Brightclimb Pathway
3.0 Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
Moss-Pit Skeleton
3.5 If this was just a 2-mana 2/2 with kicker that allowed it to be a 5-mana 5/5 in the late game, it would be at least a C+. That might sound underwhelming if you haven’t played with Kicker before, but being able to be either of those reasonably efficient cards is very powerful. Then, you add in the fact that BG is all about +1/+1 counters, so this skeleton having counters when it is kicked matters extra, and THEN you also add in the fact that he is a +1/+1 counter payoff himself, and you have something even better.
Demon's Disciple
2.0 This kind of card is always great when you are the one with more creatures -- making your opponent give up a key creature while you lose something irrelevant is a nice feeling. BUT, it won’t always work out that way. Sometimes you’ll just wish you could play this for the body, but you can’t always, since if it is your only creature, it sacrifices itself. Sometimes your opponent will have the better board than you, and them losing one thing won’t hurt them a whole lot.
Roost of Drakes
5.0 This is a huge bomb, not something we often see at Uncommon, but that’s what this is. There is a lot of Kicker int his set, and not ending up with like 5 cards with it is pretty unheard of, and even if that’s all you have, this is a very good card in your deck. It won’t feel like a bomb in those situations, but it will still be a great card! At worst, this is a 4-mana 2/2 with Flying that comes with that kicker pay off, and at best, it completely takes over the game and overwhelms your opponent – and that last part happens way more often than you might think.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Nimana Skitter-Sneak
2.0 So, a 4-mana ¾ is kind of okayish, especially with a decent creature type. Then, if you are milling your opponent a bit, this can become a 4-mana 4/4 with Menace, which can make it into a real threat.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Into the Roil
3.0 Two mana for an Instant that bounces nonland permanents is always a playable card. Adding Kicker here is just great, because if you kick it, into the Roil goes from being a card that gets you some tempo to being a card that actually trades for a whole card. And obviously as an instant, youc an sometimes blow out Auras or combat tricks too.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Pack 1 Pick 2: Thundering Rebuke
Umara Mystic
3.5 Triggering off of spells and Wizards is even better than you might think. It it isn’t far-fetched to imagine your deck having 10+ ways to power this thing, and sometimes multiple times a turn. This will attack as a 3/3 with regularity, and often threaten to be even bigger than that.
Rockslide Sorcerer
4.0 This is a strong Uncommon. As I’ve said about other “Wizard, Instant, Sorcery” payoffs, I think they’re going to perform really well, especially in the UR deck. Having a deck with 10+ cards that can trigger this is not a far-fetched scenario, and that means this can ping a ton in a single game, which can allow you to pick off small creatures or go for your opponent’s dome. If you can play multiple cards to trigger it in the same turn, it will get really silly.
Thundering Rebuke
4.0 This is premium removal. Two mana to do 4 is always a great rate – it is efficient enough that you can pretty much always trade up with it.
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Pyroclastic Hellion
2.5 This seems solid enough. Returning a land is a may clause here, so you only need to do it when you really want those 2 damage, or if returning a land otherwise benefits you.
Highborn Vampire
1.5 So yeah, this is a vanilla creature, who comes with some upside because he has a creature type that fits into a “party.” A 4-mana 4/3 isn’t the worst rate for Limited, and I think the Warrior upside does enough to make this a card you’ll play a little more than you won’t.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Cliffhaven Sell-Sword
1.5 Two mana 3/1s tend to be fine for aggro decks. This one is also a Warrior, so it gives you some Party synergy.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Expedition Healer
3.0 This just turns out to have lifelink a significant chunk of the time, and with the powerful lifegain payoffs around, that feels pretty good.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Tazeem Raptor
3.0 This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Pack 1 Pick 3: Rabid Bite
Cinderclasm
2.0 Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good.
Base Camp
1.5 So this can be an okay land if you’re in a Party deck – those decks will predominately be UW and BR, colors that normally don’t have access to fixing – but if you have a couple of these, you can gain access to a lot of interesting party members.
Akoum Warrior
3.5 If you get this early and you need a land, it does the job. Sure, it comes into play tapped, but having that option is inherently powerful. If this big guy had Cycling you would definitely Cycle him away early to help you find a land or something else. Well, in this case, he can just BE the land! And, if you get him late, you’d much rather play the creature than have a land. He isn’t efficient by any stretch, but he’s no slouch either.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Reclaim the Wastes
2.5 This is a nice card for fixing if you’re a base Green deck. Any time we see this type of card in Limited it is always something you go after if you need fixing, but you probably don’t go after it otherwise. But, having the ability to splash things is inherently powerful in Limited -- provided you’re splashing something that is WORTH splashing -- so I think this should be valued as at least an average card.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Rabid Bite
3.5 We have seen this several times, and it has always been premium removal for Green and one of the color’s best Commons, if not THE best. Green has creatures that are large enough that paying two for this is often a great deal, since you’ll be taking down something that cost way more mana than that. Now, you have to be careful when you use it -- because you get 2-for-1’d by a removal spell, and even though it is just a 1-for-1, you don’t really want your opponent to save their creature with a trick either. But if you pick your spots, Rabid Bite is going to be great removal.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Stonework Packbeast
3.5 This is a huge overachiever. It helps tie together Tribal or Party decks, and even the fixing it offers can be quite helpful.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Pack 1 Pick 4: Shepherd of Heroes
Spoils of Adventure
3.0 So, 6-mana to draw 3 and gain 3 at instant speed would actually already be a playable card in control decks. Now, it wouldn’t be more than something kind of mediocre, but still, that’s our base level here. I like expensive draw spells that gain you life, because they tend to mitigate against the big downside of using a whole turn to cast it, something that usually costs you life since your opponent will probably be attacking you. I really think once you have this down to 5 mana you’re in business, and anything less than that and it will get pretty silly.
Allied Assault
1.5 My main problem with tricks like this is that they are so situational and risky, so I need some efficiency or big upside to ever get excited about this one. Allied Assault does one of the things that gets me pretty interested in tricks – it can get you a 2-for-1. A trick that pumps two separate creatures interest me, at least initially. It does require a bit of set up to really be potent though, which makes it even more situational, which makes the 2-for-1 potential a little less impressive.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Blood Beckoning
2.0 Black gets a card like this in every set -- one that returns two creatures from the graveyard -- and it is always a decent card to have one of, since in the late game it often does enough to pull you ahead -- it is of course balanced out by being pretty useless early though. 4 mana for that effect is a bit steep, but the fact that it can cost one in situations where that is worthwhile does enough to keep this as a solid playable.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Shepherd of Heroes
3.5 On its own, this is a 5-mana ¾ flyer that gains you 2 life. That is a card that will make the cut more often than it won’t, but certainly nothing special. Frequently this will gain you 4 life, and it will also rarely gain you 6 to 8 life. This reminds me a little bit of of Archway Angel -- a card that really overperformed when we saw it. This has the same stats for less mana, but is also a little more challenging to gain absurd amounts of life with, but I can see it playing a similar role in the format, but it probably won’t be quite the overperformer the Archway Angel was.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Pack 1 Pick 5: Sea Gate Banneret
Skyclave Geopede
3.0 This creature is going to be pretty scary on the board in the early game. It will typically be a 5/3 with Trample, and if you can back it up with removal and/or tricks it is going to wreck face. Still, only 3 toughness on an attacking creature on turn 4 isn’t exactly incredible, so you will frequently need those other cards to really back it up.
Makindi Stampede
2.5 The downside about a mass pump spell is generally that they don’t do anything too often. Well, when that’s the case, you can have this be a much-needed land. And you still get the upside of having a card that is awesome when you have a good board state.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Cliffhaven Sell-Sword
1.5 Two mana 3/1s tend to be fine for aggro decks. This one is also a Warrior, so it gives you some Party synergy.
Kor Celebrant
3.0 This has nice defensive stats, and it is one of the key Commons for the BW Cleric deck. It provides you with a repeatable source of life gain, which triggers all sorts of powerful cards. Even outside of that deck, this is serviceable as a defensive creature.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Subtle Strike
2.5 Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Pack 1 Pick 6: Grotag Bug-Catcher
Cinderclasm
2.0 Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Adventure Awaits
1.0 We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
Blood Beckoning
2.0 Black gets a card like this in every set -- one that returns two creatures from the graveyard -- and it is always a decent card to have one of, since in the late game it often does enough to pull you ahead -- it is of course balanced out by being pretty useless early though. 4 mana for that effect is a bit steep, but the fact that it can cost one in situations where that is worthwhile does enough to keep this as a solid playable.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Pack 1 Pick 7: Relic Axe
Relic Axe
3.5 This reminds me of Pirate’s Cutlass, and that’s a very good place to be, as that was one of the best non-rare piece of Equipment we have seen in Limited in a long time. This actually costs one less than the Cutlass, and when you have a Warrior in play, it will be even better! Where it isn’t quite as good as the Cutlass is in the fact that it does not give the same pump to non Warriors. Still, it actually has a pretty reasonable Equip cost after that first one you get as a freebe.
Pelakka Predation
2.5 The effect here, if it were its own card, would not be particularly good -- but flexibility is an amazing thing! If casting it doesn’t do you any good, you can still play it as a land, and when you feel like you have a good chance of hitting a card with it, you can cast it.
Malakir Blood-Priest
3.0 This is a key common for party decks, as draining 2+ life with it is pretty easy to do in those decks, even just play it on curve.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Expedition Healer
3.0 This just turns out to have lifelink a significant chunk of the time, and with the powerful lifegain payoffs around, that feels pretty good.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Pack 1 Pick 8: Grotag Bug-Catcher
Skyclave Geopede
3.0 This creature is going to be pretty scary on the board in the early game. It will typically be a 5/3 with Trample, and if you can back it up with removal and/or tricks it is going to wreck face. Still, only 3 toughness on an attacking creature on turn 4 isn’t exactly incredible, so you will frequently need those other cards to really back it up.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Highborn Vampire
1.5 So yeah, this is a vanilla creature, who comes with some upside because he has a creature type that fits into a “party.” A 4-mana 4/3 isn’t the worst rate for Limited, and I think the Warrior upside does enough to make this a card you’ll play a little more than you won’t.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Pack 1 Pick 9: Dauntless Unity
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Pack 1 Pick 10: Cliffhaven Sell-Sword
Pyroclastic Hellion
2.5 This seems solid enough. Returning a land is a may clause here, so you only need to do it when you really want those 2 damage, or if returning a land otherwise benefits you.
Cliffhaven Sell-Sword
1.5 Two mana 3/1s tend to be fine for aggro decks. This one is also a Warrior, so it gives you some Party synergy.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Tazeem Raptor
3.0 This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Pack 1 Pick 11: Akoum Hellhound
Base Camp
1.5 So this can be an okay land if you’re in a Party deck – those decks will predominately be UW and BR, colors that normally don’t have access to fixing – but if you have a couple of these, you can gain access to a lot of interesting party members.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Pack 1 Pick 12: Scorch Rider
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Pack 1 Pick 13: Grotag Bug-Catcher
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Pack 1 Pick 14: Adventure Awaits
Adventure Awaits
1.0 We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
Pack 2 Pick 1: Expedition Champion
Master of Winds
4.0 A 4-mana ¼ flyer that draws you two and discards a card is something I’m already in it. It is better than an ETB that draws you a single card. While you still only net one card, you get card selection that you just don’t have with a normal cantrip. Then, you add the “Spells and Wizards” upside and this gets a lot sweeter, since it can suddenly start hitting super hard in the air.
Scion of the Swarm
3.0 This is a decent payoff for the Cleric decks. It is expensive for what it starts as, and you will often find your opponent kills it for way less mana, but if it is left unchecked it can really take over the skies.
Murasa Sproutling
3.5 Returning a Kicker card from your graveyard is nice, especially because the card doesn’t actually have to have been kicked for you to get it back. This is a 3-mana 3/3 as a baseline too, which isn’t too bad.
Skyclave Cleric
3.0 Here is another flexible DFC creature-land. On one side, you have a card that impacts the board -- and frequently thats what you want. On the other, you have land -- and sometimes you need that more. Basically, this helps you whether you are flooding out or mana screwed, and there aren’t many cards that can say that -- this will make your deck run much more smoothly as a result, even if the two mana ⅓ that gains you 2 life is nothing special, and the land comes into play tapped, the flexibility here is for real. And it also has a useful creature type and gains you life, all things BW wants.
Expedition Champion
2.5 A 4/3 for three mana is a decent creature for sure, though it isn’t really going to be taking over the game or anything like that, and it will still be a ⅔ some of the time. Seems like a solid card for Red Warrior decks, but not much more than that.
Deadly Alliance
4.0 So, having to pay 5 for this is a little bit short of premium. You just usually will be trading down with it, and that’s always rough -- even if it is an instant that can kill just about anything. But the good news is, you can reduce the cost of this to 4 pretty easily, and in Magical Christmas Land, this might only cost one Black mana! Ok, that last part won’t happen very often, but it IS upside.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Territorial Scythecat
3.0 This will get large without a whole lot of effort, and that is really nice because it also happens to have Trample! It does die to just about everything initially, and sometimes it will be better to play it and then a land in the same turn to make it so fewer spells can take it down.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Sea Gate Colossus
1.5 You have to be a party deck to really take advantage, because if you are paying any more than 5 for this it isn’t going to feel very good, and even then it is just a big guy with no evasion.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Gnarlid Colony
3.0 This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great.
Pack 2 Pick 2: Makindi Ox
Skyclave Shadowcat
3.0 It starts out as a Hill Giant, but it can get larger, while also potentially drawing you extra cards, especially in the BG deck which is all about counters. Note, by the way, that you can sacrifice the creature at any time for the Shadowcat -- lately I feel like we’ve seen a lot of “you can only do this as a sorcery” on cards like this, but that’s not here. Additionally, the cat does count itself, so provided it gets 1 counter on it -- which it can make happen on its own -- it will replace itself when it dies.
Allied Assault
1.5 My main problem with tricks like this is that they are so situational and risky, so I need some efficiency or big upside to ever get excited about this one. Allied Assault does one of the things that gets me pretty interested in tricks – it can get you a 2-for-1. A trick that pumps two separate creatures interest me, at least initially. It does require a bit of set up to really be potent though, which makes it even more situational, which makes the 2-for-1 potential a little less impressive.
Song-Mad Treachery
2.5 So, Threaten effects are super situational, and this one is wayyy overcosted. Stealing one of your opponent’s guys for a turn just doesn’t matter in scenarios where you aren’t either killing your opponent, setting them up to be killed on the next turn, or sacrificing the creature you steal. If this was just straight up the spell half of the card, I think this would be an F. But luckily for Song-Mad Treachery -- it has another side, that is a land. This is roughly equivalent to having an overcosted Threaten effect in your deck with Cycling, and that always makes something like this more bearable.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Skyclave Sentinel
1.5 So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Canopy Baloth
2.5 This has decent starting stats and attacks pretty hard when you trigger landfall. It is a solid Common.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Expedition Skulker
2.5 This is a decent little two drop. It has a relevant creature type for the format, and it will have deathtouch pretty often.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Pack 2 Pick 3: Teeterpeak Ambusher
Sure-Footed Infiltrator
3.5 These sort of “infiltration” creatures that draw you a card when they do damage are just great, because they really snowball. The more cards you draw, the more likely you’ll be able to find a way to keep getting in with the creature. And, in this case -- the more likely you are to find Rogues who can make it unblockable.
Murasa Rootgrazer
3.0 The goal here is to abuse Landfall with this Beast, and if past visits to Zendikar are any indication, triggering landfall a bunch is a good way to win.
Malakir Rebirth
3.0 So, like most of these, it has one side that is pretty situational -- you have to have a creature die on your turn for it to even do anything, but when things line up that way, getting your creature back can feel pretty nice, especially if that creature has an ETB ability, because this will trigger it again, which is some sweet value. But things won’t always line up that way, and sometimes you’ll use this to save a creature, but you’re going down a card to do it since your creature can’t win combat anyway. But, you can just play it as a land if that’s true!
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Anticognition
0.0 // 2.5 This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Pack 2 Pick 4: Inordinate Rage
Akoum Warrior
3.5 If you get this early and you need a land, it does the job. Sure, it comes into play tapped, but having that option is inherently powerful. If this big guy had Cycling you would definitely Cycle him away early to help you find a land or something else. Well, in this case, he can just BE the land! And, if you get him late, you’d much rather play the creature than have a land. He isn’t efficient by any stretch, but he’s no slouch either.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Marauding Blight-Priest
3.0 This is a key common for the BW cleric deck, and can often do some serious damage to the opponent, as those decks frequently have a critical mass of ways to gain life.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Pack 2 Pick 5: Kabira Outrider
Rockslide Sorcerer
4.0 This is a strong Uncommon. As I’ve said about other “Wizard, Instant, Sorcery” payoffs, I think they’re going to perform really well, especially in the UR deck. Having a deck with 10+ cards that can trigger this is not a far-fetched scenario, and that means this can ping a ton in a single game, which can allow you to pick off small creatures or go for your opponent’s dome. If you can play multiple cards to trigger it in the same turn, it will get really silly.
Vastwood Fortification
3.0 Another Modal card, we have seen cards similar to the Fortification in the past and they haven’t been super impressive. Sure, sometimes they help you win combat or your creature survive a removal spell, but a lot of the time what a card like this does just isn’t worth the card. It would probably be like a D+ at best. However, this format has a strong +1/+1 counter theme in BG, AND this is a modal DFC, which means it can be a land when putting a counter on something doesn’t seem meaningful enough.
Subtle Strike
2.5 Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Seafloor Stalker
2.5 A 3-mana ⅔ isn’t good, and paying 4 to make it unblockable and give it a power boost does mean it stays relevant in the late game. And obviously you can end up paying even less -- paying 3 or 2 for the boost is much better, and obviously turning this into Blue firebreathing with a full party is kind of funny. This isn’t a bad way to close out games in this format.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Pack 2 Pick 6: Scale the Heights
Khalni Ambush
3.5 This is one of the better uncommon modal DFCs in this set. That’s because one side of it is a removal spell. Sure, it is Pounce for one more mana -- but the fact it can be removal when that works out for you, or a land when that’s what you need is just super good. Being an Instant also means that the Fight side of the card will find more windows than Sorcery speed versions of that effect.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Highborn Vampire
1.5 So yeah, this is a vanilla creature, who comes with some upside because he has a creature type that fits into a “party.” A 4-mana 4/3 isn’t the worst rate for Limited, and I think the Warrior upside does enough to make this a card you’ll play a little more than you won’t.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Pack 2 Pick 7: Kargan Warleader
Kargan Warleader
3.5 Lords are always good if they have enough things to pump – and Kargan Warleader definitely does. RW is obviously the Warrior archetype, as this signpost uncommon is telling you, so much of your board will get a boost out of this creature which is also already a 3-mana 3/3.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Skyclave Sentinel
1.5 So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Pack 2 Pick 8: Murasa Brute
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Pack 2 Pick 9: Dauntless Survivor
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Sea Gate Colossus
1.5 You have to be a party deck to really take advantage, because if you are paying any more than 5 for this it isn’t going to feel very good, and even then it is just a big guy with no evasion.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Gnarlid Colony
3.0 This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great.
Pack 2 Pick 10: Dauntless Survivor
Allied Assault
1.5 My main problem with tricks like this is that they are so situational and risky, so I need some efficiency or big upside to ever get excited about this one. Allied Assault does one of the things that gets me pretty interested in tricks – it can get you a 2-for-1. A trick that pumps two separate creatures interest me, at least initially. It does require a bit of set up to really be potent though, which makes it even more situational, which makes the 2-for-1 potential a little less impressive.
Skyclave Sentinel
1.5 So, this is mostly a payoff for decks that can put counters on stuff. This is mostly going to be BG, but White has some ways to do it too. It is kind of ok in the absence of +1/+1 counter stuff, as a 3-mana 2/3 with Flying and Defender with the possible option of being a 7 mana ¾ with Flying in the late game.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Pack 2 Pick 11: Spitfire Lagac
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Anticognition
0.0 // 2.5 This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Pack 2 Pick 12: Strength of Solidarity
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Pack 2 Pick 13: Tajuru Snarecaster
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Pack 2 Pick 14: Tajuru Snarecaster
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Pack 3 Pick 1: Shepherd of Heroes
Archon of Emeria
3.0 A 3-mana ⅔ with Flying is a good deal, and making opposing non-basic come into play tapped is some upside --- even if it won’t be huge in Limited. Then, you have this symmetrical effect that makes it so people can’t play more than one spell -- that part is a little bit difficult to gauge, as it will hurt some decks more than others -- including, potentially, your own deck. But because it is symmetrical, it certainly isn’t all downside.
Lullmage's Familiar
3.5 This has reasonable defensive stats, helps you ramp, and gives you a reasonable Kicker payoff. And, obviously, the ramp part of the card helps you kick things in the first place.
Cleric of Life's Bond
3.5 So, the signpost uncommon for BW want you to be both gaining life, and playing Clerics, since it pays you off for both! It gets larger when you gain life, and playing clerics gains you life, so you don’t really have to go out of your way for the +1/+1 counter part of the card to trigger, though obviously having some other ways to gain life will make it better.
Tangled Florahedron
3.5 This double-faced creature-land is kind of funny, because no matter which side you pick, it gives you mana! Most of the cards in this cycle give you something that can at least be a little more impactful in the late game -- though most of them are also more situational than this -- so it is probably a wash. Basically, you’ll play this as a creature if you already played a land on turn and you want to ramp, and you’ll play it as a land if you really need one of those. This might not feel quite as good to draw late as the other card sin the cycle, but the fact remains that in the late game, this is a land that you can draw and still have it actually add to the board.
Anticognition
0.0 // 2.5 This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.
Stonework Packbeast
3.5 This is a huge overachiever. It helps tie together Tribal or Party decks, and even the fixing it offers can be quite helpful.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Deadly Alliance
4.0 So, having to pay 5 for this is a little bit short of premium. You just usually will be trading down with it, and that’s always rough -- even if it is an instant that can kill just about anything. But the good news is, you can reduce the cost of this to 4 pretty easily, and in Magical Christmas Land, this might only cost one Black mana! Ok, that last part won’t happen very often, but it IS upside.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Shepherd of Heroes
3.5 On its own, this is a 5-mana ¾ flyer that gains you 2 life. That is a card that will make the cut more often than it won’t, but certainly nothing special. Frequently this will gain you 4 life, and it will also rarely gain you 6 to 8 life. This reminds me a little bit of of Archway Angel -- a card that really overperformed when we saw it. This has the same stats for less mana, but is also a little more challenging to gain absurd amounts of life with, but I can see it playing a similar role in the format, but it probably won’t be quite the overperformer the Archway Angel was.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Pack 3 Pick 2: Goma Fada Vanguard
Goma Fada Vanguard
3.5 These creatures who make stuff unable to block always play really well in Limited, because they can have a drastic impact on combat, making it so that creatures who didn’t have good attacks previously can now attack. Now, the best versions of this we see generally have Haste, and don’t ask us to jump through hoops -- but they also generally aren’t so cheap and don’t have such reasonable stats.
Kor Blademaster
3.0 So, a two mana 1/1 with double strike is actually a reasonable rate -- it is effectively a 2/1 with upside, in that it can just outright kill X/1s in combat and is a great place to stick Equipment and Auras, and use combat tricks. This is already good with equipment, but the Equipped Warriors get double strike thing makes it even better. Now, you can’t really count on that always coming up, but obviously the RW deck will be the best at using it. It also means that playing it will sometimes immediately impact the board, since it may make your attacking creatures way scarier!
Spikefield Hazard
3.0 One mana to do one to something is not usually a great card in Limited, it just doesn’t kill enough stuff. This card can at least hit players or planeswalkers too, but that’s still not that great. Even adding the Exile clause doesn’t help a whole lot. But you know what does help? Having a land on the other side! When you can’t really kill anything with the spell side, having a land isn’t a terrible back up.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Tazeem Roilmage
3.0 A two mana 2/1 is a D+ at best these days, we just expect better stats for a two mana investment. However, the kicker upside here is quite strong in the late game.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Shepherd of Heroes
3.5 On its own, this is a 5-mana ¾ flyer that gains you 2 life. That is a card that will make the cut more often than it won’t, but certainly nothing special. Frequently this will gain you 4 life, and it will also rarely gain you 6 to 8 life. This reminds me a little bit of of Archway Angel -- a card that really overperformed when we saw it. This has the same stats for less mana, but is also a little more challenging to gain absurd amounts of life with, but I can see it playing a similar role in the format, but it probably won’t be quite the overperformer the Archway Angel was.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Nimana Skydancer
2.5 A 3-mana 2/1 with Flying and Flash is already a reasonable card, but this is also a Rogue that mills your opponent, and that’s something that the UB decks are pretty interested in.
Expedition Healer
3.0 This just turns out to have lifelink a significant chunk of the time, and with the powerful lifegain payoffs around, that feels pretty good.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Pack 3 Pick 3: Scavenged Blade
Soaring Thought-Thief
4.0 A two mana 1/3 with Flash and Flying is already playable, but the fact that it provides an ability that mills the opponent 2 cards as long as at least one rogue is attacking is great, especially because it eventually pumps the power of all of your rogues!
Zof Consumption
3.0 I think a lot of people will come into this format underestimating just how good it is to have a land that can actually do something impactful in the late game. It is not dissimilar from having a non-basic land with a sacrifice ability that comes up in the late game -- and that upside is always great. Sure, paying 6 to draw your opponent 4 life would not be a good card if that’s all this was, but the fact that this can also just be a regular old land for you early is a huge upgrade -- just as the fact that it can do something in the later game is a huge upgrade.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Territorial Scythecat
3.0 This will get large without a whole lot of effort, and that is really nice because it also happens to have Trample! It does die to just about everything initially, and sometimes it will be better to play it and then a land in the same turn to make it so fewer spells can take it down.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Bubble Snare
3.5 Getting away with just paying one for this on a creature that is already tapped is going to feel great, and when you are the more defensive player, that is probably often how you’ll use it, since it will enable you to do some other things on your turn. Sometimes, you need to just be able to lock down an opposing creature, and you can pay the Kicker when that’s necessary to get a blocker out of the way, or a creature your opponent just won’t attack with that is cause you all kinds of problems.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Marauding Blight-Priest
3.0 This is a key common for the BW cleric deck, and can often do some serious damage to the opponent, as those decks frequently have a critical mass of ways to gain life.
Pack 3 Pick 4: Roil Eruption
Mind Carver
1.0 This can give a pretty big boost in the late game, but is incredibly mediocre early and expensive to equip. The Rogue decks just generally don’t need this, as they have way better payoffs and evasion.
Spikefield Hazard
3.0 One mana to do one to something is not usually a great card in Limited, it just doesn’t kill enough stuff. This card can at least hit players or planeswalkers too, but that’s still not that great. Even adding the Exile clause doesn’t help a whole lot. But you know what does help? Having a land on the other side! When you can’t really kill anything with the spell side, having a land isn’t a terrible back up.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Nimana Skydancer
2.5 A 3-mana 2/1 with Flying and Flash is already a reasonable card, but this is also a Rogue that mills your opponent, and that’s something that the UB decks are pretty interested in.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Reclaim the Wastes
2.5 This is a nice card for fixing if you’re a base Green deck. Any time we see this type of card in Limited it is always something you go after if you need fixing, but you probably don’t go after it otherwise. But, having the ability to splash things is inherently powerful in Limited -- provided you’re splashing something that is WORTH splashing -- so I think this should be valued as at least an average card.
Roil Eruption
4.0 Two mana to do 3 to something is premium removal, even as a Sorcery. You’re just going to trade up with it a lot, and that feels great, and hey, sometimes you can go after your opponent and end the game that way. Obviously the kicked version of this is far from efficient, but it is really just upside tacked on to an already premium removal spell, and having a direct damage spell that can do 5 is going to end some games.
Tazeem Roilmage
3.0 A two mana 2/1 is a D+ at best these days, we just expect better stats for a two mana investment. However, the kicker upside here is quite strong in the late game.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Pack 3 Pick 5: Prowling Felidar
Relic Golem
3.0 This is going to be pretty terrible in the early game – a 3-mana 6/6 that can’t attack or block and has a mill ability just isn’t very good, even with reputable mill, and even WITH mill being a real thing in this format. Now, obviously, eventually it will make itself able to attack and block, and a 6/6 is a significant body all game long, and that makes it into a much better card.
Prowling Felidar
2.5 This starts as a rather inefficient creature, but it will get larger throughout the game. Vigilance is always nice on a creature that is both a good attacker and a blocker, and this will certainly become that. I think in an ideal scenario, you play this and then a land in the same turn, that way you put it out of range of a bunch of removal. It does start fragile and inefficient, but it’s a nice Common.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Tazeem Roilmage
3.0 A two mana 2/1 is a D+ at best these days, we just expect better stats for a two mana investment. However, the kicker upside here is quite strong in the late game.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Pack 3 Pick 6: Smite the Monstrous
Nahiri's Lithoforming
0.0 You might be tempted to run this because it can give you a bunch of landfall triggers, but that is pretty much the only situation where it is worthwhile, and you won’t be in a place where that works very often.
Rockslide Sorcerer
4.0 This is a strong Uncommon. As I’ve said about other “Wizard, Instant, Sorcery” payoffs, I think they’re going to perform really well, especially in the UR deck. Having a deck with 10+ cards that can trigger this is not a far-fetched scenario, and that means this can ping a ton in a single game, which can allow you to pick off small creatures or go for your opponent’s dome. If you can play multiple cards to trigger it in the same turn, it will get really silly.
Song-Mad Treachery
2.5 So, Threaten effects are super situational, and this one is wayyy overcosted. Stealing one of your opponent’s guys for a turn just doesn’t matter in scenarios where you aren’t either killing your opponent, setting them up to be killed on the next turn, or sacrificing the creature you steal. If this was just straight up the spell half of the card, I think this would be an F. But luckily for Song-Mad Treachery -- it has another side, that is a land. This is roughly equivalent to having an overcosted Threaten effect in your deck with Cycling, and that always makes something like this more bearable.
Smite the Monstrous
2.0 We see this a lot. It is always an ok removal spell. It is conditional, but at least it is an instant, and it can kill some big stuff.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Deliberate
1.5 So, this is pretty similar to Anticipate – though it is likely a bit better. It is an Instant speed Preordain that costs twice as much. You get to see up to 3 cards when you use it, and if you happen to have two things on top of your library you really want, you can leave them both there, which is nice. And if you don’t want either, well, you can smooth out your draws – you get the picture. This kind of card often just feel very replaceable.
Pack 3 Pick 7: Resolute Strike
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Anticognition
0.0 // 2.5 This ends up being a hard counter a significant chunk of the time, especially in UB which does a good job of milling. If you can’t consistently get this to be a hard counter, you probably don’t play it, but if you can it ends being a pretty nice card to have around.
Ghastly Gloomhunter
2.0 This isn’t very efficient cast normally OR with Kicker, but the flexibility to choose either is enough to make that inefficiency matter less, as is the fact that it can gain you some life, which the BW deck really cares about.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Cunning Geysermage
2.5 This isn’t quite Roaming Ghostlight, but it seems alright. Early it can be a not completely horrible 3-mana 3/2, and in the later part of the game you can pay 6 for a 3/2 that bounces something That rate is admittedly not great, but any time you can add to the board while subtracting from your opponents’ feels pretty great.
Pack 3 Pick 8: Sizzling Barrage
Ravager's Mace
3.0 This gives a nice bonus for the cost when you first play it. It will usually at least be giving +1/+0 and Menace, and giving more than that isn’t far-fetched. Three mana for that boost isn’t too shabby. Now, having to pay four to equip it after that is a bit steep, but the free equip to start things off helps make up for that, as does the fact that it will frequently give a larger boost.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Pack 3 Pick 9: Kazandu Stomper
Lullmage's Familiar
3.5 This has reasonable defensive stats, helps you ramp, and gives you a reasonable Kicker payoff. And, obviously, the ramp part of the card helps you kick things in the first place.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Pack 3 Pick 10: Kabira Outrider
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Sneaking Guide
1.5 There are definitely some sweet creatures you can make unblockable with this, and maybe if you get some of those it will be worth it. But you cut this a lot.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Expedition Healer
3.0 This just turns out to have lifelink a significant chunk of the time, and with the powerful lifegain payoffs around, that feels pretty good.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Pack 3 Pick 11: Tuktuk Rubblefort
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Pack 3 Pick 12: Teeterpeak Ambusher
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Pack 3 Pick 13: Scavenged Blade
Tormenting Voice
1.5 As usual this is fine as the last card in your deck. It is probably a little less good in this set because of the DFC lands, and landfall, because the main thing it is nice for is to avoid flooding out – but flooding out is going to be harder than normal in this format. This is a little appealing in the UR deck because it gives you a spell trigger, but you’ll cut it more than you play it.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Pack 3 Pick 14: Sizzling Barrage
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.