical White deck, and like a B in a GW deck that is good at gaining life
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.
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.
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.
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.
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Circle of the Moon Druid
2.5 A card that is always a 3-mana 4/2 is like a 2.0 and a card that is always a 3-mana 2/4 is a 1.0. This gives you the best of both of those, as you’d rather have the 4/2 as the attacker and the 2/4 as the blocker most of the time.
Pack 2 Pick 9: Ray of Frost
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
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.
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.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Clever Conjurer
2.5 This ability only being Sorcery speed is a bummer, but it is still a pretty useful one to have on a 3-mana ⅔. Notably, it can untap lands for you, helping you ramp. And that’s probably the way you’ll use it the most. This seems like a solid playable.
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.
Pack 2 Pick 10: Shambling Ghast
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
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.
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.
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.”
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.
Pack 2 Pick 11: Ray of Frost
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
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
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Silver Raven
1.5 One mana 1/1 flyers don’t tend to be very impressive in most Limited formats unless they have a lot going on. And, while Scry 1 is a little more than nothing, it isn’t that good, either. It does mean it still does a thing in the late game, and improving your draws matters, but yeah, this is pretty mediocre overall. If the set had more of an Artifact theme it would be better, but it just isn’t there.
Pack 2 Pick 12: Demogorgon's Clutches
Demogorgon's Clutches
1.5 They continue to print Mind Rots that are at least somewhat reasonable in Limited, and that’s a good trend I think. The problem with the discard part of this card is how much its usefulness decreases in the late game, like it is usually a god awful top deck to draw your Mind Rot late. And, early, it is often better to just add to the board. So there’s sort of a sweet spot of a few turns where you kind of hope you get the card where it will feel at its best. That’s why straight up Mind Rot is usually like a 1.0. However, by adding some additional effects to the card – especially the part where your opponent loses 2 life --- it makes it so this Mind Rot actually does something even late. It still isn’t good late, mind you, but it is better than most of its predecessors.
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.
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 2 Pick 13: Fifty Feet of Rope
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
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
Pack 2 Pick 14: Find the Path
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.
Pack 3 Pick 1: Burning Hands
Wish
0.0 These type of effects usually aren’t that good in Limited. You have to have something worth grabbing in your sideboard, but this isn’t Strixhaven, you’re not going to have a bunch of good options in there. Mostly, this will cost three mana to grab some mediocre card out of your sideboard. One kind of interesting thing here is that if you draft basic lands, you can sort of use it as fixing, but it isn’t exactly good at that either. I think this is probably just unplayable.
Iron Golem
2.5 This is like Juggernaut, a card that is still pretty solid in Limited. It is a bit of a bummer that didn’t give it the “can’t be blocked by walls” thing, since there are a few of them in this set, but either way this is a nice little creature. It is sure to die in combat because it has to block and attack constantly, but it has high enough power that it will kill most stuff at least.
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
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!
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.
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.
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.
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
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.
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.
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.
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.
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.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Pack 3 Pick 2: Hoarding Ogre
Farideh, Devil's Chosen
3.5 I never thought I’d say this -- but there are enough cards that let you roll a d20 in this set for Farideh to be quite impressive. Flying and Menace usually just means “umblockable,” and you’ll also draw a card about half the time which is just silly. There probably aren’t quite so many d20 cards in this set for Farideh to be super easy to really abuse, but it seems like there’s enough for it to do pretty good
You Happen On a Glade
3.0 I like this. It gives Green decks some really good fixing -- and that’s the option that will feel worthwhile the most often. However, one eventually reaches a stage in a game where top decking a fixing spell like this isn’t what you want to be doing, and by that stage of the game you probably have something in your graveyard yo’ud love to get back. I don’t really see myself cutting the first copy of this in most Green decks, especially if I’m splashing or 3 colors
Plate Armor
3.0 This is some pretty solid Equipment. 3 to play and 3 to equip can be a little costly, but the good news is that whatever you put this on is going to become a problem, as +3/+3 is enough to make virtually any creature a lot scarier. Ward 1 is nice too, as it makes the amount of mana you spend on this hurt a little less when they kill your creature. Sometimes you’ll be able to Equip it for less, especially in RW which really likes Equipment.
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.
Silver Raven
1.5 One mana 1/1 flyers don’t tend to be very impressive in most Limited formats unless they have a lot going on. And, while Scry 1 is a little more than nothing, it isn’t that good, either. It does mean it still does a thing in the late game, and improving your draws matters, but yeah, this is pretty mediocre overall. If the set had more of an Artifact theme it would be better, but it just isn’t there.
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.”
Veteran Dungeoneer
3.5 This seems like a pretty darn good Common. As I’ve said throughout the video, Venturing isn’t quite drawing a card most of the time, but it gives you value that isn’t that far away from drawing a card, and if this was a 4-mana ¾ that drew you a card, it would be amazing. And again, this won’t quite feel like a 2-for-1 all the time, but it does do a lot for the mana cost, and enough to be one of White’s best Commons.
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
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
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.
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.
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.
Pack 3 Pick 3: Delina, Wild Mage
Delina, Wild Mage
3.5 So, a 4-mana 3/2 that makes a temporary attacking copy of an attacking creature when IT attacks is a nice enough card, and in this case Delina can actually target herself since the copy won’t be legendary. Mostly, she’ll just be making one copy, but that’s already a fairly potent card. If you hit 14-20 she’ll just get silly, since she’ll make (at least!) two copies. She is fragile,and sometimes she won’t have any friends it is worth making a copy of, but it seems like she’ll shake up the board state significantly most of the time when she comes down.
Goblin Morningstar
3.5 This looks like some pretty good Equipment ot me. While the stats boost isn’t incredible or anything, adding Trample does mean it will be nice to put on medium to large creatures, and the fact that you get a 1/1 goblin when you play it is quite nice, really making up for the other inefficiencies. It equipping to that goblin certainly is nice too, especially as a two-drop.
Loathsome Troll
2.5 A 5-mana 6/2 is not very good, though it does make Pack Tactics get going all on its own, and that certainly is relevant int his format. Still, a 2-drop can block it and take it down! The good news is, if you have the time and the mana, it has a solid ability it can use from the graveyard. It going on top of your library is not super good, since you have to replace your draw to get it back, and there’s a reasonable chance what you were going to draw was going to be better, but when it returns to your hand it will feel pretty good, and obviously that’s true when it goes to the battlefield as well. Still, this doesn’t have the best stats ever, even accounting for Pack Tactics, and its ability is both expensive and going to feel actively mediocre when you roll a 1-9
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
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
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
+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.
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.
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.
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
Pack 3 Pick 4: Chaos Channeler
Chaos Channeler
4.0 This seems really good. It is a 4-mana 4/3 with a ton of upside. No matter what you roll when it attacks, you will end up netting at least one card. And because it says “play” you can even play lands off of it, and that’s awesome. He might die after only one attack, but you’ll usually be getting a 2-for-1 out of it, so that’s fine with me, especially because if left unchecked, the Channeler will just keep drawing you cards.
Purple Worm
3.5 Even if you always paid 7 for this, it would be kind of alright, and it will frequently just be 5 mana. Adding Ward to a card like this really matters too, because the big downside with this kind of creature is that your opponent might be able to kill it for very little mana. Now, there’s still a pretty good chance they can kill it for less than 7, but killing it for less than 5 won’t be a common occurrence! This seems like a nice finisher for Green decks
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.
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.
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.
Pack 3 Pick 5: Battle Cry Goblin
Battle Cry Goblin
3.0 On its own, this is a two mana 2/2 that can pump its power and can Haste for 1R, which is usually a pretty decent card in Limited. The Pack Tactics effect here isn’t the most impressive, but adding another body to the board that can have its power pumped can sometimes matter, and obviously, if you end up with a lot of Goblins -- and there are lots of Goblins in this set -- this gets even better.
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
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.
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
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.
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.
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
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.
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.
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 3 Pick 6: Fates' Reversal
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!
Split the Party
2.5 This is a unique design for a bounce spell, and I think most of the time it will be pretty alright. You probably want to be bouncing two things with it to feel good about the amount of mana you spend on it, and you can do that as long as they have three creatures since it is rounded up. There will be times where it just doesn’t matter though, even when you bounce a couple of things. A decent chunk of the time, this will either simply delay the inevitable. This kind of effect does not allow you to trade card-for-card and is pure tempo, so keep that in mind. I think overall, that just makes this a 2.5
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.
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.
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.
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.
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
Steadfast Paladin
3.0 Two mana 2/2s with Lifelink tend to be solid enough in Limited, especially in a format with a life gain archetype. It will also wield Equipment pretty effectively.
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.
Pack 3 Pick 7: Deadly Dispute
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
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.
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.
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.
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.
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.
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.
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
Pack 3 Pick 8: Shambling Ghast
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.
Zombie Ogre
2.5 This has kind decent defensive stats, but the real value comes from its ability to Venture into the Dungeon, which it can do without any mana investment at all. Sure, you have to have your creature die, but that’s a common enough occurrence that this will be able to Venture for you a decent amount of the time. Playing it in the second main phase after a creature has ALREADY died will feel particularly good, because you’ll be getting that value at your End Step most of the time. This seems like a solid Common
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
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.
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.
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.
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 3 Pick 9: Dueling Rapier
Iron Golem
2.5 This is like Juggernaut, a card that is still pretty solid in Limited. It is a bit of a bummer that didn’t give it the “can’t be blocked by walls” thing, since there are a few of them in this set, but either way this is a nice little creature. It is sure to die in combat because it has to block and attack constantly, but it has high enough power that it will kill most stuff at least.
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
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.
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.
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.
Dueling Rapier
2.5 So, the Equip cost here is obviously really steep, and +2/+0 for a single Red mana would not be an awesome combat trick, but in this case we’re talking about a combat trick that has the stats boost stick around in one form or another. Even if your creature dies, you have something on the battlefield, even if it does cost a lot to Equip, and if you can help a creature win and survive combat and keep this equipped to it, it’s going ot feel pretty good. In a lot of ways, it is still a glorified combat trick, but I’ve underestimated auras and equipment with Flash in the past, dismissing them as combat tricks, so I thinkt his will defy expectations. Still, it probably isn’t much more than a solid playable.
Pack 3 Pick 10: Plundering Barbarian
Silver Raven
1.5 One mana 1/1 flyers don’t tend to be very impressive in most Limited formats unless they have a lot going on. And, while Scry 1 is a little more than nothing, it isn’t that good, either. It does mean it still does a thing in the late game, and improving your draws matters, but yeah, this is pretty mediocre overall. If the set had more of an Artifact theme it would be better, but it just isn’t there.
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.”
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.
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.
Pack 3 Pick 11: Plundering Barbarian
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.
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
Pack 3 Pick 12: Herald of Hadar
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.
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
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 3 Pick 13: Vampire Spawn
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.
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.
Pack 3 Pick 14: Devour Intellect
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