Orcus, Prince of Undeath
5.0 So, at worst, this is a 4-mana 5/3 with Flying and Trample. That’s already a B, because it is a cheap creature that puts your opponent on a very fast clock. So, the option of pumping extra mana into him for additional effects is upside on an already impressive card. If you pay 7 and kill all the X/2s on the board, or get back like a two-drop to the battlefield that’s going to feel pretty great. It just seems like, at worst, you have a creature that pressures your opponent in the sky really effectively, and at best you have a card that completely reshapes the board in your favor. And yes, the -X/-X part is symmetrical, but because you have complete control over it, you’ll only use that part when it is beneficial for you, making it feel a lot less symmetrical. I think this does enough to be a bomb
Moon-Blessed Cleric
3.0 This does a pretty good Heliod’s Pilgrim impression. It can’t tutor the card right to your hand, but it lets you get any kind of Enchantment, not an Aura, and it also comes with better stats for the cost, so I think it will end up playing very similarly to the Pilgrim, who tends to be a pretty nice card to have in most limited formats. Obviously you need some Enchantments to really get it going, but that doesn’t seem like a difficult hurdle.
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.
Monk of the Open Hand
2.5 This card reminds me a lot of the BW double-spell deck from Kaldheim. If you can get your curve low enough, this guy can grow relatively quickly and without you having to commit significant resources. It does look like a low-curve aggro deck is a thing in this format too, especially in RW, so I can see this being a nice fit there. This is also the Monk that the Planeswalker we saw earlier -- Grand Master of Flowers can tutor up, so it should go up in your pick order if you have the Grand Master. It takes some work to make the Monk worth playing if you don’t have the Grand Master, but if you find yourself with a low curve, this will be a nice fit.
Charmed Sleep
3.5 I’m always hesitant to give Blue removal a “premium removal” grade, because it seems more often than not they don’t get there due to various disadvantages, but I think this gets there just barely. It did last time we saw it too. It doesn’t shut down static or activated abilities, but most creatures will become useless once this is on it.
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.
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.
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.
+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.
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
Paladin's Shield
1.0 We have seen Equipment like this before, and I’ve never really been impressed by it. A boost to toughness alone is very rarely something you’re after in your Equipment, and while this does have Flash, so you can use it as sort of a combat trick, it will usually only ever save your creature, and not really help it win combat. Then, after you get to attach it for free that one time, the Equip cost is really high for what this is. RW decks do have an Equipment sub-theme, and that helps it out a little bit, but not enough for it to be something you play regularly.
Boots of Speed
2.0 The boost this offers for the casting cost and the equip cost is pretty reasonable, as paying one more to give something new Haste and +1/+0 will feel pretty good sometimes, especially in a set where there’s an Equipment archetype.
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.
You're Ambushed on the Road
1.5 LIke most of this cycle, this card takes two options that would not be a great card on their own and puts them together, and the product is definitely greater than the sum of its parts. White-Blue especially is interested in bouncing its own creatures to retrigger ETB abilities, so that part of the card will come up in ways other than just to save a creature from removal. The trick part is mediocre, but will find its place. Each card individually would be a 1.0 at best, but together, I think the options make this card a pretty decent playable.
Pack 1 Pick 2: Goblin Morningstar
Asmodeus the Archfiend
3.0 6 –mana for a 6/6 is nice, but the downside of course is that you can’t really draw cards when it is in play, instead they get exiled. You can get those cards back of course, but it will cost you some life. Paying three black to draw 7 and then an additional black to get those 7 cards will cost a lot of life, but it seems like in most scenarios you will get pretty insurmountable card advantage out of that, and 7 life will be worth it. The fact it costs triple black to draw those seven is a little annoying, as that isn’t mana that you’ll always have in Limited. In general, I think Asmodeus will sometimes feel like more downside than upside in Limited, but the amount of power he brings Is pretty amazing, though certainly not bomb level. That downside is too significant.
Hunter's Mark
3.5 Even without the upside against Blue decks, Hunter’s Mark would be a very good removal spell for Green. Instant speed punch is great, especially when it comes with the additional upside of sometimes only costing a single mana! This is premium removal.
Ray of Enfeeblement
3.0 One mana for -4/-1 to a creature is already a pretty nice deal. It won’t outright kill all of them, but they will certainly be enfeebled enough to be taken down in combat pretty much all the time, and that will feel pretty efficient. Then, against people playing White, it gets a massive upgrade to the point it is one of the best cards in your deck.
Wizard Class
3.0 This is much less buildaroundy than most of the other Classes, and that’s good news, because it will just be nice in any Blue deck, though it does get better the better you are at drawing cards. The level one Enchantment is pretty irrelevant, but drawing two at level two will feel nice, and obviously leveling this up all the way will feel great, as getting a counter every turn is quite nice. It is quite slow, of course, and that holds it back significantly, but I think it looks pretty nice overall.
Planar Ally
3.5 We have seen a lot of 5-mana 3/3 Flyers of late that have some ability, and they’ve all been pretty nice cards for Limited, and I think that’s what we have here. Venturing with every attack is great, as the Ally, left unchecked, will be able to get you through dungeons all on its own. This format does have more large flyers than usual as a result of the heavy Dragon theme, so this may find itself unable to attack effectively more than it would in most formats, but I think this is still a pretty good Common.
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.
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.
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.
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.
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.
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.
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
Pack 1 Pick 3: Asmodeus the Archfiend
Asmodeus the Archfiend
3.0 6 –mana for a 6/6 is nice, but the downside of course is that you can’t really draw cards when it is in play, instead they get exiled. You can get those cards back of course, but it will cost you some life. Paying three black to draw 7 and then an additional black to get those 7 cards will cost a lot of life, but it seems like in most scenarios you will get pretty insurmountable card advantage out of that, and 7 life will be worth it. The fact it costs triple black to draw those seven is a little annoying, as that isn’t mana that you’ll always have in Limited. In general, I think Asmodeus will sometimes feel like more downside than upside in Limited, but the amount of power he brings Is pretty amazing, though certainly not bomb level. That downside is too significant.
Hunter's Mark
3.5 Even without the upside against Blue decks, Hunter’s Mark would be a very good removal spell for Green. Instant speed punch is great, especially when it comes with the additional upside of sometimes only costing a single mana! This is premium removal.
Ray of Enfeeblement
3.0 One mana for -4/-1 to a creature is already a pretty nice deal. It won’t outright kill all of them, but they will certainly be enfeebled enough to be taken down in combat pretty much all the time, and that will feel pretty efficient. Then, against people playing White, it gets a massive upgrade to the point it is one of the best cards in your deck.
Wizard Class
3.0 This is much less buildaroundy than most of the other Classes, and that’s good news, because it will just be nice in any Blue deck, though it does get better the better you are at drawing cards. The level one Enchantment is pretty irrelevant, but drawing two at level two will feel nice, and obviously leveling this up all the way will feel great, as getting a counter every turn is quite nice. It is quite slow, of course, and that holds it back significantly, but I think it looks pretty nice overall.
Planar Ally
3.5 We have seen a lot of 5-mana 3/3 Flyers of late that have some ability, and they’ve all been pretty nice cards for Limited, and I think that’s what we have here. Venturing with every attack is great, as the Ally, left unchecked, will be able to get you through dungeons all on its own. This format does have more large flyers than usual as a result of the heavy Dragon theme, so this may find itself unable to attack effectively more than it would in most formats, but I think this is still a pretty good Common.
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.
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.
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.
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.
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.
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.
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
Pack 1 Pick 4: Skullport Merchant
Skullport Merchant
3.0 So, this is a Black Sailor of Means with upside, and that’s a really good place to start. Tacking on fixing and ramp to a creature like this just ends up feeling really great. Sometimes you won’t really want the treasure, so its great that he can cash them in for cards, as well as creatures!
Divine Smite
2.5 Phasing something out just isn’t that good. It is sort of like bouncing a creature, except it is worse in the sense that your opponent doesn’t have to pay mana again to get their creature back. It will just come back on its own. In that sense, it is more like tapping a creature down for one turn. You also can’t use it on your own creature to save it from removal or something like that, you can only target the opponent’s stuff. Still, it does a kind of reasonable thing against all creatures or planeswalkers, and will be insane against people playing Black. I think that if this was just the phasing side of it, it wouldn’t be very good. So, this one might be better to start in your sideboard, which I don’t think is true of the rest of this cycle. Still, you’ll run into people playing Black often enough that I think this is a solid playable.
Wandering Troubadour
4.0 While this isn’t quite Landfall - Venture into a dungeon, it is a close approximation of that, and that seems pretty awesome. You have to wait to venture until the end of your turn, so if your opponent can kill the Bard after you play the land you won’t get to Venture, so keep that in mind when you play with and against this, but the fact that this can venture for you if you’re hitting land drops is pretty awesome. A 4-mana 4/2 isnt’ exactly a world beater, but it is the kind of stat-line that does trade pretty well with bigger creatures, so that’s nice too. I think this is going to be something you take pretty highly
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.
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.
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.
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
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
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.
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.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Pack 1 Pick 5: Earth-Cult Elemental
Wizard Class
3.0 This is much less buildaroundy than most of the other Classes, and that’s good news, because it will just be nice in any Blue deck, though it does get better the better you are at drawing cards. The level one Enchantment is pretty irrelevant, but drawing two at level two will feel nice, and obviously leveling this up all the way will feel great, as getting a counter every turn is quite nice. It is quite slow, of course, and that holds it back significantly, but I think it looks pretty nice overall.
Displacer Beast
4.0 This seems quite good for an Uncommon. It has sort of passable stats, especially because it does a whole lot more than just sit around as a 3-mana 3/2! The ETB trigger will be quite nice, as Venturing will give you some very significant value. It isn’t quite Professor of Symbology, but I think the comparison helps illustrate why this card will be good. The fact it can bounce itself back to your hand won’t always come up, but in the late game, it can help you venture through a dungeon all on its own, and that will often be a pretty big deal.
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.
Sylvan Shepherd
2.5 This looks like it has a lot going on because of the d20 stuff, but it is basically just a 3-mana ⅔ with Vigilance that gains you 1-2 life when it attacks. That’s basically a textbook solid playable, especially in a format that does have some life gain payoffs
Circle of the Moon Druid
2.5 A card that is always a 3-mana 4/2 is like a 2.0 and a card that is always a 3-mana 2/4 is a 1.0. This gives you the best of both of those, as you’d rather have the 4/2 as the attacker and the 2/4 as the blocker most of the time.
You Find the Villains' Lair
2.0 Cancel is not usually a great card in Limited. Counterspells are a little too situational, and it is often just going ot be better to add to your board with three mana than count on your opponent playing something that you will counter. In a lot of ways, counter magic in Limited is just bad removal, because you have to have the mana up to use it at the exact right time, or it doesn’t do anything. Basically, a card like Cancel just ends up being a card you have left in your hand after you’ve played everything else, and it might do a thing, but it also might have cost you the game. This gets around that problem with another mode though. Sure, it doesn’t add to the board either, but it still gives you something to do with it that will be more immediate and more of a sure thing in situations where that’s a good idea. Normally, Cancel is like a 1.5, but I think this does enough to make the cut more often than that.
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.
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.
+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.
Inspiring Bard
2.5 A creature with just the Bardic Inspiration ability is usually a solid playable, but it does come with the downside of not doing anything with a +2/+2 boost doesn’t matter -- like if you have to play defense, or don’t have another creature. Adding the “Song of Rest” option means that in those situations, you could an ability that is far more useful, and that’s pretty nice. It probably still isn’t more than a solid playable, though.
Pack 1 Pick 6: Goblin Javelineer
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
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.
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.
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
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.
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.
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.
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.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Pack 1 Pick 7: You See a Pair of Goblins
Lurking Roper
3.5 You would basically always end up playing a 3-mana ⅘ Wall. That might sound crazy to you, but the main reason Walls tend to not be great in Limited is because most of them can just block things and not damage them. The Roper isn’t just a wall, it is one that will kill almost everything that can attack into it in the early and mid-game. So, even if that’s all this was, I think the first copy would make the cut in most Green decks. So, when you add the bonus that it can attack, you’ve got a better card, and then you have a way to actually untap it too, and it is even better! Even if you can never untap the thing, it is going to be a pretty nice card, and if you can, it will be awesome
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.
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.
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.”
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.
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.
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
Plummet
0.5 This is a weird card to see these days, since “sideboard” type cards are becoming less and less of a thing in Limited. Instead, they give us modal cards that do sideboard-type things, but have much better fail case than sideboard cards. Anyway, this is something you should pretty much never main deck, but not too terrible if you go up against an opponent with enough targets.
Pack 1 Pick 8: Thieves' Tools
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
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
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.
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.
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.
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.
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.
Pack 1 Pick 9: Goblin Javelineer
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.
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.
+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.
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.
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.
You're Ambushed on the Road
1.5 LIke most of this cycle, this card takes two options that would not be a great card on their own and puts them together, and the product is definitely greater than the sum of its parts. White-Blue especially is interested in bouncing its own creatures to retrigger ETB abilities, so that part of the card will come up in ways other than just to save a creature from removal. The trick part is mediocre, but will find its place. Each card individually would be a 1.0 at best, but together, I think the options make this card a pretty decent playable.
Pack 1 Pick 10: Manticore
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.
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.
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.
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.
Hill Giant Herdgorger
2.5 This seems like a fine finisher for Green decks. You’re probably going to hope you have a rare or Uncommon in that slot, but this card is similar enough to Ravenous Lindwurm and Honey Mammoth to make me feel like it has a nice shot. I have a feeling it might not be quite as good as those cards, because this format looks like it is probably going to be faster than Kaldheim, but it looks pretty solid to me
Pack 1 Pick 11: Air-Cult Elemental
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.
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.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Pack 1 Pick 12: Bulette
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.
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.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Pack 1 Pick 13: +2 Mace
+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.
Inspiring Bard
2.5 A creature with just the Bardic Inspiration ability is usually a solid playable, but it does come with the downside of not doing anything with a +2/+2 boost doesn’t matter -- like if you have to play defense, or don’t have another creature. Adding the “Song of Rest” option means that in those situations, you could an ability that is far more useful, and that’s pretty nice. It probably still isn’t more than a solid playable, though.
Pack 1 Pick 14: Potion of Healing
Teleportation Circle
1.0 // 3.5 This looks like a build around. This kind of effect just doesn’t matter if you don’t have the right deck for it. Just kidding “pseudo-Vigilance” out of it isn’t worth it. The good news is that both BW and UW look like they are in a reasonably good position to make use of this, and when you can get some kind of ETB trigger every turn out of this, it will feel great -- especially if it involves Venturing into Dungeons! But still, I don’t think your average deck in the format will be able to put this to use.
Reaper's Talisman
3.0 This looks like some pretty nice Equipment. One to play and two to equip for Death touch and an “attacks alone” trigger is kind of an okay deal, especially because those two things pair so well together. You often would find yourself rumbling with just a small death toucher anyway, so draining two on top of that will be a very real problem for your opponent. Keep in mind, the creature only has death touch on the attack, so don’t move this to a blocker and expect it to have death touch.
Aberrant Mind Sorcerer
3.5 10-20 is the preferable option, and you have a slightly higher chance of getting that, and 1-9 isn’t too shabby either, as returning a removal spell to the top of your library is some powerful card selection. If you always got the 10-20 effect, it would be a 4.0, and if you always get 1-9, it would probably be a 3.0, so let’s split the difference at 3.5.
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.
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.
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
Unexpected Windfall
2.0 This seems like a decent card for Most red decks to get one copy of. 4 mana is a lot for Tormenting Voice, but the two Treasure you get means this card also gives you some very real fixing, in addition to helping you dig deeper into your deck.
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.
Sylvan Shepherd
2.5 This looks like it has a lot going on because of the d20 stuff, but it is basically just a 3-mana ⅔ with Vigilance that gains you 1-2 life when it attacks. That’s basically a textbook solid playable, especially in a format that does have some life gain payoffs
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
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.
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.
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.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Pack 2 Pick 1: Reaper's Talisman
Teleportation Circle
1.0 // 3.5 This looks like a build around. This kind of effect just doesn’t matter if you don’t have the right deck for it. Just kidding “pseudo-Vigilance” out of it isn’t worth it. The good news is that both BW and UW look like they are in a reasonably good position to make use of this, and when you can get some kind of ETB trigger every turn out of this, it will feel great -- especially if it involves Venturing into Dungeons! But still, I don’t think your average deck in the format will be able to put this to use.
Reaper's Talisman
3.0 This looks like some pretty nice Equipment. One to play and two to equip for Death touch and an “attacks alone” trigger is kind of an okay deal, especially because those two things pair so well together. You often would find yourself rumbling with just a small death toucher anyway, so draining two on top of that will be a very real problem for your opponent. Keep in mind, the creature only has death touch on the attack, so don’t move this to a blocker and expect it to have death touch.
Aberrant Mind Sorcerer
3.5 10-20 is the preferable option, and you have a slightly higher chance of getting that, and 1-9 isn’t too shabby either, as returning a removal spell to the top of your library is some powerful card selection. If you always got the 10-20 effect, it would be a 4.0, and if you always get 1-9, it would probably be a 3.0, so let’s split the difference at 3.5.
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.
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.
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
Unexpected Windfall
2.0 This seems like a decent card for Most red decks to get one copy of. 4 mana is a lot for Tormenting Voice, but the two Treasure you get means this card also gives you some very real fixing, in addition to helping you dig deeper into your deck.
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.
Sylvan Shepherd
2.5 This looks like it has a lot going on because of the d20 stuff, but it is basically just a 3-mana ⅔ with Vigilance that gains you 1-2 life when it attacks. That’s basically a textbook solid playable, especially in a format that does have some life gain payoffs
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
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.
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.
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.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Pack 2 Pick 2: Meteor Swarm
Meteor Swarm
4.0 Well, this is really good. At worst, you pay 4 to kill your opponent’s big creature, and if your opponent has a bunch of small guys in play, you can pay more to pick them all off. This isn’t quite a bomb, but it is certainly premium removal, and will reshape many games.
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
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.
Cloister Gargoyle
3.0 A 3-mana 0/4 that ventures into the dungeon is probably already a decent card for the format, but this looks to be one of the bigger payoffs for completing dungeons at lower rarities, as it becoming a ¾ Flyer is a pretty big deal -- that kind of size almost always matters on an evasive creature, and it is going to give you value when it ETBs no matter what.
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.
Price of Loyalty
1.0 // 2.5 Even with the Treasure upside, this probably won’t be worth it for most decks. Threaten effects aren’t amazing in most formats, since they tend to do very little except in two situations. One of these is that you’re able to kill your opponent when you do it, and the other is that you have some sacrifice outlets that make it easy to turn the effect into a removal spell that gives you some value. However, this does look like it might be worth playing in the Black-Red deck, as there is one red Sacrifice effect at Uncommon, two black sacrifice effects at Common, and one at Uncommon, so setting up the sacrifice is actually going to be doable there, making the card a solid playable in a deck that gets its hands on some of those effects.
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.
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.
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.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
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.
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.
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Pack 2 Pick 3: Swarming Goblins
The Blackstaff of Waterdeep
1.5 This is an odd card, but my initial impression of it is that it isn’t that impressive. This set does have a decent number of Artifacts, including Treasure – but it doesn’t actually let you animate treasure, because they are tokens. That leave you with only the regular artifacts in the set, and while there are a significant number, I’m not sure there are going to be enough in your typical Blue deck to just have this work, since it is a completely useless card without other Artifacts. And really, to take full advantage, you will want a lot of artifacts, because you just want to be able to send in the 4/4 until your opponent kills it. If you can do that again after the first one goes down, this will sort of feel like a 2-for-1, because it may not do anything else the rest of the game.
Wild Shape
2.0 I’m not usually a big fan of tricks that grant hexproof, they are just too situational! But this gets around that with some pretty nice modality. You can still get Hexproof if you need it, but it has two other modes that can be useful in different situations, and having an option between those three things is pretty nice, though not incredibly. A 1/5 with Reach is probably just going to enable a block you didn’t have before, which isn’t a great thing to give up a card for most of the time, and making something into a 3/3 with Trample won’t always matter either. So, the 1/3 option is probably the best one. Still, for only one mana this does a kind of okay job, and it is certainly decent
Fly
2.5 So, when we see an Aura that grants Flying to a creature and draws you a card, it tends to be reasonably playable. While Venturing into a dungeon a single time won’t quite be as good as drawing a card, most of the time if you do it twice, it will feel like a whole card’s worth of value, and that will make up for the risk of getting 2-for-1’d when your opponent kills what this is attached to. Now, your creature does have to hit your opponent to get the effect, and that isn’t guaranteed or anything, but it seems like on a lot of boards, giving a creature these abilities will make it a big problem for your opponent.
You Find the Villains' Lair
2.0 Cancel is not usually a great card in Limited. Counterspells are a little too situational, and it is often just going ot be better to add to your board with three mana than count on your opponent playing something that you will counter. In a lot of ways, counter magic in Limited is just bad removal, because you have to have the mana up to use it at the exact right time, or it doesn’t do anything. Basically, a card like Cancel just ends up being a card you have left in your hand after you’ve played everything else, and it might do a thing, but it also might have cost you the game. This gets around that problem with another mode though. Sure, it doesn’t add to the board either, but it still gives you something to do with it that will be more immediate and more of a sure thing in situations where that’s a good idea. Normally, Cancel is like a 1.5, but I think this does enough to make the cut more often than that.
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.
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.
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.
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.
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.
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.
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
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.
Pack 2 Pick 4: Lightfoot Rogue
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.
Green Dragon
3.5 This whole cycle is pretty nice, and Green Dragon doesn’t really disappoint. A 6-mana 4/4 Flyer is often a borderline playable, but its ETB trigger is also going to be a huge headache for people to contend with. Now, there will be some board states where it doesn’t do much, but the card has a reasonable base line and will sometimes set up situations where your opponent just has to block to not die, which means they lose their creatures.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
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.
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.
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 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
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.
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
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.
Charmed Sleep
3.5 I’m always hesitant to give Blue removal a “premium removal” grade, because it seems more often than not they don’t get there due to various disadvantages, but I think this gets there just barely. It did last time we saw it too. It doesn’t shut down static or activated abilities, but most creatures will become useless once this is on it.
Pack 2 Pick 5: Hired Hexblade
Treasure Vault
2.5 I think this land is probably worth running in most decks despite only producing colorless mana at first. It really overcomes most of its shortcomings by being able to make treasure. In the end, it probably doesn’t really hurt your mana base, since you can always give it up for Treasure, and in the later part of the game you might be able to make some really silly amount of treasure, which might be nice if you have a mana sink of some kind
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
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.
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.
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.
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.
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.
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.
+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.
Mimic
1.0 So, this doesn’t seem amazing to me, though the flavor is quite good. Like most treasures, it can only be used the one time to give you mana, so it isn’t even the best fixing ever. And yeah, it can turn into a creature sometimes, and that’s nice upside to have on your mana, but I’m just not sure this will feel like it is worth an entire card very often. You’ll play it if you really need fixing, or maybe you have some artifact synergies, but that’s probably about it
Pack 2 Pick 6: Baleful Beholder
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.
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
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.
Planar Ally
3.5 We have seen a lot of 5-mana 3/3 Flyers of late that have some ability, and they’ve all been pretty nice cards for Limited, and I think that’s what we have here. Venturing with every attack is great, as the Ally, left unchecked, will be able to get you through dungeons all on its own. This format does have more large flyers than usual as a result of the heavy Dragon theme, so this may find itself unable to attack effectively more than it would in most formats, but I think this is still a pretty good Common.
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.
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.
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.
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.
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
Pack 2 Pick 7: Hand of Vecna
Hand of Vecna
3.5 This looks pretty good. Sure, you need to have cards in your hand for it to pump your creature, but you’ll basically always have at least one card in your hand, so it will give +1/+1 most of the time, at least on your turn. And that also means it will be very cheap to Equip, sometimes you’ll be able to equip it for 0 life! The flip side is that if your hand is loaded with cards, it will make your creature huge, but probably be better to pay the normal Equip cost instead of the life one. Either way, you end up with an Equipment that is reasonably efficient, and does good stuff pretty much all game long
Blink Dog
1.0 This doesn’t look very good. 3 mana for a 1/1 with Double Strike is rough, and the Phase effect is cool, but also costly. I guess if you have some Equipment he can get interesting, but I think you mostly won’t play this
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.
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
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.
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.
Sylvan Shepherd
2.5 This looks like it has a lot going on because of the d20 stuff, but it is basically just a 3-mana ⅔ with Vigilance that gains you 1-2 life when it attacks. That’s basically a textbook solid playable, especially in a format that does have some life gain payoffs
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 2 Pick 8: Thieves' Tools
Blue Dragon
3.5 That’s a pretty wacky ETB ability, but it is one that seems pretty nice. It weakens all of those creatures until your next turn, so you can take advantage of their lower power so that you can attack on your turn, and then also benefit from the fact that your creatures can’t attack as hard. This does cost 7, but it also impacts the board in an immediate way and gives you a relatively imposing flyer. Still, there will be times when the ability doesn’t do much either way, and I think that probably keeps it from getting into “first pickable” range.
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.
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.
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.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
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.
+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 2 Pick 9: Clattering Skeletons
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.
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
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.
Sylvan Shepherd
2.5 This looks like it has a lot going on because of the d20 stuff, but it is basically just a 3-mana ⅔ with Vigilance that gains you 1-2 life when it attacks. That’s basically a textbook solid playable, especially in a format that does have some life gain payoffs
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.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
Pack 2 Pick 10: Deadly Dispute
Cloister Gargoyle
3.0 A 3-mana 0/4 that ventures into the dungeon is probably already a decent card for the format, but this looks to be one of the bigger payoffs for completing dungeons at lower rarities, as it becoming a ¾ Flyer is a pretty big deal -- that kind of size almost always matters on an evasive creature, and it is going to give you value when it ETBs no matter what.
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.
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.
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.
Spare Dagger
1.0 The stats boost it offers is pretty weak, and giving up a whole card to ping something isn’t really something I’m interested in. This IS an equipment, and RW cares about that, so it probably gets played more often than it would in most formats
Pack 2 Pick 11: Goblin Javelineer
The Blackstaff of Waterdeep
1.5 This is an odd card, but my initial impression of it is that it isn’t that impressive. This set does have a decent number of Artifacts, including Treasure – but it doesn’t actually let you animate treasure, because they are tokens. That leave you with only the regular artifacts in the set, and while there are a significant number, I’m not sure there are going to be enough in your typical Blue deck to just have this work, since it is a completely useless card without other Artifacts. And really, to take full advantage, you will want a lot of artifacts, because you just want to be able to send in the 4/4 until your opponent kills it. If you can do that again after the first one goes down, this will sort of feel like a 2-for-1, because it may not do anything else the rest of the game.
You Find the Villains' Lair
2.0 Cancel is not usually a great card in Limited. Counterspells are a little too situational, and it is often just going ot be better to add to your board with three mana than count on your opponent playing something that you will counter. In a lot of ways, counter magic in Limited is just bad removal, because you have to have the mana up to use it at the exact right time, or it doesn’t do anything. Basically, a card like Cancel just ends up being a card you have left in your hand after you’ve played everything else, and it might do a thing, but it also might have cost you the game. This gets around that problem with another mode though. Sure, it doesn’t add to the board either, but it still gives you something to do with it that will be more immediate and more of a sure thing in situations where that’s a good idea. Normally, Cancel is like a 1.5, but I think this does enough to make the cut more often than that.
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.
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 2 Pick 12: Clattering Skeletons
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
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
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
Pack 2 Pick 13: +2 Mace
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.
+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 2 Pick 14: Bar the Gate
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 3 Pick 1: Farideh's Fireball
Monk Class
4.0 Level 1 of this class isn’t anything amazing, but it might help you double spell sometimes. Level two lets you bounce something, and that’s something that I think really elevates this class – its ability to actually interact with the opposing board! That will buy you more time to try to get Level 3 here, which you’ll want to do, because it will effectively start drawing you cards if you can double spell. Now, you won’t always be able to do it, but this is actually really cheap to level up, and just drawing a couple cards off of it will make you feel pretty good about your situation
Prosperous Innkeeper
3.0 A two mana 1/1 that gives you treasure is already pretty decent. It gives you some real fixing and ramp, so adding the life gain effect to the Innkeeper makes for a pretty nice two drop for most green decks
Blue Dragon
3.5 That’s a pretty wacky ETB ability, but it is one that seems pretty nice. It weakens all of those creatures until your next turn, so you can take advantage of their lower power so that you can attack on your turn, and then also benefit from the fact that your creatures can’t attack as hard. This does cost 7, but it also impacts the board in an immediate way and gives you a relatively imposing flyer. Still, there will be times when the ability doesn’t do much either way, and I think that probably keeps it from getting into “first pickable” range.
Dragon's Disciple
2.0 This is a nice Dragon payoff, as being able to play this as a two-mana 2/4 will feel pretty great, especially on turn 2! Adding Ward 1 to all your dragons isn’t too shabby either. The fact that this has a fail case of being a two mana ⅓ gives it a not entirely terrible floor too. There are enough Dragons around in this set for you to be able to take full advantage of this a decent chunk of the time. You probably need like 3 in your deck to feel good about it, but when you get there, this will be a nice card for you.
Unexpected Windfall
2.0 This seems like a decent card for Most red decks to get one copy of. 4 mana is a lot for Tormenting Voice, but the two Treasure you get means this card also gives you some very real fixing, in addition to helping you dig deeper into your deck.
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
Sylvan Shepherd
2.5 This looks like it has a lot going on because of the d20 stuff, but it is basically just a 3-mana ⅔ with Vigilance that gains you 1-2 life when it attacks. That’s basically a textbook solid playable, especially in a format that does have some life gain payoffs
Shocking Grasp
1.5 The effect here isn’t very exciting. This Blue “combat tricks” really need your board to already have something big enough to deal with an attacking creature, or to blow up a block, and that really makes them pretty unimpressive. Obviously, adding a cantrip to the card does it make it better, because it means that at worse, you’re going to be able to Cycle this, but it still isn’t something that will make the cut in your deck all that often.
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.
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
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.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
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.
Herald of Hadar
1.5 This is a bit clunky as a 5-mana 4/4, but the activated ability, as expensive as it is -- is a pretty nice late game mana sink. The ability, no matter what you roll, provides some serious reach. It is probably still too slow to make the cut on a super regular basis, though.
Pack 3 Pick 2: Magic Missile
Dungeon Descent
1.0 There are a significant number of legends in this set, but I don’t think there’s going to be enough of them to get this off the ground most of the time. Mostly, it will be a tap land that actively hurts your mana base
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.
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.
Magic Missile
3.5 This is premium removal. These types of spells that let you divide damage are always great, because you can sometimes take down multiple creatures with them at once. And, this can also just kill X/3s reasonably efficiently, or go after the opponent to help you close out a game.
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.
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.
Deadly Dispute
2.0 The prevalence of treasure, especially in Black-Red, will make this better than it looks. This kind of effect often plays a lot like Tormenting Voice, which is to say – its pretty replaceable, but I think this will be better than usual thanks to the fact it is good with treasure and it produces treasure. It of course still comes with the upside of being able to sacrifice a creature in response to removal, at which point you really aren’t going down a card either.
You 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
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.
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.
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.
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.
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: Demogorgon's Clutches
Varis, Silverymoon Ranger
4.5 This is a 3-mana 3/3 with Reach that not only makes it very easy for you to trigger your Dungeon Rooms, but also churns out Wolf tokens as you do. That’s excellent. And hey, Ward 1 might not be the most exciting Ward ever, but it does make him slightly harder to kill, so I’ll take it. He does enough to get into the lower tier of the bombs in this set
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.
Cloister Gargoyle
3.0 A 3-mana 0/4 that ventures into the dungeon is probably already a decent card for the format, but this looks to be one of the bigger payoffs for completing dungeons at lower rarities, as it becoming a ¾ Flyer is a pretty big deal -- that kind of size almost always matters on an evasive creature, and it is going to give you value when it ETBs no matter what.
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.
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
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
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.
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.
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.
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.
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.
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
Pack 3 Pick 4: Lightfoot Rogue
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
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.
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.
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.
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.
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.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Secret Door
1.5 In the early game, this can block reasonably well, and in the late game it has an ability that is a reasonable mana sink, and one that can actually give you a ton of value. Only Venturing at Sorcery speed is rough of course, because you have to telegraph to your opponent you won’t be interacting with them, but if you’re flooding out, this ability is going to look pretty good. You probably still don’t play this a ton though.
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.
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
Clattering Skeletons
3.0 A 4-mana 4/3 is fine, and this comes with a nice enough death trigger. Venturing is going to be a big part of this format -- think learn/lessons in Strixhaven -- so any card that can do it for you is going to be a little better than it looks.
Pack 3 Pick 5: You Come to the Gnoll Camp
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.
Krydle of Baldur's Gate
4.0 This seems like a really great signpost Uncommon. UB seems to be about doing combat damage to an opponent and getting triggers out of it, and Krydle definitely showcases how great that can be. His combat damage trigger is pretty awesome -- it allows him to do 2 damage at a time, while gaining you life and allowing you to improve your draws. Even if he couldn’t make himself and OTHER creatures unblockable, Krydle would be really good -- but he CAN do that, and in the late game he can just produce lethal damage out of nowhere
You Find Some Prisoners
2.0 I think this is a bit underwhelming compared to the other Uncommon “Choose your Adventure”-style cards. If you can hit an Artifact with it that will be nice, but the second ability is a little too random, though it will certainly be useful most of the time in the later game, as it effectively draws you a card. Still, You Find some Prisoners is likely to sit in your hand for a long time before it actually does something, and even when it does do something, it normally isn’t going to feel that powerful.
Bar the Gate
3.0 This seems like a pretty good counterspell. They always come with big downsides, like how situational they are, and three mana for one is normally not a card you really want to play, but when some additional value is added on to countermagic, it becomes increasingly worth it, and that’s what we have here. Sure, it doesn’t counter everything -- but creatures are the most common thing your opponent will do, so it will often have targets. Venturing into the Dungeon isn’t quite “draw a card” most of the time, but it gets close enough that I’m actually pretty interested in the first copy of this for most Blue decks.
Thieves' Tools
2.5 This will fight nicely into UB, because that color is all about making small creatures evasive and getting value when they do combat damage, and it will fit nicely in BR because it likes treasures.
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.
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
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
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.
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 3 Pick 6: Zombie Ogre
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.
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
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.
Inspiring Bard
2.5 A creature with just the Bardic Inspiration ability is usually a solid playable, but it does come with the downside of not doing anything with a +2/+2 boost doesn’t matter -- like if you have to play defense, or don’t have another creature. Adding the “Song of Rest” option means that in those situations, you could an ability that is far more useful, and that’s pretty nice. It probably still isn’t more than a solid playable, though.
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.
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.
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.
Priest of Ancient Lore
3.5 This is a pretty great Common. People are always complaining white doesn’t have enough card draw, so getting an ETB ability like this will make them happy. In Limited, this will be a 2-for-1 a lot of the time, and the fact it gains that 1 life is no small thing either, since GW is all about gaining life.
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
Pack 3 Pick 7: Swarming Goblins
Displacer Beast
4.0 This seems quite good for an Uncommon. It has sort of passable stats, especially because it does a whole lot more than just sit around as a 3-mana 3/2! The ETB trigger will be quite nice, as Venturing will give you some very significant value. It isn’t quite Professor of Symbology, but I think the comparison helps illustrate why this card will be good. The fact it can bounce itself back to your hand won’t always come up, but in the late game, it can help you venture through a dungeon all on its own, and that will often be a pretty big deal.
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
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.
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
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.
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.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
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.
Pack 3 Pick 8: Armory Veteran
Orb of Dragonkind
1.5 There are enough Dragons in this set for this to provide some very real fixing for you, and having the fail case of helping you find a Dragon -- which is presumably one of your better cards -- is pretty nice. I think most Red decks will find themselves with enough dragons to make this a reasonable playable, and sometimes it may even help you to splash an off-color dragon.
Planar Ally
3.5 We have seen a lot of 5-mana 3/3 Flyers of late that have some ability, and they’ve all been pretty nice cards for Limited, and I think that’s what we have here. Venturing with every attack is great, as the Ally, left unchecked, will be able to get you through dungeons all on its own. This format does have more large flyers than usual as a result of the heavy Dragon theme, so this may find itself unable to attack effectively more than it would in most formats, but I think this is still a pretty good Common.
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.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Djinni Windseer
3.5 I was already pretty sold on a 4-mana 3/3 Flyer, so adding the d20 effect is just gravy. Even just Scrying 1 with this will feel like you’re getting nice value, and sometimes it will do more than that. The set also has some d20 payoffs, especially in UR, making it marginally better than that. It isn’t the most exciting card, but it is a pretty darn good Common.
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.
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 3 Pick 9: Feign Death
Dragon's Disciple
2.0 This is a nice Dragon payoff, as being able to play this as a two-mana 2/4 will feel pretty great, especially on turn 2! Adding Ward 1 to all your dragons isn’t too shabby either. The fact that this has a fail case of being a two mana ⅓ gives it a not entirely terrible floor too. There are enough Dragons around in this set for you to be able to take full advantage of this a decent chunk of the time. You probably need like 3 in your deck to feel good about it, but when you get there, this will be a nice card for you.
Sylvan Shepherd
2.5 This looks like it has a lot going on because of the d20 stuff, but it is basically just a 3-mana ⅔ with Vigilance that gains you 1-2 life when it attacks. That’s basically a textbook solid playable, especially in a format that does have some life gain payoffs
Shocking Grasp
1.5 The effect here isn’t very exciting. This Blue “combat tricks” really need your board to already have something big enough to deal with an attacking creature, or to blow up a block, and that really makes them pretty unimpressive. Obviously, adding a cantrip to the card does it make it better, because it means that at worse, you’re going to be able to Cycle this, but it still isn’t something that will make the cut in your deck all that often.
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.
Feign Death
1.5 Versions of this effect that are good tend to give the stats boost up front. That’s significantly better than this because it allows a smaller creature to win combat against something bigger, but this doesn’t do that. Sometimes you’ll just have to use it on a chump block, which won’t feel great. It is nice that it basically counters most removal, and it isn’t bad, just not like Supernatural Stamina or other cards we’ve seen that have been pretty solid. This just won’t do enough to make the cut super often.
Herald of Hadar
1.5 This is a bit clunky as a 5-mana 4/4, but the activated ability, as expensive as it is -- is a pretty nice late game mana sink. The ability, no matter what you roll, provides some serious reach. It is probably still too slow to make the cut on a super regular basis, though.
Pack 3 Pick 10: Hoard Robber
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.
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.
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.
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.
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: Dire Wolf Prowler
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
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.
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.
Rimeshield Frost Giant
3.0 Ward 3 is pretty big, and for a creature this size, it may just feel like Hexproof some games, since your opponent will need a pretty hefty removal spell to deal with it in most cases, and it will be pretty hard for your opponent to ever take it down without paying at least what you paid for the Giant.
Pack 3 Pick 12: Secret Door
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.
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.
Plummet
0.5 This is a weird card to see these days, since “sideboard” type cards are becoming less and less of a thing in Limited. Instead, they give us modal cards that do sideboard-type things, but have much better fail case than sideboard cards. Anyway, this is something you should pretty much never main deck, but not too terrible if you go up against an opponent with enough targets.
Pack 3 Pick 13: Gloom Stalker
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.
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 3 Pick 14: Scaled Herbalist
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