Curse of Leeches
4.0 This type of “Drain 1 life every turn” Enchantments tend to over perform, as they can really pressure an opponent or do enough to help you survive an early onslaught. If that’s all this was, it would probably be a 2.0. But, if its night time, you can pay 3 mana for a 4/4 with Lifelink immediately! Obviously if you play it during the day it can still transform later, too. A 3-mana 4/4 with Lifelink would be a 4.0 or so, so yeah. I think we can sort of split the difference here, since it will be each of these some of the time.
Play with Fire
4.0 So, this is Shock with upside, and that’s something I can get behind. It will often be able to kill three and four drops for only a single mana, and that’s great, and in a pinch it can go for your opponent and give you a bit of card selection, which isn’t too bad. You’ll always have something to do with this, and it will often be premium removal.
Infernal Grasp
4.0 This is obviously incredible. An Instant that kills a creature for only two mana is incredible, and there aren’t even any limitations here like we usually see. Now, you do have to have 2 life, but that’s not really a big ask. This is a candidate for best Uncommon in the set.
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.
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.
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!
Burn the Accursed
2.5 This isn’t exactly premium, but is an instant that kills most stuff, damages your opponent, and even exiles creatures, which certainly matters here.
Baithook Angler
3.0 This looks like a nice Common. A two mana 2/1 can trade with lots of stuff, and then the fact that you can get another reasonably costed body out of your graveyard is pretty amazing. I mean, that’s 4 mana for a 2/1 and a ½ Flyer. And sure, you don’t get the bodies at the same time, but that’s still a pretty nice card.
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.
Immolation
2.5 This is like Red “Dead Weight.” It isn’t quite as good as Dead Weight is, at least as removal, because you don’t really want to pumping the power of a creature -- you want to be outright killing it. But it does have the additional upside of pumping your larger evasive creature so that you can do lethal or something. I do think the ability to kill X/2s for a single mana is pretty nice, but this definitely isn’t premium removal.
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!
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
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.
Shadowbeast Sighting
3.0 This is decently efficient when you first cast it, and when you cast it the second time you’re going to be getting a 2-for-1.
Pack 1 Pick 2: Olivia's Midnight Ambush
Can't Stay Away
2.5 Two mana to reanimate a 3 mana creature isn’t too bad, but the problem is that you won’t always have something worth reanimating. It has Flashback which is nice, and also means it further synergizes with a graveyard deck. It also means it can ultimately give you a 2-for-1, albeit very slowly. I don’t think this is anything special, but it is certainly a card you’ll run in most of your Black/White decks.
Play with Fire
4.0 So, this is Shock with upside, and that’s something I can get behind. It will often be able to kill three and four drops for only a single mana, and that’s great, and in a pinch it can go for your opponent and give you a bit of card selection, which isn’t too bad. You’ll always have something to do with this, and it will often be premium removal.
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.
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.
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!
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.
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
Unblinking Observer
2.5 This will help you cast enough stuff that it seems like a solid Common. It fits nicely in the UR spells deck and the UW deck, which will be the most disturb heavy deck in the format. I’m giving it a 2.5.
Candletrap
3.0 This is pretty cheap removal. Before you get Coven online, it definitely isn’t great removal, because allowing the creature to still block is usually not what you want to be doing. It can’t do damage at least, but it still a presence on the board, and that means you aren’t trading a full 1-for-1. But its nice than in the later game, you can just get rid of that creature entirely. Still, it is probably a little too slow and clunky to be premium.
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.
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.
Olivia's Midnight Ambush
3.5 This is decent removal if it is day time or neither night nor day, and when it is night time, its just insane. If it was only the night time mode it would be an easy 4.5! As it is, I think it has a reasonable enough base line and a high enough ceiling that we can call it premium.
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 1 Pick 3: Locked in the Cemetery
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Gavony Trapper
3.0 Master Decoys are always pretty nice in Limited. They can act as removal of sorts and stay relevant all game long. This has the additional upside of being a 0 power creature – which might not sound like upside, but in Coven decks having a creature with 0 power can really matter.
Pack 1 Pick 4: Gavony Silversmith
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.
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.
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!
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.
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.
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.
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.
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.
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 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.
Duress
0.5 As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
Pack 1 Pick 5: Falcon Abomination
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.
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
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.
Candlegrove Witch
2.5 This is a Bear that will often, though not always, have flying in the late game. Flying helps it stay relevant throughout the game, which is nice. Seems like a solid two drop.
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.
Shadowbeast Sighting
3.0 This is decently efficient when you first cast it, and when you cast it the second time you’re going to be getting a 2-for-1.
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.
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.
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.
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
Pack 1 Pick 6: Crossroads Candleguide
Wake to Slaughter
3.0 This is going to give your opponent a pretty hard choice sometimes. They have to choose between giving you the better thing right away and giving it haste, which probably means taking damage, or returning the better thing to your hand so that it can become a more permanent problem on a future turn. Now, sometimes the choice just won’t be difficul for your opponent, and sometimes you won’t have good things to get back with it, but I think this will pan out more often than it won’t. The Flashback it has is also pretty nice, as if your graveyard is really well stocked, you can cast this on back to back turns, which has the potential to really break your opponent. Now, it doesn’t quite give you a 2-for-1 up front most of the time, since the creature that goes on the battlefield gets exiled, but it is also giving you more than a 1-for-1. After you flash it back, I think it will feel like a 3-for-1 altogether. Still, the set up, and in particular the need for ideal creatures in your graveyard does hold it back. The times where you just can’t make your opponent have a hard choice are going to be bad.
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.
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.
Harvesttide Infiltrator
2.5 This has a decent fail case as a 3-mana 3/2 with Trample, and sometimes it will be bigger.
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.
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.
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!
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.
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 1 Pick 7: Gavony Silversmith
Pithing Needle
0.0 This is a great card for constructed sideboards, but its terrible in Limited. Your opponent won’t frequently have a card worth naming, and even when they do, the card is hardly worth it because it will only shut down some small part of most cards in Limited, and that’s not worth spending a card on most of the time. It does shut down planeswalkers entirely -- but, again -- not really a thing to worry too much about in Limited.
Vivisection
2.5 If you can sacrifice a Zombie token to this, its going to feel pretty good, as you aren’t really giving up more than one whole card to draw three cards. There is also other good sacrifice fodder in the format. This doesn’t add to the board at all -- in fact it subtracts from it -- and sometimes that’s going to be a liability. However, the cards it gives you are a pretty big deal, and if you make it to your next turn you’re going to have a significant advantage. I think a lot of Blue decks in this format will be playing the first copy of this.
Harvesttide Infiltrator
2.5 This has a decent fail case as a 3-mana 3/2 with Trample, and sometimes it will be bigger.
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!
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.
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.
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.
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.
Pack 1 Pick 8: Vampire Interloper
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.
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.
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.
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!
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.
Stuffed Bear
1.0 This set doesn’t have much of an Artifact theme. If it did, the BEar would be a little more interesting. As it is, it is a creature that you have to pay mana for every turn to actually make into a creature. And, while that activation isn’t so bad the first time around, you eventually end up having to pay a ton of mana for this to actually be a card on the board that matters, and I don’t really think you want to be doing that.
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Pack 1 Pick 9: Shadowbeast Sighting
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!
Immolation
2.5 This is like Red “Dead Weight.” It isn’t quite as good as Dead Weight is, at least as removal, because you don’t really want to pumping the power of a creature -- you want to be outright killing it. But it does have the additional upside of pumping your larger evasive creature so that you can do lethal or something. I do think the ability to kill X/2s for a single mana is pretty nice, but this definitely isn’t premium removal.
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!
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
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.
Shadowbeast Sighting
3.0 This is decently efficient when you first cast it, and when you cast it the second time you’re going to be getting a 2-for-1.
Pack 1 Pick 10: Can't Stay Away
Can't Stay Away
2.5 Two mana to reanimate a 3 mana creature isn’t too bad, but the problem is that you won’t always have something worth reanimating. It has Flashback which is nice, and also means it further synergizes with a graveyard deck. It also means it can ultimately give you a 2-for-1, albeit very slowly. I don’t think this is anything special, but it is certainly a card you’ll run in most of your Black/White decks.
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.
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.
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 1 Pick 11: Gavony Trapper
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.
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.
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.
Gavony Trapper
3.0 Master Decoys are always pretty nice in Limited. They can act as removal of sorts and stay relevant all game long. This has the additional upside of being a 0 power creature – which might not sound like upside, but in Coven decks having a creature with 0 power can really matter.
Pack 1 Pick 12: Jack-o'-Lantern
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.
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.
Duress
0.5 As always, this is a sideboard card. It misses too often to be worth it in your main deck. Even when you can hit stuff with it, it might have Flashback!
Pack 1 Pick 13: Hedgewitch's Mask
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.
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 1 Pick 14: Path to the Festival
Path to the Festival
2.0 This is pretty clunky since it doesn't add to the board at all. It can do it again from the graveyard though, which can potentially really turbo your mana. It is also reasonable fixing, and if you're splashing a third color, that Scry will be nice.
Pack 2 Pick 1: Rockfall Vale
Rockfall Vale
3.0 Like with virtually every Rare dual land cycle, these are pretty nice for fixing, and you’ll take them over most medium cards, but you don’t want to go after them super hard or anything.
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.
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.
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.
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.
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.
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!
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.
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.
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
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.
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.
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.
Mounted Dreadknight
2.0 This has a decent baseline, and sometimes it will be especially big. Not a bad thing to have at the top of your curve.
Pack 2 Pick 2: Search Party Captain
Bereaved Survivor
3.0 A 3-mana 2/1 is pretty ugly. Transforming this is fairly doable, though, and once it transforms it is a pretty nice little card, though it won’t always have things worth reanimating.
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.
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.
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.
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
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
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.
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!
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.
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.
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.
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.
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 3: Enduring Angel
Enduring Angel
4.5 So, a 5 -mana 3/3 with Flying and Double Strike is already a pretty darn good card. It hits hard in the air and provides a pretty quick clock. The downside is that a 5-mana 3 toughness creature dies for a lot less than 5 mana in some cases, but that’s okay, since this comes with so much additional upside! Giving you hexproof won’t come up a ton, and it won’t always transform either, but if it isn’t transforming you’re probably in pretty good shape! If it does have to transform, it can help dig you out of a serious hole. So, this has a great base line and some solid upside. I think that’s enough to get into the lower tier of “bomb.”
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.
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.
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.
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.
Shadowbeast Sighting
3.0 This is decently efficient when you first cast it, and when you cast it the second time you’re going to be getting a 2-for-1.
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.
Candletrap
3.0 This is pretty cheap removal. Before you get Coven online, it definitely isn’t great removal, because allowing the creature to still block is usually not what you want to be doing. It can’t do damage at least, but it still a presence on the board, and that means you aren’t trading a full 1-for-1. But its nice than in the later game, you can just get rid of that creature entirely. Still, it is probably a little too slow and clunky to be premium.
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!
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.
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.
Voldaren Stinger
2.0 Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
Pack 2 Pick 4: Bloodtithe Collector
Bloodtithe Collector
3.5 If this always made your opponent discard, it would be an easy 4.0 Only doing it some of the time obviously downgrades it significantly, but it is still a decent flying body as a fail case.
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.
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.
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.
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.
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.
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.
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.
Unblinking Observer
2.5 This will help you cast enough stuff that it seems like a solid Common. It fits nicely in the UR spells deck and the UW deck, which will be the most disturb heavy deck in the format. I’m giving it a 2.5.
Gavony Trapper
3.0 Master Decoys are always pretty nice in Limited. They can act as removal of sorts and stay relevant all game long. This has the additional upside of being a 0 power creature – which might not sound like upside, but in Coven decks having a creature with 0 power can really matter.
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.
Pack 2 Pick 5: Vampire Interloper
Bereaved Survivor
3.0 A 3-mana 2/1 is pretty ugly. Transforming this is fairly doable, though, and once it transforms it is a pretty nice little card, though it won’t always have things worth reanimating.
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.
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.
Harvesttide Infiltrator
2.5 This has a decent fail case as a 3-mana 3/2 with Trample, and sometimes it will be bigger.
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.
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.
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.
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.
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.
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 6: Rotten Reunion
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.
Immolation
2.5 This is like Red “Dead Weight.” It isn’t quite as good as Dead Weight is, at least as removal, because you don’t really want to pumping the power of a creature -- you want to be outright killing it. But it does have the additional upside of pumping your larger evasive creature so that you can do lethal or something. I do think the ability to kill X/2s for a single mana is pretty nice, but this definitely isn’t premium removal.
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.
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!
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.
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.
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.
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
Ritual Guardian
2.0 If this was a 3-mana 3/2 that always had Lifelink, it would probably be a 2.5 or 3.0. The fact this won’t always have it, and in fact probably won’t have it a decent chunk of the time, makes this significanlty worse than that, because a 3-mana 3/2 is just an ugly stat line these days.
Pack 2 Pick 7: Ambitious Farmhand
Corpse Cobble
2.0 Giving up a creature for another creature, or several creatures for one creature isn’t something that is super appealing to me. Now, this does combo pretty well with Decay tokens, since you can sacrifice them before they sacrifice themselves at the end of combat, and there are some other nice sacrifice fodder cards around, and it has Flashback. Its also an instant, so you can sacrifice a big thing your opponent is removing and get a big creature all over again, which will feel pretty nice. All of that means it isn’t unplayable, but I’m a bit skeptical this will be the kind of Blue Black card that really pulls you into the color pair.
Ambitious Farmhand
3.0 This seems pretty nice! A two mana 1/1 that draws you a card is always playable in Limited, and this one makes sure you hit your next land drop. And, because he can transform into a 3/3 with Lifelink, that means he can stay relevant all game long. Now, you do have to jump through a few hoops to get him to transform, and assembling a coven won’t always be a walk in the park, but it is also reasonably doable. Note, by the way, that he can transform at Instant speed.
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.
Candletrap
3.0 This is pretty cheap removal. Before you get Coven online, it definitely isn’t great removal, because allowing the creature to still block is usually not what you want to be doing. It can’t do damage at least, but it still a presence on the board, and that means you aren’t trading a full 1-for-1. But its nice than in the later game, you can just get rid of that creature entirely. Still, it is probably a little too slow and clunky to be premium.
Clarion Cathars
2.5 We see this basic card a lot, and its always solid. Two bodies for four mana is nice, and the reasonable stats distributed across them is pretty good.
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.
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!
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.
Pack 2 Pick 8: Gavony Trapper
Obsessive Astronomer
2.5 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
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.
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.
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.
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.
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.
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!
Pack 2 Pick 9: Ominous Roost
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.
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.
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.
Stolen Vitality
1.5 This is a decent trick that give you lethal out of nowhere on an attacking creature, and one that can also be used defensive quite effectly thanks to the First Strike. Now, using this kind of card defensively is definitely not optimal, but it is upside for sure. I don’t love that it only bumps toughness by 1, since if you’re the one attacking, there’s still a good chance your creature will die.
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.
Mounted Dreadknight
2.0 This has a decent baseline, and sometimes it will be especially big. Not a bad thing to have at the top of your curve.
Pack 2 Pick 10: Silver Bolt
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.
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
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.
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.
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 11: Cathar Commando
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.
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!
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.
Jack-o'-Lantern
1.5 Well, if this set wasn’t screaming “Halloween!” at you already, it is now! This card looks kind of alright for Limited. Exiling a problem card in a graveyard and drawing a card for a total investment of two mana really isn’t that bad, and then it is fixing from your graveyard too, which seems fine. I definitely don’t think you always run this, but it seems like it will be your 23rd card sometimes, especially if you’re interested in the fixing.
Pack 2 Pick 12: Gavony Trapper
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.
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.
Gavony Trapper
3.0 Master Decoys are always pretty nice in Limited. They can act as removal of sorts and stay relevant all game long. This has the additional upside of being a 0 power creature – which might not sound like upside, but in Coven decks having a creature with 0 power can really matter.
Pack 2 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.
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 14: Abandon the Post
Abandon the Post
0.0 // 2.5 I’m not a huge fan of this type of card, mostly because it basically does nothing unless you win the game with it. That said, if you have six mana available to cast it both times in a single turn, it does stand a pretty good chance of stealing a win out of nowhere. A card like this is soo all-in on aggro though that I think we do need to give it a buildaround grade If you are an aggro deck, you’ll probably play one copy of this and feel alright about it. Otherwise you pretty much can’t play it.
Pack 3 Pick 1: Defenestrate
Florian, Voldaren Scion
4.0 This starts with great stats. A 3-mana 3/3 with First STrike is relevant pretty much all game long, and Florian does one better by also being a source of card advantage, provided you can cause your opponent to lose life on your turn. And, yeah, a 3-mana 3/3 with First Strike is going to be pretty capable at getting in all on its own, especially if you play it on turn three! BR also has lots of ways of doing 1 or 2 damage to the opponent that will also make the ability work.
Overwhelmed Archivist
4.0 You would almost always play a 3-mana 3/2 that loots when it enters the battlefield, especially in a graveyard set! So, the fact that it can give you a second body later in the game is some really great additional upside. Especially because that body will loot on every attack!
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.
Foul Play
3.0 So, it is somewhat narrow in what it can kill, but the fact it gives you a Clue token is massive, since it will mean a 2-for-1. This card sort of pulls me in two directions -- on the one hand, there will be a lot of creatures it can’t kill, bu on the other -- there will still be a significant number of creatures it can kill. So, is it premium? I’m inclined to say it falls a little bit short. IT will certainly feel great to kill something with, but even with the extra card, it is narrow enough that it doesn’t quite get there for me.
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.
Raze the Effigy
1.5 This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
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.
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
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.
Clarion Cathars
2.5 We see this basic card a lot, and its always solid. Two bodies for four mana is nice, and the reasonable stats distributed across them is pretty good.
Defenestrate
3.5 This looks like premium removal -- and its flavorful too! Throwing a flyer out the window wouldn’t accomplish much. Anyway, this can kill most stuff for only three mana. And yeah, sometimes a flyer will be what you need to kill, but this efficiency is great.
Pack 3 Pick 2: Crawl from the Cellar
Obsessive Astronomer
2.5 Rummaging a few times a came with this seems fine, but not exactly game breaking. It does have decent stats to go along with that ability.
Winterthorn Blessing
2.5 Pumping a creature and tapping down another one for a turn cycle is a pretty good deal for two mana. You do need to be careful about when you cast this of course, because if your opponent kills the creature you target with the first part it can be a bummer. But the good news is that the second part of the card still happens in that scenario. The fact it has Flashback is pretty sweet too, as casting it twice in the same turn is the sort of thing that will close out a game out of nowhere, between the better stats and tapped down blockers. This looks like a nice card for UG decks, but not exactly the kind of card that pulls you into the color pair on its own.
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.
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!
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.
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.
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.
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.
Raze the Effigy
1.5 This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
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.
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.
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.
Morkrut Behemoth
2.5 The idea here is to sacrifice something to it that isn’t a big deal, like a Zombie token, and if you do that then yeah – a 7/6 with Menace on turn 5 is pretty imposing. You can also just straight up pay 7 for it, which isn’t great but its not a disaster either. This seems like some decent top curve for some Black decks in the format – especially UB and BW – but I think you’ll find you cut it a pretty significant chunk of the time for cards that are just better.
Pack 3 Pick 3: Search Party Captain
Delver of Secrets
1.0 // 3.0 Obviously, this is a multi-format all star in constructed and one of the best creatures ever printed. This is because in constructed, you can make a deck where it is trivially easy to flip this, effectively making it a one mana 3/2 with Flying. In Limited that’s...not going to be quite as easy. Even a spell deck that really gets there probably has 10 Instants and Sorceries, so yeah. It will usually take a few triggers to flip. The good news is, a 3/2 Flyer is relevant pretty much all game long, so even if you play this on turn one and it doesn’t flip until turn 4, you’re going to feel okay about it. Thing is, though, if you’ve just got like 3-5 spells, this is unplayable. I think this needs a buildaround grade as a result. It is probably going to be a D or worse in your typical Blue deck, but if you 10+ Instants and Sorceries, it is a quality card.
Sunset Revelry
1.0 This card has a cool design, but seems pretty awkward. Basically, you have to be behind your opponent in one way or another for it to do something. And yeah, if you get all three modes here, you’re getting a great deal! But if you’re just drawing a card and gaining 4 life, that’s not a great card -- we see that card all the time and it isn’t good! You basically need to be getting the tokens and one of the other modes for this to feel like you’re doing a decent job. And...its just pretty hard to control those sorts of things. It will feel nice if you’re behind, but do stone nothing at parity or if you’re ahead, and that just doesn’t really appeal to me. This card seems too situational and finicky.
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.
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.
Bladebrand
1.5 This is a reprint, and it is one that is pretty mediocre. Giving death touch + a cantrip is pretty nice in combat, but it is a very narrow card overall because it is only useful in combat. Sure, I guess you can cast it just to cycle it, but that’s pretty rough! There are some silly things you can do with it sometimes, like give death touch to something that is being triple blocked, but a lot of the time you just use this and trade a creature on the table for one in your library. And, while that’s fine, it is certainly not a great card, and not one that makes the cut more than half the time.
Search Party Captain
3.5 A 4-mana 2/2 that draws you a card is like a 2.0, and decreasing that cost even by 1 is a huge upgrade. So, the fact that sometimes you can play this for two or one mana and then cast what you draw seems really good. This is one of White’s better Commons.
Falkenrath Perforator
2.5 In a set where this had no synergy at all, this would probably be a 1.5. The stats aren’t good, and the 1 damage just isn’t enough to make up for that. However, this set’s BR archetype has a lot of cards that give you extra effects if your opponent lost life, and this is one way you can make that happen. Plus, its a vampire, and while the tribal themes for vampires aren’t massive int his set, they are still there! I think all of that is enough to bump this up to a solid playable.
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.
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.
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.
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.
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.
Pack 3 Pick 4: Candletrap
Shipwreck Marsh
3.0 Like with virtually every Rare dual land cycle, these are pretty nice for fixing, and you’ll take them over most medium cards, but you don’t want to go after them super hard or anything.
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.
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.
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.
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
Timberland Guide
3.0 This is a reprint, and even if it wasn’t, we see cards like this a lot, and I also like them a decent amount. They are nice as two drops, as they can be two mana 2/2s, and then in the later game you can put the counter somewhere more relevant. There isn’t a +1/+1 counter deck in this format, but the counter this guy brings with him can really help you set up Coven, since you add him to the board and put the counter somewhere else, and you’re already 2/3 of the way there!
Bounding Wolf
2.0 Reach is extra good in this format because there are a ton of flyers as a result that everything that has disturb comes back as a Flyer. So if you’re in Green, you’re going to need a way to stop that. Bounding Wolf can do it, and it even ambush block thanks to flash!
Olivia's Midnight Ambush
3.5 This is decent removal if it is day time or neither night nor day, and when it is night time, its just insane. If it was only the night time mode it would be an easy 4.5! As it is, I think it has a reasonable enough base line and a high enough ceiling that we can call it premium.
Candletrap
3.0 This is pretty cheap removal. Before you get Coven online, it definitely isn’t great removal, because allowing the creature to still block is usually not what you want to be doing. It can’t do damage at least, but it still a presence on the board, and that means you aren’t trading a full 1-for-1. But its nice than in the later game, you can just get rid of that creature entirely. Still, it is probably a little too slow and clunky to be premium.
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.
Voldaren Stinger
2.0 Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
Pack 3 Pick 5: Ecstatic Awakener
Hallowed Respite
1.0 This being a sorcery is a pretty huge bummer. It takes away part of the advantage of blink/flicker effects, which is casting them after blocking or in response to removal. You can still use this to remove an Aura from one of your creatures, but that’s pretty narrow. Mostly, this has two modes, and they are both pretty unexciting. One of them lets you make your creature bigger and rebuy an ETB ability if the creature has one, and the other lets you tap down an opposing creature – which hopefully won’t have an ETB ability or something. You can use it to reset Disturb creatures, but I’m still not feeling it.
Necrosynthesis
1.5 If this was just an Aura with the “Whenever another creature dies” bit, it would be close to unplayable. It doesn’t give an immediate stats boost, and it doesn’t do anything to mitigate against card disadvantage. However, it comes with an additional effect that does help mitigate against that disadvantage, since it will give you some pretty serious card selection when it dies. It is nice too that it doesn’t look at counters alone, it looks at the creature’s power, and that means you’ll always be netting a card when the thing dies. Now, it does still have the very real downside of not buffing the creature at all at first, but the creature will grow over the course of the game. Still, this isn’t great. Sure it replaces itself, but the effect of the Aura isn’t that great in the first place. Even with Zombies dying left and right, this doesn’t seem worth it.
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.
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!
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.
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.
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.
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.
No Way Out
1.0 Tacking a Decay zombie on to Mind Rot isn’t that great, especially in a format where people will happily discard many of their cards.
Pack 3 Pick 6: Defenestrate
Curse of Silence
0.0 This is pretty bad in Limited. Predicting what your opponent has is virtually impossible, so most of the time this does stone nothing. Even if you do name a card they have, there’s a good chance they won’t ever draw that one copy of that card anyway, and it won’t matter! You can name cards with Flashback or Disturb with it, but even then you’re not doing much. The one time where I could see this maybe working out is if you side it in again someone who has like 3-4 copies of a really strong Common or Uncommon, because it has a better chance of disrupting that opponent than most, but even then I’m not thrilled about this.
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.
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.
Bat Whisperer
2.5 If this always gave you a bat, it would be at least a 3.5. One nice thing about the bat too is that it might help you enable future cards that give you a bonus if your opponent has lost life on a particular turn. Sometimes it will be a 4-mana 4/2 though, and that’s pretty bad.
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.
Olivia's Midnight Ambush
3.5 This is decent removal if it is day time or neither night nor day, and when it is night time, its just insane. If it was only the night time mode it would be an easy 4.5! As it is, I think it has a reasonable enough base line and a high enough ceiling that we can call it premium.
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.
Defenestrate
3.5 This looks like premium removal -- and its flavorful too! Throwing a flyer out the window wouldn’t accomplish much. Anyway, this can kill most stuff for only three mana. And yeah, sometimes a flyer will be what you need to kill, but this efficiency is great.
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 3 Pick 7: Arrogant Outlaw
Triskaidekaphile
3.0 So, it is highly unlikely you ever trigger the alternate win condition, but that’s okay! A two mana ⅓ that can draw you extra cards in the late game is actually pretty nice, and gives it relevance all game long. Drawing cards is a very powerful mana sink, and can usually help you outdraw your opponent in the late game. Meanwhile, it is also a two drop that can do some stuff early, though it isn’t exactly stellar at that point in the game. Still, drawing cards with this late seems pretty good.
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.
Bladestitched Skaab
3.0 This is an efficient Zombie lord, and this set has lots of Zombies! This will be great in UB decks.
Village Watch
2.5 A 5-mana 4/3 with Haste isn’t great, but the fact this can be a 5/4 sometimes is pretty nice. It would be most ideal for it to already be night when it comes down -- if that’s true, you’ll feel like you’re getting your mana’s worth. Though, to be honest, a 5-mana 5/4 with Haste while certainly a nice card isn’t great either, and you have to jump through some serious hoops to keep it that way. It does also give Haste to other werewolves, but still.
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.
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.
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.
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 3 Pick 8: Candlegrove Witch
Corpse Cobble
2.0 Giving up a creature for another creature, or several creatures for one creature isn’t something that is super appealing to me. Now, this does combo pretty well with Decay tokens, since you can sacrifice them before they sacrifice themselves at the end of combat, and there are some other nice sacrifice fodder cards around, and it has Flashback. Its also an instant, so you can sacrifice a big thing your opponent is removing and get a big creature all over again, which will feel pretty nice. All of that means it isn’t unplayable, but I’m a bit skeptical this will be the kind of Blue Black card that really pulls you into the color pair.
Candlegrove Witch
2.5 This is a Bear that will often, though not always, have flying in the late game. Flying helps it stay relevant throughout the game, which is nice. Seems like a solid two drop.
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.
Drownyard Amalgam
2.0 This sets up some graveyard value for you and has a decent defensive body, not to mention an ability that will sometimes help you close out a game. A lot of the time though, it just won’t do enough. Seems reasonable in some controlling decks.
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
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.
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
Pack 3 Pick 9: Clarion Cathars
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.
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.
Raze the Effigy
1.5 This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
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.
Rotten Reunion
1.5 Hating on a couple graveyard cards and getting a couple of Zombies that can either pressure your opponent or act as sacrifice fodder seems alright for a three mana investment.
Clarion Cathars
2.5 We see this basic card a lot, and its always solid. Two bodies for four mana is nice, and the reasonable stats distributed across them is pretty good.
Pack 3 Pick 10: Winterthorn Blessing
Winterthorn Blessing
2.5 Pumping a creature and tapping down another one for a turn cycle is a pretty good deal for two mana. You do need to be careful about when you cast this of course, because if your opponent kills the creature you target with the first part it can be a bummer. But the good news is that the second part of the card still happens in that scenario. The fact it has Flashback is pretty sweet too, as casting it twice in the same turn is the sort of thing that will close out a game out of nowhere, between the better stats and tapped down blockers. This looks like a nice card for UG decks, but not exactly the kind of card that pulls you into the color pair on its own.
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!
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.
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.
Raze the Effigy
1.5 This format doesn’t have a ton of artifacts, but having the option to destroy an artifact on a decent combat trick certainly makes it more flexible.
Pack 3 Pick 11: Dawnhart Wardens
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.
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.
Path to the Festival
2.0 This is pretty clunky since it doesn't add to the board at all. It can do it again from the graveyard though, which can potentially really turbo your mana. It is also reasonable fixing, and if you're splashing a third color, that Scry will be nice.
Pack 3 Pick 12: Voldaren Stinger
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!
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.
Voldaren Stinger
2.0 Your opponent does have to respect this as an attacker if you have the mana up, so this gives you a good way to chip in for one damage to activate your Bloodthirst stuff.
Pack 3 Pick 13: Hallowed Respite
Hallowed Respite
1.0 This being a sorcery is a pretty huge bummer. It takes away part of the advantage of blink/flicker effects, which is casting them after blocking or in response to removal. You can still use this to remove an Aura from one of your creatures, but that’s pretty narrow. Mostly, this has two modes, and they are both pretty unexciting. One of them lets you make your creature bigger and rebuy an ETB ability if the creature has one, and the other lets you tap down an opposing creature – which hopefully won’t have an ETB ability or something. You can use it to reset Disturb creatures, but I’m still not feeling it.
Bladebrand
1.5 This is a reprint, and it is one that is pretty mediocre. Giving death touch + a cantrip is pretty nice in combat, but it is a very narrow card overall because it is only useful in combat. Sure, I guess you can cast it just to cycle it, but that’s pretty rough! There are some silly things you can do with it sometimes, like give death touch to something that is being triple blocked, but a lot of the time you just use this and trade a creature on the table for one in your library. And, while that’s fine, it is certainly not a great card, and not one that makes the cut more than half the time.
Pack 3 Pick 14: Candlelit Cavalry
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.