Tovolar's Huntmaster
5.0 This does a pretty good impression of Grave Titan, a card that has been a massive bomb in the past. No matter what, you’re going to get your two wolf tokens, even if your opponent kills this guy on the spot, and that goes a long way towards making it a great card, because you’re going to get something no matter what. Then, if they don’t kill it, the wolf tokens are going to be all over the place once it transforms, and your opponent will quickly lose. He even has the ability to turn those wolves into removal!
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.
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.
Arcane Infusion
2.0 This is UR’s signpost uncommon, and it tells you that you want to jam a ton of instants and sorceries into your deck. If you can do that, you end up with something pretty nice. If you can’t do that, this will be pretty ugly, because you can’t really afford to wiff with it on either activation. Still, getting 10ish spells is pretty doable, especially in UR. Over the course of a game, you can end up getting a 2-for-1 thanks to the Flashback too! I could give it a build around grade, but I think that UR decks will naturally find themselves with the right composition often enough that we don’t need to go there. That said, it also isn’t a signpost uncommon that pulls you into the color pair, either.
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.
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!
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.
Festival Crasher
0.5 // 2.5 This has a very mediocre baseline. A two mana ⅓ these days is probably a D-. It does have some real upside though, and the threat of activation is pretty real! If your opponent just has a 2/2, and you attack with this and leave mana up, they just can’t afford to block it! Chaining multiple spells together is obviously the dream, but don’t count on doing that a ton in Limited. This will make the cut in decks with a decent number of spells, and probably be something you pass on in any other deck.
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.
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
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.
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.
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.
Unblinking Observer
2.5 This will help you cast enough stuff that it seems like a solid Common. It fits nicely in the UR spells deck and the UW deck, which will be the most disturb heavy deck in the format. I’m giving it a 2.5.
Pack 1 Pick 2: Ecstatic Awakener
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.
Rootcoil Creeper
4.0 This is a very nice card. Its a bear that can tap for mana of any color, and that’s something I would sign up for all day long! That’s great fixing and ramp. The additional Flashback upside is a big deal, too.
Deathbonnet Sprout
2.5 This starts out as a card that helps you mill yourself a bit, which is something you’re interested in in this format. I don’t think it is something that you would play a ton if that’s all it was, though. But, once it mills enough stuff, it can transform into a pretty real threat that becomes increasingly large. Now, making it transform is a bit tough, since it has to be three CREATURE cards, and you are going to have to mill quite a few cards to get there. Obviously creatures end in your graveyard naturally too, so it is definitely going to transform if it sticks around, but it will take awhile.
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.
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.
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.
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.
Organ Hoarder
3.5 This is my kind of Blue common! 4-mana for a 3/2 that draws a card is virtually always something you play, and this is better than that in most ways, since it gives you card selection and loads up your graveyard a bit in a set that really cares about that. This is Blue’s best Common.
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.
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!
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.
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.
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.
Pack 1 Pick 3: Hobbling Zombie
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.
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.
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.
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
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!
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.
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.
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.
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.
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.
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.
Mounted Dreadknight
2.0 This has a decent baseline, and sometimes it will be especially big. Not a bad thing to have at the top of your curve.
Pack 1 Pick 4: Borrowed Time
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!
Brood Weaver
2.5 A 4-man 2/4 with Reach is often a fine playable -- something like a 1.5 or a 2.0, and making another Reach spider when it dies is solid enough.
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.
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.
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.
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.
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.
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.
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!
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.
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 1 Pick 5: Hobbling Zombie
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.
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.
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
Dawnhart Rejuvenator
3.0 We have basically seen this card before -- Centaur Nurturer in War of the Spark, and it was pretty nice. It gives you fixing, and while it might not be the most imposing creature, the life it gains you can help you get to your next turn, where you can make use of that mana.
Tavern Ruffian
3.0 In most formats, a 4-mana ⅖ isn’t something that Red is interested in, though those are fairly reasonable defensive stats. However, this is a werewolf, and that means that if its already night time you get a 4-mana 6/5, and it also means that it can become one at some point in the game. That’s a pretty nice deal. And yeah, it isn’t always super easy to control what time of day it is, but this still seems like a solid Red Common to me.
Hobbling Zombie
3.0 We often see 3-mana 2/2s with Deathtouch, and they are usually like a C. The ability to trade for anything is nice, after all! But this can do that and make a Zombie token. Obviously, it is a big down grade from a regular 2/2 zombie, but it is still enough additional upside for this to move up to 3.0.
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.
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
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.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Pack 1 Pick 6: Kessig Naturalist
Kessig Naturalist
3.5 If it is day time, you get a pretty decent two drop that might be able to trade for something and ramp your mana a bit -- or even better, just ramp you mana without dying! If its night, you get a really nice Werewolf/Wolf lord that will be pumping a good chunk of your deck in RG. And, of course, like with all of these, it can go back and forth between the two modes. Additionally, setting thing up on turn two to start keeping track of day and night might be a big deal, too. Overall, I think this is a strong enough signpost Uncommon that it pulls you into its color pair, even very early on.
Skaab Wrangler
2.5 This is a two mana 2/1 with some reasonable upside. In the later part of the game that ability can actually do some work, though you won’t always be in a position to activate it.
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.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 7: Defend the Celestus
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.
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.
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.
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.
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.
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!
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.
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 1 Pick 8: Beloved Beggar
Arcane Infusion
2.0 This is UR’s signpost uncommon, and it tells you that you want to jam a ton of instants and sorceries into your deck. If you can do that, you end up with something pretty nice. If you can’t do that, this will be pretty ugly, because you can’t really afford to wiff with it on either activation. Still, getting 10ish spells is pretty doable, especially in UR. Over the course of a game, you can end up getting a 2-for-1 thanks to the Flashback too! I could give it a build around grade, but I think that UR decks will naturally find themselves with the right composition often enough that we don’t need to go there. That said, it also isn’t a signpost uncommon that pulls you into the color pair, either.
Beloved Beggar
3.5 This looks pretty good. You play it early as a reasonable blocker, until it inevitably dies, and then in the late game it can come out of your graveyard and be a very real win condition. Six mana for a 4/4 with Flying and Vigilance certainly isn’t insanely efficient, but it isn’t that far off from what I’d be willing to pay. The 0/4 side won’t ever allow you to actually trade with anything, but keeping your opponent at bay with has some value, especially since it becomes a win condition later. Also, keep in mind you can put this in your graveyard by other means and just skip the 0/4 part sometimes. It also can help you get Coven!
Evolving Wilds
3.0 This is always really nice fixing, and I tend to like it even more than the rare dual lands here, especially because it throws itself in the graveyard and that definitely matters in this set.
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.
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.
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.
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.
Pack 1 Pick 9: Ghoulish Procession
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.
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!
Festival Crasher
0.5 // 2.5 This has a very mediocre baseline. A two mana ⅓ these days is probably a D-. It does have some real upside though, and the threat of activation is pretty real! If your opponent just has a 2/2, and you attack with this and leave mana up, they just can’t afford to block it! Chaining multiple spells together is obviously the dream, but don’t count on doing that a ton in Limited. This will make the cut in decks with a decent number of spells, and probably be something you pass on in any other deck.
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.
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.
Unblinking Observer
2.5 This will help you cast enough stuff that it seems like a solid Common. It fits nicely in the UR spells deck and the UW deck, which will be the most disturb heavy deck in the format. I’m giving it a 2.5.
Pack 1 Pick 10: Plummet
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.
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.
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!
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.
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.
Pack 1 Pick 11: Mounted Dreadknight
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
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.
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.
Mounted Dreadknight
2.0 This has a decent baseline, and sometimes it will be especially big. Not a bad thing to have at the top of your curve.
Pack 1 Pick 12: Bird Admirer
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.
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.
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Pack 1 Pick 13: Return to Nature
Return to Nature
0.5 Its nice that this does three different things, making it a more reasonable main deck card, but I’m still pretty skeptical about main decking it on a regular basis. This format has artifacts and enchantments, but not a ton of them, and while exiling something from a graveyard is nice, yo’ure often only getting half a card of value when you do it, since your opponent already cast their spell with flashback or their creature with disturb. I think this should probably still start in your sideboard.
Component Collector
1.5 This has decent stats and an ability that will give you a bit of value, though it certainly isn’t exciting
Pack 1 Pick 14: Plummet
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.
Pack 2 Pick 1: Borrowed Time
Geistflame Reservoir
1.0 // 3.0 So, one part of the card can turn into a source of removal, or help you finish off the opponent. Meanwhile, the second part of the card can help you get some card advantage -- and basically help you find more spells to put more charge counters on the Reservoir. Now, having to pay two to pseudo-draw that card is pretty rough, and makes it a little less likely you’ll be able to play what you hit. Keep in mind that it does let you play lands, so never play a land before using the ability! Basically, if a game goes long, this can both generate card advantage and kill stuff, and that can be a real boon. However, keep in mind that it will do stone nothing the turn you play it most of the time, and that’s a real liability. Obviously, you’ll really need to be in the UR spells deck to take full advantage of this. If you don’t have enough spells for charge counters, the card isn’t worth it most of the time.
Vengeful Strangler
3.0 This seems pretty nice. Because it can’t block, the only way you can transform it is if your opponent blocks it or decides to kill it, or you sacrifice it yourself. Luckily that last part is pretty doable in the format. Once it transforms it isn’t super incredible, but it does tax your opponent pretty heavily for having whatever their best permanent is, and theoretically it could get to the point where they just decide to sacrifice it. Sometimes your opponent will have to choose between letting the 2/1 through or having to deal with the obnoxious aura, and that’s a nice choice to force on them.
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.
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!
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.
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
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.
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.
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.
Search Party Captain
3.5 A 4-mana 2/2 that draws you a card is like a 2.0, and decreasing that cost even by 1 is a huge upgrade. So, the fact that sometimes you can play this for two or one mana and then cast what you draw seems really good. This is one of White’s better Commons.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Blood Pact
2.0 Its nice this is an Instant, it makes it a lot more palatable that it is. Instant speed Divination for three mana is pretty nice, and most Black decks will play the first copy of this. In a pinch, you can also use it to do 2 to your opponent, either to finish them off or trigger a bunch of your pseudo-bloodthirst effects, but mostly you’ll want to be drawing the cards.
Lambholt Harrier
2.0 This is a Bear that stays relevant all game long thanks to its ability. Now, that ability is pretty pricey, and you’ll normally only be able to make one thing unable to block, but it is an ability your opponent has to account for in the late game, as making one thing unable to block can really help someone find lethal out of nowhere.
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Pack 2 Pick 2: Burn the Accursed
Falkenrath Pit Fighter
3.0 This is going to be pretty amazing in constructed aggro decks, as one mana 2/1s with upside tend to be! It will also be pretty decent in Limited. It of course has pretty good stats for the cost, though a one mana 2/1 is significantly worse in Limited since games tend to go so long. Still, it comes with a reasonable ability too, though it does come with significant set up! Your opponent has to lose life, you have to have a Vampire, and you have to discard a card -- and pay mana. That’s a lot when all you’re really doing is giving up two cards to get two cards! The good news is, the Vampire that is sacrificed can be the Fighter itself, and improving your hand in the later part of the game can be a big deal.
Devoted Grafkeeper
4.0 This is a very strong signpost uncommon, with it really pushing you in the direction of Disturb. It both loads your graveyard a bit and pays you off for disturb -- and flashback, for that matter. And then, it of course has Disturb itself! In the end, you end up paying 5 mana for a 2/1 and a 3/1 Flyer, plus all that other upside, and that’s an excellent deal.
Odric's Outrider
3.5 This is pretty good. First, it counts itself dying, so most of the time the Outrider will give you some value, even if he isn’t long for this world. The BW deck is all about sacrificing and the GW deck is all about going wide, partially with tokens, and it is a good fit in either of those decks since creatures will be dying a whole lot. And really, creatures just die all the time in Magic anyway! So yeah, I think the whole package here looks pretty strong, like the kind of engine that can really win you a game, and the floor is pretty reasonable.
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.
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.
Harvesttide Infiltrator
2.5 This has a decent fail case as a 3-mana 3/2 with Trample, and sometimes it will be bigger.
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.
Larder Zombie
1.5 So, a one mana ⅓ isn’t amazing, especially with Defender! But at least it can block and kill X/1s. Its ability asks for several creatures in play, and I guess the idea is that you’ll be making Zombie tokens so doing that might not be too hard! The ability itself isn’t bad -- as it can give you card selection and/or help you load up the graveyard. Still, I don’t see this being especially good overall.
Flare of Faith
2.0 This seems like a decent trick if you’re a White aggro deck with lots of Humans in it. It gives a decent stats boost that will often allow your creature to win combat. Two mana for just +2/+2 is pretty mediocre for a trick, but the Human upside will make it worth running often enough
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!
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.
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.
Hedgewitch's Mask
1.5 This is a decent, albeit unimpressive, piece of Equipment. One to play and two to equip is kind of alright, and the upside of being unblockable by bigger stuff doesn’t hurt. It can help you get Coven. Still, this format doesn’t seem to have a huge equipment theme, and that probably means this gets cut a lot.
Pack 2 Pick 3: Sunrise Cavalier
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.
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.
Phantom Carriage
3.0 6 mana for a 4/4 flyer isn’t amazing, but if you add any sort of ability to that kind of card, it tends to be pretty good -- and this has an ETB ability that effectively draws you a card. I’m all about that.
Sungold Barrage
2.5 This is far from premium removal, as cards with 4 toughness aren’t incredibly common to see on the table. They will be a little more common in this set thanks to DFC creatures, who tend to be larger on one side. It can kill a lot of scary things for sure, but it is too situational to be anything more than solid.
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.
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.
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.
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.
Moonrager's Slash
4.0 3 mana to do 3 to any target is already a premium removal spell, and this will sometimes just be Lightning Bolt! This is easily premium, and easily Red’s best Common.
Dawnhart Rejuvenator
3.0 We have basically seen this card before -- Centaur Nurturer in War of the Spark, and it was pretty nice. It gives you fixing, and while it might not be the most imposing creature, the life it gains you can help you get to your next turn, where you can make use of that mana.
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.
Pack 2 Pick 4: Cathartic Pyre
Diregraf Rebirth
3.0 5 mana to reanimate thing from your graveyard normally isn’t a great card in Limited -- but this has two things going on that certainly upgrade it. Sometimes, it will cost less mana, and it has Flashback. The cheaper cost applies for when you flash it back too, which is nice! If you do Flash this back, it means you’re getting a 2-for-1. Now, it still has the limitations of most reanimation spells in Limited -- you won’t always have a thing worth reanimating, but this format is graveyard-centric, and doing it in this format looks far more doable than in most. I still thinkt he set up here is real enough that it isn’t quite enough to pull me into the color pair.
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.
Cathartic Pyre
4.0 Two mana for 3 damage is always premium, even on a Sorcery! And this is an Instant! And in a pinch you can also use it to rummage twice! You won’t be choosing that second option a ton, but sometimes that’s what you’ll be doing.
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.
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
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!
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.
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.
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.
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.
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 2 Pick 5: Lunarch Veteran
Turn the Earth
0.5 This is mostly here to hate on graveyards. And, even in a format with lots of graveyard stuff going on, I don’t love it. It has one pretty narrow purpose that just isn’t worth using up a card for in a Limited deck. This is for the sideboard. It will be an F in your main deck, and maybe a C- against an opponent who has lots of graveyard shenanigans, but even then I’m not super interested in this.
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.
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.
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.
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.
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.
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.
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.
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.
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 6: Join the Dance
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.
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.
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
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.
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.
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.
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.
Flip the Switch
1.5 This isn’t quite a hard counter, but its pretty close, and adding to the board while you counter a thing isn’t bad, even if what you’re adding is a token that can’t block and can only attack once.
Pack 2 Pick 7: Ritual of Hope
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!
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.
Dawnhart Rejuvenator
3.0 We have basically seen this card before -- Centaur Nurturer in War of the Spark, and it was pretty nice. It gives you fixing, and while it might not be the most imposing creature, the life it gains you can help you get to your next turn, where you can make use of that mana.
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.
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.
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!
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.
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.
Pack 2 Pick 8: Howl of the Hunt
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.
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.
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.
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
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.
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.
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.
Pack 2 Pick 9: Pestilent Wolf
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.
Pack's Betrayal
1.0 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Blood Pact
2.0 Its nice this is an Instant, it makes it a lot more palatable that it is. Instant speed Divination for three mana is pretty nice, and most Black decks will play the first copy of this. In a pinch, you can also use it to do 2 to your opponent, either to finish them off or trigger a bunch of your pseudo-bloodthirst effects, but mostly you’ll want to be drawing the cards.
Lambholt Harrier
2.0 This is a Bear that stays relevant all game long thanks to its ability. Now, that ability is pretty pricey, and you’ll normally only be able to make one thing unable to block, but it is an ability your opponent has to account for in the late game, as making one thing unable to block can really help someone find lethal out of nowhere.
Startle
2.0 I don’t normally play most Blue “combat tricks” that shrink the power of a creature, but this tacks on enough additional stuff that it seems like it will be pretty solid. The problem with this kind of card is it isn’t always possible for you to trade card-for-card with it, since your creature has to already be big enough to kill the other creature. However, this lets you draw a card and makes you a Decay Zombie, and that’s quite a bit for only two mana! The times where you are able to use this card to help you kill an opposing creature it will feel insane!
Pack 2 Pick 10: Harvesttide Infiltrator
Harvesttide Infiltrator
2.5 This has a decent fail case as a 3-mana 3/2 with Trample, and sometimes it will be bigger.
Flare of Faith
2.0 This seems like a decent trick if you’re a White aggro deck with lots of Humans in it. It gives a decent stats boost that will often allow your creature to win combat. Two mana for just +2/+2 is pretty mediocre for a trick, but the Human upside will make it worth running often enough
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!
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.
Hedgewitch's Mask
1.5 This is a decent, albeit unimpressive, piece of Equipment. One to play and two to equip is kind of alright, and the upside of being unblockable by bigger stuff doesn’t hurt. It can help you get Coven. Still, this format doesn’t seem to have a huge equipment theme, and that probably means this gets cut a lot.
Pack 2 Pick 11: Harvesttide Sentry
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.
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.
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.
Might of the Old Ways
2.0 This looks like a decent enough trick. Two mana for +2/+2 isn’t incredible, but when you can make the Coven thing happen, it turns into a draw spell, which will often mean a 2-for-1. You’ll end up playing this in aggressive Green decks.
Pack 2 Pick 12: Neonate's Rush
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!
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.
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 13: Abandon the Post
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.
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 14: Flip the Switch
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 3 Pick 1: Briarbridge Tracker
Briarbridge Tracker
4.0 This isn’t the bomb that Tireless Tracker was, but it is still a very good card. It will be a 3-mana 4/3 with Vigilance that gives you a valuable Clue, and that means it will often represent a 2-for-1. Ideally, you are hoping that you can cash in the clue and still hold on to the stats boost, and that seems reasonably doable with other tokens in this set.
Clear Shot
4.0 This is a reprint from our last visit to Innistrad, where it was an excellent removal spell. The stats boost + punch effect is great, and you can even use it sometimes to create a 2-for-1 situation. As always with this type of card, you have to pick your spot with it wisely, because you get blown out sometimes if your opponent can interact, but its still premium, and potential Green’s best Uncommon.
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.
Vengeful Strangler
3.0 This seems pretty nice. Because it can’t block, the only way you can transform it is if your opponent blocks it or decides to kill it, or you sacrifice it yourself. Luckily that last part is pretty doable in the format. Once it transforms it isn’t super incredible, but it does tax your opponent pretty heavily for having whatever their best permanent is, and theoretically it could get to the point where they just decide to sacrifice it. Sometimes your opponent will have to choose between letting the 2/1 through or having to deal with the obnoxious aura, and that’s a nice choice to force on them.
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.
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.
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.
Lambholt Harrier
2.0 This is a Bear that stays relevant all game long thanks to its ability. Now, that ability is pretty pricey, and you’ll normally only be able to make one thing unable to block, but it is an ability your opponent has to account for in the late game, as making one thing unable to block can really help someone find lethal out of nowhere.
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.
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.
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!
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.
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.
Pack 3 Pick 2: Gavony Silversmith
Bladestitched Skaab
3.0 This is an efficient Zombie lord, and this set has lots of Zombies! This will be great in UB decks.
Rite of Oblivion
3.0 Its nice this can exile any nonland permanent, and even nicer that it has flashback! However, the cost of giving up your own nonland permanent is very real. Now, if you have some Clues and/or Zombie tokens, it won’t hurt too badly, but a lot of the time you’ll be straight up 2-for-1ing yourself. And, that’s something that it is worth doing sometimes. Giving up your worst permanent for their best is reasonable, but going down the full card is still pretty rough. I think the first copy of this looks like an auto-include in BW decks, but beyond that first one, I’d be skeptical.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Lambholt Harrier
2.0 This is a Bear that stays relevant all game long thanks to its ability. Now, that ability is pretty pricey, and you’ll normally only be able to make one thing unable to block, but it is an ability your opponent has to account for in the late game, as making one thing unable to block can really help someone find lethal out of nowhere.
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.
Pack 3 Pick 3: Sunrise Cavalier
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.
Covetous Castaway
3.5 This starts by giving you a decent body that loads up your graveyard, and then in the later game it can give you another somewhat reasonable body that loads the graveyard more! Lots of decks in this format are interested in throwing stuff in the graveyard, including both UB and UW. This will be a nice inclusion in either of them.
Skaab Wrangler
2.5 This is a two mana 2/1 with some reasonable upside. In the later part of the game that ability can actually do some work, though you won’t always be in a position to activate it.
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.
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.
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
Bounding Wolf
2.0 Reach is extra good in this format because there are a ton of flyers as a result that everything that has disturb comes back as a Flyer. So if you’re in Green, you’re going to need a way to stop that. Bounding Wolf can do it, and it even ambush block thanks to flash!
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.
Sungold Barrage
2.5 This is far from premium removal, as cards with 4 toughness aren’t incredibly common to see on the table. They will be a little more common in this set thanks to DFC creatures, who tend to be larger on one side. It can kill a lot of scary things for sure, but it is too situational to be anything more than solid.
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.
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.
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.
Pack 3 Pick 4: Eccentric Farmer
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.
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.
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.
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.
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.
Sungold Barrage
2.5 This is far from premium removal, as cards with 4 toughness aren’t incredibly common to see on the table. They will be a little more common in this set thanks to DFC creatures, who tend to be larger on one side. It can kill a lot of scary things for sure, but it is too situational to be anything more than solid.
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.
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.
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.
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.
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.
Pack 3 Pick 5: Beloved Beggar
Beloved Beggar
3.5 This looks pretty good. You play it early as a reasonable blocker, until it inevitably dies, and then in the late game it can come out of your graveyard and be a very real win condition. Six mana for a 4/4 with Flying and Vigilance certainly isn’t insanely efficient, but it isn’t that far off from what I’d be willing to pay. The 0/4 side won’t ever allow you to actually trade with anything, but keeping your opponent at bay with has some value, especially since it becomes a win condition later. Also, keep in mind you can put this in your graveyard by other means and just skip the 0/4 part sometimes. It also can help you get Coven!
Turn the Earth
0.5 This is mostly here to hate on graveyards. And, even in a format with lots of graveyard stuff going on, I don’t love it. It has one pretty narrow purpose that just isn’t worth using up a card for in a Limited deck. This is for the sideboard. It will be an F in your main deck, and maybe a C- against an opponent who has lots of graveyard shenanigans, but even then I’m not super interested in this.
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.
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.
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.
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.
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.
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.
Harvesttide Infiltrator
2.5 This has a decent fail case as a 3-mana 3/2 with Trample, and sometimes it will be bigger.
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.
Pack 3 Pick 6: Brimstone Vandal
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.
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!
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.
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.
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.
Crossroads Candleguide
1.0 You’ll play it you’re desperate for a creature or fixing, but you really hope you don’t have to, because it doesn’t do either thing particularly well.
Pack 3 Pick 7: Cathar's Call
Dreadhound
3.5 This looks like some nice top curve to have around. It brings decent stats, and milling three cards can help you out a ton in this format -- and Dreadhound itself loves it, since each creature that is milled by that trigger will make your opponent lose one life. Players will be milling themselves in this format and creatures are going to be dying, so the Dreadhounds ability to slowly bleed the player is pretty darn powerful. Especially in the BR deck, which can do all sorts of extra stuff if it makes the player lose life. This seems like a six drop that is a very real win condition.
Cathar's Call
1.5 mana is a lot for an Enchantment that offers only a very minimal stats boost to the creature you put it on. Vigilance just isn’t something to get excited about. Its nice that it churns out a token every turn, but you probably need to get at least 2 of them before the investment feels reasonable, and you’re going to get blown out in a big way if your opponent just kills the creature you stick this on. Green/White definitely wants to go wide, but there are less risky ways of doing that.
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!
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.
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.
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.
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.
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.
Pack 3 Pick 8: Brimstone Vandal
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.
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!
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!
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.
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.
Festival Crasher
0.5 // 2.5 This has a very mediocre baseline. A two mana ⅓ these days is probably a D-. It does have some real upside though, and the threat of activation is pretty real! If your opponent just has a 2/2, and you attack with this and leave mana up, they just can’t afford to block it! Chaining multiple spells together is obviously the dream, but don’t count on doing that a ton in Limited. This will make the cut in decks with a decent number of spells, and probably be something you pass on in any other deck.
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.
Pack 3 Pick 9: Snarling Wolf
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.
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.
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!
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.
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.
Pack 3 Pick 10: Brimstone Vandal
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.
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.
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.
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.
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.
Pack 3 Pick 11: Tavern Ruffian
Bounding Wolf
2.0 Reach is extra good in this format because there are a ton of flyers as a result that everything that has disturb comes back as a Flyer. So if you’re in Green, you’re going to need a way to stop that. Bounding Wolf can do it, and it even ambush block thanks to flash!
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.
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.
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.
Pack 3 Pick 12: Hungry for More
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.
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.
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 3 Pick 13: Turn the Earth
Turn the Earth
0.5 This is mostly here to hate on graveyards. And, even in a format with lots of graveyard stuff going on, I don’t love it. It has one pretty narrow purpose that just isn’t worth using up a card for in a Limited deck. This is for the sideboard. It will be an F in your main deck, and maybe a C- against an opponent who has lots of graveyard shenanigans, but even then I’m not super interested in this.
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.
Pack 3 Pick 14: Tapping at the Window
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!