Curse of Shaken Faith
0.5 This isn’t really here for Limited. The effect it has won’t come up enough for it to be worth it. All it does is damage too, and doing damage alone and not adding to the board in any way is very rarely worth it in Limited. This does have sideboard potential, to be used against someone going crazy with Flashback or Disturb, but that’s about it. Even then, its unlikely they have enough for this to punish them enough.
Dawnhart Wardens
3.0 A 3-mana 3/3 is a great baseline, and this will pump the power of your whole board some of the time. Seems like a singpost Uncommon that will put you into its colors reasonably often.
Necrosynthesis
1.5 If this was just an Aura with the “Whenever another creature dies” bit, it would be close to unplayable. It doesn’t give an immediate stats boost, and it doesn’t do anything to mitigate against card disadvantage. However, it comes with an additional effect that does help mitigate against that disadvantage, since it will give you some pretty serious card selection when it dies. It is nice too that it doesn’t look at counters alone, it looks at the creature’s power, and that means you’ll always be netting a card when the thing dies. Now, it does still have the very real downside of not buffing the creature at all at first, but the creature will grow over the course of the game. Still, this isn’t great. Sure it replaces itself, but the effect of the Aura isn’t that great in the first place. Even with Zombies dying left and right, this doesn’t seem worth it.
Heirloom Mirror
4.0 So, this is not a flip card that does anything with “nightbound” or “daybound,” so it will always be Heirloom Mirror when you first play it. That part of the card isn’t amazing. It lets you rummage and stock your graveyard, and both of those things matter in this format, but if that’s all this was, I have my doubts that it would be worth a slot in your deck. However, what’s nice here, is that you can use the Mirror to help improve your draws and stock your graveyard for a while, and then it can just turn into a straight up win condition! A 4/4 Flyer that can get bigger by exiling things from graveyards is very, very real, and you actually pay a pretty reasonable rate overall -- between casting the MIrror and using the ability three times, and you get a pretty scary threat. I think its really nice that this has an early game mode that can be decently useful, and then turns into a demon.
Diregraf Horde
3.0 This is an interesting use of these new Decayed Zombies. Obviously, if this was a 5-mana ¾ that made two 2/2 Zombies and exiled stuff from graveyards it would be like a B+. That’s just a whole lot of bodies for a good cost. To evaluate this card we have to figure out how much worse these Decayed zombies are from your normal tokens. And uh, yeah -- they are substantially worse for sure. They can’t block, so this card won’t stabilize you quite as effectively as other cards like it can, and they can only attack once. But still, imagine this was a 5-mana ¾ that gave you single 2/2 Zombie. That’s still a very nice card for Limited! And that’s probably about what this will feel like. The extra bodies will feel great as sacrifice fodder, or if you have Zombie synergy, too.
Candlegrove Witch
2.5 This is a Bear that will often, though not always, have flying in the late game. Flying helps it stay relevant throughout the game, which is nice. Seems like a solid two drop.
Voldaren Stinger
2.0 Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
Siege Zombie
2.0 This seems passable, as in the early game it has alright stats, and in the late game it can be a real source of reach. It can also help you activate cards that give you a bonus if an opponent has lost life. Still, it does ask for a lot to make the opponent lose that 1 life, and it just won’t always be doable.
Bramble Armor
2.5 This is a pretty decent boost when it equips for free, and it will also help you get coven online if that’s what you need. Equipping it after that first time is a little rough for sure, but if it keeps giving you coven or making creature sin to threats, that is reasonable.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Unblinking Observer
2.5 This will help you cast enough stuff that it seems like a solid Common. It fits nicely in the UR spells deck and the UW deck, which will be the most disturb heavy deck in the format. I’m giving it a 2.5.
Gavony Trapper
3.0 Master Decoys are always pretty nice in Limited. They can act as removal of sorts and stay relevant all game long. This has the additional upside of being a 0 power creature – which might not sound like upside, but in Coven decks having a creature with 0 power can really matter.
Pack 1 Pick 2: Gavony Dawnguard
Join the Dance
3.0 Don’t underestimate the Flashback here. Like a lot of Flashback cards, neither the original cost nor the flashback cost is efficient, but the fact remains that over the course of a normal game of Limited, this will give you 4 tokens for only one card, and that’s pretty nice. Just having the Flashback cost to do in the later part of the game is a nice mana sink too. Obviously, GW is all about going wide too, so it will be extra useful there.
Mysterious Tome
3.0 This has a really neat design, since it will constantly go back and forth. Both sides of the card have a relatively efficient ability. 2 to draw a card, or 1 to tap down a nonland permanent, is pretty nice! Now, you do pay 3 mana up front for something that often won’t impact the board right away -- and keep in mind even when it transforms it stays tapped, so you can never use both abilities in one turn. You’ll use one or the other, and there will definitely be times where you wish you could just stick on one side of the card. But still, this looks like it will grind out value over the course of a long game, both drawing you cards and either slowing down your opponent or allowing you to pressure them thanks to the tap ability. If this format is really fast, this might nto be great -- but with Flashback and Disturbed, it seems kind of unlikely this format will be super fast.
Gavony Dawnguard
4.0 This seems really strong. A 3-mana 3/3 with Ward 1 is already something you’d play a significant chunk of the time, but the night/day payoff here is very real! Your deck does need to have a relatively low curve to consistently draw a card with it, but drawing one card with this over a course of a game doesn’t seem far-fetched -- and that’s a 2-for-1!
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Candletrap
3.0 This is pretty cheap removal. Before you get Coven online, it definitely isn’t great removal, because allowing the creature to still block is usually not what you want to be doing. It can’t do damage at least, but it still a presence on the board, and that means you aren’t trading a full 1-for-1. But its nice than in the later game, you can just get rid of that creature entirely. Still, it is probably a little too slow and clunky to be premium.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Hobbling Zombie
3.0 We often see 3-mana 2/2s with Deathtouch, and they are usually like a C. The ability to trade for anything is nice, after all! But this can do that and make a Zombie token. Obviously, it is a big down grade from a regular 2/2 zombie, but it is still enough additional upside for this to move up to 3.0.
Harvesttide Sentry
2.5 This has decent base stats and if you can get coven going, it becomes a lot harder to easily block this thing.
Novice Occultist
2.5 It won’t always be easy to trade with this and get a 2-for-1 since it’s a ½, so ideally you will sacrifice this to something for value, in which case you don’t really go down a card at all! I could see this ending up as a key common for both BW and UB.
Secrets of the Key
3.0 Paying one Blue to investigate isn’t great, even to me, and I love Clue tokens! However, the additional flashback on it is very real, and means that in the end, this card end sup being a 3-for-1, even if it does it kind of slowly. You end up paying 5 mana for three Clues, and that’s not too shabby. Between Flashback, Investigate, and Disturb, this format looks to be kind of slow and grindy, and if that’s true, Secrets of the Key will be something you want one of in virtually all of your Blue decks, as the card advantage is very real. I thinkt he first copy will be a 3.0, though they do have diminishing returns after that because it doesn’t really impact the board.
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
Pack 1 Pick 3: Eaten Alive
Sunset Revelry
1.0 This card has a cool design, but seems pretty awkward. Basically, you have to be behind your opponent in one way or another for it to do something. And yeah, if you get all three modes here, you’re getting a great deal! But if you’re just drawing a card and gaining 4 life, that’s not a great card -- we see that card all the time and it isn’t good! You basically need to be getting the tokens and one of the other modes for this to feel like you’re doing a decent job. And...its just pretty hard to control those sorts of things. It will feel nice if you’re behind, but do stone nothing at parity or if you’re ahead, and that just doesn’t really appeal to me. This card seems too situational and finicky.
Rootcoil Creeper
4.0 This is a very nice card. Its a bear that can tap for mana of any color, and that’s something I would sign up for all day long! That’s great fixing and ramp. The additional Flashback upside is a big deal, too.
Stuffed Bear
1.0 This set doesn’t have much of an Artifact theme. If it did, the BEar would be a little more interesting. As it is, it is a creature that you have to pay mana for every turn to actually make into a creature. And, while that activation isn’t so bad the first time around, you eventually end up having to pay a ton of mana for this to actually be a card on the board that matters, and I don’t really think you want to be doing that.
Cathar Commando
2.5 You can flash this in to ambush block an X/3, and most X/3s will cost more than the Commando, so that’s nice! The additional utility of blowing up artifacts and enchantments doesn’t hurt either. This is a solid Common.
Shipwreck Sifters
1.5 A two mana ½ who loots is fine, and this one can get bigger. I don’t think you’ll want to discard a spirit or a card with Disturb to it all that often, since the power of those cards is often in the fact that you get the two bodies, but you’ll discard those things sometimes and it’ll get bigger.
Ecstatic Awakener
2.5 One mana 1/1s are pretty bad, they just lose relevance quickly. The Awakener gets around that to some extent as a result of its ability to transform into Awoken Demon. Transforming it is a little bit steep at 3 mana and sacrificing something, but there is going to be some significant sacrifice fodder in both Black/White and Blue/Black, so it won’t hurt quite as much as it might look at first. Still, you aren’t really doing incredible when you transform this into a 4/4.
Soul-Guide Gryff
2.5 This has decent Flying stats, and exiling a card with Flashback or Disturb is pretty relevant in the format.
Eccentric Farmer
1.5 Lands will end up in your graveyard more often than normal in this format because of self-mill, and the Farmer brings some of that mill with him! You’ll get a land out of this reasonably often, and making sure you hit your next land drop and loading your graveyard has decent value.
Bladebrand
1.5 This is a reprint, and it is one that is pretty mediocre. Giving death touch + a cantrip is pretty nice in combat, but it is a very narrow card overall because it is only useful in combat. Sure, I guess you can cast it just to cycle it, but that’s pretty rough! There are some silly things you can do with it sometimes, like give death touch to something that is being triple blocked, but a lot of the time you just use this and trade a creature on the table for one in your library. And, while that’s fine, it is certainly not a great card, and not one that makes the cut more than half the time.
Olivia's Midnight Ambush
3.5 This is decent removal if it is day time or neither night nor day, and when it is night time, its just insane. If it was only the night time mode it would be an easy 4.5! As it is, I think it has a reasonable enough base line and a high enough ceiling that we can call it premium.
Voldaren Stinger
2.0 Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
Eaten Alive
3.5 There is a lot of sacrifice fodder int his format, so casting this for only one Black is very real, and the fail case is that you pay 5, which is perfectly fine. Exiling stuff has extra value in the format too.
Pack 1 Pick 4: Skaab Wrangler
Moonsilver Key
2.5 This gives you fixing, and one is often in the market for that in Limited, since splashing bombs is usually a good idea. You won’t have many artifacts to get with the Key, though there are a few of them.
Skaab Wrangler
2.5 This is a two mana 2/1 with some reasonable upside. In the later part of the game that ability can actually do some work, though you won’t always be in a position to activate it.
Burn the Accursed
2.5 This isn’t exactly premium, but is an instant that kills most stuff, damages your opponent, and even exiles creatures, which certainly matters here.
Cathar Commando
2.5 You can flash this in to ambush block an X/3, and most X/3s will cost more than the Commando, so that’s nice! The additional utility of blowing up artifacts and enchantments doesn’t hurt either. This is a solid Common.
Abandon the Post
0.0 // 2.5 I’m not a huge fan of this type of card, mostly because it basically does nothing unless you win the game with it. That said, if you have six mana available to cast it both times in a single turn, it does stand a pretty good chance of stealing a win out of nowhere. A card like this is soo all-in on aggro though that I think we do need to give it a buildaround grade If you are an aggro deck, you’ll probably play one copy of this and feel alright about it. Otherwise you pretty much can’t play it.
Falcon Abomination
3.0 This is a Wind Drake with some reasonable upside. Obviously this Zombie token doesn’t give you quite as much value as most Zombie tokens, but it still adds to the board in a way that will have at least some impact. The two bodies will be nice sacrifice fodder, and they’ll also just be good at pressuring your opponent.
Path to the Festival
2.0 This is pretty clunky since it doesn't add to the board at all. It can do it again from the graveyard though, which can potentially really turbo your mana. It is also reasonable fixing, and if you're splashing a third color, that Scry will be nice.
Candletrap
3.0 This is pretty cheap removal. Before you get Coven online, it definitely isn’t great removal, because allowing the creature to still block is usually not what you want to be doing. It can’t do damage at least, but it still a presence on the board, and that means you aren’t trading a full 1-for-1. But its nice than in the later game, you can just get rid of that creature entirely. Still, it is probably a little too slow and clunky to be premium.
Bird Admirer
2.5 A 3 mana ¼ with Reach makes the cut reasonably often in most Limited formats, and this will sometimes be a much larger creature. Seems like a solid Common to me! I’m giving it a 2.5.
Stuffed Bear
1.0 This set doesn’t have much of an Artifact theme. If it did, the BEar would be a little more interesting. As it is, it is a creature that you have to pay mana for every turn to actually make into a creature. And, while that activation isn’t so bad the first time around, you eventually end up having to pay a ton of mana for this to actually be a card on the board that matters, and I don’t really think you want to be doing that.
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
Pack 1 Pick 5: Crawl from the Cellar
Dissipate
2.5 Three mana counterspells, especially those that cost Double blue, usually aren’t great. The cost of leaving that mana up can be very real. You should generally just be adding to the board while you can, after all. Leaving up mana to try to counter something when you have other options can really cause you some significant problems! So generally, you end up just using it when you don’t have other stuff you could be doing. Adding the exile clause does matter in this format though, between Flashback, Disturb, and other graveyard shenanigans.
Village Watch
2.5 A 5-mana 4/3 with Haste isn’t great, but the fact this can be a 5/4 sometimes is pretty nice. It would be most ideal for it to already be night when it comes down -- if that’s true, you’ll feel like you’re getting your mana’s worth. Though, to be honest, a 5-mana 5/4 with Haste while certainly a nice card isn’t great either, and you have to jump through some serious hoops to keep it that way. It does also give Haste to other werewolves, but still.
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
Morkrut Behemoth
2.5 The idea here is to sacrifice something to it that isn’t a big deal, like a Zombie token, and if you do that then yeah – a 7/6 with Menace on turn 5 is pretty imposing. You can also just straight up pay 7 for it, which isn’t great but its not a disaster either. This seems like some decent top curve for some Black decks in the format – especially UB and BW – but I think you’ll find you cut it a pretty significant chunk of the time for cards that are just better.
Unruly Mob
2.0 This is a reprint from our other two visits to Innistrad, and it wasn’t very good either time -- a 1.5 at best! It does grow as the game goes on, but it starts really small and grows pretty slowly. Only growing when your creatures die is tricky too. However, this will probably be better in this format than we’ve seen in the past, mostly because BW is a sacrifice deck this time around, and that combos pretty well with the Mob. The GW deck has lots of tokens too, so yeah, I think maybe this ends up being a solid playable this time around.
Might of the Old Ways
2.0 This looks like a decent enough trick. Two mana for +2/+2 isn’t incredible, but when you can make the Coven thing happen, it turns into a draw spell, which will often mean a 2-for-1. You’ll end up playing this in aggressive Green decks.
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Crawl from the Cellar
2.0 This is an interesting take on the usual Sorcery that lets you return two creatures to your hand. The first time you cast this, the value is going to be pretty nice, provided you have a zombie, as it effectively replaces itself while making a creature bigger. The second time is less efficient, but in the you pay 5 mana for a 2-for-1 and two +1/+1 counters, which actually isn’t too bad. Now, you really would prefer to be putting these counters on zombies that don’t have decay to get full value out of them, but a significant chunk of the time that’s probably where the counter goes, and you may also just not have anywhere to put the counter in the first place.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Pack 1 Pick 6: Shady Traveler
Grizzly Ghoul
3.0 A 4-mana 4/3 with Trample is already pretty decent, though not incredible, especially for two colors of mana. Still, that’s the baseline of this card. On a lot of turn 4s, creatures go down, so this being a 5/4 or even a 6/5 after a trade isn’t exactly far-fetched. There will also be times where it is just absolutely massive, but don’t count on that happening super often. So yeah, there’s a reasonable baseline here, and a pretty nice ceiling.
Ominous Roost
0.0 // 3.5 Obviously, if you don’t have enough Flashback going on, you can’t really play this. It is going to be an F in many, many decks. 3 mana for a 1/1 flyer that can’t block is abysmal! However, if you can get 3 or more tokens with this, and some decks will be able to do it, it is going to be a pretty real win condition in grindy decks with lots of flashback.
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Geistwave
2.5 This is a neat design for a bounce spell.. Bouncing an opposing nonland permanent for two mana is usually a decent card. It doesn’t give you the value of a whole card unless you use it in response to a trick or something, but it gives you some reasonable tempo and has that blow out upside. Using this to bounce your own thing is actually pretty interesting, since you do net a card, and if what you’re bouncing gives you some value from bouncing it, that’s going to feel pretty good! Especially if you do it in response to removal or something like that. Its probably just a C, but the “bounce your own stuff” upside is very real.
Timberland Guide
3.0 This is a reprint, and even if it wasn’t, we see cards like this a lot, and I also like them a decent amount. They are nice as two drops, as they can be two mana 2/2s, and then in the later game you can put the counter somewhere more relevant. There isn’t a +1/+1 counter deck in this format, but the counter this guy brings with him can really help you set up Coven, since you add him to the board and put the counter somewhere else, and you’re already 2/3 of the way there!
Devious Cover-Up
1.0 This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Shady Traveler
3.0 A 3-mana 2/3 with Menace is a card you’ll play sometimes – probably a 2.5, and it will come into play as or transform into Stalking Predator pretty regularly, in which case you’re getting an amazing deal!
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Hedgewitch's Mask
1.5 This is a decent, albeit unimpressive, piece of Equipment. One to play and two to equip is kind of alright, and the upside of being unblockable by bigger stuff doesn’t hurt. It can help you get Coven. Still, this format doesn’t seem to have a huge equipment theme, and that probably means this gets cut a lot.
Pack 1 Pick 7: Search Party Captain
Loyal Gryff
2.5 A Wind Drake with Flash is already something that would pretty much always make the cut, and this comes with the additional upside of allowing to bounce one of your creatures. This can help a creature avoid removal, or allow you to retrigger an ETB ability, among other things. It isn’t always going to happen that you line up the ETB ability to actually do something, of course -- sometimes you’ll just need the creature here, but it is still nice upside on a solid card.
Search Party Captain
3.5 A 4-mana 2/2 that draws you a card is like a 2.0, and decreasing that cost even by 1 is a huge upgrade. So, the fact that sometimes you can play this for two or one mana and then cast what you draw seems really good. This is one of White’s better Commons.
Evolving Wilds
3.0 This is always really nice fixing, and I tend to like it even more than the rare dual lands here, especially because it throws itself in the graveyard and that definitely matters in this set.
Locked in the Cemetery
3.0 So, if this always tapped the thing you attached it to, it would probably be premium removal. Two mana for that effect is pretty great! However, in the early game, making it do that is going to be pretty challenging. By the mid-game it becomes much more doable. Overall, I think having to have a loaded up graveyard to make this work does keep it from being premium, but it still a pretty good Blue common.
Timberland Guide
3.0 This is a reprint, and even if it wasn’t, we see cards like this a lot, and I also like them a decent amount. They are nice as two drops, as they can be two mana 2/2s, and then in the later game you can put the counter somewhere more relevant. There isn’t a +1/+1 counter deck in this format, but the counter this guy brings with him can really help you set up Coven, since you add him to the board and put the counter somewhere else, and you’re already 2/3 of the way there!
Bounding Wolf
2.0 Reach is extra good in this format because there are a ton of flyers as a result that everything that has disturb comes back as a Flyer. So if you’re in Green, you’re going to need a way to stop that. Bounding Wolf can do it, and it even ambush block thanks to flash!
Otherworldly Gaze
0.5 Loading the graveyard is important in this format, its true, but a card that pretty much only does that, while giving you some card selection, isn’t something I’m interested in. You never get the card back. There are so many cards that load the graveyard while doing actual other things!
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Pack 1 Pick 8: Dreadhound
Dreadhound
3.5 This looks like some nice top curve to have around. It brings decent stats, and milling three cards can help you out a ton in this format -- and Dreadhound itself loves it, since each creature that is milled by that trigger will make your opponent lose one life. Players will be milling themselves in this format and creatures are going to be dying, so the Dreadhounds ability to slowly bleed the player is pretty darn powerful. Especially in the BR deck, which can do all sorts of extra stuff if it makes the player lose life. This seems like a six drop that is a very real win condition.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Blood Pact
2.0 Its nice this is an Instant, it makes it a lot more palatable that it is. Instant speed Divination for three mana is pretty nice, and most Black decks will play the first copy of this. In a pinch, you can also use it to do 2 to your opponent, either to finish them off or trigger a bunch of your pseudo-bloodthirst effects, but mostly you’ll want to be drawing the cards.
Secrets of the Key
3.0 Paying one Blue to investigate isn’t great, even to me, and I love Clue tokens! However, the additional flashback on it is very real, and means that in the end, this card end sup being a 3-for-1, even if it does it kind of slowly. You end up paying 5 mana for three Clues, and that’s not too shabby. Between Flashback, Investigate, and Disturb, this format looks to be kind of slow and grindy, and if that’s true, Secrets of the Key will be something you want one of in virtually all of your Blue decks, as the card advantage is very real. I thinkt he first copy will be a 3.0, though they do have diminishing returns after that because it doesn’t really impact the board.
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Candletrap
3.0 This is pretty cheap removal. Before you get Coven online, it definitely isn’t great removal, because allowing the creature to still block is usually not what you want to be doing. It can’t do damage at least, but it still a presence on the board, and that means you aren’t trading a full 1-for-1. But its nice than in the later game, you can just get rid of that creature entirely. Still, it is probably a little too slow and clunky to be premium.
Search Party Captain
3.5 A 4-mana 2/2 that draws you a card is like a 2.0, and decreasing that cost even by 1 is a huge upgrade. So, the fact that sometimes you can play this for two or one mana and then cast what you draw seems really good. This is one of White’s better Commons.
Pack 1 Pick 9: Bat Whisperer
Necrosynthesis
1.5 If this was just an Aura with the “Whenever another creature dies” bit, it would be close to unplayable. It doesn’t give an immediate stats boost, and it doesn’t do anything to mitigate against card disadvantage. However, it comes with an additional effect that does help mitigate against that disadvantage, since it will give you some pretty serious card selection when it dies. It is nice too that it doesn’t look at counters alone, it looks at the creature’s power, and that means you’ll always be netting a card when the thing dies. Now, it does still have the very real downside of not buffing the creature at all at first, but the creature will grow over the course of the game. Still, this isn’t great. Sure it replaces itself, but the effect of the Aura isn’t that great in the first place. Even with Zombies dying left and right, this doesn’t seem worth it.
Voldaren Stinger
2.0 Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
Bramble Armor
2.5 This is a pretty decent boost when it equips for free, and it will also help you get coven online if that’s what you need. Equipping it after that first time is a little rough for sure, but if it keeps giving you coven or making creature sin to threats, that is reasonable.
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Unblinking Observer
2.5 This will help you cast enough stuff that it seems like a solid Common. It fits nicely in the UR spells deck and the UW deck, which will be the most disturb heavy deck in the format. I’m giving it a 2.5.
Pack 1 Pick 10: Candletrap
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Candletrap
3.0 This is pretty cheap removal. Before you get Coven online, it definitely isn’t great removal, because allowing the creature to still block is usually not what you want to be doing. It can’t do damage at least, but it still a presence on the board, and that means you aren’t trading a full 1-for-1. But its nice than in the later game, you can just get rid of that creature entirely. Still, it is probably a little too slow and clunky to be premium.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Secrets of the Key
3.0 Paying one Blue to investigate isn’t great, even to me, and I love Clue tokens! However, the additional flashback on it is very real, and means that in the end, this card end sup being a 3-for-1, even if it does it kind of slowly. You end up paying 5 mana for three Clues, and that’s not too shabby. Between Flashback, Investigate, and Disturb, this format looks to be kind of slow and grindy, and if that’s true, Secrets of the Key will be something you want one of in virtually all of your Blue decks, as the card advantage is very real. I thinkt he first copy will be a 3.0, though they do have diminishing returns after that because it doesn’t really impact the board.
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
Pack 1 Pick 11: Sunset Revelry
Sunset Revelry
1.0 This card has a cool design, but seems pretty awkward. Basically, you have to be behind your opponent in one way or another for it to do something. And yeah, if you get all three modes here, you’re getting a great deal! But if you’re just drawing a card and gaining 4 life, that’s not a great card -- we see that card all the time and it isn’t good! You basically need to be getting the tokens and one of the other modes for this to feel like you’re doing a decent job. And...its just pretty hard to control those sorts of things. It will feel nice if you’re behind, but do stone nothing at parity or if you’re ahead, and that just doesn’t really appeal to me. This card seems too situational and finicky.
Stuffed Bear
1.0 This set doesn’t have much of an Artifact theme. If it did, the BEar would be a little more interesting. As it is, it is a creature that you have to pay mana for every turn to actually make into a creature. And, while that activation isn’t so bad the first time around, you eventually end up having to pay a ton of mana for this to actually be a card on the board that matters, and I don’t really think you want to be doing that.
Shipwreck Sifters
1.5 A two mana ½ who loots is fine, and this one can get bigger. I don’t think you’ll want to discard a spirit or a card with Disturb to it all that often, since the power of those cards is often in the fact that you get the two bodies, but you’ll discard those things sometimes and it’ll get bigger.
Bladebrand
1.5 This is a reprint, and it is one that is pretty mediocre. Giving death touch + a cantrip is pretty nice in combat, but it is a very narrow card overall because it is only useful in combat. Sure, I guess you can cast it just to cycle it, but that’s pretty rough! There are some silly things you can do with it sometimes, like give death touch to something that is being triple blocked, but a lot of the time you just use this and trade a creature on the table for one in your library. And, while that’s fine, it is certainly not a great card, and not one that makes the cut more than half the time.
Pack 1 Pick 12: Jack-o'-Lantern
Moonsilver Key
2.5 This gives you fixing, and one is often in the market for that in Limited, since splashing bombs is usually a good idea. You won’t have many artifacts to get with the Key, though there are a few of them.
Path to the Festival
2.0 This is pretty clunky since it doesn't add to the board at all. It can do it again from the graveyard though, which can potentially really turbo your mana. It is also reasonable fixing, and if you're splashing a third color, that Scry will be nice.
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
Pack 1 Pick 13: Dissipate
Dissipate
2.5 Three mana counterspells, especially those that cost Double blue, usually aren’t great. The cost of leaving that mana up can be very real. You should generally just be adding to the board while you can, after all. Leaving up mana to try to counter something when you have other options can really cause you some significant problems! So generally, you end up just using it when you don’t have other stuff you could be doing. Adding the exile clause does matter in this format though, between Flashback, Disturb, and other graveyard shenanigans.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Pack 1 Pick 14: Startle
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Pack 2 Pick 1: Morbid Opportunist
Reckless Stormseeker
4.0 This looks really good. Like a lot of these werewolves, just the Human side would be pretty nice. It will impact the board right away, since it can come down and pump a creature that turn. Note, by the way, it can pump itself, so it can be a 3/3 with Haste if that suits you on a particular turn. Basically, the front side of the card is an upgraded version of Valor Singer, a card you always played which we just saw in Forgotten Realms. Then, when its night time, you get an even more powerful creature! One that gives a bigger boost and trample to go along with the Haste! In other words, if it is night time and you play this, you just played a 3-mana 5/4 with Trample and Haste! Yeah, this thing is going to really make the game a challenge for your opponent on both sides, as both are very capable of helping you push through a ton of damage. I think this is a very high pick, though it does fall a little bit short of being a bomb.
Corpse Cobble
2.0 Giving up a creature for another creature, or several creatures for one creature isn’t something that is super appealing to me. Now, this does combo pretty well with Decay tokens, since you can sacrifice them before they sacrifice themselves at the end of combat, and there are some other nice sacrifice fodder cards around, and it has Flashback. Its also an instant, so you can sacrifice a big thing your opponent is removing and get a big creature all over again, which will feel pretty nice. All of that means it isn’t unplayable, but I’m a bit skeptical this will be the kind of Blue Black card that really pulls you into the color pair.
Morbid Opportunist
3.5 Drawing when a creature dies is nice, even if they did cap this at only once a turn. The stat line here is pretty ugly, but I think the Opportunist could be a very real engine, especially if you have some Zombie tokens around, trading those in recklessly for cards is going to feel pretty good.
Join the Dance
3.0 Don’t underestimate the Flashback here. Like a lot of Flashback cards, neither the original cost nor the flashback cost is efficient, but the fact remains that over the course of a normal game of Limited, this will give you 4 tokens for only one card, and that’s pretty nice. Just having the Flashback cost to do in the later part of the game is a nice mana sink too. Obviously, GW is all about going wide too, so it will be extra useful there.
Gavony Silversmith
2.5 If you have at least one other creature in play, you’re getting a 4-mana ¾ and putting another counter on a creature who can attack that turn, and that’s a solid enough deal. Sometimes you’ll be able to add 2/2 to the board that can attack right away too. It can also help you get coven by diversifying your creatures’ power.
Consider
1.5 This format has a spells matter deck in UR and it has various graveyard synergies, so this seems like a decent inclusion. It is a lot like Opt, and that’s not a bad comparison! That said, it is also pretty darn replaceable, especially if you’re not in a deck that cares about the graveyard or spells, and it will often be an easy card to cut in those situations.
Electric Revelation
1.5 This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.
Pestilent Wolf
2.5 That’s a lot of mana to give a bear Deathtouch! Still, it starts out as a two mana 2/2, and has the ability to trade with anything later in the game. Wolf is also a somewhat useful creature type. I think the whole package is probably a 2.5
Galedrifter
3.0 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once. 55 – Galedrifter – 3.0 A 4-mana 3/2 Flyer is a 1.5, so getting a second body out of this, even if it isn’t the most efficient one when you Disturb it, is going to be some nice additional value.
Plummet
0.5 This format has lots of flyers as a result of Disturb, so Plummet might be a bit better here in the main deck than it is in most formats, but I think you’d still prefer to bring it in out of your sideboard. It is hard to guarantee it will have enough targets against some of the color pairs.
Devious Cover-Up
1.0 This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Candlelit Cavalry
2.5 On a base level, this is a 5-mana 5/5, something that makes the cut in some Green decks anyway, and it will gain trample sometimes. Seems decent enough.
Novice Occultist
2.5 It won’t always be easy to trade with this and get a 2-for-1 since it’s a ½, so ideally you will sacrifice this to something for value, in which case you don’t really go down a card at all! I could see this ending up as a key common for both BW and UB.
Flip the Switch
1.5 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once.
Pack 2 Pick 2: Curse of Leeches
Curse of Leeches
4.0 This type of “Drain 1 life every turn” Enchantments tend to over perform, as they can really pressure an opponent or do enough to help you survive an early onslaught. If that’s all this was, it would probably be a 2.0. But, if its night time, you can pay 3 mana for a 4/4 with Lifelink immediately! Obviously if you play it during the day it can still transform later, too. A 3-mana 4/4 with Lifelink would be a 4.0 or so, so yeah. I think we can sort of split the difference here, since it will be each of these some of the time.
Lunar Frenzy
2.5 This seems like a solid trick for aggro decks. For one Red, it can give first Strike and Trample, and sometimes that’s all you need! But if you have extra mana lying around, it can turn a situation into a nightmare for your opponent, since it will allow pretty much any creature to win combat and do significant damage. The fact it is customizable is quite nice! Still, its a trick -- and those tend to only be worth it in really aggressive decks, and even then can be risky.
Stromkirk Bloodthief
3.5 Gray Ogre stats are always ugly, but this does some pretty real stuff! If you play it in your second main phase and end your turn, you’ll get that counter a decent chunk of the time. Keep in mind too, it can put the counter on itself, so you don’t even have to be all in on Vampire tribal to make use of the ability. It is a 2/2 that can grow throughout the game, and when you have other vampires around, it gets even better. You won’t always be able to damage your opponent of course, but both Black and Red are pretty well equipped with nice ways to do it.
Ritual of Hope
1.0 // 3.0 This is a nice payoff for going wide, especially if you can get Coven going, since it becomes Inspired Charge for half the cost! The good news is, by the time a card like this tends to be useful, you’re reasonably likely to have Coven online, since you’ll have to have a board with several different creatures on it, and those several different creatures are likely to have 3 or more powers among them. Obviously, you won’t be playing this other than in fairly aggressive decks, but it seems like a nice pump spell for them.
Cathar Commando
2.5 You can flash this in to ambush block an X/3, and most X/3s will cost more than the Commando, so that’s nice! The additional utility of blowing up artifacts and enchantments doesn’t hurt either. This is a solid Common.
Festival Crasher
0.5 // 2.5 This has a very mediocre baseline. A two mana ⅓ these days is probably a D-. It does have some real upside though, and the threat of activation is pretty real! If your opponent just has a 2/2, and you attack with this and leave mana up, they just can’t afford to block it! Chaining multiple spells together is obviously the dream, but don’t count on doing that a ton in Limited. This will make the cut in decks with a decent number of spells, and probably be something you pass on in any other deck.
Candlelit Cavalry
2.5 On a base level, this is a 5-mana 5/5, something that makes the cut in some Green decks anyway, and it will gain trample sometimes. Seems decent enough.
Defenestrate
3.5 This looks like premium removal -- and its flavorful too! Throwing a flyer out the window wouldn’t accomplish much. Anyway, this can kill most stuff for only three mana. And yeah, sometimes a flyer will be what you need to kill, but this efficiency is great.
Stormrider Spirit
1.5 This is a reprint from our last trip to Innistrad, where it was mediocre. You can flash it in to ambush block a small thing, and then it is a decent threat in the air, but it isn’t especially efficient.
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
Silver Bolt
1.5 If you need removal really badly, you’ll play this in your main deck where it can be kind of passable. Especially because when you end up against werewolves, it will actually be a pretty good deal.
Morkrut Behemoth
2.5 The idea here is to sacrifice something to it that isn’t a big deal, like a Zombie token, and if you do that then yeah – a 7/6 with Menace on turn 5 is pretty imposing. You can also just straight up pay 7 for it, which isn’t great but its not a disaster either. This seems like some decent top curve for some Black decks in the format – especially UB and BW – but I think you’ll find you cut it a pretty significant chunk of the time for cards that are just better.
Harvesttide Infiltrator
2.5 This has a decent fail case as a 3-mana 3/2 with Trample, and sometimes it will be bigger.
Pack 2 Pick 3: Bloodtithe Collector
Curse of Shaken Faith
0.5 This isn’t really here for Limited. The effect it has won’t come up enough for it to be worth it. All it does is damage too, and doing damage alone and not adding to the board in any way is very rarely worth it in Limited. This does have sideboard potential, to be used against someone going crazy with Flashback or Disturb, but that’s about it. Even then, its unlikely they have enough for this to punish them enough.
Outland Liberator
3.0 A two mana 2/2 that can sac to blow up an artifact or enchantment would make the cut in pretty much every Limited format. It is nice having a reasonably-statted creature that can deal with permanents that can be quite hard to deal with in Limited! And once night rolls around, this one gets even scarier, not only becoming larger, but also just decimating the artifacts and enchantments your opponent has, since it can blow them up with each attack. Artifacts and Enchantments aren’t massive themes in this set, and that does hold it back some, but it will still be nice card to have in Green decks
Cathartic Pyre
4.0 Two mana for 3 damage is always premium, even on a Sorcery! And this is an Instant! And in a pinch you can also use it to rummage twice! You won’t be choosing that second option a ton, but sometimes that’s what you’ll be doing.
Bloodtithe Collector
3.5 If this always made your opponent discard, it would be an easy 4.0 Only doing it some of the time obviously downgrades it significantly, but it is still a decent flying body as a fail case.
Vampire Interloper
2.5 This has nice aggressive stats, and looks like a decent enabler for all the Black-Red cards that care about your opponent losing life.
Larder Zombie
1.5 So, a one mana ⅓ isn’t amazing, especially with Defender! But at least it can block and kill X/1s. Its ability asks for several creatures in play, and I guess the idea is that you’ll be making Zombie tokens so doing that might not be too hard! The ability itself isn’t bad -- as it can give you card selection and/or help you load up the graveyard. Still, I don’t see this being especially good overall.
Flare of Faith
2.0 This seems like a decent trick if you’re a White aggro deck with lots of Humans in it. It gives a decent stats boost that will often allow your creature to win combat. Two mana for just +2/+2 is pretty mediocre for a trick, but the Human upside will make it worth running often enough
Crawl from the Cellar
2.0 This is an interesting take on the usual Sorcery that lets you return two creatures to your hand. The first time you cast this, the value is going to be pretty nice, provided you have a zombie, as it effectively replaces itself while making a creature bigger. The second time is less efficient, but in the you pay 5 mana for a 2-for-1 and two +1/+1 counters, which actually isn’t too bad. Now, you really would prefer to be putting these counters on zombies that don’t have decay to get full value out of them, but a significant chunk of the time that’s probably where the counter goes, and you may also just not have anywhere to put the counter in the first place.
Shady Traveler
3.0 A 3-mana 2/3 with Menace is a card you’ll play sometimes – probably a 2.5, and it will come into play as or transform into Stalking Predator pretty regularly, in which case you’re getting an amazing deal!
Burn the Accursed
2.5 This isn’t exactly premium, but is an instant that kills most stuff, damages your opponent, and even exiles creatures, which certainly matters here.
Secrets of the Key
3.0 Paying one Blue to investigate isn’t great, even to me, and I love Clue tokens! However, the additional flashback on it is very real, and means that in the end, this card end sup being a 3-for-1, even if it does it kind of slowly. You end up paying 5 mana for three Clues, and that’s not too shabby. Between Flashback, Investigate, and Disturb, this format looks to be kind of slow and grindy, and if that’s true, Secrets of the Key will be something you want one of in virtually all of your Blue decks, as the card advantage is very real. I thinkt he first copy will be a 3.0, though they do have diminishing returns after that because it doesn’t really impact the board.
Path to the Festival
2.0 This is pretty clunky since it doesn't add to the board at all. It can do it again from the graveyard though, which can potentially really turbo your mana. It is also reasonable fixing, and if you're splashing a third color, that Scry will be nice.
Pack 2 Pick 4: Olivia's Midnight Ambush
Dreadhound
3.5 This looks like some nice top curve to have around. It brings decent stats, and milling three cards can help you out a ton in this format -- and Dreadhound itself loves it, since each creature that is milled by that trigger will make your opponent lose one life. Players will be milling themselves in this format and creatures are going to be dying, so the Dreadhounds ability to slowly bleed the player is pretty darn powerful. Especially in the BR deck, which can do all sorts of extra stuff if it makes the player lose life. This seems like a six drop that is a very real win condition.
Snarling Wolf
2.0 Rootwalla is back, albeit in Wolf form! This kind of card tends to feel pretty good early, as your opponent just can’t block it because of the threat of activation, and then the fact it can become a 3/3 keeps it relevant in the later game too. Seems like a solid playable for aggressive Green decks.
Homestead Courage
1.0 This gives a nice, efficient boost twice. It isn’t a boost that always makes a difference, though, and even when it does, I’m not sure it will always feel like you’re getting a full card worth of value. Being cheap to flashback is good for flashback payoffs, and also makes it easy to turn it back into day, and that matters.
Olivia's Midnight Ambush
3.5 This is decent removal if it is day time or neither night nor day, and when it is night time, its just insane. If it was only the night time mode it would be an easy 4.5! As it is, I think it has a reasonable enough base line and a high enough ceiling that we can call it premium.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Ecstatic Awakener
2.5 One mana 1/1s are pretty bad, they just lose relevance quickly. The Awakener gets around that to some extent as a result of its ability to transform into Awoken Demon. Transforming it is a little bit steep at 3 mana and sacrificing something, but there is going to be some significant sacrifice fodder in both Black/White and Blue/Black, so it won’t hurt quite as much as it might look at first. Still, you aren’t really doing incredible when you transform this into a 4/4.
Geistwave
2.5 This is a neat design for a bounce spell.. Bouncing an opposing nonland permanent for two mana is usually a decent card. It doesn’t give you the value of a whole card unless you use it in response to a trick or something, but it gives you some reasonable tempo and has that blow out upside. Using this to bounce your own thing is actually pretty interesting, since you do net a card, and if what you’re bouncing gives you some value from bouncing it, that’s going to feel pretty good! Especially if you do it in response to removal or something like that. Its probably just a C, but the “bounce your own stuff” upside is very real.
Hedgewitch's Mask
1.5 This is a decent, albeit unimpressive, piece of Equipment. One to play and two to equip is kind of alright, and the upside of being unblockable by bigger stuff doesn’t hurt. It can help you get Coven. Still, this format doesn’t seem to have a huge equipment theme, and that probably means this gets cut a lot.
Siege Zombie
2.0 This seems passable, as in the early game it has alright stats, and in the late game it can be a real source of reach. It can also help you activate cards that give you a bonus if an opponent has lost life. Still, it does ask for a lot to make the opponent lose that 1 life, and it just won’t always be doable.
Famished Foragers
3.0 A 4-mana 4/3 is sort of passable already, and this will often be able to come down and give you some mana, which -- if nothing else, you can use to rummage using its ability. Sometimes, it will enable a pretty impressive double spell turn too, which will feel amazing. You won’t always be making that happen, but the card has a very reasonable baseline and a pretty nice ceiling.
Unruly Mob
2.0 This is a reprint from our other two visits to Innistrad, and it wasn’t very good either time -- a 1.5 at best! It does grow as the game goes on, but it starts really small and grows pretty slowly. Only growing when your creatures die is tricky too. However, this will probably be better in this format than we’ve seen in the past, mostly because BW is a sacrifice deck this time around, and that combos pretty well with the Mob. The GW deck has lots of tokens too, so yeah, I think maybe this ends up being a solid playable this time around.
Pack 2 Pick 5: Olivia's Midnight Ambush
Storm Skreelix
3.0 This is a pretty nice signpost for Blue Red, as it is simultaneously a cost reduction effect for spells and a win condition for those spell decks. It will often be a 4/4, especially in a set with flashback! It seems strong enough to me that it can pull you into its colors and is worth a first pick sometimes.
Chaplain of Alms
3.5 The one mana 1/1 First Strike side of this would really only make the cut in the most aggressive of decks that are adept at boosting its stats, so you can get the best mileage possible out of first strike. But, of course, adding Disturb to the card makes it into something you’ll play in every White deck! I mean, honestly, if this was always just a 4 mana 2/1 with Flying and First Strike that gave Ward 1 to your board, you’d play that -- and this is far more flexible than that. You can first pick this.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Devious Cover-Up
1.0 This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Olivia's Midnight Ambush
3.5 This is decent removal if it is day time or neither night nor day, and when it is night time, its just insane. If it was only the night time mode it would be an easy 4.5! As it is, I think it has a reasonable enough base line and a high enough ceiling that we can call it premium.
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
Tireless Hauler
3.0 Like with most of the werewolves, just the front side of the card is reasonable – a 4/5 with Vigilance can do some decent work! But it also has its werewolf side, where it has the potential to really dominate a board.
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Voldaren Stinger
2.0 Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
Pack 2 Pick 6: Fleshtaker
Fleshtaker
4.0 This looks like a pretty strong signpost Uncommon. It starts with solid base stats, and every time it attacks your opponent really has to take stock of just how big it might become! On top of that, it is a more general sacrifice payoff, which works with itself as well as other cards, and gaining life and scrying is pretty nice additional value to add to sacrifices.
Seize the Storm
2.5 So, you kind of need to be getting a 5/5 with this before you’ll feel like you’re getting there, and that’s asking kind of a lot. I suppose a 4/4 is passable, but yeah. The fact it has Flashback is certainly nice, but you still just need so many instants and sorceries in your graveyard to make it work, and even in the UR spell deck, I’m not very confident you’ll be able to do that consistently enough.
Festival Crasher
0.5 // 2.5 This has a very mediocre baseline. A two mana ⅓ these days is probably a D-. It does have some real upside though, and the threat of activation is pretty real! If your opponent just has a 2/2, and you attack with this and leave mana up, they just can’t afford to block it! Chaining multiple spells together is obviously the dream, but don’t count on doing that a ton in Limited. This will make the cut in decks with a decent number of spells, and probably be something you pass on in any other deck.
Ardent Elementalist
3.0 This will get you a pretty nice 2-for-1 most of the time, especially since as a 2/1, it stands a pretty good chance of trading with something in addition to getting you back a key instant or sorcery.
Ecstatic Awakener
2.5 One mana 1/1s are pretty bad, they just lose relevance quickly. The Awakener gets around that to some extent as a result of its ability to transform into Awoken Demon. Transforming it is a little bit steep at 3 mana and sacrificing something, but there is going to be some significant sacrifice fodder in both Black/White and Blue/Black, so it won’t hurt quite as much as it might look at first. Still, you aren’t really doing incredible when you transform this into a 4/4.
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Mounted Dreadknight
2.0 This has a decent baseline, and sometimes it will be especially big. Not a bad thing to have at the top of your curve.
Pack 2 Pick 7: Morkrut Behemoth
Moonsilver Key
2.5 This gives you fixing, and one is often in the market for that in Limited, since splashing bombs is usually a good idea. You won’t have many artifacts to get with the Key, though there are a few of them.
Sungold Barrage
2.5 This is far from premium removal, as cards with 4 toughness aren’t incredibly common to see on the table. They will be a little more common in this set thanks to DFC creatures, who tend to be larger on one side. It can kill a lot of scary things for sure, but it is too situational to be anything more than solid.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Secrets of the Key
3.0 Paying one Blue to investigate isn’t great, even to me, and I love Clue tokens! However, the additional flashback on it is very real, and means that in the end, this card end sup being a 3-for-1, even if it does it kind of slowly. You end up paying 5 mana for three Clues, and that’s not too shabby. Between Flashback, Investigate, and Disturb, this format looks to be kind of slow and grindy, and if that’s true, Secrets of the Key will be something you want one of in virtually all of your Blue decks, as the card advantage is very real. I thinkt he first copy will be a 3.0, though they do have diminishing returns after that because it doesn’t really impact the board.
Blessed Defiance
1.0 This doesn’t seem like a great trick to me. Only increasing power means there’s a good chance your creature will be dying, and while the life that you gain and the 1/1 flyer you get in exchange for that makes a difference, it will still usually feel like you’re getting 2-for-1’d when you use this.
Morkrut Behemoth
2.5 The idea here is to sacrifice something to it that isn’t a big deal, like a Zombie token, and if you do that then yeah – a 7/6 with Menace on turn 5 is pretty imposing. You can also just straight up pay 7 for it, which isn’t great but its not a disaster either. This seems like some decent top curve for some Black decks in the format – especially UB and BW – but I think you’ll find you cut it a pretty significant chunk of the time for cards that are just better.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Might of the Old Ways
2.0 This looks like a decent enough trick. Two mana for +2/+2 isn’t incredible, but when you can make the Coven thing happen, it turns into a draw spell, which will often mean a 2-for-1. You’ll end up playing this in aggressive Green decks.
Pack 2 Pick 8: Diregraf Horde
Path to the Festival
2.0 This is pretty clunky since it doesn't add to the board at all. It can do it again from the graveyard though, which can potentially really turbo your mana. It is also reasonable fixing, and if you're splashing a third color, that Scry will be nice.
Falcon Abomination
3.0 This is a Wind Drake with some reasonable upside. Obviously this Zombie token doesn’t give you quite as much value as most Zombie tokens, but it still adds to the board in a way that will have at least some impact. The two bodies will be nice sacrifice fodder, and they’ll also just be good at pressuring your opponent.
Festival Crasher
0.5 // 2.5 This has a very mediocre baseline. A two mana ⅓ these days is probably a D-. It does have some real upside though, and the threat of activation is pretty real! If your opponent just has a 2/2, and you attack with this and leave mana up, they just can’t afford to block it! Chaining multiple spells together is obviously the dream, but don’t count on doing that a ton in Limited. This will make the cut in decks with a decent number of spells, and probably be something you pass on in any other deck.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Ecstatic Awakener
2.5 One mana 1/1s are pretty bad, they just lose relevance quickly. The Awakener gets around that to some extent as a result of its ability to transform into Awoken Demon. Transforming it is a little bit steep at 3 mana and sacrificing something, but there is going to be some significant sacrifice fodder in both Black/White and Blue/Black, so it won’t hurt quite as much as it might look at first. Still, you aren’t really doing incredible when you transform this into a 4/4.
Diregraf Horde
3.0 This is an interesting use of these new Decayed Zombies. Obviously, if this was a 5-mana ¾ that made two 2/2 Zombies and exiled stuff from graveyards it would be like a B+. That’s just a whole lot of bodies for a good cost. To evaluate this card we have to figure out how much worse these Decayed zombies are from your normal tokens. And uh, yeah -- they are substantially worse for sure. They can’t block, so this card won’t stabilize you quite as effectively as other cards like it can, and they can only attack once. But still, imagine this was a 5-mana ¾ that gave you single 2/2 Zombie. That’s still a very nice card for Limited! And that’s probably about what this will feel like. The extra bodies will feel great as sacrifice fodder, or if you have Zombie synergy, too.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Pack 2 Pick 9: Consider
Consider
1.5 This format has a spells matter deck in UR and it has various graveyard synergies, so this seems like a decent inclusion. It is a lot like Opt, and that’s not a bad comparison! That said, it is also pretty darn replaceable, especially if you’re not in a deck that cares about the graveyard or spells, and it will often be an easy card to cut in those situations.
Electric Revelation
1.5 This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.
Pestilent Wolf
2.5 That’s a lot of mana to give a bear Deathtouch! Still, it starts out as a two mana 2/2, and has the ability to trade with anything later in the game. Wolf is also a somewhat useful creature type. I think the whole package is probably a 2.5
Plummet
0.5 This format has lots of flyers as a result of Disturb, so Plummet might be a bit better here in the main deck than it is in most formats, but I think you’d still prefer to bring it in out of your sideboard. It is hard to guarantee it will have enough targets against some of the color pairs.
Devious Cover-Up
1.0 This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Flip the Switch
1.5 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once.
Pack 2 Pick 10: Silver Bolt
Festival Crasher
0.5 // 2.5 This has a very mediocre baseline. A two mana ⅓ these days is probably a D-. It does have some real upside though, and the threat of activation is pretty real! If your opponent just has a 2/2, and you attack with this and leave mana up, they just can’t afford to block it! Chaining multiple spells together is obviously the dream, but don’t count on doing that a ton in Limited. This will make the cut in decks with a decent number of spells, and probably be something you pass on in any other deck.
Stormrider Spirit
1.5 This is a reprint from our last trip to Innistrad, where it was mediocre. You can flash it in to ambush block a small thing, and then it is a decent threat in the air, but it isn’t especially efficient.
Silver Bolt
1.5 If you need removal really badly, you’ll play this in your main deck where it can be kind of passable. Especially because when you end up against werewolves, it will actually be a pretty good deal.
Morkrut Behemoth
2.5 The idea here is to sacrifice something to it that isn’t a big deal, like a Zombie token, and if you do that then yeah – a 7/6 with Menace on turn 5 is pretty imposing. You can also just straight up pay 7 for it, which isn’t great but its not a disaster either. This seems like some decent top curve for some Black decks in the format – especially UB and BW – but I think you’ll find you cut it a pretty significant chunk of the time for cards that are just better.
Harvesttide Infiltrator
2.5 This has a decent fail case as a 3-mana 3/2 with Trample, and sometimes it will be bigger.
Pack 2 Pick 11: Shady Traveler
Flare of Faith
2.0 This seems like a decent trick if you’re a White aggro deck with lots of Humans in it. It gives a decent stats boost that will often allow your creature to win combat. Two mana for just +2/+2 is pretty mediocre for a trick, but the Human upside will make it worth running often enough
Shady Traveler
3.0 A 3-mana 2/3 with Menace is a card you’ll play sometimes – probably a 2.5, and it will come into play as or transform into Stalking Predator pretty regularly, in which case you’re getting an amazing deal!
Secrets of the Key
3.0 Paying one Blue to investigate isn’t great, even to me, and I love Clue tokens! However, the additional flashback on it is very real, and means that in the end, this card end sup being a 3-for-1, even if it does it kind of slowly. You end up paying 5 mana for three Clues, and that’s not too shabby. Between Flashback, Investigate, and Disturb, this format looks to be kind of slow and grindy, and if that’s true, Secrets of the Key will be something you want one of in virtually all of your Blue decks, as the card advantage is very real. I thinkt he first copy will be a 3.0, though they do have diminishing returns after that because it doesn’t really impact the board.
Path to the Festival
2.0 This is pretty clunky since it doesn't add to the board at all. It can do it again from the graveyard though, which can potentially really turbo your mana. It is also reasonable fixing, and if you're splashing a third color, that Scry will be nice.
Pack 2 Pick 12: Dreadhound
Dreadhound
3.5 This looks like some nice top curve to have around. It brings decent stats, and milling three cards can help you out a ton in this format -- and Dreadhound itself loves it, since each creature that is milled by that trigger will make your opponent lose one life. Players will be milling themselves in this format and creatures are going to be dying, so the Dreadhounds ability to slowly bleed the player is pretty darn powerful. Especially in the BR deck, which can do all sorts of extra stuff if it makes the player lose life. This seems like a six drop that is a very real win condition.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Hedgewitch's Mask
1.5 This is a decent, albeit unimpressive, piece of Equipment. One to play and two to equip is kind of alright, and the upside of being unblockable by bigger stuff doesn’t hurt. It can help you get Coven. Still, this format doesn’t seem to have a huge equipment theme, and that probably means this gets cut a lot.
Pack 2 Pick 13: Celestus Sanctifier
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Pack 2 Pick 14: Neonate's Rush
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Pack 3 Pick 1: Spectral Adversary
Spectral Adversary
4.5 A two mana 2/1 with Flying and Flash is probably already something that always makes the cut, and this comes with all kinds of upside! You can play it early just to pressure your opponent in the early game, and then if you get it late and have mana to pump into it, you not only get a larger creature, but you can phase out some stuff. And phasing is pretty flexible! You can use it to mess with an opposing creature, or use it on one of your own to save it from removal, among other things.
Cathar's Call
1.5 mana is a lot for an Enchantment that offers only a very minimal stats boost to the creature you put it on. Vigilance just isn’t something to get excited about. Its nice that it churns out a token every turn, but you probably need to get at least 2 of them before the investment feels reasonable, and you’re going to get blown out in a big way if your opponent just kills the creature you stick this on. Green/White definitely wants to go wide, but there are less risky ways of doing that.
Dryad's Revival
1.0 If this were just three mana to return a card from your graveyard to your hand it wouldn’t be very good. That’s just not a great rate most of the time, as that’s a very real amount of mana and you’re only getting one card out of the deal. Basically, it is card selection, and card selection that is contingent upon you having something in your graveyard worth getting back int he first place. Not doing anything to add to the board is a real problem. Adding Flashback does mean this can give you a 2-for-1 in the long run which isn’t too shabby, but I still don’t love this, even in a graveyard set. I thinkt his is a super replaceable card that doesn’t do something real way too often.
Bereaved Survivor
3.0 A 3-mana 2/1 is pretty ugly. Transforming this is fairly doable, though, and once it transforms it is a pretty nice little card, though it won’t always have things worth reanimating.
Immolation
2.5 This is like Red “Dead Weight.” It isn’t quite as good as Dead Weight is, at least as removal, because you don’t really want to pumping the power of a creature -- you want to be outright killing it. But it does have the additional upside of pumping your larger evasive creature so that you can do lethal or something. I do think the ability to kill X/2s for a single mana is pretty nice, but this definitely isn’t premium removal.
Unruly Mob
2.0 This is a reprint from our other two visits to Innistrad, and it wasn’t very good either time -- a 1.5 at best! It does grow as the game goes on, but it starts really small and grows pretty slowly. Only growing when your creatures die is tricky too. However, this will probably be better in this format than we’ve seen in the past, mostly because BW is a sacrifice deck this time around, and that combos pretty well with the Mob. The GW deck has lots of tokens too, so yeah, I think maybe this ends up being a solid playable this time around.
Secrets of the Key
3.0 Paying one Blue to investigate isn’t great, even to me, and I love Clue tokens! However, the additional flashback on it is very real, and means that in the end, this card end sup being a 3-for-1, even if it does it kind of slowly. You end up paying 5 mana for three Clues, and that’s not too shabby. Between Flashback, Investigate, and Disturb, this format looks to be kind of slow and grindy, and if that’s true, Secrets of the Key will be something you want one of in virtually all of your Blue decks, as the card advantage is very real. I thinkt he first copy will be a 3.0, though they do have diminishing returns after that because it doesn’t really impact the board.
Hobbling Zombie
3.0 We often see 3-mana 2/2s with Deathtouch, and they are usually like a C. The ability to trade for anything is nice, after all! But this can do that and make a Zombie token. Obviously, it is a big down grade from a regular 2/2 zombie, but it is still enough additional upside for this to move up to 3.0.
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Dawnhart Rejuvenator
3.0 We have basically seen this card before -- Centaur Nurturer in War of the Spark, and it was pretty nice. It gives you fixing, and while it might not be the most imposing creature, the life it gains you can help you get to your next turn, where you can make use of that mana.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Burn the Accursed
2.5 This isn’t exactly premium, but is an instant that kills most stuff, damages your opponent, and even exiles creatures, which certainly matters here.
Baithook Angler
3.0 This looks like a nice Common. A two mana 2/1 can trade with lots of stuff, and then the fact that you can get another reasonably costed body out of your graveyard is pretty amazing. I mean, that’s 4 mana for a 2/1 and a ½ Flyer. And sure, you don’t get the bodies at the same time, but that’s still a pretty nice card.
Pack 3 Pick 2: Mourning Patrol
Hallowed Respite
1.0 This being a sorcery is a pretty huge bummer. It takes away part of the advantage of blink/flicker effects, which is casting them after blocking or in response to removal. You can still use this to remove an Aura from one of your creatures, but that’s pretty narrow. Mostly, this has two modes, and they are both pretty unexciting. One of them lets you make your creature bigger and rebuy an ETB ability if the creature has one, and the other lets you tap down an opposing creature – which hopefully won’t have an ETB ability or something. You can use it to reset Disturb creatures, but I’m still not feeling it.
Cathar's Call
1.5 mana is a lot for an Enchantment that offers only a very minimal stats boost to the creature you put it on. Vigilance just isn’t something to get excited about. Its nice that it churns out a token every turn, but you probably need to get at least 2 of them before the investment feels reasonable, and you’re going to get blown out in a big way if your opponent just kills the creature you stick this on. Green/White definitely wants to go wide, but there are less risky ways of doing that.
Phantom Carriage
3.0 6 mana for a 4/4 flyer isn’t amazing, but if you add any sort of ability to that kind of card, it tends to be pretty good -- and this has an ETB ability that effectively draws you a card. I’m all about that.
Outland Liberator
3.0 A two mana 2/2 that can sac to blow up an artifact or enchantment would make the cut in pretty much every Limited format. It is nice having a reasonably-statted creature that can deal with permanents that can be quite hard to deal with in Limited! And once night rolls around, this one gets even scarier, not only becoming larger, but also just decimating the artifacts and enchantments your opponent has, since it can blow them up with each attack. Artifacts and Enchantments aren’t massive themes in this set, and that does hold it back some, but it will still be nice card to have in Green decks
Tapping at the Window
2.5 This gives some decent card selection while also loading your graveyard, and you end up with a 2-for-1 after you cast it the second time – and you’ve also seen a ton of cards!
Flip the Switch
1.5 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once.
Pestilent Wolf
2.5 That’s a lot of mana to give a bear Deathtouch! Still, it starts out as a two mana 2/2, and has the ability to trade with anything later in the game. Wolf is also a somewhat useful creature type. I think the whole package is probably a 2.5
Hedgewitch's Mask
1.5 This is a decent, albeit unimpressive, piece of Equipment. One to play and two to equip is kind of alright, and the upside of being unblockable by bigger stuff doesn’t hurt. It can help you get Coven. Still, this format doesn’t seem to have a huge equipment theme, and that probably means this gets cut a lot.
Mourning Patrol
2.5 A 3-mana 2/3 with Vigilance is fine, so the fact that this can come back as a 2/1 with Flying and Vigilance is pretty nice! Both halves in this case very capable of trading, too.
Crawl from the Cellar
2.0 This is an interesting take on the usual Sorcery that lets you return two creatures to your hand. The first time you cast this, the value is going to be pretty nice, provided you have a zombie, as it effectively replaces itself while making a creature bigger. The second time is less efficient, but in the you pay 5 mana for a 2-for-1 and two +1/+1 counters, which actually isn’t too bad. Now, you really would prefer to be putting these counters on zombies that don’t have decay to get full value out of them, but a significant chunk of the time that’s probably where the counter goes, and you may also just not have anywhere to put the counter in the first place.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Novice Occultist
2.5 It won’t always be easy to trade with this and get a 2-for-1 since it’s a ½, so ideally you will sacrifice this to something for value, in which case you don’t really go down a card at all! I could see this ending up as a key common for both BW and UB.
Abandon the Post
0.0 // 2.5 I’m not a huge fan of this type of card, mostly because it basically does nothing unless you win the game with it. That said, if you have six mana available to cast it both times in a single turn, it does stand a pretty good chance of stealing a win out of nowhere. A card like this is soo all-in on aggro though that I think we do need to give it a buildaround grade If you are an aggro deck, you’ll probably play one copy of this and feel alright about it. Otherwise you pretty much can’t play it.
Pack 3 Pick 3: Duelcraft Trainer
Rite of Harmony
2.5 To really make use of this, you’re going to need to be getting multiple creatures or Enchantments into play on a single turn. If you cast this and just get one card, you’re effectively just Cycling in a very situational way, and that’s really not very good! You’ve gotta draw at least two cards with this for it to replace itself. So the best idea here is to make creature tokens after you cast it, and GW does look capable of that. The Flashback part of the card makes it even harder for you to really take advantage, but once its in your graveyard it is a little more acceptable to flash it back and only play one thing that draws you a card, because at that point it has already done enough. I think most Green/White decks will be able to make this work somewhat, but I do think the hoops you have to jump through are pretty real.
Duelcraft Trainer
3.0 A 4-mana 3/3 with First Strike is decent, so the Coven upside is nice to have. Double strike to any one of your creatures is undoubtedly quite powerful. You won’t always be able to pull it off of course, but the floor here is pretty reasonable.
Moonsilver Key
2.5 This gives you fixing, and one is often in the market for that in Limited, since splashing bombs is usually a good idea. You won’t have many artifacts to get with the Key, though there are a few of them.
Crawl from the Cellar
2.0 This is an interesting take on the usual Sorcery that lets you return two creatures to your hand. The first time you cast this, the value is going to be pretty nice, provided you have a zombie, as it effectively replaces itself while making a creature bigger. The second time is less efficient, but in the you pay 5 mana for a 2-for-1 and two +1/+1 counters, which actually isn’t too bad. Now, you really would prefer to be putting these counters on zombies that don’t have decay to get full value out of them, but a significant chunk of the time that’s probably where the counter goes, and you may also just not have anywhere to put the counter in the first place.
Defenestrate
3.5 This looks like premium removal -- and its flavorful too! Throwing a flyer out the window wouldn’t accomplish much. Anyway, this can kill most stuff for only three mana. And yeah, sometimes a flyer will be what you need to kill, but this efficiency is great.
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Bramble Armor
2.5 This is a pretty decent boost when it equips for free, and it will also help you get coven online if that’s what you need. Equipping it after that first time is a little rough for sure, but if it keeps giving you coven or making creature sin to threats, that is reasonable.
Morkrut Behemoth
2.5 The idea here is to sacrifice something to it that isn’t a big deal, like a Zombie token, and if you do that then yeah – a 7/6 with Menace on turn 5 is pretty imposing. You can also just straight up pay 7 for it, which isn’t great but its not a disaster either. This seems like some decent top curve for some Black decks in the format – especially UB and BW – but I think you’ll find you cut it a pretty significant chunk of the time for cards that are just better.
Locked in the Cemetery
3.0 So, if this always tapped the thing you attached it to, it would probably be premium removal. Two mana for that effect is pretty great! However, in the early game, making it do that is going to be pretty challenging. By the mid-game it becomes much more doable. Overall, I think having to have a loaded up graveyard to make this work does keep it from being premium, but it still a pretty good Blue common.
Timberland Guide
3.0 This is a reprint, and even if it wasn’t, we see cards like this a lot, and I also like them a decent amount. They are nice as two drops, as they can be two mana 2/2s, and then in the later game you can put the counter somewhere more relevant. There isn’t a +1/+1 counter deck in this format, but the counter this guy brings with him can really help you set up Coven, since you add him to the board and put the counter somewhere else, and you’re already 2/3 of the way there!
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Gavony Silversmith
2.5 If you have at least one other creature in play, you’re getting a 4-mana ¾ and putting another counter on a creature who can attack that turn, and that’s a solid enough deal. Sometimes you’ll be able to add 2/2 to the board that can attack right away too. It can also help you get coven by diversifying your creatures’ power.
Pack 3 Pick 4: Candletrap
Ominous Roost
0.0 // 3.5 Obviously, if you don’t have enough Flashback going on, you can’t really play this. It is going to be an F in many, many decks. 3 mana for a 1/1 flyer that can’t block is abysmal! However, if you can get 3 or more tokens with this, and some decks will be able to do it, it is going to be a pretty real win condition in grindy decks with lots of flashback.
Skaab Wrangler
2.5 This is a two mana 2/1 with some reasonable upside. In the later part of the game that ability can actually do some work, though you won’t always be in a position to activate it.
Cathar Commando
2.5 You can flash this in to ambush block an X/3, and most X/3s will cost more than the Commando, so that’s nice! The additional utility of blowing up artifacts and enchantments doesn’t hurt either. This is a solid Common.
Crossroads Candleguide
1.0 You’ll play it you’re desperate for a creature or fixing, but you really hope you don’t have to, because it doesn’t do either thing particularly well.
Devious Cover-Up
1.0 This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Morkrut Behemoth
2.5 The idea here is to sacrifice something to it that isn’t a big deal, like a Zombie token, and if you do that then yeah – a 7/6 with Menace on turn 5 is pretty imposing. You can also just straight up pay 7 for it, which isn’t great but its not a disaster either. This seems like some decent top curve for some Black decks in the format – especially UB and BW – but I think you’ll find you cut it a pretty significant chunk of the time for cards that are just better.
Bird Admirer
2.5 A 3 mana ¼ with Reach makes the cut reasonably often in most Limited formats, and this will sometimes be a much larger creature. Seems like a solid Common to me! I’m giving it a 2.5.
Candletrap
3.0 This is pretty cheap removal. Before you get Coven online, it definitely isn’t great removal, because allowing the creature to still block is usually not what you want to be doing. It can’t do damage at least, but it still a presence on the board, and that means you aren’t trading a full 1-for-1. But its nice than in the later game, you can just get rid of that creature entirely. Still, it is probably a little too slow and clunky to be premium.
Shipwreck Sifters
1.5 A two mana ½ who loots is fine, and this one can get bigger. I don’t think you’ll want to discard a spirit or a card with Disturb to it all that often, since the power of those cards is often in the fact that you get the two bodies, but you’ll discard those things sometimes and it’ll get bigger.
Pack 3 Pick 5: Siege Zombie
Bladestitched Skaab
3.0 This is an efficient Zombie lord, and this set has lots of Zombies! This will be great in UB decks.
Sunset Revelry
1.0 This card has a cool design, but seems pretty awkward. Basically, you have to be behind your opponent in one way or another for it to do something. And yeah, if you get all three modes here, you’re getting a great deal! But if you’re just drawing a card and gaining 4 life, that’s not a great card -- we see that card all the time and it isn’t good! You basically need to be getting the tokens and one of the other modes for this to feel like you’re doing a decent job. And...its just pretty hard to control those sorts of things. It will feel nice if you’re behind, but do stone nothing at parity or if you’re ahead, and that just doesn’t really appeal to me. This card seems too situational and finicky.
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Bladebrand
1.5 This is a reprint, and it is one that is pretty mediocre. Giving death touch + a cantrip is pretty nice in combat, but it is a very narrow card overall because it is only useful in combat. Sure, I guess you can cast it just to cycle it, but that’s pretty rough! There are some silly things you can do with it sometimes, like give death touch to something that is being triple blocked, but a lot of the time you just use this and trade a creature on the table for one in your library. And, while that’s fine, it is certainly not a great card, and not one that makes the cut more than half the time.
Blessed Defiance
1.0 This doesn’t seem like a great trick to me. Only increasing power means there’s a good chance your creature will be dying, and while the life that you gain and the 1/1 flyer you get in exchange for that makes a difference, it will still usually feel like you’re getting 2-for-1’d when you use this.
Siege Zombie
2.0 This seems passable, as in the early game it has alright stats, and in the late game it can be a real source of reach. It can also help you activate cards that give you a bonus if an opponent has lost life. Still, it does ask for a lot to make the opponent lose that 1 life, and it just won’t always be doable.
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Electric Revelation
1.5 This is an expensive Tormenting Voice, buts it’s an instant and it has flashback. This format does have a graveyard theme for sure, so discarding cards to cast this isn’t a huge deal. Still, it doesn’t impact the board in any way, and is replaceable overall.
Might of the Old Ways
2.0 This looks like a decent enough trick. Two mana for +2/+2 isn’t incredible, but when you can make the Coven thing happen, it turns into a draw spell, which will often mean a 2-for-1. You’ll end up playing this in aggressive Green decks.
Pack 3 Pick 6: Novice Occultist
Village Watch
2.5 A 5-mana 4/3 with Haste isn’t great, but the fact this can be a 5/4 sometimes is pretty nice. It would be most ideal for it to already be night when it comes down -- if that’s true, you’ll feel like you’re getting your mana’s worth. Though, to be honest, a 5-mana 5/4 with Haste while certainly a nice card isn’t great either, and you have to jump through some serious hoops to keep it that way. It does also give Haste to other werewolves, but still.
Skaab Wrangler
2.5 This is a two mana 2/1 with some reasonable upside. In the later part of the game that ability can actually do some work, though you won’t always be in a position to activate it.
Fading Hope
2.5 One mana to bounce a creature is a pretty nice deal. You don’t trade card-for-card of course, but there is massive tempo to be gained when you bounce something larger. And, the nice thing is, this lets you get a little value back from Scry if you find yourself having to bump something smaller. It is also nice its a cheap spell for UR and for Day/Night purposes.
Novice Occultist
2.5 It won’t always be easy to trade with this and get a 2-for-1 since it’s a ½, so ideally you will sacrifice this to something for value, in which case you don’t really go down a card at all! I could see this ending up as a key common for both BW and UB.
Bramble Armor
2.5 This is a pretty decent boost when it equips for free, and it will also help you get coven online if that’s what you need. Equipping it after that first time is a little rough for sure, but if it keeps giving you coven or making creature sin to threats, that is reasonable.
Blessed Defiance
1.0 This doesn’t seem like a great trick to me. Only increasing power means there’s a good chance your creature will be dying, and while the life that you gain and the 1/1 flyer you get in exchange for that makes a difference, it will still usually feel like you’re getting 2-for-1’d when you use this.
Geistwave
2.5 This is a neat design for a bounce spell.. Bouncing an opposing nonland permanent for two mana is usually a decent card. It doesn’t give you the value of a whole card unless you use it in response to a trick or something, but it gives you some reasonable tempo and has that blow out upside. Using this to bounce your own thing is actually pretty interesting, since you do net a card, and if what you’re bouncing gives you some value from bouncing it, that’s going to feel pretty good! Especially if you do it in response to removal or something like that. Its probably just a C, but the “bounce your own stuff” upside is very real.
Mounted Dreadknight
2.0 This has a decent baseline, and sometimes it will be especially big. Not a bad thing to have at the top of your curve.
Crossroads Candleguide
1.0 You’ll play it you’re desperate for a creature or fixing, but you really hope you don’t have to, because it doesn’t do either thing particularly well.
Pack 3 Pick 7: Baneblade Scoundrel
Baneblade Scoundrel
4.0 This looks really good. If this wasn’t a werewolf, I think Baneblade Scoundrel would be a very nice card. A 4-mana 4/3 that really makes blocking more difficult for your opponent is something I would definitely be on board with, but the fact it turns into a werewolf sometimes -- or, if its night already -- just enters the battlefield as a werewolf -- is pretty awesome. Especially because that Werewolf is bigger and also makes blocking even more difficult for your opponent! This is a high quality Uncommon.
Winterthorn Blessing
2.5 Pumping a creature and tapping down another one for a turn cycle is a pretty good deal for two mana. You do need to be careful about when you cast this of course, because if your opponent kills the creature you target with the first part it can be a bummer. But the good news is that the second part of the card still happens in that scenario. The fact it has Flashback is pretty sweet too, as casting it twice in the same turn is the sort of thing that will close out a game out of nowhere, between the better stats and tapped down blockers. This looks like a nice card for UG decks, but not exactly the kind of card that pulls you into the color pair on its own.
Abandon the Post
0.0 // 2.5 I’m not a huge fan of this type of card, mostly because it basically does nothing unless you win the game with it. That said, if you have six mana available to cast it both times in a single turn, it does stand a pretty good chance of stealing a win out of nowhere. A card like this is soo all-in on aggro though that I think we do need to give it a buildaround grade If you are an aggro deck, you’ll probably play one copy of this and feel alright about it. Otherwise you pretty much can’t play it.
Secrets of the Key
3.0 Paying one Blue to investigate isn’t great, even to me, and I love Clue tokens! However, the additional flashback on it is very real, and means that in the end, this card end sup being a 3-for-1, even if it does it kind of slowly. You end up paying 5 mana for three Clues, and that’s not too shabby. Between Flashback, Investigate, and Disturb, this format looks to be kind of slow and grindy, and if that’s true, Secrets of the Key will be something you want one of in virtually all of your Blue decks, as the card advantage is very real. I thinkt he first copy will be a 3.0, though they do have diminishing returns after that because it doesn’t really impact the board.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Flare of Faith
2.0 This seems like a decent trick if you’re a White aggro deck with lots of Humans in it. It gives a decent stats boost that will often allow your creature to win combat. Two mana for just +2/+2 is pretty mediocre for a trick, but the Human upside will make it worth running often enough
Galedrifter
3.0 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once. 55 – Galedrifter – 3.0 A 4-mana 3/2 Flyer is a 1.5, so getting a second body out of this, even if it isn’t the most efficient one when you Disturb it, is going to be some nice additional value.
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Pack 3 Pick 8: Crawl from the Cellar
Crawl from the Cellar
2.0 This is an interesting take on the usual Sorcery that lets you return two creatures to your hand. The first time you cast this, the value is going to be pretty nice, provided you have a zombie, as it effectively replaces itself while making a creature bigger. The second time is less efficient, but in the you pay 5 mana for a 2-for-1 and two +1/+1 counters, which actually isn’t too bad. Now, you really would prefer to be putting these counters on zombies that don’t have decay to get full value out of them, but a significant chunk of the time that’s probably where the counter goes, and you may also just not have anywhere to put the counter in the first place.
Geistwave
2.5 This is a neat design for a bounce spell.. Bouncing an opposing nonland permanent for two mana is usually a decent card. It doesn’t give you the value of a whole card unless you use it in response to a trick or something, but it gives you some reasonable tempo and has that blow out upside. Using this to bounce your own thing is actually pretty interesting, since you do net a card, and if what you’re bouncing gives you some value from bouncing it, that’s going to feel pretty good! Especially if you do it in response to removal or something like that. Its probably just a C, but the “bounce your own stuff” upside is very real.
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Shipwreck Sifters
1.5 A two mana ½ who loots is fine, and this one can get bigger. I don’t think you’ll want to discard a spirit or a card with Disturb to it all that often, since the power of those cards is often in the fact that you get the two bodies, but you’ll discard those things sometimes and it’ll get bigger.
Stormrider Spirit
1.5 This is a reprint from our last trip to Innistrad, where it was mediocre. You can flash it in to ambush block a small thing, and then it is a decent threat in the air, but it isn’t especially efficient.
Bramble Armor
2.5 This is a pretty decent boost when it equips for free, and it will also help you get coven online if that’s what you need. Equipping it after that first time is a little rough for sure, but if it keeps giving you coven or making creature sin to threats, that is reasonable.
Pack 3 Pick 9: Unruly Mob
Cathar's Call
1.5 mana is a lot for an Enchantment that offers only a very minimal stats boost to the creature you put it on. Vigilance just isn’t something to get excited about. Its nice that it churns out a token every turn, but you probably need to get at least 2 of them before the investment feels reasonable, and you’re going to get blown out in a big way if your opponent just kills the creature you stick this on. Green/White definitely wants to go wide, but there are less risky ways of doing that.
Unruly Mob
2.0 This is a reprint from our other two visits to Innistrad, and it wasn’t very good either time -- a 1.5 at best! It does grow as the game goes on, but it starts really small and grows pretty slowly. Only growing when your creatures die is tricky too. However, this will probably be better in this format than we’ve seen in the past, mostly because BW is a sacrifice deck this time around, and that combos pretty well with the Mob. The GW deck has lots of tokens too, so yeah, I think maybe this ends up being a solid playable this time around.
Secrets of the Key
3.0 Paying one Blue to investigate isn’t great, even to me, and I love Clue tokens! However, the additional flashback on it is very real, and means that in the end, this card end sup being a 3-for-1, even if it does it kind of slowly. You end up paying 5 mana for three Clues, and that’s not too shabby. Between Flashback, Investigate, and Disturb, this format looks to be kind of slow and grindy, and if that’s true, Secrets of the Key will be something you want one of in virtually all of your Blue decks, as the card advantage is very real. I thinkt he first copy will be a 3.0, though they do have diminishing returns after that because it doesn’t really impact the board.
Neonate's Rush
2.5 When you manage to kill a creature with this, it is going to feel incredible. When you can’t, this is less true. However, it is an enabler for all the pseudo-bloodthirst in the format and it replaces itself, AND it will often only cost two mana, making the outcome a lot more palatable.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Baithook Angler
3.0 This looks like a nice Common. A two mana 2/1 can trade with lots of stuff, and then the fact that you can get another reasonably costed body out of your graveyard is pretty amazing. I mean, that’s 4 mana for a 2/1 and a ½ Flyer. And sure, you don’t get the bodies at the same time, but that’s still a pretty nice card.
Pack 3 Pick 10: Novice Occultist
Tapping at the Window
2.5 This gives some decent card selection while also loading your graveyard, and you end up with a 2-for-1 after you cast it the second time – and you’ve also seen a ton of cards!
Flip the Switch
1.5 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once.
Hedgewitch's Mask
1.5 This is a decent, albeit unimpressive, piece of Equipment. One to play and two to equip is kind of alright, and the upside of being unblockable by bigger stuff doesn’t hurt. It can help you get Coven. Still, this format doesn’t seem to have a huge equipment theme, and that probably means this gets cut a lot.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
Novice Occultist
2.5 It won’t always be easy to trade with this and get a 2-for-1 since it’s a ½, so ideally you will sacrifice this to something for value, in which case you don’t really go down a card at all! I could see this ending up as a key common for both BW and UB.
Pack 3 Pick 11: Crawl from the Cellar
Crawl from the Cellar
2.0 This is an interesting take on the usual Sorcery that lets you return two creatures to your hand. The first time you cast this, the value is going to be pretty nice, provided you have a zombie, as it effectively replaces itself while making a creature bigger. The second time is less efficient, but in the you pay 5 mana for a 2-for-1 and two +1/+1 counters, which actually isn’t too bad. Now, you really would prefer to be putting these counters on zombies that don’t have decay to get full value out of them, but a significant chunk of the time that’s probably where the counter goes, and you may also just not have anywhere to put the counter in the first place.
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Locked in the Cemetery
3.0 So, if this always tapped the thing you attached it to, it would probably be premium removal. Two mana for that effect is pretty great! However, in the early game, making it do that is going to be pretty challenging. By the mid-game it becomes much more doable. Overall, I think having to have a loaded up graveyard to make this work does keep it from being premium, but it still a pretty good Blue common.
Timberland Guide
3.0 This is a reprint, and even if it wasn’t, we see cards like this a lot, and I also like them a decent amount. They are nice as two drops, as they can be two mana 2/2s, and then in the later game you can put the counter somewhere more relevant. There isn’t a +1/+1 counter deck in this format, but the counter this guy brings with him can really help you set up Coven, since you add him to the board and put the counter somewhere else, and you’re already 2/3 of the way there!
Pack 3 Pick 12: Celestus Sanctifier
Ominous Roost
0.0 // 3.5 Obviously, if you don’t have enough Flashback going on, you can’t really play this. It is going to be an F in many, many decks. 3 mana for a 1/1 flyer that can’t block is abysmal! However, if you can get 3 or more tokens with this, and some decks will be able to do it, it is going to be a pretty real win condition in grindy decks with lots of flashback.
Devious Cover-Up
1.0 This is a hard counter, but four mana is a ton to have to have available at the right time, and the additional value this gives you just isn’t going to make up for that.
Celestus Sanctifier
2.0 If you are changing between night and day a lot, this gives you some decent card selection, and even lets you load the graveyard a bit -- like with Flashback or Disturb cards. That said, it has mediocre stats, and the ability isn’t incredible, and it won’t always be easy to get going in the first place.
Pack 3 Pick 13: Sunset Revelry
Sunset Revelry
1.0 This card has a cool design, but seems pretty awkward. Basically, you have to be behind your opponent in one way or another for it to do something. And yeah, if you get all three modes here, you’re getting a great deal! But if you’re just drawing a card and gaining 4 life, that’s not a great card -- we see that card all the time and it isn’t good! You basically need to be getting the tokens and one of the other modes for this to feel like you’re doing a decent job. And...its just pretty hard to control those sorts of things. It will feel nice if you’re behind, but do stone nothing at parity or if you’re ahead, and that just doesn’t really appeal to me. This card seems too situational and finicky.
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Pack 3 Pick 14: Geistwave
Geistwave
2.5 This is a neat design for a bounce spell.. Bouncing an opposing nonland permanent for two mana is usually a decent card. It doesn’t give you the value of a whole card unless you use it in response to a trick or something, but it gives you some reasonable tempo and has that blow out upside. Using this to bounce your own thing is actually pretty interesting, since you do net a card, and if what you’re bouncing gives you some value from bouncing it, that’s going to feel pretty good! Especially if you do it in response to removal or something like that. Its probably just a C, but the “bounce your own stuff” upside is very real.