Angelfire Ignition
3.5 This is pretty spicy! It isn’t really a combat trick because it’s a sorcery, but when you find a window to cast this, it is going to make any creature you use it on into a big problem. Even if your opponent can just block it, it is indestructible and has lifelink so you get some value. And that’s the fail case here, frequently it will make a creature into a big problem. And then you can flash it back, so the nightmare isn’t over for your opponent! You do have to be very careful about when you use it to avoid getting 2-for-1’d, but the ceiling is pretty insane.
Vampire Socialite
4.0 The baseline of a two mana 2/2 with Menace is a pretty good starting point, and then you add in all the vampire and pseudo-bloodthirst upside, and you have a pretty nice signpost uncommon. One really nice thing here is that you get paid off if you already have vampires in play when you play it and if you play it first. This looks like a strong signpost uncommon. One that might be worth taking with a first pick sometimes.
Spellrune Painter
3.5 A 3-mana ⅔ that gets +1/+1 when you cast an instant or sorcery is a pretty solid little card to begin with. It has the kind of stats that make it kind of a pain to block or attack into against an opponent who has mana up and cards in hand. It would probably be a C if that’s all this card was. But, of course, its a werewolf, and if its night time, you get a bigger creature that gets even bigger when you cast an Instant or Sorcery! This thing looks like it will be a real beating.
Borrowed Time
4.0 This is premium removal. It hits any nonland permanent, no questions asked. Like other Oblivion Ringish cards, your opponent can get the thing back if they destroy Respite, but that’s worth the risk -- you’re still trading 1-for-1 in that scenario anyway!
Shadowbeast Sighting
3.0 This is decently efficient when you first cast it, and when you cast it the second time you’re going to be getting a 2-for-1.
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.
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.
Falkenrath Perforator
2.5 In a set where this had no synergy at all, this would probably be a 1.5. The stats aren’t good, and the 1 damage just isn’t enough to make up for that. However, this set’s BR archetype has a lot of cards that give you extra effects if your opponent lost life, and this is one way you can make that happen. Plus, its a vampire, and while the tribal themes for vampires aren’t massive int his set, they are still there! I think all of that is enough to bump this up to a solid playable.
Duress
0.5 As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
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.
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.
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.
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.
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.
Pack 1 Pick 2: Diregraf Horde
Voldaren Ambusher
2.5 On its own, this will sometimes just be a 3-mana 2/2 that does 1 to a thing. If that’s what it always was, it would be solid, but there are some significant hoops to jump through. First, your opponent has to have lost life some way. Most typically, that will be from an attack, but there are also other means that allow you to do that. Second, you can upgrade it if you have enough vampires. I do think this BR deck will be a real pain to play against sometimes, because you might just end up having to block more riskily in some situations to keep a card like this from being really good. But yeah, this does have a super high ceiling, where it will feel like Flame-Tongue Kavu, but sometimes it will just be a Gray Ogre, and that’s abysmal. I think that awful floor really holds it back.
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.
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.
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.
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!
Brimstone Vandal
2.5 A 3-mana ⅔ with Menace is already something you play a decent chunk of the time, so the addition Night and Day value here is pretty great! On its own, it is a 3-mana ⅔ with Menace, and will do a a bit of damage over the course of the game. This is a quality common.
Clarion Cathars
2.5 We see this basic card a lot, and its always solid. Two bodies for four mana is nice, and the reasonable stats distributed across them is pretty good.
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.
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!
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.
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.
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.
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 3: Siege Zombie
Field of Ruin
0.0 We see this a lot, and it’s a card they print mostly to be used in constructed to hate on powerful lands. This format doesn’t really have those, so it isn’t worth playing. And yeah, it fixes for you, but you know what else does that doesn’t also fix for your opponent? Just playing a land that can produce mana that is in one of your colors!
Contortionist Troupe
3.5 This will never have the most efficient stats ever, but the fact that it can be really big in the late game and also be something you cast early is alright. What really makes it interesting though in the Coven mechanic. Because its Power is somewhat customizable, it will be able to make sure that you are triggering Coven reasonably often -- AND it does the Coven thing during your end step, which means it will often be able to give you some value even if your opponent untaps and kills it. Now, you won’t always be able to get Coven going, but it becomes a pretty impressive engine when you can, one that can win you the game if left unchecked.
Howl of the Hunt
2.5 This kind of card pretty much always performs. Combat tricks and Auras both have some pretty serious problems. The chief one is that you can get totally blown out if you’re not careful. However, Auras with Flash tend to play reasonably well every time we see them, provided they are reasonably costed, and I think this one is. You have to be careful about when you play it of course, but if your opponent has no way to interact, this is basically a combat trick that takes something down, and then the Aura itself sticks around. The fact it works this way helps you mitigate the potential card disadvantage, since you’ll use the Aura to help you kill something up front. The werewolf upside here matters too. You usually want to be the aggressor with a trick, but giving your Wolf or Werewolf pseudo-vigilance is pretty nice, and having the option to ambush block is okay 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.
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.
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.
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.
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.
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.
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.
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 1 Pick 4: Hobbling Zombie
Shipwreck Marsh
3.0 Like with virtually every Rare dual land cycle, these are pretty nice for fixing, and you’ll take them over most medium cards, but you don’t want to go after them super hard or anything.
Mystic Skull
2.5 Two mana for an artifact that filters is horrendous! If that’s all this was, it would be a 0.0. Obviously though, this is Innistrad, so this can transform into a scary thing -- Mystic Monstrosity. The Monstrosity not only has some pretty nice stats, it also provides great fixing. This is neat, because filtering usually isn’t very good in Limited, though it can help you out in a pinch, so the fact this turns into much better fixing is cool! Your total investment of 7 mana is a bit steep for a ⅚ of course, but it isn’t too crazy either, and you pay it installments. Note too, that this can be transformed at Instant speed, something that certainly matters.
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.
Lunarch Veteran
2.5 A two mana 1/1 with the life gain effect certainly isn’t impressive. The Disturb effect really matters though, as getting back a flyer that can also gain you some life. Neither half of this card is going to be letting you trade very often because they are so small, but this still seems like a solid Common.
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.
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.
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
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.
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.
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.
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.
Pack 1 Pick 5: Larder Zombie
Obsessive Astronomer
2.5 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.
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.
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.
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.
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.
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.
Shadowbeast Sighting
3.0 This is decently efficient when you first cast it, and when you cast it the second time you’re going to be getting a 2-for-1.
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.
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.
Pack 1 Pick 6: Ecstatic Awakener
Sigarda's Splendor
1.0 So, if you can consistently draw a card with this, it will be absurdly strong. And, it helps you find a way to do that, since it gains you life when you cast White spells. However, this set does not have a strong life gain theme or even sub-theme, and the Splendor alone won’t be enough to keep you at that life total in a lot of games. That said, sometimes games just stall out and you stay at a life total for awhile, and this makes it so your opponent either has to let you draw cards like crazy, or give up some resources to chip in for a few damage. One big problem is that you have to keep noting your life total, so you have to continually be staying at the same life from turn to turn or gaining life to keep drawing cards, and that does seem like its going to be a problem in some games. If your opponent does something to really get you behind on life, this will do stone nothing. If this set had more of a life gain archetype, the Splendor would be a pretty nice build around. As it is, it seems like it will do nothing or very little far too often. Basically, I’ll believe it when I see it with this card.
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.
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.
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.
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.
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.
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.
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
Duel for Dominance
2.5 This isn’t going to be premium removal. It will simply be 1G to Fight often enough that it just can’t get there. When you do get the +1/+1 bonus it will feel good for sure, and if it always did that, it would be premium, but as it is, I think it falls short of that designation. Its still decent Green removal of course, but not the kind you go after super hard.
Pack 1 Pick 7: Diregraf Horde
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.
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.
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.
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.
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
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.
Revenge of the Drowned
2.5 4 mana to Time Ebb a creature isn’t amazing. It does let you trade 1-for-1 with what you target, since your opponent has to redraw that card again, and that’s nice. The 2/2 Zombie of course can’t block, so you can’t really manufacture a huge blowout most of the time. It is a body that will be relevant when you untap though.
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.
Pack 1 Pick 8: Bat Whisperer
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.
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.
Clarion Cathars
2.5 We see this basic card a lot, and its always solid. Two bodies for four mana is nice, and the reasonable stats distributed across them is pretty good.
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.
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.
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.
Raze the Effigy
1.5 This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
Pack 1 Pick 9: Gavony Silversmith
Shadowbeast Sighting
3.0 This is decently efficient when you first cast it, and when you cast it the second time you’re going to be getting a 2-for-1.
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.
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.
Duress
0.5 As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
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.
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.
Pack 1 Pick 10: 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.
Brimstone Vandal
2.5 A 3-mana ⅔ with Menace is already something you play a decent chunk of the time, so the addition Night and Day value here is pretty great! On its own, it is a 3-mana ⅔ with Menace, and will do a a bit of damage over the course of the game. This is a quality 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.
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!
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.
Pack 1 Pick 11: Candletrap
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.
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.
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.
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.
Pack 1 Pick 12: Unruly Mob
Mystic Skull
2.5 Two mana for an artifact that filters is horrendous! If that’s all this was, it would be a 0.0. Obviously though, this is Innistrad, so this can transform into a scary thing -- Mystic Monstrosity. The Monstrosity not only has some pretty nice stats, it also provides great fixing. This is neat, because filtering usually isn’t very good in Limited, though it can help you out in a pinch, so the fact this turns into much better fixing is cool! Your total investment of 7 mana is a bit steep for a ⅚ of course, but it isn’t too crazy either, and you pay it installments. Note too, that this can be transformed at Instant speed, something that certainly matters.
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.
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 1 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.
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 1 Pick 14: Component Collector
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 1: Olivia's Midnight Ambush
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.
Flame Channeler
2.5 So, in Limited, you generally just won’t have enough spells that do damage for this to be super easy to transform. It is still a two mana 2/2 with the upside of becoming a 3/3, but then you have to cast more burn spells to actually get more than just the 3/3. This definitely feels more like a constructed card than a Limited card because of those limitations.
Sunrise Cavalier
4.0 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.
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.
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.
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.
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.
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.
Lunarch Veteran
2.5 A two mana 1/1 with the life gain effect certainly isn’t impressive. The Disturb effect really matters though, as getting back a flyer that can also gain you some life. Neither half of this card is going to be letting you trade very often because they are so small, but this still seems like a solid Common.
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.
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.
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.
Revenge of the Drowned
2.5 4 mana to Time Ebb a creature isn’t amazing. It does let you trade 1-for-1 with what you target, since your opponent has to redraw that card again, and that’s nice. The 2/2 Zombie of course can’t block, so you can’t really manufacture a huge blowout most of the time. It is a body that will be relevant when you untap though.
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 2 Pick 2: Jerren, Corrupted Bishop
Jerren, Corrupted Bishop
4.0 Transforming this guy isn’t super easy, but that’s okay, because the Jerren side is pretty powerful! A 3-mana ⅔ that makes a 1/1 when it enters the battlefield is already a high quality card, and then he comes with all kinds of additional human upside, in the ability to crank out more tokens and give humans life link. Those two things together can help you control your life total to some degree, but needing the 13 life and the 6 mana is pretty rough. The transformation will go down sometimes, don’t get me wrong, but it will be something like 10% of the time if I had to guess. He falls a little short of being a bomb.
Faithful Mending
3.0 Looting twice and gaining some life isn’t a bad deal for two mana, and being able to do it again from the graveyard is pretty nice. This will let you see a ton of cards in your deck, while simultaneously helping you put things in your graveyard. It does have the downside of, you know, not doing a whole lot immediately, but the life gain does help out a tiny bit on that front. I think the first copy looks appealing in most UW decks, but you don’t want to stock up on too many cards that don’t affect the board.
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.
Lunarch Veteran
2.5 A two mana 1/1 with the life gain effect certainly isn’t impressive. The Disturb effect really matters though, as getting back a flyer that can also gain you some life. Neither half of this card is going to be letting you trade very often because they are so small, but this still seems like a solid Common.
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.
Falkenrath Perforator
2.5 In a set where this had no synergy at all, this would probably be a 1.5. The stats aren’t good, and the 1 damage just isn’t enough to make up for that. However, this set’s BR archetype has a lot of cards that give you extra effects if your opponent lost life, and this is one way you can make that happen. Plus, its a vampire, and while the tribal themes for vampires aren’t massive int his set, they are still there! I think all of that is enough to bump this up to a solid playable.
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.
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
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.
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.
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.
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.
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 2 Pick 3: Blessed Defiance
Hungry for More
2.5 For a total investment of 5 mana, you get 6/2 worth of stats with a whole bunch of keyword abilities. Those creatures of course die at the end of your end step, but the life swing they will allow for will often make it a pretty reasonable deal. You also won’t always (or even usually) trade one of these vampires for a card, so in a way you’re sort of Lava Axing your opponent here, though obviously it is significantly better than that! There are some other useful synergies too -- the vampire creature type for one thing, and the fact that you can use the tokens for fodder in your second main phase. Still, even with all of that in mind, I don’t feel like this is a signpost Uncommon that really pulls you into its color pair. In fact, I don’t think it gets particularly close to getting there.
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.
Hound Tamer
4.0 You would always play this card if it was always Hound Tamer. It has good stats and an ability that can be a nice place to sink mana in the late game, so obviously the fact it can also be a larger creature that grants Trample to a bunch of stuff is awesome.
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.
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.
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.
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.
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.
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!
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.
No Way Out
1.0 Tacking a Decay zombie on to Mind Rot isn’t that great, especially in a format where people will happily discard many of their cards.
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 4: Crawl from the Cellar
Play with Fire
4.0 So, this is Shock with upside, and that’s something I can get behind. It will often be able to kill three and four drops for only a single mana, and that’s great, and in a pinch it can go for your opponent and give you a bit of card selection, which isn’t too bad. You’ll always have something to do with this, and it will often be premium removal.
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.
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.
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.
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.
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.
No Way Out
1.0 Tacking a Decay zombie on to Mind Rot isn’t that great, especially in a format where people will happily discard many of their cards.
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!
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
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.
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.
Pack 2 Pick 5: Drownyard Amalgam
Old Stickfingers
2.5 So, if you have a bunch of mana, it can help you load up your graveyard with creatures, which Stickfingers itself feeds off. But there are additional synergies in the set that it can help you with too -- like cards with Disturb and Flashback, for example. I think in a deck that is really hardcore into the graveyard this will be a nice inclusion, but not all decks in the format will be, and there will be times where Stickfingers just isn’t that big and you also don’t really want to pump a bunch of mana into X. That said, BG is of course a graveyard deck, so she seems like a reasonable inclusion in that color pair, but I can’t really imagine her being that great, even there.
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.
Duress
0.5 As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
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
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.
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.
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.
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.
No Way Out
1.0 Tacking a Decay zombie on to Mind Rot isn’t that great, especially in a format where people will happily discard many of their cards.
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.
Pack 2 Pick 6: Arrogant Outlaw
Curse of Surveillance
3.0 So in Limited, this will cost 5 mana to draw you one extra card on your opponent’s turn. At least, that’s what it will do 9 times out of 10. Sometimes there might be other curses, but a lot of them aren’t great in this set, so I wouldn’t count on it. Still, 5 mana for an extra card on your opponents turn is kind of alright, and certainly the kind of card advantage that will eventually win you the game. 5 mana is a lot, and you don’t add to the board meaningfully either, which si rough, so it is definitely the kind of card that will suffer against more aggressive opponents. It is going to feel good once you get it going, but the mana cost does make its grade suffer.
Unnatural Moonrise
2.0 The idea here is that if you’re in RG, making it Night is going to transform all of your scary werewolves, and there will certainly be times where that will be devastating! The small stats boost and trample matter too, especially because it can also draw you a card, allowing you to let this card replace itself, which seems especially nice, because sometimes you must go down a card for an effect like this. Then it has Flashback, which means it can happen all over again! Obviously, you have to have lots of creatures who are nightbound for this to really do its job, but because this is RG, it seems pretty likely you’ll have at least 5 of those most drafts without even trying, and that’s probably enough. This looks to have the potential to just end games in some situations. However, it isn’t very good in situations where that’s not the case.
Howl of the Hunt
2.5 This kind of card pretty much always performs. Combat tricks and Auras both have some pretty serious problems. The chief one is that you can get totally blown out if you’re not careful. However, Auras with Flash tend to play reasonably well every time we see them, provided they are reasonably costed, and I think this one is. You have to be careful about when you play it of course, but if your opponent has no way to interact, this is basically a combat trick that takes something down, and then the Aura itself sticks around. The fact it works this way helps you mitigate the potential card disadvantage, since you’ll use the Aura to help you kill something up front. The werewolf upside here matters too. You usually want to be the aggressor with a trick, but giving your Wolf or Werewolf pseudo-vigilance is pretty nice, and having the option to ambush block is okay too.
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.
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.
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.
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
Falkenrath Perforator
2.5 In a set where this had no synergy at all, this would probably be a 1.5. The stats aren’t good, and the 1 damage just isn’t enough to make up for that. However, this set’s BR archetype has a lot of cards that give you extra effects if your opponent lost life, and this is one way you can make that happen. Plus, its a vampire, and while the tribal themes for vampires aren’t massive int his set, they are still there! I think all of that is enough to bump this up to a solid playable.
Arrogant Outlaw
2.0 When this is just a 3-mana 3/2, it won’t feel great. But sometimes, it will drain the opponent two life, which will feel like you’re getting your mana’s worth. You’ll probably cut this a significant chunk of the time, but playing it isn’t a disaster.
Pack 2 Pick 7: Siege Zombie
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.
Clarion Cathars
2.5 We see this basic card a lot, and its always solid. Two bodies for four mana is nice, and the reasonable stats distributed across them is pretty good.
Soul-Guide Gryff
2.5 This has decent Flying stats, and exiling a card with Flashback or Disturb is pretty relevant in the format.
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.
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.
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.
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.
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.
Pack 2 Pick 8: Shipwreck Marsh
Shipwreck Marsh
3.0 Like with virtually every Rare dual land cycle, these are pretty nice for fixing, and you’ll take them over most medium cards, but you don’t want to go after them super hard or anything.
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!
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.
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.
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.
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.
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!
Pack 2 Pick 9: Hallowed Respite
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.
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.
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.
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.
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.
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 2 Pick 10: Morkrut Behemoth
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.
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.
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.
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.
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.
Pack 2 Pick 11: No Way Out
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.
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!
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.
No Way Out
1.0 Tacking a Decay zombie on to Mind Rot isn’t that great, especially in a format where people will happily discard many of their cards.
Pack 2 Pick 12: Rotten Reunion
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.
No Way Out
1.0 Tacking a Decay zombie on to Mind Rot isn’t that great, especially in a format where people will happily discard many of their cards.
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
Pack 2 Pick 13: Necrosynthesis
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.
Duress
0.5 As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
Pack 2 Pick 14: 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.
Pack 3 Pick 1: Defenestrate
Florian, Voldaren Scion
4.0 This starts with great stats. A 3-mana 3/3 with First STrike is relevant pretty much all game long, and Florian does one better by also being a source of card advantage, provided you can cause your opponent to lose life on your turn. And, yeah, a 3-mana 3/3 with First Strike is going to be pretty capable at getting in all on its own, especially if you play it on turn three! BR also has lots of ways of doing 1 or 2 damage to the opponent that will also make the ability work.
Delver of Secrets
1.0 // 3.0 Obviously, this is a multi-format all star in constructed and one of the best creatures ever printed. This is because in constructed, you can make a deck where it is trivially easy to flip this, effectively making it a one mana 3/2 with Flying. In Limited that’s...not going to be quite as easy. Even a spell deck that really gets there probably has 10 Instants and Sorceries, so yeah. It will usually take a few triggers to flip. The good news is, a 3/2 Flyer is relevant pretty much all game long, so even if you play this on turn one and it doesn’t flip until turn 4, you’re going to feel okay about it. Thing is, though, if you’ve just got like 3-5 spells, this is unplayable. I think this needs a buildaround grade as a result. It is probably going to be a D or worse in your typical Blue deck, but if you 10+ Instants and Sorceries, it is a quality card.
Sacred Fire
3.5 This is pretty good. It kills small things and gains you life, which is a good way to respond to your opponents two or three drops. Then, in the late game, you can use it out of your graveyard. And yes, it isn’t efficient when you flash it back, but as I keep saying, that doesn’t really matter! This gives you something to do with your mana late if you run out of gas, and it is a pretty real effect. I think the whole package here is good enough to be premium removal.
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.
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.
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.
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.
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.
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.
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
Thraben Exorcism
0.5 Against some opponents this will feel really good -- namely, against UW -- but against other decks it just won’t have targets often enough to be worth it.
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.
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.
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 2: Sludge Monster
Sludge Monster
4.0 This looks pretty nice to me. A 5-mana 5/5 that permanently makes something a vanilla 2/2 when it ETBs is a good deal. And sure, it isn’t straight up removal, but that is going to have a big impact on the board state immediately in most cases, suddenly allowing you to attack in ways you just couldn’t before. The fact that it does it again every time it attacks is impressive too! You can also target yoru own stuff of course, like if you have a 1/1 or maybe a 2/2 Zombie with decay, you can upgrade them with the ability, but most of the time it will be more impactful to go after their stuff. Note, by the way, that if the Monster dies, the creatures revert to their original form -- and that’s definitely something to keep in mind. Overall, this seems quite good, though not quite a bomb.
Defend the Celestus
2.0 4 mana combat tricks are normally something I steer away from. That’s a ton of mana for an effect that might help you win combat but is also quite risky. But this card does a few things that make this a solid combat trick. First, the boost is permanent because of the counters, and second, because you can distribute the counters, this will sometimes get you a 2-for-1, and even more rarely get you a 3-for-1, and that is definitely worth the mana! It also helps you get Coven. Don’t get me wrong -- it is still a trick -- and a clunky one, but I think the first copy of this seems reasonable in aggressive Green decks.
Unnatural Moonrise
2.0 The idea here is that if you’re in RG, making it Night is going to transform all of your scary werewolves, and there will certainly be times where that will be devastating! The small stats boost and trample matter too, especially because it can also draw you a card, allowing you to let this card replace itself, which seems especially nice, because sometimes you must go down a card for an effect like this. Then it has Flashback, which means it can happen all over again! Obviously, you have to have lots of creatures who are nightbound for this to really do its job, but because this is RG, it seems pretty likely you’ll have at least 5 of those most drafts without even trying, and that’s probably enough. This looks to have the potential to just end games in some situations. However, it isn’t very good in situations where that’s not the case.
Flame Channeler
2.5 So, in Limited, you generally just won’t have enough spells that do damage for this to be super easy to transform. It is still a two mana 2/2 with the upside of becoming a 3/3, but then you have to cast more burn spells to actually get more than just the 3/3. This definitely feels more like a constructed card than a Limited card because of those limitations.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 3 Pick 3: Intrepid Adversary
Intrepid Adversary
4.5 A two mana 3/1 with Lifelink is already solid, one that would make the cut in just any deck! It blocks and attacks reasaonably well, but this comes with all kinds of upside. It effectively has multi-kicker, and for every two additional mana you sink into it, the more it pumps your entire board! This means the power of this card scales massively as the game goes, and if you draw it in a stalled out game and have like 8 mana, or even 6, you probably won on the spot. Note, by the way, that it also counts itself, so it becomes less fragile the more mana you can pump into it. This is a rare thing to see -- but this is a two mana card that’s a bomb! Granted...when it feels like a bomb you probably aren’t only paying two mana, but still!
Vivisection
2.5 If you can sacrifice a Zombie token to this, its going to feel pretty good, as you aren’t really giving up more than one whole card to draw three cards. There is also other good sacrifice fodder in the format. This doesn’t add to the board at all -- in fact it subtracts from it -- and sometimes that’s going to be a liability. However, the cards it gives you are a pretty big deal, and if you make it to your next turn you’re going to have a significant advantage. I think a lot of Blue decks in this format will be playing the first copy of this.
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.
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.
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.
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.
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.
Falkenrath Perforator
2.5 In a set where this had no synergy at all, this would probably be a 1.5. The stats aren’t good, and the 1 damage just isn’t enough to make up for that. However, this set’s BR archetype has a lot of cards that give you extra effects if your opponent lost life, and this is one way you can make that happen. Plus, its a vampire, and while the tribal themes for vampires aren’t massive int his set, they are still there! I think all of that is enough to bump this up to a solid playable.
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!
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.
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.
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.
Pack 3 Pick 4: Vanquish the Horde
Vanquish the Horde
4.5 Sweepers are always pretty nice in Limited, since they alter the game in a way that really no other kind of card can. They can single handedly help you escape a game where you have no hope! This one starts out pretty expensive, but if its worth casting, it won’t usually cost more than 4 or 5. Wraths do always have the downside of not being quite as good in aggro decks, but even there, they remain pretty darn good. There are definitely situations where you’d rather draw a creature than Wipe Out the Horde in that time of deck, but there will also be times where resetting the board will get you there.
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.
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.
Shadowbeast Sighting
3.0 This is decently efficient when you first cast it, and when you cast it the second time you’re going to be getting a 2-for-1.
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.
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.
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.
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.
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.
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!
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.
Pack 3 Pick 5: Search Party Captain
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.
Obsessive Astronomer
2.5 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.
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.
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.
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.
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.
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.
Falkenrath Perforator
2.5 In a set where this had no synergy at all, this would probably be a 1.5. The stats aren’t good, and the 1 damage just isn’t enough to make up for that. However, this set’s BR archetype has a lot of cards that give you extra effects if your opponent lost life, and this is one way you can make that happen. Plus, its a vampire, and while the tribal themes for vampires aren’t massive int his set, they are still there! I think all of that is enough to bump this up to a solid playable.
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.
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.
Pack 3 Pick 6: Search Party Captain
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.
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.
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.
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.
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.
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.
Clarion Cathars
2.5 We see this basic card a lot, and its always solid. Two bodies for four mana is nice, and the reasonable stats distributed across them is pretty good.
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.
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.
Pack 3 Pick 7: Gavony Silversmith
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
Ghoulish Procession
3.0 If your deck has a decent number of non-token creatures and/or lots of way to take down opposing creatures, this looks pretty nice. And doing either of those things in Black doesn’t look crazy difficult! Sure, the tokens are temporary, but paying two mana for a token factory like this seems very nice, even if they are decaying.
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.
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
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
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!
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.
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 8: Ecstatic Awakener
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.
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.
Arrogant Outlaw
2.0 When this is just a 3-mana 3/2, it won’t feel great. But sometimes, it will drain the opponent two life, which will feel like you’re getting your mana’s worth. You’ll probably cut this a significant chunk of the time, but playing it isn’t a disaster.
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.
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.
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.
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 9: Thraben Exorcism
Sacred Fire
3.5 This is pretty good. It kills small things and gains you life, which is a good way to respond to your opponents two or three drops. Then, in the late game, you can use it out of your graveyard. And yes, it isn’t efficient when you flash it back, but as I keep saying, that doesn’t really matter! This gives you something to do with your mana late if you run out of gas, and it is a pretty real effect. I think the whole package here is good enough to be premium removal.
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.
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.
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
Thraben Exorcism
0.5 Against some opponents this will feel really good -- namely, against UW -- but against other decks it just won’t have targets often enough to be worth it.
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 10: Novice Occultist
Unnatural Moonrise
2.0 The idea here is that if you’re in RG, making it Night is going to transform all of your scary werewolves, and there will certainly be times where that will be devastating! The small stats boost and trample matter too, especially because it can also draw you a card, allowing you to let this card replace itself, which seems especially nice, because sometimes you must go down a card for an effect like this. Then it has Flashback, which means it can happen all over again! Obviously, you have to have lots of creatures who are nightbound for this to really do its job, but because this is RG, it seems pretty likely you’ll have at least 5 of those most drafts without even trying, and that’s probably enough. This looks to have the potential to just end games in some situations. However, it isn’t very good in situations where that’s not the case.
Flame Channeler
2.5 So, in Limited, you generally just won’t have enough spells that do damage for this to be super easy to transform. It is still a two mana 2/2 with the upside of becoming a 3/3, but then you have to cast more burn spells to actually get more than just the 3/3. This definitely feels more like a constructed card than a Limited card because of those limitations.
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.
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.
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.
Pack 3 Pick 11: Corpse Cobble
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.
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.
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.
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 12: Moonsilver Key
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.
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.
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!
Pack 3 Pick 13: Bladebrand
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.
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 3 Pick 14: Crossroads Candleguide
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.