The Deck of Many Things
4.0 Like most of the d20 cards, this thing is pretty wacky! Also funny to see like..cards, on a Magic card itself. But anyway, this has a repeatable effect that will often be quite good at grinding out a win. You will typically draw two cards with it or return something from your graveyard, and doing that every turn is pretty potent.. And while yeah, if you have too many cards it will be harder to draw more, by the time of the game where a card like this tends to be good, you’re probably not going ot have a hard time keeping your hand small enough to still draw those 2 cards most of the time. It is definitely a slow card, but will be good enough in the later part of the game to consider taking highly
Ingenious Smith
3.0 This set has a decent number of Artifacts in it., so the ETB ability will probably draw you a card like half the time in a typical White deck. The other part of the card, However, does count Treasure, and while Treasure is more concentrated in other colors than White, it is all over the set, so it growing from Treasure is a very real possibility.
Feywild Trickster
1.0 // 3.5 How good this card is will be super dependent on the rest of your deck, since a Gray Ogre is just a horrible stat-line these days. The good news is, as long as you get one token out of this you’re probably doing alright, and more than that will be incredibly powerful. Still, while d20s are around in this set, you probably need 5+ cards that involve them for this to do its thing, and for that reason I think I need to give this a build around grade.
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
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
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.
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.
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.
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.
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.
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.
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.
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
Bulette
2.5 We’ve seen a lot of creatures like this in the past, and they’re not usually anything amazing, though their ability to grow throughout the game is nice, and they do eventually become a problem for your opponent. Because it counts the death of any creature, you will find that this gains that counter a decent chunk of the time.
Pack 1 Pick 2: Priest of Ancient Lore
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
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.
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.
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.
Fates' Reversal
2.5 So, usually Black has a common that lets you return two creatures, and it is usually a serviceable enough card that you basically always want the first copy of. They are situational, since they don’t do anything until late, but they can really help you grind out a win. This doesn’t do that exactly but I could see it offering similar value sometimes as a creature + Venture won’t feel too shabby.
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.
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
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
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.
Hired Hexblade
3.0 This seems like a solid card. Worst-case, you have a grizzly bear, and best case you have a two mana 2/2 that draws you a card -- which is just a great deal. There is enough treasure in this set that casting this with it isn’t a pipe dream, but you probably shouldn’t expect to be able to do it on turn two. Still, playing this later, once you have that treasure, will be nice since it will have relevance in the late game too when you do it.
Charmed Sleep
3.5 I’m always hesitant to give Blue removal a “premium removal” grade, because it seems more often than not they don’t get there due to various disadvantages, but I think this gets there just barely. It did last time we saw it too. It doesn’t shut down static or activated abilities, but most creatures will become useless once this is on it.
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 3: Arborea Pegasus
Guild Thief
2.5 It is nice that this becomes larger when it hits players, but as a two mana 1/1 it won’t be doing that a whole lot without some extra help. It can eventually become unblockable of course, but paying 4 to make your 1/1 unblockable is going to feel really bad sometimes, especially because the Thief is so darn easy to kill. Sometimes you’ll be able to get a blocker out of the way and really get going with it, though.
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.
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.
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.
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.
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
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.
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
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.
+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.
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.
Pixie Guide
2.0 This has a reasonable floor. Two mana ⅓ flyers tend to be sort of acceptable in Limited, and the upsider here is pretty alright too. UR especially will be able to take advantage of the effect, but most decks that are at least part Blue will probably have 2-3 cards that involve a d20, so it will come up some. This isn’t especially close to good, though it isn’t bad either.
Pack 1 Pick 4: Dwarfhold Champion
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
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.
Keen-Eared Sentry
1.5 This doesn’t seem that good to me. Giving yourself hexproof won’t matter very often, and neither will limiting your opponent to only one venture a turn. Maybe this is here to help provide some Dungeon hate for constructed, where venturing more than once a turn will happen all the time, but in Limited, it isn’t going to happen so often that you desperately want this little two drop. It does have an okay baseline, so it isn’t terrible, but its text box won’t matter that much.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
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.
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.
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
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.
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.
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 5: Valor Singer
Split the Party
2.5 This is a unique design for a bounce spell, and I think most of the time it will be pretty alright. You probably want to be bouncing two things with it to feel good about the amount of mana you spend on it, and you can do that as long as they have three creatures since it is rounded up. There will be times where it just doesn’t matter though, even when you bounce a couple of things. A decent chunk of the time, this will either simply delay the inevitable. This kind of effect does not allow you to trade card-for-card and is pure tempo, so keep that in mind. I think overall, that just makes this a 2.5
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
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.
Yuan-Ti Fang-Blade
2.5 This has a powerful combat damage to a player trigger, and because it has death touch your opponent will be put in a difficult position with it sometimes. Repeatable Venturing seems pretty powerful, and UB seems the most well-positioned to help creatures like this get evasion
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.
Delver's Torch
2.0 The cost of playing this and Equipping it is pretty high for only a +1/+1 stat boost. Venturing every time the creature attacks is where the real value is, but as high as I am on Venture, I’m not a huge fan of this card. It doesn’t do a whole lot to help one of your creatures attack that couldn’t already attack before, and I think that’s the big thing you want Equipment to do for you, and +1/+1 isn’t going to do it that often, which won’t feel great for such a high Equip cost. If you already have Evasive creatures or a big creature it could be nice because you can get the Venture going, but yeah, I think this is clunky and overwhelming overall
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.
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.
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.
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.
Pack 1 Pick 6: Dueling Rapier
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
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.
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
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.
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.
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.
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.
Delver's Torch
2.0 The cost of playing this and Equipping it is pretty high for only a +1/+1 stat boost. Venturing every time the creature attacks is where the real value is, but as high as I am on Venture, I’m not a huge fan of this card. It doesn’t do a whole lot to help one of your creatures attack that couldn’t already attack before, and I think that’s the big thing you want Equipment to do for you, and +1/+1 isn’t going to do it that often, which won’t feel great for such a high Equip cost. If you already have Evasive creatures or a big creature it could be nice because you can get the Venture going, but yeah, I think this is clunky and overwhelming overall
Shocking Grasp
1.5 The effect here isn’t very exciting. This Blue “combat tricks” really need your board to already have something big enough to deal with an attacking creature, or to blow up a block, and that really makes them pretty unimpressive. Obviously, adding a cantrip to the card does it make it better, because it means that at worse, you’re going to be able to Cycle this, but it still isn’t something that will make the cut in your deck all that often.
Pack 1 Pick 7: Arborea Pegasus
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
Tiger-Tribe Hunter
3.0 This doesn’t have the most impressive stats around, but since it is a 4/4 with Pack Tactics, it doesn’t need a whole lot of help to trigger it, and when you do, it will feel pretty good -- flinging something at one of your opponent’s creatures can be a pretty good ability, though it isn’t the kind that you’ll always be able to make use of. It is especially nice that he doesn’t have to stick to only Flinging the creatures who are attacking, so you can play a new creature and use it to kill off an opposing blocker, suddenly making your attack a real problem for your opponent. Sacrificing a creature is a real cost to be sure, but when that ability does its thing, it is going to feel pretty great. The base line here is a little bit rough, and the baility won’t always work out, but I thinkt his does enough to be a pretty high quality playable.
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.
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.
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.
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.
Arborea Pegasus
3.0 This is a pretty good Common. The ETB trigger will almost always enable an attack you didn’t have before, and that means that the Pegasus will have an immediate impact on the board, in addition to being a 4-mana 2/3 Flyer itself.
Pack 1 Pick 8: Moon-Blessed Cleric
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.
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.
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
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
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.
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
Gloom Stalker
2.5 This is pretty bad if you haven’t completed a dungeon, and if you have, it is pretty good, but still not incredible.
Pack 1 Pick 9: Spiked Pit Trap
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
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.
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.
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.
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.
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
Pack 1 Pick 10: Armory Veteran
Shortcut Seeker
2.0 This has some okay defensive stats, but unfortunately it needs to do damage to a player to actually do something real, making it kind of an odd card. UB is going to be pretty good at making creatures gain evasion, but I’m not super interested in this.
You 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
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
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 Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Pack 1 Pick 11: Iron Golem
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.
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.
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
Scaled Herbalist
2.0 When you get this down early, it will feel pretty nice. It doesn’t have the best stats, but you are likely to have the extra lands necessary to take advantage of its ability. In the mid-to-late-game it becomes increasingly useless though, unless you’re able to draw a whole bunch of cards
Pack 1 Pick 12: Keen-Eared Sentry
Keen-Eared Sentry
1.5 This doesn’t seem that good to me. Giving yourself hexproof won’t matter very often, and neither will limiting your opponent to only one venture a turn. Maybe this is here to help provide some Dungeon hate for constructed, where venturing more than once a turn will happen all the time, but in Limited, it isn’t going to happen so often that you desperately want this little two drop. It does have an okay baseline, so it isn’t terrible, but its text box won’t matter that much.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
Pack 1 Pick 13: Fifty Feet of Rope
Fifty Feet of Rope
2.0 Well, this is interesting. “Climb Over” won’t matter very often, and “Tie Up” is perhaps a little too situational too. Because it doesn’t tap the creature as part of the effect, it will only do a thing against creatures that already tapped. The part that intrigues me the most is Venturing into the Dungeon, but even that seems a little clunky, though it is obviously a late game mana sink. The first two modes will be hard to make use of early or even late, and the Venture into the Dungeon option is pretty good late, but I can see this sitting ont he table doing very little early, and that’s kind of rough. This is definitely the kind of card it is easy to miss on, because it is both unusual and utilizes a new mechanic, but I don’t think I’m super high on it right now
Hired Hexblade
3.0 This seems like a solid card. Worst-case, you have a grizzly bear, and best case you have a two mana 2/2 that draws you a card -- which is just a great deal. There is enough treasure in this set that casting this with it isn’t a pipe dream, but you probably shouldn’t expect to be able to do it on turn two. Still, playing this later, once you have that treasure, will be nice since it will have relevance in the late game too when you do it.
Pack 1 Pick 14: Fifty Feet of Rope
Fifty Feet of Rope
2.0 Well, this is interesting. “Climb Over” won’t matter very often, and “Tie Up” is perhaps a little too situational too. Because it doesn’t tap the creature as part of the effect, it will only do a thing against creatures that already tapped. The part that intrigues me the most is Venturing into the Dungeon, but even that seems a little clunky, though it is obviously a late game mana sink. The first two modes will be hard to make use of early or even late, and the Venture into the Dungeon option is pretty good late, but I can see this sitting ont he table doing very little early, and that’s kind of rough. This is definitely the kind of card it is easy to miss on, because it is both unusual and utilizes a new mechanic, but I don’t think I’m super high on it right now
Pack 2 Pick 1: Owlbear
Minion of the Mighty
1.0 This set has a big dragon theme, but I still think setting this up so that Pack Tactics triggers will be pretty darn hard, and will sometimes feel like a win more type effect than anything. If yo’ure attacking with 6 power worth of stuff, there’s a good chance you’re already in a good position to win the game! Sure, if you are desperate this can get you a dragon down for free, but how much of a discount will it be, really? By the time you’re attacking that hard, you’re typically going to have plenty of mana in your typical game of Limited
Farideh, Devil's Chosen
3.5 I never thought I’d say this -- but there are enough cards that let you roll a d20 in this set for Farideh to be quite impressive. Flying and Menace usually just means “umblockable,” and you’ll also draw a card about half the time which is just silly. There probably aren’t quite so many d20 cards in this set for Farideh to be super easy to really abuse, but it seems like there’s enough for it to do pretty good
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.
Drider
3.0 This doesn’t have good base stats, but it does have a good combat damage trigger. Even just getting one Spider out of this will feel great, and it feels like UB is well-equipped with enough ways to make this evasive that it will feel pretty strong when it lines up that way. It won’t always do that though, and sometimes it will just be an inefficient creature.
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.”
Owlbear
3.5 This is reminiscent of Sarulf’s Packmate, and that’s a good Green Common to emulate. This gives you a very real body -- a 4/4 with Trample can be relevant on many board states, but obviously the ETB draw a card effect is what really makes this great. It will be virtually impossible for you not to get a 2-for-1 out of this Bear, and the value it gives you will be great. Sure, costing 5 does mean you can only run so many, unlike the Packmate which had Foretell, making it much easier to jam a bunch of them into your deck, but you should still value that first 1-2 copies pretty highly. There’s a good chance this is Green’s best common
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.
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.
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 Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
You 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.
You Hear Something on Watch
3.0 This seems like a pretty nice Common. Sure, the removal effect only works on attackers, so if you’re the beat down it won’t feel great -- but the good news is if you are the beat down, you’re probably interested in the other mode, since it pays you off pretty well for going wide. The removal is too situational to be premium, but it will kill lots of attackers, and having the board pump effect as an option is pretty nice.
Bull's Strength
1.5 Like most versions of this that we’ve seen, it is pretty reasonable. The boost it gives will allow you to win combat, and trample will even allow you to do some damage out of nowhere. The untap clause also gives a creature pseudo vigilance, or allows you to ambush an opposing creature, though like with most tricks, you generally prefer to use it offensively -- but the additional flexibility doesn’t hurt. It is still a trick though and comes with all those inherent risks I always talk about -- its situational, and if things go wrong you get blown out really hard.
Pack 2 Pick 2: Reaper's Talisman
Burning Hands
3.5 As we’ve seen with most of this cycle, this is a pretty good card even without the color hosing effect. Normally, two mana to do 2 to something at Instant speed would probably be a 2.5. It isn’t quite premium, just because it can only kill small stuff and not that efficiently. However, I do think adding the huge upside against Green permanents in a big deal, as when you go against a Green deck this will feel like a 4.0!
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
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.
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.
Improvised Weaponry
3.0 This probably isn’t quite premium removal, given that it does 2 for three mana and is a Sorcery. However, the fact that it can hit the opponent and it is a removal spell that gives you fixing and ramp is definitely appealing, even if won’t feel that efficient.
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.
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.
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
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.
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.
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.
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.
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 2 Pick 3: Forsworn Paladin
Forsworn Paladin
4.0 This looks pretty good. First, it provides some nice fixing and ramp since it can churn out treasure, and then it also has an ability that is a pretty potent Treasure payoff. Even without treasure, the ability to pump something +2/+0 would feel pretty good, but if you can give that thing death touch, that’s when things will get really interesting. This is nice too, because one of the things it looks like treasure decks will want is mana sinks, and Forsworn Paladin is nice there as well. On top of all of that, it is a one mana 1/1 with Menace, a creature that can attack fairly effectively in the early game, and which can pump itself with its ability, so if you have the ability to give it death touch, you’ll be taking down two things no matter how your opponent blocks. The whole package makes for quite an impressive one drop.
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.
Trelasarra, Moon Dancer
3.5 This is a very powerful life gain payoff for the GW deck. If you’ve ever played with Ajani’s Pridemate, you know what I’m talking about! And this trigger is even better than that one! Adding Scry can help you find more ways to gain life too, to keep the party going. This is going to be a high pick, even as a multi-colored card
Tiger-Tribe Hunter
3.0 This doesn’t have the most impressive stats around, but since it is a 4/4 with Pack Tactics, it doesn’t need a whole lot of help to trigger it, and when you do, it will feel pretty good -- flinging something at one of your opponent’s creatures can be a pretty good ability, though it isn’t the kind that you’ll always be able to make use of. It is especially nice that he doesn’t have to stick to only Flinging the creatures who are attacking, so you can play a new creature and use it to kill off an opposing blocker, suddenly making your attack a real problem for your opponent. Sacrificing a creature is a real cost to be sure, but when that ability does its thing, it is going to feel pretty great. The base line here is a little bit rough, and the baility won’t always work out, but I thinkt his does enough to be a pretty high quality playable.
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.
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.
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
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.
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.
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.
You Hear Something on Watch
3.0 This seems like a pretty nice Common. Sure, the removal effect only works on attackers, so if you’re the beat down it won’t feel great -- but the good news is if you are the beat down, you’re probably interested in the other mode, since it pays you off pretty well for going wide. The removal is too situational to be premium, but it will kill lots of attackers, and having the board pump effect as an option is pretty nice.
Improvised Weaponry
3.0 This probably isn’t quite premium removal, given that it does 2 for three mana and is a Sorcery. However, the fact that it can hit the opponent and it is a removal spell that gives you fixing and ramp is definitely appealing, even if won’t feel that efficient.
Pack 2 Pick 4: Dragon's Fire
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.
Dungeon Crawler
2.5 One mana 2/1s don’t tend to be amazing in Limited, largely because everyone plays lots of creatures, and they’ll get bigger than it in a hurry! However, the upside of this returning to your hand when you complete a dungeon is pretty nice. Even if it is just a 2/1, getting it back for even once in the game will feel pretty good. And, if you’re in Black, I think it is pretty likely you complete at least one dungeon over the course of the game.
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.
Leather Armor
0.5 This probably isn’t worth playing. Its cool that it equips for free, but the bonus it gives is negligible enough to not be worth a card in most scenarios. If you end up with a deck with a crazy amount of Equipment payoffs, which RW might have, MAYBE you end up playing it, but that’s probably the only time you do
Fates' Reversal
2.5 So, usually Black has a common that lets you return two creatures, and it is usually a serviceable enough card that you basically always want the first copy of. They are situational, since they don’t do anything until late, but they can really help you grind out a win. This doesn’t do that exactly but I could see it offering similar value sometimes as a creature + Venture won’t feel too shabby.
Dragon's Fire
4.0 Two mana for 3 damage is always premium removal, and this has some pretty relevant dragon upside that can make it an even better removal spell
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.
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.
Zombie Ogre
2.5 This has kind decent defensive stats, but the real value comes from its ability to Venture into the Dungeon, which it can do without any mana investment at all. Sure, you have to have your creature die, but that’s a common enough occurrence that this will be able to Venture for you a decent amount of the time. Playing it in the second main phase after a creature has ALREADY died will feel particularly good, because you’ll be getting that value at your End Step most of the time. This seems like a solid Common
You'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.
Dire Wolf Prowler
1.5 This starts off with very mediocre stats. A Gray Ogre is just abysmal, and while it has a decent activated ability that can make it a 4/4 with Haste, I don’t think this does enough to be saved from being a card you cut significantly more often than you play it.
Pack 2 Pick 5: Kalain, Reclusive Painter
Kalain, Reclusive Painter
4.0 A two mana ½ that makes a treasure is already a pretty good deal, but this adds all kinds of upside that will be amazing in the BR deck. Even all on its own, it is pretty likely that the treasure you made will help you play a creature and put a +1/+1 counter on it your next turn, and that’s some serious value. If you manage to really get treasure going with Kalain, she will undoubtedly take over games. She is certainly fragile, but the fail case is that you still get to keep a single treasure, and that helps make that a little less of a problem. This is a really strong signpost Uncommon
Choose Your Weapon
2.5 Both options here are super underwhelming, and will only be useful and efficient in some very specific situations. But, like with all of these cards, putting two situational effects together really does make for a significantly better card, as the situations where you can use that card are drastically increased, even with a card that has two incredibly situational options. Sometimes you’ll find yourself doing lethal with “Two-Weapon Fighting” and sometimes you’ll find yourself killing an opposing Flyer fairly efficiently. I think that makes this a solid card.
Kick in the Door
2.5 This card reminds me a lot of some of the cards we saw in Strixhaven, which seemed like they didn’t really do that much, but it turned out Learning for one or two mana was good, even if the other effect was negligible, and I think that’s kind of what we’re looking at here. Without Venture, this card would be pretty close to an F. One mana for a counter and Haste and not being able to be blocked by a few creatures just wouldn’t be worth a whole card, but I think with Venture attached you suddenly have a card that will feel sort of like Guiding Voice from Strixhaven. It will make a new creature able to attack right away, or make an old one able to attack thanks to the counter, while also netting you value from Venturing.
Potion of Healing
1.5 Most of the time we see this kind of effect on a spell and it costs one fewer total mana than Potion of Healing does to draw you a card and gain you some life. This lets you pay it in installments though, and it is nice that you can just play it to draw the card and hold on to the life gain for a little bit later, especially if you’re in GW and you have some things that this can trigger for you. Still, this card seems pretty replacable, just like Revitalize and similar cards we’ve seen. You’ll probably cut it more than you play it.
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
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.
Owlbear
3.5 This is reminiscent of Sarulf’s Packmate, and that’s a good Green Common to emulate. This gives you a very real body -- a 4/4 with Trample can be relevant on many board states, but obviously the ETB draw a card effect is what really makes this great. It will be virtually impossible for you not to get a 2-for-1 out of this Bear, and the value it gives you will be great. Sure, costing 5 does mean you can only run so many, unlike the Packmate which had Foretell, making it much easier to jam a bunch of them into your deck, but you should still value that first 1-2 copies pretty highly. There’s a good chance this is Green’s best common
You Find a Cursed Idol
2.0 This seems like a solid card to me. The modality here is great, and most of the time if you can blow up an Artifact or Enchantment, that’s where you’re going to go, but it is great that it has a fail case of Venture + Treasure, which won’t always feel like a whol card’s worth of value, but it gets pretty close. This is sort of like a Naturalize with Cycling in that sense, and that’s always a decent card
You 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.
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 2 Pick 6: Armory Veteran
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
Dungeon Map
3.0 This provides a bit of ramp, and then in the later part of the game it is a great place to sink your mana, as venturing over and over again is some nice value. If this format is super fast, playing this on turn three could end up being a pretty big liability, and the late game value won’t matter, but if this is a typical format, I can see this being a pretty nice card in just about any deck
You Hear Something on Watch
3.0 This seems like a pretty nice Common. Sure, the removal effect only works on attackers, so if you’re the beat down it won’t feel great -- but the good news is if you are the beat down, you’re probably interested in the other mode, since it pays you off pretty well for going wide. The removal is too situational to be premium, but it will kill lots of attackers, and having the board pump effect as an option is pretty nice.
Armory Veteran
2.5 This has a solid baseline, and becomes pretty scary when you stick Equipment on him, as adding Menace to whatever other boost he’s getting will be formidable.
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
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.
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
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.
Baleful Beholder
3.0 If you’re looking for some kind of finisher in a Black deck, this Beholder isn’t a terrible place to turn. Sometimes giving menace to your whole time will just win you the game on the spot, other times it won’t do anything --- the average situation is probably somewhere in the middle. Like, it lets one of your creatures attack who couldn’t, but that’s still not bad when attached to a 6-mana 6/5. Additionally, the fact it can get rid of Enchantments in a pinch is nice too.
Pack 2 Pick 7: Evolving Wilds
Purple Worm
3.5 Even if you always paid 7 for this, it would be kind of alright, and it will frequently just be 5 mana. Adding Ward to a card like this really matters too, because the big downside with this kind of creature is that your opponent might be able to kill it for very little mana. Now, there’s still a pretty good chance they can kill it for less than 7, but killing it for less than 5 won’t be a common occurrence! This seems like a nice finisher for Green decks
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.
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
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.
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.
+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.
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
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 2 Pick 8: Earth-Cult Elemental
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
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
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.
Earth-Cult Elemental
2.5 This offers some decent top-of-the-curve stats for Limited, and it has a pretty nice D20 ability. It won’t be awesome to roll 1-9, but the effect is at least symmetrical. It will be true that sometimes it doesn’t hurt your opponent as much as it hurts you, but the opposite will sometimes be true too. Then, the effect is one sided if you roll a 10 or more, which will be well worth the mana you spend. If you always roll 10-20 with it, it is probably one of the better Commons in the set, but unfortunately it won’t go that way, we have to think about the fail cases too! The presence of Treasure in this set also means your opponent will have more permanents than normal to sacrifice, which weakens it further.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
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.
Bulette
2.5 We’ve seen a lot of creatures like this in the past, and they’re not usually anything amazing, though their ability to grow throughout the game is nice, and they do eventually become a problem for your opponent. Because it counts the death of any creature, you will find that this gains that counter a decent chunk of the time.
Pack 2 Pick 9: Plundering Barbarian
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.”
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.
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.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
Brazen Dwarf
1.0 This doesn’t look very good. A two mana ⅓ isn’t a good stat-line these days, and the fact it might damage your opponent a little bit doesn’t really make up for that for me. It just won’t do enough to feel worth the mana or the card in most decks.
Bull's Strength
1.5 Like most versions of this that we’ve seen, it is pretty reasonable. The boost it gives will allow you to win combat, and trample will even allow you to do some damage out of nowhere. The untap clause also gives a creature pseudo vigilance, or allows you to ambush an opposing creature, though like with most tricks, you generally prefer to use it offensively -- but the additional flexibility doesn’t hurt. It is still a trick though and comes with all those inherent risks I always talk about -- its situational, and if things go wrong you get blown out really hard.
Pack 2 Pick 10: Sepulcher Ghoul
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.
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
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.
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.
Sepulcher Ghoul
2.5 This has passable base stats, and on most attacks it will be able to threaten becoming a 4/3, so your opponent will have to take that into account. Free sacrifice effects like this always play pretty well since you can virtually always use the effect, though in this case, you can only do it once. It looks like the Ghoul is well-positioned for the BG deck especially, since that deck’s all about stuff dying, and it will also pair nicely in BR, where you can use the Threaten effect to steal a creature and sacrifice it. I think all of that helps makes this two mana 2/1 a card you play a significant chunk of the time in Black.
Pack 2 Pick 11: Barbarian Class
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.
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.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Compelled Duel
1.0 I’m never a huge fan of this type of card. It isn’t easy to get 2-for-1’d when you cast it, and it is fairly situational. However, this is cheaper than most versions of this we’ve seen. +3/+3 is going to be enough to make just about any creature into a problem, though keep in mind that your opponent only needs to use one blocker here – it isn’t that all creatures have to block – just one does. So you need to end up in situations where the 3 damage either wins you the game or you take down an important creature, but a lot of the time their important creature will be attacking you.
Pack 2 Pick 12: Zombie Ogre
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.
Zombie Ogre
2.5 This has kind decent defensive stats, but the real value comes from its ability to Venture into the Dungeon, which it can do without any mana investment at all. Sure, you have to have your creature die, but that’s a common enough occurrence that this will be able to Venture for you a decent amount of the time. Playing it in the second main phase after a creature has ALREADY died will feel particularly good, because you’ll be getting that value at your End Step most of the time. This seems like a solid Common
You're Ambushed on the Road
1.5 LIke most of this cycle, this card takes two options that would not be a great card on their own and puts them together, and the product is definitely greater than the sum of its parts. White-Blue especially is interested in bouncing its own creatures to retrigger ETB abilities, so that part of the card will come up in ways other than just to save a creature from removal. The trick part is mediocre, but will find its place. Each card individually would be a 1.0 at best, but together, I think the options make this card a pretty decent playable.
Pack 2 Pick 13: Devour Intellect
Devour Intellect
0.5 // 2.5 Letting your opponent choose to discard whatever they want this is not very good, but with Treasure you can turn it into a better Thoughtseize, and that’s pretty neat. I think this really needs a build around grade, because it is pretty awful in a deck with 0 treasure, but if you are BR, you’ll probably have the Treasure you need to make this work pretty well. Still, a card like this is better in the early game, and has diminishing returns as the game goes on, and you can’t count having treasure early, so don’t expect to fire this off on turn one or two for the more effective mode
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
Pack 2 Pick 14: Devour Intellect
Devour Intellect
0.5 // 2.5 Letting your opponent choose to discard whatever they want this is not very good, but with Treasure you can turn it into a better Thoughtseize, and that’s pretty neat. I think this really needs a build around grade, because it is pretty awful in a deck with 0 treasure, but if you are BR, you’ll probably have the Treasure you need to make this work pretty well. Still, a card like this is better in the early game, and has diminishing returns as the game goes on, and you can’t count having treasure early, so don’t expect to fire this off on turn one or two for the more effective mode
Pack 3 Pick 1: Grim Bounty
Froghemoth
4.0 So, if you can just play this and bash for 4 with it -- which is possible thanks to Haste -- you’re going to feel pretty great about the situation, as it is likely it gets at least one counter and gains you some life, and things will sort of snowball from there, although your opponent does have to have cards to exile for him to do his thing. Even if you don’t end up with that ideal situation, you have a sizable creature with Trample that your opponent has to account for, and while sometimes it just won’t be able to attack, it will pretty much always be something of a threat to them
Portable Hole
2.0 This will feel pretty good to use on a two-drop permanent, as you will come out ahead mana wise and it will prevents death triggers and stuff like that. It can also deal with all of the Class Enchantments, which will certainly come up. However, just being able to hit two and one mana permanents is a liability in Limited. This isn’t something that will even always make the cut. It could end up being better if aggro decks are a big deal in this format.
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.
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
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.
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.
Grim Bounty
3.5 This is premium removal. It might be a somewhat expensive Sorcery, but it kills pretty much everything for 4 mana, and even gives you a treasure back, almost making it so it costs three mana with some fixing upside!
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.
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.
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.
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
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.
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.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Pack 3 Pick 2: Battle Cry Goblin
Rust Monster
3.5 There are enough artifacts in this set that Rust Monster will be quite imposing on some boards. This is especially true because Red has so much treasure. Even the starting point here – a 3-mana 2/1 with First Strike – isn’t bad, but any time you attack with artifacts in play your opponent is going to have really hard decision to make. I think the Monster is well-supported enough in this set that it is probably worth a first pick in some weaker packs.
Battle Cry Goblin
3.0 On its own, this is a two mana 2/2 that can pump its power and can Haste for 1R, which is usually a pretty decent card in Limited. The Pack Tactics effect here isn’t the most impressive, but adding another body to the board that can have its power pumped can sometimes matter, and obviously, if you end up with a lot of Goblins -- and there are lots of Goblins in this set -- this gets even better.
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.
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.
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
Eyes of the Beholder
3.0 It is pretty difficult for a card to be premium removal when it costs 6 mana – unless of course it also draws you a card, like Rise of Extus in Strixhaven. Eye of the Beholder can definitely kill almost everything, but six mana is a whole lot! It is an Instant, which does means sometimes you’ll be able to manufacture some blowouts. I think you’ll always be reasonably happy with the first copy of this, but running more than that is pretty risky.
Hoard Robber
1.0 It is nice that this can make treasure, but a 1/3 just isn’t going to be getting in very often without some significant help. I don’t think you play this most of the time.
Ranger's Longbow
1.5 This gives a reasonable boost and key word for the cost, though it isn’t anything special.
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.
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.
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.
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.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Pack 3 Pick 3: Hobgoblin Captain
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.
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.
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.
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.
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.
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.
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 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
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.
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.
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.
Hoard Robber
1.0 It is nice that this can make treasure, but a 1/3 just isn’t going to be getting in very often without some significant help. I don’t think you play this most of the time.
Pack 3 Pick 4: Farideh's Fireball
Plate Armor
3.0 This is some pretty solid Equipment. 3 to play and 3 to equip can be a little costly, but the good news is that whatever you put this on is going to become a problem, as +3/+3 is enough to make virtually any creature a lot scarier. Ward 1 is nice too, as it makes the amount of mana you spend on this hurt a little less when they kill your creature. Sometimes you’ll be able to Equip it for less, especially in RW which really likes Equipment.
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
White Dragon
4.0 Adding a creature to the battlefield while also hampering your opponent’s side of the table for a full turn cycle is pretty serious, especially when that creature is a 4/4 Flyer! This will just give you all kinds of tempo, and can really swing the game in your favor, which is a great thing for an Uncommon to be capable of. I think this might be the best card in the uncommon dragon cycle.
Minimus Containment
4.0 This is a pretty neat take on White’s usually Enchantment-based removal spell. So, the idea is that you use this on an opposing permanent that is a problem, but the downside is you give your opponent a treasure. The good news about that is that by the late game, the downside will become increasingly negligible, and even in the mid-game, this will often just be worth doing. Not sure I would really recommend using this on a really early creature, though. It will probably be a net-gain for you overall, but the mana you give your opponent early can really come back to bite you. This is still premium removal though, especially since it deals with all nonlands. In a pinch, you can also put it on your own permanent if you really need a specific color of mana or something, but that’s almost never going to be the right thing to do.
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.
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.
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.
Fates' Reversal
2.5 So, usually Black has a common that lets you return two creatures, and it is usually a serviceable enough card that you basically always want the first copy of. They are situational, since they don’t do anything until late, but they can really help you grind out a win. This doesn’t do that exactly but I could see it offering similar value sometimes as a creature + Venture won’t feel too shabby.
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
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
Farideh's Fireball
5.0 I think this sneaks into the lower range of premium removal. 5 mana to do 5 to something at Instant speed is perhaps not the most efficient thing ever, but it does kill most stuff, and the fac that your opponent also always takes 2 is enough to nudge this into that premium range. Sure, it will do 2 to you sometimes too, but that’s okay. This is the kind of card that will plummet in its score if the format turns out to be fast though, so keep that in mind.
Pack 3 Pick 5: Grim Bounty
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.
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.
Hobgoblin Captain
2.5 This looks like it might be a nice two drop for aggressive decks in the format. A two mana 3/1 is already playable in many formats, and because he supplies half the power necessary to make pack tactics go off, it seems likely he will have first strike a lot. For now, I have it at 2.5, but if aggro is huge in this format, it will probably move up.
Plummet
0.5 This is a weird card to see these days, since “sideboard” type cards are becoming less and less of a thing in Limited. Instead, they give us modal cards that do sideboard-type things, but have much better fail case than sideboard cards. Anyway, this is something you should pretty much never main deck, but not too terrible if you go up against an opponent with enough targets.
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.
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.
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.
Grim Bounty
3.5 This is premium removal. It might be a somewhat expensive Sorcery, but it kills pretty much everything for 4 mana, and even gives you a treasure back, almost making it so it costs three mana with some fixing upside!
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.
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 3 Pick 6: Armory Veteran
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
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.
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.
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.
Bull's Strength
1.5 Like most versions of this that we’ve seen, it is pretty reasonable. The boost it gives will allow you to win combat, and trample will even allow you to do some damage out of nowhere. The untap clause also gives a creature pseudo vigilance, or allows you to ambush an opposing creature, though like with most tricks, you generally prefer to use it offensively -- but the additional flexibility doesn’t hurt. It is still a trick though and comes with all those inherent risks I always talk about -- its situational, and if things go wrong you get blown out really hard.
You 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
Arcane Investigator
2.0 A two mana 2/1 isn’t great these days, but this one does come with a pretty nice late game effect. No matter what you roll, being able to draw cards late is pretty nice. Still, for the bluk of the game, the Investigator is just not very good. It will be outclasses quickly in the early game, and in the mid-game it will be even more useless.
Bar the Gate
3.0 This seems like a pretty good counterspell. They always come with big downsides, like how situational they are, and three mana for one is normally not a card you really want to play, but when some additional value is added on to countermagic, it becomes increasingly worth it, and that’s what we have here. Sure, it doesn’t counter everything -- but creatures are the most common thing your opponent will do, so it will often have targets. Venturing into the Dungeon isn’t quite “draw a card” most of the time, but it gets close enough that I’m actually pretty interested in the first copy of this for most Blue decks.
Dire Wolf Prowler
1.5 This starts off with very mediocre stats. A Gray Ogre is just abysmal, and while it has a decent activated ability that can make it a 4/4 with Haste, I don’t think this does enough to be saved from being a card you cut significantly more often than you play it.
Pack 3 Pick 7: Vampire Spawn
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.
Dungeon Map
3.0 This provides a bit of ramp, and then in the later part of the game it is a great place to sink your mana, as venturing over and over again is some nice value. If this format is super fast, playing this on turn three could end up being a pretty big liability, and the late game value won’t matter, but if this is a typical format, I can see this being a pretty nice card in just about any deck
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.
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.
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.
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.
Vampire Spawn
2.5 This might not quite be Siege Rhino, but it seems pretty nice. A 3-mana 2/3 isn’t where you want to be normally, but the ETB trigger here is pretty real. It is a bit odd that Black doesn’t really care about life gain this time around, but that’s okay. The drain effect here is a total net gain of 4 life – in other words, it creates a gap of 4 life between you and your opponent, and that’s pretty nice in a race. This seems like a solid playable.
Scaled Herbalist
2.0 When you get this down early, it will feel pretty nice. It doesn’t have the best stats, but you are likely to have the extra lands necessary to take advantage of its ability. In the mid-to-late-game it becomes increasingly useless though, unless you’re able to draw a whole bunch of cards
Pack 3 Pick 8: Jaded Sell-Sword
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.
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.
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.
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
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
Spiked Pit Trap
1.5 Lots of sets lately seem to have an Artifact that is a removal spell, and it is nice that you can play them in any deck, but they tend to be pretty inefficient, and that’s kind of the case here. You pay 6 mana total for 5 damage, and you might also get a Treasure. It does have Flash, which makes it so you can sort of ambush kill things, but yeah, you probably don’t end up playing this unless you’re short on good removal
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 9: Manticore
Portable Hole
2.0 This will feel pretty good to use on a two-drop permanent, as you will come out ahead mana wise and it will prevents death triggers and stuff like that. It can also deal with all of the Class Enchantments, which will certainly come up. However, just being able to hit two and one mana permanents is a liability in Limited. This isn’t something that will even always make the cut. It could end up being better if aggro decks are a big deal in this format.
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
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.
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.
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.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Pack 3 Pick 10: Herald of Hadar
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
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.
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.
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.
Greataxe
1.0 +4/+0 is the kind of boost that makes almost any creature capable of attacking, but an Equip Cost of 5 is way too much. This is equipment that might be nice in the later part of the game, since you can just keep sending your guys in, but it will sit on the table doing nothing the rest of the game
Pack 3 Pick 11: Earth-Cult Elemental
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.
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.
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.
Ranger's Hawk
2.0 One mana 1/1 flyers are almost never that great in Limited unless they have something else worthwhile going on. The good news for this Hawk, is that it does! In the early game it can attack a bit in the air, but it will quickly be forced to stop attacking. Luckily, it has a late game mana sink that seems pretty good -- venturing into dungeons every turn will definitely allow you to grind out some wins late. Now, the cost of doing it isn’t small -- having to have another untapped creature isn’t a guarantee, but if you are at parity or ahead of your opponent, it won’t be that hard to make it happen. I think this is a solid playable.
Pack 3 Pick 12: Fates' Reversal
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.
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.
Fates' Reversal
2.5 So, usually Black has a common that lets you return two creatures, and it is usually a serviceable enough card that you basically always want the first copy of. They are situational, since they don’t do anything until late, but they can really help you grind out a win. This doesn’t do that exactly but I could see it offering similar value sometimes as a creature + Venture won’t feel too shabby.
Pack 3 Pick 13: Ranger's Hawk
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.
Ranger's Hawk
2.0 One mana 1/1 flyers are almost never that great in Limited unless they have something else worthwhile going on. The good news for this Hawk, is that it does! In the early game it can attack a bit in the air, but it will quickly be forced to stop attacking. Luckily, it has a late game mana sink that seems pretty good -- venturing into dungeons every turn will definitely allow you to grind out some wins late. Now, the cost of doing it isn’t small -- having to have another untapped creature isn’t a guarantee, but if you are at parity or ahead of your opponent, it won’t be that hard to make it happen. I think this is a solid playable.
Pack 3 Pick 14: Bull's Strength
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.