Graf Reaver
2.5 In Limited, the Exploit here is pretty close to irrelevant, so what we’re mostly looking at as a two mana 3/3 that does 1 to you ever upkeep. If you play this on turn two, it is pretty much guaranteed to be the largest thing on the board, but because Limited is such a creature heavy format, it is also pretty likely that he will be completely outclassed by turn four or so.
Ballista Watcher
3.5 Pinging stuff with this is a little costly, but its still a nice ability, capable of picking off small creatures and making combat more complicated for your opponent. And it can give you reach by pinging your opponent. When its night time, it becomes a 5/5 and gains a WAY better version of its first ability. First, the creature doesn’t have to tap, so you can sink way more mana into it, and it also makes the creature it hits unable to block, which is a pretty big deal. It is an ability that can just end games.
Honeymoon Hearse
2.5 This Vehicle doesn’t need to be crewed exactly -- though tapping down two creatures isn’t that far off from crewing. For three mana, it brings some pretty nice stats and an evasive keyword ability, and it will definitely be nice to tap a couple of small creatures who couldn’t attack anyway to put this thing into action. You won’t always have those creatures, though, and sometimes you’ll just have some larger creatures where attacking with them just makes more sense.
Undead Butler
3.0 This is pretty nice at setting stuff up in your graveyard, and also a great creature to sacrifice to Exploit. Its pretty interesting, because it is pretty close to being a better Gravedigger for half the mana -- and Gravedigger is usually a pretty nice limited card. But there are a few things that I actually don’t think make it better than the digger. First, only having one power is a big deal, because creating a 2-for-1 this becomes much harder. Second, it exiles itself, so you can’t loop them together. I still think this is pretty good, especially in a set with Exploit, but I don’t quite think it is first pickable.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Bleed Dry
4.0 This is pretty much unconditional, and exiling the thing you kill is a nice bonus. This is premium removal for sure, and maybe Black’s best Common.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Daybreak Combatants
2.5 This adds a pretty significant amount of power to the board out of nowhere, thanks to Haste. The boost is going to be enough to enable some attacks you may just not have had before, and the fact it can get in there too seems pretty nice. In a pinch, you can also make this into a 4/2 the turn it comes down, a 4/2 with Haste for three isn’t too shabby.
Diregraf Scavenger
2.5 This looks decent. Death touchers do tend to get a little less impressive the more mana you spend on them, because the fact they can trade with anything is less attractive when they are trading down, but the ETB ability here definitely does enough to make up for that. Draining your opponent 2 life with this will be fairly commonplace, and that means you get to hate on the opposing graveyard while also triggering your life gain stuff, and you are adding a pretty obnoxious creature to the board at the same time.
Weaver of Blossoms
2.5 This is a nice source of fixing and ramp with decent stats, and sometimes those stats are more than decent and it ramps even more!
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Lacerate Flesh
1.5 This is some pretty mediocre removal. 5 for 4 damage just isn’t much, and you’ll often be trading drown with it. Getting some Blood doesn’t really save it from mediocrity. It is still removal and brings some Blood and Spell synergy, so it’s something you’ll play sometimes.
Pack 1 Pick 2: Cobbled Lancer
Witness the Future
1.5 This is interesting. It doesn’t add or subtract from the board at all, and in this day and age that is becoming more and more of a liability, but it does seem like a kind of reasonable late game play. Using it to remove graveyard stuff of your opponent’s, or to shuffle cards back in your deck that you would like to redraw, while also giving you some card selection, isn’t a terrible deal at 3 mana. It also isn’t a great one though and seems like something that will get cut a lot.
Panicked Bystander
3.5 You would always play a two mana 2/2 that gains you life every time a creature you control dies, especially in a deck with a life gain archetype! I always loved Limited cards that help you do the thing and then pay off for the thing, because that means they can fuel themselves, and that’s certainly what we have here. Gaining 3 life and transforming this is a very doable thing once you add a little more life gain to the mix, and this thing is a pretty tough customer once its a ⅗ that can gain death touch.
Cobbled Lancer
3.0 Obviously, casting this on turn one is close to impossible in Limited, but if you just trade your two drop and then cast this on turn three plus another spell, that seems pretty spicy. Its also big enough that its decent all game long, so even if you don’t play it until turn 4 or something it will be okay, especially if you’re double spelling. The nice thing too is that if you’re milling yourself, you can cash it in for a card from your graveyard. And, if you trade with it and use the ability from the graveyard, you get a 2-for-1!
Gryff Rider
3.0 This looks like a nice Common. Because it has Flying, it will often be able to attack with other creatures that are bigger than it, so it can grow throughout the game, and even just getting one counter on it will feel pretty good. This seems like the kind of Common that will be the bread and butter of aggressive decks in this format.
Hookhand Mariner
3.0 This is a nice Common werewolf, something they could have used in the last set! A 4-mana 4/4 is pretty close to a C, and when this transforms it is hard to block.
Serpentine Ambush
0.0 This kind of card is always awful in Limited. It is easy to imagine scenarios where it does what you want – like when you use it as a combat trick to ambush something, but situations where you actually get to trade this for a card are few and far between, and this is something we’ve seen repeatedly.
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Cruel Witness
3.5 A 4-mana 3/3 Flyer always feels pretty good, and this lets you surveil every time you play a noncreature spell. That’s not the most exciting payoff ever, but it does improve your draws over time while also loading the graveyard, and the fact it starts out with such a good baseline is pretty nice.
Cradle of Safety
2.0 This is functionally identical to Starlit Mantle, a card we saw fairly recently that overperformed. This Aura doesn’t give the most amazing boost for the cost, but hexproof can be used to counter spells and it will feel really swingy when you can do that. It will be especially nice in the UW deck, which pays you off for Auras. I think this will be a fine playable, just like the mantle was.
End the Festivities
0.5 Yeah. No thanks. This is a sideboard card, there aren’t enough X/1s in this format that you want to be doing this.
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Pack 1 Pick 3: Cloaked Cadet
Mischievous Catgeist
2.5 Getting in with the 1/1 side of this won’t be super easy, but if you are on the play and play it on turn two, it has a chance. The idea is that you can put Auras on it to really start to get value, and obviously as we’ve seen, there are lots of Auras that would make this into a formidable attacker. Then, when it goes down, it of course becomes an Aura, and one that grants the same ability to another creature. That’s pretty nice, because any time you find a situation where you have an advantageous attack, you can Disturb this and stand a good chance of getting that card.
Cloaked Cadet
3.5 This looks really strong. It has a pretty bad starting rate, but the stats it has work really well with training, because it will likely get a counter and likely become a ⅗ when you attack with it, netting you a card. Because it then has 5 toughness, it is going to be hard to take down in combat, and even if they do, you’re probably getting a 2-for-1. And that’s without taking into account having other ways to put counters on stuff.
Repository Skaab
3.0 A Hill Giant that sometimes rebuys you an Instant or Sorcery is decent. Obviously, you don’t really want to give up a real creature for the effect all the time, otherwise it is a roundabout way of rummaging, but recurring removal spells is especially potent, and giving up a creature for that is often going to be worth it, especially if you sacrifice a card that brings you some value when it dies.
Lightning Wolf
1.5 This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
Wolf Strike
3.5 This is quite good. Even if it isn’t night time, this will be good in your Green decks, as the creature doesn’t fight, it just does damage equal to its power, so its one-sided! If it is night-time, it gets wayyy better, as it can make your creature take down a wider variety of creatures, and even offer you the opportunity to attack more effectively with the creature after it kills something else. You do have to be careful with this kind of card since you can get blown out if you don’t pick your spot carefully, but because its an Instant, you can pick your spot pretty effectively. Its definitely premium removal.
Wanderlight Spirit
2.5 This is a reasonably aggressive flyer. Not being able to block ground creatures isn’t a huge deal.
Stitched Assistant
3.0 The exploit trigger lets you see two cards, and makes sure that the creature you sacrifice is instantly replaced. You won’t always want to sacrifice a thing, but the fact that you can is pretty nice, and there are enough decent sacrifice fodder type cards that this seems like a 3.
Persistent Specimen
1.0 // 2.5 Like many Skeletons who came before it, the idea here is to recur this so that you can keep sacrificing it to exploit triggers and other stuff. I think that really makes this a build around, as you don’t want to play it at all in a deck that doesn’t really take advantage of its recursion, as getting back a 1/1 over and over again just isn’t very good for most decks.
Weaver of Blossoms
2.5 This is a nice source of fixing and ramp with decent stats, and sometimes those stats are more than decent and it ramps even more!
Snarling Wolf
1.5 This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
Gryff Rider
3.0 This looks like a nice Common. Because it has Flying, it will often be able to attack with other creatures that are bigger than it, so it can grow throughout the game, and even just getting one counter on it will feel pretty good. This seems like the kind of Common that will be the bread and butter of aggressive decks in this format.
Syphon Essence
1.5 This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
Pack 1 Pick 4: Biolume Egg
Witness the Future
1.5 This is interesting. It doesn’t add or subtract from the board at all, and in this day and age that is becoming more and more of a liability, but it does seem like a kind of reasonable late game play. Using it to remove graveyard stuff of your opponent’s, or to shuffle cards back in your deck that you would like to redraw, while also giving you some card selection, isn’t a terrible deal at 3 mana. It also isn’t a great one though and seems like something that will get cut a lot.
Biolume Egg
3.5 So, a 3-mana 0/4 that Scries 2 is something that you would already play in mid-range or control decks. Scry 2 has a very real impact on the quality of cards you draw! So, the upside that sacrificing this gives you a 4/4 that is unblockable is pretty spicy. And, given that Explot is a mechanic in this set, it means that sacrificing this won’t really be difficult to come by. In fact, the Scry might help you find something!
Unhallowed Phalanx
1.0 // 2.5 The idea here is that you play this in the toughness matters deck, and I think you’ll play this reasonably often there, but you won’t really be playing it anywhere else. Sure, it can block well, but a 1/13 just isn’t that exciting -- it won’t be able to kill anything in combat, and the fact it can’t block right away is pretty brutal. There are some sweet combos to pull off with this in BG, like sacrificing this to the flipped Catapult creature.
Binding Geist
2.0 So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
Syphon Essence
1.5 This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
Snarling Wolf
1.5 This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Bloody Betrayal
1.0 It takes a special format for Threaten effects to be good – and I don’t really foresee that in this format. You either need a legit sacrifice deck in Red or an incredibly aggressive format for it to work out, since it is the kind of effect that doesn’t give you anything permanently, the Blood token notwithstanding. You could maybe combine it with Exploit if you’re in Black or Blue, and that could be spicy, but you’ll need a significant amount of mana to make that happen most of the time.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Pack 1 Pick 5: Lantern Bearer
Wash Away
1.5 So, without Cleaving this, you will be able to counter things like Disturb, but that’s way too narrow and not worth a card. Even with Cleave, this is just Cancel, and that’s usually a card that’s not worth it in Limited. The Double Blue can be kind of rough, as it decreases the frequency with which you’ll be able to leave mana up to counter a thing, and that’s incredibly frustrating, as well as inefficient.
Sigardian Paladin
3.5 This is another great signpost Uncommon. It has a baseline of being a 4-mana 4/4, and brings all kinds of amazing additional value. The one bummer about the card is it doesn’t also bring a +1/+1 counter along with it, but there are so many of them in this format that it will really do some serious work.
Lantern Bearer
3.5 This looks like a pretty good Common. A one mana 1/1 Flyer isn’t something that is worth it in a lot of formats all on its own, but it is a pretty decent play on turn one, as it can chip in for some real damage. Unlike most one mana 1/1 flyers though, once this become outclassed, you can just chump block with it and then Disturb it to get a pretty nice Aura! +1/+1 and Flying can turn almost any creature into a very real threat, and sure, 3 mana for that isn’t amazing, but remember that you also got a one mana 1/1 Flyer earlier in the game, and that sounds pretty good to me.
Unhallowed Phalanx
1.0 // 2.5 The idea here is that you play this in the toughness matters deck, and I think you’ll play this reasonably often there, but you won’t really be playing it anywhere else. Sure, it can block well, but a 1/13 just isn’t that exciting -- it won’t be able to kill anything in combat, and the fact it can’t block right away is pretty brutal. There are some sweet combos to pull off with this in BG, like sacrificing this to the flipped Catapult creature.
Sanctify
0.5 This is good at destroying Artifacts and Enchantments, and I think there are enough of them that this might make your main deck sometimes. While there are lots of Auras, keep in mind, blowing up the disturbed side of a card isn’t really going to be a one-for-one and won’t feel that great, and I think that limits how good this is in your main deck. You mostly want this out of your sideboard.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Sporeback Wolf
2.5 We’ve seen two mana 2/2s with this box of text before, and its fine. Being a 2/4 is decent enough upside on a bear.
Blood Petal Celebrant
3.0 This is a nice Common. We’ve seen two mana 2/1s who have first strike when they attack before, and they are always good two-drop aggro creatures, and this one gives you some Blood when it goes down. I don’t imagine you’ll cut this in Red decks.
Pack 1 Pick 6: Lacerate Flesh
Gluttonous Guest
2.5 This is a decent Common that slots in well into multiple Black decks. It has high toughness, which BG likes, it gains you life, which BW likes, and it makes Blood tokens, which BR likes! Now, it doesn’t exactly blow you away with what it does in any of those decks, but it is a solid card in all of them.
Lacerate Flesh
1.5 This is some pretty mediocre removal. 5 for 4 damage just isn’t much, and you’ll often be trading drown with it. Getting some Blood doesn’t really save it from mediocrity. It is still removal and brings some Blood and Spell synergy, so it’s something you’ll play sometimes.
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Rural Recruit
3.0 This is a pretty good Common. 4/2 worth of stats spread across two bodies isn’t too bad for 4 mana, and it comes with the means to train itself right away. This turning into a 2/2 isn’t exactly amazing, but it will definitely make your attacks on the turn after you play it feel pretty good.
Persistent Specimen
1.0 // 2.5 Like many Skeletons who came before it, the idea here is to recur this so that you can keep sacrificing it to exploit triggers and other stuff. I think that really makes this a build around, as you don’t want to play it at all in a deck that doesn’t really take advantage of its recursion, as getting back a 1/1 over and over again just isn’t very good for most decks.
Sporeback Wolf
2.5 We’ve seen two mana 2/2s with this box of text before, and its fine. Being a 2/4 is decent enough upside on a bear.
Cradle of Safety
2.0 This is functionally identical to Starlit Mantle, a card we saw fairly recently that overperformed. This Aura doesn’t give the most amazing boost for the cost, but hexproof can be used to counter spells and it will feel really swingy when you can do that. It will be especially nice in the UW deck, which pays you off for Auras. I think this will be a fine playable, just like the mantle was.
Supernatural Rescue
1.0 This has a neat design, and is obviously really geared toward the UW deck, which is about Auras and Spirits. This having Flash will be particularly attractive, as you can use it to prevent one round of attacks and blocks when you do, and you can also get the stats boost at Instant speed, which isn’t too shabby. When it doesn’t have Flash, it is pretty clunky, though tapping down a couple of things can often make some more attacks possible. Still, the mana cost is pretty high here, and you won’t have much reason to run Auras like this when you can just run creatures with Disturb who are far more useful up front. Even with the Spirit upside, I don’t see myself playing this very often.
Pack 1 Pick 7: Vilespawn Spider
Vilespawn Spider
4.0 This is an excellent signpost Uncommon, it has great vanilla stats, loads up the graveyard, and has a powerful graveyard-payoff effect. It does everything you want in UG.
Repository Skaab
3.0 A Hill Giant that sometimes rebuys you an Instant or Sorcery is decent. Obviously, you don’t really want to give up a real creature for the effect all the time, otherwise it is a roundabout way of rummaging, but recurring removal spells is especially potent, and giving up a creature for that is often going to be worth it, especially if you sacrifice a card that brings you some value when it dies.
Vampire's Kiss
1.0 I don’t like cards like this. Sure, it alters the race a little bit and gives you those blood tokens, which the BR deck is certainly interested in, but it just won’t feel like this is giving you a full card of value very often. It doesn’t impact the board meaningfully, and I can’t see myself wanting to jam something like it into my deck.
Wretched Throng
0.0 // 3.5 I always really like collect ‘em all cards in Limited, they make for interesting picks, and this is a fun take on that. The main idea here is that you can keep getting Exploit fodder if you have multiple copies, but just the fact that it can block and trade and get you another Throng is actually pretty good too. A card like this always needs a range of grades. If you have one of these, you’re never going to play it, but as soon as you have two, you’re looking at a 2.5, if you have 3, it is 3.0, if you have 4 or more, it’s a 3.5.
Chill of the Grave
2.5 This sort of effect is always pretty decent when paired with a draw. If you can pay two for this consistently, it will feel especially good. It looks reasonably well suited for both the UB and UR decks, which are Zombies and spells respectively. You generally want to use this type of effect aggressively to alter the race, but it isn’t the worst thing defensively.
Blood Petal Celebrant
3.0 This is a nice Common. We’ve seen two mana 2/1s who have first strike when they attack before, and they are always good two-drop aggro creatures, and this one gives you some Blood when it goes down. I don’t imagine you’ll cut this in Red decks.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
Pack 1 Pick 8: Toxic Scorpion
Wash Away
1.5 So, without Cleaving this, you will be able to counter things like Disturb, but that’s way too narrow and not worth a card. Even with Cleave, this is just Cancel, and that’s usually a card that’s not worth it in Limited. The Double Blue can be kind of rough, as it decreases the frequency with which you’ll be able to leave mana up to counter a thing, and that’s incredibly frustrating, as well as inefficient.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Serpentine Ambush
0.0 This kind of card is always awful in Limited. It is easy to imagine scenarios where it does what you want – like when you use it as a combat trick to ambush something, but situations where you actually get to trade this for a card are few and far between, and this is something we’ve seen repeatedly.
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Alchemist's Retrieval
2.0 We see this card a lot, and its always kind of alright. This one is nice because if you want to bounce your own thing you can pay less, and paying two to bounce a nonland permanent either player controls is kind of what we expect. Its never anything special, but the first copy often makes the cut in Blue decks.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Pack 1 Pick 9: Honeymoon Hearse
Honeymoon Hearse
2.5 This Vehicle doesn’t need to be crewed exactly -- though tapping down two creatures isn’t that far off from crewing. For three mana, it brings some pretty nice stats and an evasive keyword ability, and it will definitely be nice to tap a couple of small creatures who couldn’t attack anyway to put this thing into action. You won’t always have those creatures, though, and sometimes you’ll just have some larger creatures where attacking with them just makes more sense.
Undead Butler
3.0 This is pretty nice at setting stuff up in your graveyard, and also a great creature to sacrifice to Exploit. Its pretty interesting, because it is pretty close to being a better Gravedigger for half the mana -- and Gravedigger is usually a pretty nice limited card. But there are a few things that I actually don’t think make it better than the digger. First, only having one power is a big deal, because creating a 2-for-1 this becomes much harder. Second, it exiles itself, so you can’t loop them together. I still think this is pretty good, especially in a set with Exploit, but I don’t quite think it is first pickable.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Pack 1 Pick 10: Witness the Future
Witness the Future
1.5 This is interesting. It doesn’t add or subtract from the board at all, and in this day and age that is becoming more and more of a liability, but it does seem like a kind of reasonable late game play. Using it to remove graveyard stuff of your opponent’s, or to shuffle cards back in your deck that you would like to redraw, while also giving you some card selection, isn’t a terrible deal at 3 mana. It also isn’t a great one though and seems like something that will get cut a lot.
Serpentine Ambush
0.0 This kind of card is always awful in Limited. It is easy to imagine scenarios where it does what you want – like when you use it as a combat trick to ambush something, but situations where you actually get to trade this for a card are few and far between, and this is something we’ve seen repeatedly.
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Cradle of Safety
2.0 This is functionally identical to Starlit Mantle, a card we saw fairly recently that overperformed. This Aura doesn’t give the most amazing boost for the cost, but hexproof can be used to counter spells and it will feel really swingy when you can do that. It will be especially nice in the UW deck, which pays you off for Auras. I think this will be a fine playable, just like the mantle was.
Pack 1 Pick 11: Stitched Assistant
Wanderlight Spirit
2.5 This is a reasonably aggressive flyer. Not being able to block ground creatures isn’t a huge deal.
Stitched Assistant
3.0 The exploit trigger lets you see two cards, and makes sure that the creature you sacrifice is instantly replaced. You won’t always want to sacrifice a thing, but the fact that you can is pretty nice, and there are enough decent sacrifice fodder type cards that this seems like a 3.
Snarling Wolf
1.5 This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
Syphon Essence
1.5 This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
Pack 1 Pick 12: Witness the Future
Witness the Future
1.5 This is interesting. It doesn’t add or subtract from the board at all, and in this day and age that is becoming more and more of a liability, but it does seem like a kind of reasonable late game play. Using it to remove graveyard stuff of your opponent’s, or to shuffle cards back in your deck that you would like to redraw, while also giving you some card selection, isn’t a terrible deal at 3 mana. It also isn’t a great one though and seems like something that will get cut a lot.
Unhallowed Phalanx
1.0 // 2.5 The idea here is that you play this in the toughness matters deck, and I think you’ll play this reasonably often there, but you won’t really be playing it anywhere else. Sure, it can block well, but a 1/13 just isn’t that exciting -- it won’t be able to kill anything in combat, and the fact it can’t block right away is pretty brutal. There are some sweet combos to pull off with this in BG, like sacrificing this to the flipped Catapult creature.
Syphon Essence
1.5 This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
Pack 1 Pick 13: Sporeback Wolf
Unhallowed Phalanx
1.0 // 2.5 The idea here is that you play this in the toughness matters deck, and I think you’ll play this reasonably often there, but you won’t really be playing it anywhere else. Sure, it can block well, but a 1/13 just isn’t that exciting -- it won’t be able to kill anything in combat, and the fact it can’t block right away is pretty brutal. There are some sweet combos to pull off with this in BG, like sacrificing this to the flipped Catapult creature.
Sporeback Wolf
2.5 We’ve seen two mana 2/2s with this box of text before, and its fine. Being a 2/4 is decent enough upside on a bear.
Pack 1 Pick 14: Supernatural Rescue
Supernatural Rescue
1.0 This has a neat design, and is obviously really geared toward the UW deck, which is about Auras and Spirits. This having Flash will be particularly attractive, as you can use it to prevent one round of attacks and blocks when you do, and you can also get the stats boost at Instant speed, which isn’t too shabby. When it doesn’t have Flash, it is pretty clunky, though tapping down a couple of things can often make some more attacks possible. Still, the mana cost is pretty high here, and you won’t have much reason to run Auras like this when you can just run creatures with Disturb who are far more useful up front. Even with the Spirit upside, I don’t see myself playing this very often.
Pack 2 Pick 1: Reclusive Taxidermist
Dorothea, Vengeful Victim
3.5 This looks pretty good. Obviously, a two mana 4/4 with Flying is absurd on the vanilla test, but if it didn’t have Disturb it would not be very good, since it sacrifices itself once it attacks or blocks. However, if you have another creature in play, the Disturb Enchantment is going to be pretty nuts, since it turns your creature into a poor man’s version of Geist of the Saint Traft. Making an attacking 4/4 flyer every time the enchanted creature attacks is pretty nice! The bad news is that you kind of already need a creature who is in a good position to attack for Dorothea’s Retribution to matter most of the time, and you just won’t always have that. Still, as long as you have a creature who can at least trade, you’ll be turning it sideways for sure, and, you can obviously wait for an optimal situation before you disturb it.
Blood Hypnotist
3.0 This looks pretty good to me. Sure, it can’t Block, but the fact it can make opposing things unable to block when you sacrifice Treasure is pretty big for aggressive decks. This can really be part of a pretty devastating curve out. Obviously, you need Blood, but if you’re in Red, you’ll have access to enough that this will be worth playing.
Skulking Killer
2.5 The design here is pretty cool, and if you were able to trigger that ETB ability consistently, it would be an incredible card. Problem is, in games of Limited your opponent will frequently have more than a single creature. Even if you play this as early as possible, on turn 4, there’s a good chance you won’t be able to get value out of the ability, in which case you’re talking about a 4-mana 4/2, which is pretty horrendous. It basically gets better the more removal you have, since it will be easier for you to control the board, but that’s a lot of set up.
Reclusive Taxidermist
3.5 Look, you would always play a two mana ½ that can add mana of any color -- that’s just great fixing and nice ramp, especially early! So the fact it gets bigger in the later part of the game is just upside on something that is already quite nice.
Binding Geist
2.0 So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
Bloody Betrayal
1.0 It takes a special format for Threaten effects to be good – and I don’t really foresee that in this format. You either need a legit sacrifice deck in Red or an incredibly aggressive format for it to work out, since it is the kind of effect that doesn’t give you anything permanently, the Blood token notwithstanding. You could maybe combine it with Exploit if you’re in Black or Blue, and that could be spicy, but you’ll need a significant amount of mana to make that happen most of the time.
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Abrade
4.0 Woo boy, this is a very powerful reprint, and its one that was UNCOMMON last time, so the downshift is pretty exciting. Two to do 3 to something is always premium, and having the other mode is nice too, even if this format isn’t exactly filled to the brim with Artifacts.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Pointed Discussion
1.5 Black always gets a draw spell like this, and the vast majority of them are pretty mediocre. Two cards for three mana and two life will be something worth paying in grindier decks, and the blood is nice upside. You won’t ever play it in more aggressive decks, though
Pack 2 Pick 2: Diver Skaab
Winged Portent
2.5 As long as you can draw two cards with this when you aren’t Cleaving it, you’re going to feel like you’re doing okay. If your deck has a decent number of flyers, that is reasonably obtainable. If you are Cleaving it, you probably need to be drawing at least three. The fact its an Instant is really nice, and makes it a whole lot less clunky than it would be otherwise. It can really help you end a game that is in a board stall. Still, setting up situations where it does the thing you want is going to be somewhat situational.
Oakshade Stalker
3.0 So, if its day time, this is either a 3-mana 3/3 or a 5-mana 3/3 with Flash. If its night time, things get more interesting, because you still can choose to spend the extra mana for Flash, but the creature will come down as a 6/3, so it becomes a 5-mana 6/3 with Flash. That’s a creature that will take down most things it blocks, which is nice.
Diver Skaab
3.5 This has a nice Exploit trigger, as it lets you trade whatever you Sacrifice for a full card, while still adding a 5-mana ⅗ body to the board, and that’s going to do a whole lot to stabilize you or pull you ahead.
Wretched Throng
0.0 // 3.5 I always really like collect ‘em all cards in Limited, they make for interesting picks, and this is a fun take on that. The main idea here is that you can keep getting Exploit fodder if you have multiple copies, but just the fact that it can block and trade and get you another Throng is actually pretty good too. A card like this always needs a range of grades. If you have one of these, you’re never going to play it, but as soon as you have two, you’re looking at a 2.5, if you have 3, it is 3.0, if you have 4 or more, it’s a 3.5.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Cruel Witness
3.5 A 4-mana 3/3 Flyer always feels pretty good, and this lets you surveil every time you play a noncreature spell. That’s not the most exciting payoff ever, but it does improve your draws over time while also loading the graveyard, and the fact it starts out with such a good baseline is pretty nice.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Nurturing Presence
1.5 This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
Rot-Tide Gargantua
2.5 Sometimes, the Edict effect here won’t actually do a whole lot, and when that’s the case, its just a 5-mana 5/4, which isn’t really worth it. The upside is definitely real, don’t get me wrong, but I don’t see this being super impressive in most situations.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Estwald Shieldbasher
2.5 This doesn’t have great stats for the cost, but the ability to become indestructible when it attacks makes up for that. It’s a nice place to put +1/+1 counters and Auras, and those are very real things in this format.
Wolf Strike
3.5 This is quite good. Even if it isn’t night time, this will be good in your Green decks, as the creature doesn’t fight, it just does damage equal to its power, so its one-sided! If it is night-time, it gets wayyy better, as it can make your creature take down a wider variety of creatures, and even offer you the opportunity to attack more effectively with the creature after it kills something else. You do have to be careful with this kind of card since you can get blown out if you don’t pick your spot carefully, but because its an Instant, you can pick your spot pretty effectively. Its definitely premium removal.
Pack 2 Pick 3: Savior of Ollenbock
Savior of Ollenbock
4.5 This takes some significant set up to do its thing, but once it is doing, it will do a pretty good impression of Vicious Cathar from the last set! Ideally, you play this on turn three when you have a two-power creature around, and attack on the next turn, removing your opponent’s most relevant creature, and things can really snowball from there! It probably won’t be super easy to get it to exile more than a couple of things, and you eventually have to stop attacking because it will get a bit outclassed, but it will really swing the early game wildly in your favor, and even in the late game your opponent has to make sure they are leaving back enough blockers that they can survive this triggering. You can also use it to exile stuff from your own graveyard in the late game, which will put your opponent in an awkward position -- they can’t kill it, or you’ll start reanimating stuff! I think this is gets in the lower range of “bomb.”
Brine Comber
3.5 This looks amazing, and kind of resembles Lingering Souls. Three mana a 1/1 and a 1/1 flyer isn’t bad, and you get at least one 1/1 flyer back from your graveyard, all from a single card! And that’s without taking into account the Aura upside. This is a great signpost Uncommon.
Stormchaser Drake
3.5 This starts out with a great Flying body, and the ability it has can be quite nice, especially in UW, a deck that will have a decent number of Auras, and Auras of course count for the ability. You’ll still play this in just about any Blue deck though, as the stats alone are worth it, and any Blue deck at all probably has a decent chance of having some other things that target it.
Markov Retribution
3.5 This is quite the Vampire payoff. Keep in mind the effect is not a fight effect, the creature just does damage equal to its power to a creature, and the card will also give +1/+0 to the vampire, so its chances of taking things down go up considerably! If you’re in Red, you’re likely to end up with some vampires without even trying, so I don’t really think this needs a straight up build around grade, though obviously, it is at its best in BR, where you can have a real critical mas of Vampires. Overall, I think this looks like it has a pretty incredible ceiling, as punching a blocker out of the way and attacking with a board that is buffed up is pretty nice. Like always with this kind of thing, you have to pick your spot carefully, since if they destroy your target, you won’t be getting enough out of this card. Still, I think you can spend a high pick on this.
Piercing Light
2.5 This kills X/2s pretty efficiently, but its situational in two different ways, and I don’t love that. The creature has to be small and attacking or blocking. Scry is some minor additional value, but yeah, this falls well short of being premium removal. Its just a solid playable. I’m giving it 2.5.
Gift of Fangs
3.0 So, this is basically Dead Weight that has both Vampire upside, and downside, depending on what you’re trying to do. If you really need to kill an opposing vampire, it will be pretty frustrating that this can’t do it – but +2/+2 on one of your vampires for only one mana is pretty nice upside on Dead Weight. Dead Weight is normally a 3.0, and I think this will still end up there. It kills a whole lot of things efficiently, after all.
Gluttonous Guest
2.5 This is a decent Common that slots in well into multiple Black decks. It has high toughness, which BG likes, it gains you life, which BW likes, and it makes Blood tokens, which BR likes! Now, it doesn’t exactly blow you away with what it does in any of those decks, but it is a solid card in all of them.
Grisly Ritual
2.5 A 6 mana sorcery that kills something is certainly not premium. You almost always spend more mana, and having to tap all of your mana on your own turn is pretty brutal. Still, it is unconditional and gives you a couple of Blood tokens, so it isn’t bad. It just isn’t good either.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
Hungry Ridgewolf
2.5 This isn’t the most exciting payoff ever, but it has decent base stats and will sometimes be a 3/2 with Trample, which is especially nice.
Sporeback Wolf
2.5 We’ve seen two mana 2/2s with this box of text before, and its fine. Being a 2/4 is decent enough upside on a bear.
Weary Prisoner
1.5 This reminds me a whole lot of Tavern Brawler, a card that ended up being super underwhelming in Midnight Hunt. On one side it is a defensive creature, and on the other it is an aggressively costed big creature. Those two things are a bit awkward together, and if you played Midnight Hunt you know that completely controlling day and night how you want it isn’t always easy. This might end up being better than the Brawler -- Midnight Hunt did have an unusual amount of good common removal that made big vanilla creatures bad -- but for now I’m pretty skeptical.
Pack 2 Pick 4: Packsong Pup
Oakshade Stalker
3.0 So, if its day time, this is either a 3-mana 3/3 or a 5-mana 3/3 with Flash. If its night time, things get more interesting, because you still can choose to spend the extra mana for Flash, but the creature will come down as a 6/3, so it becomes a 5-mana 6/3 with Flash. That’s a creature that will take down most things it blocks, which is nice.
Packsong Pup
3.0 This is the kind of Werewolf payoff that Midnight Hunt really needed! In a deck with Wolves and Werewolves, this will become quite large, and then give you pretty nice value if it dies. Now, it does take some set up, and it starts super fragile, so I’m not sure I want to be first picking it, but it is certainly a quality card for RG decks in the format.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Hungry Ridgewolf
2.5 This isn’t the most exciting payoff ever, but it has decent base stats and will sometimes be a 3/2 with Trample, which is especially nice.
Wretched Throng
0.0 // 3.5 I always really like collect ‘em all cards in Limited, they make for interesting picks, and this is a fun take on that. The main idea here is that you can keep getting Exploit fodder if you have multiple copies, but just the fact that it can block and trade and get you another Throng is actually pretty good too. A card like this always needs a range of grades. If you have one of these, you’re never going to play it, but as soon as you have two, you’re looking at a 2.5, if you have 3, it is 3.0, if you have 4 or more, it’s a 3.5.
Kindly Ancestor
3.0 This seems like a nice Common. A 3-mana ⅔ with Lifelink would be a 2.5, so adding the Disturb upside is pretty nice! Giving lifelink to evasive creatures is especially nasty, as life gain just utterly alters races. Its nice that it will also work pretty well in GW, as putting +1/+1 counters on a lifelinker tends to feel pretty good.
Cradle of Safety
2.0 This is functionally identical to Starlit Mantle, a card we saw fairly recently that overperformed. This Aura doesn’t give the most amazing boost for the cost, but hexproof can be used to counter spells and it will feel really swingy when you can do that. It will be especially nice in the UW deck, which pays you off for Auras. I think this will be a fine playable, just like the mantle was.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Militia Rallier
2.5 This has efficient stats, even if it can’t attack alone. The good news is it can block alone, and it does a good job of that! And as long as he has some friends, he can rumble too, while untapping a creature, so it has pseudo-vigilance. On top of that, its a nice size for training other creatures.
Repository Skaab
3.0 A Hill Giant that sometimes rebuys you an Instant or Sorcery is decent. Obviously, you don’t really want to give up a real creature for the effect all the time, otherwise it is a roundabout way of rummaging, but recurring removal spells is especially potent, and giving up a creature for that is often going to be worth it, especially if you sacrifice a card that brings you some value when it dies.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Pack 2 Pick 5: Vilespawn Spider
Vilespawn Spider
4.0 This is an excellent signpost Uncommon, it has great vanilla stats, loads up the graveyard, and has a powerful graveyard-payoff effect. It does everything you want in UG.
Dawnhart Geist
2.5 This has passable stats and an ability that will gain you some life. There are a decent number of Enchantments in White, so I think you’ll pretty much always end up playing it. The life gain is welcome in the BW deck, and the Enchantment payoff is welcome in UW, but I don’t think you’re overjoyed for it in either.
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Nurturing Presence
1.5 This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
Dreadlight Monstrosity
1.5 This doesn’t seem very good. A 6-mana 5/5 is an ugly rate, even with Ward 2, and yeah – it can become unblockable, but only for a huge chunk of mana, and only if you have a card in exile. Now, by the time you can use the ability it is reasonably likely you have something in exile because of Disturb, but there will be times where that just isn’t the case, and without that ability, this card is really not good. You’ll play it if you’re desperate for a finisher I guess, but you’re hoping for something better.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Kindly Ancestor
3.0 This seems like a nice Common. A 3-mana ⅔ with Lifelink would be a 2.5, so adding the Disturb upside is pretty nice! Giving lifelink to evasive creatures is especially nasty, as life gain just utterly alters races. Its nice that it will also work pretty well in GW, as putting +1/+1 counters on a lifelinker tends to feel pretty good.
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Pack 2 Pick 6: Twinblade Geist
Twinblade Geist
3.0 This works well within the UW archetype. Having double strike is good for Auras, and then it of course becomes an Aura at some point after it dies, and giving double strike in the right situation can be pretty big. A two mana 1/1 with Double Strike is kind of an alright deal too, and also pairs well with +1/+1 counters.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Pointed Discussion
1.5 Black always gets a draw spell like this, and the vast majority of them are pretty mediocre. Two cards for three mana and two life will be something worth paying in grindier decks, and the blood is nice upside. You won’t ever play it in more aggressive decks, though
Supernatural Rescue
1.0 This has a neat design, and is obviously really geared toward the UW deck, which is about Auras and Spirits. This having Flash will be particularly attractive, as you can use it to prevent one round of attacks and blocks when you do, and you can also get the stats boost at Instant speed, which isn’t too shabby. When it doesn’t have Flash, it is pretty clunky, though tapping down a couple of things can often make some more attacks possible. Still, the mana cost is pretty high here, and you won’t have much reason to run Auras like this when you can just run creatures with Disturb who are far more useful up front. Even with the Spirit upside, I don’t see myself playing this very often.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Bramble Armor
1.0 We just saw this in the last set. It wasn’t very good last time around, even with the free Equip, and really kind of underperformed. While this format has Training, which this can help with, the last format had Coven, which this could have helped with, and it still wasn’t a card you ran very often.
Wretched Throng
0.0 // 3.5 I always really like collect ‘em all cards in Limited, they make for interesting picks, and this is a fun take on that. The main idea here is that you can keep getting Exploit fodder if you have multiple copies, but just the fact that it can block and trade and get you another Throng is actually pretty good too. A card like this always needs a range of grades. If you have one of these, you’re never going to play it, but as soon as you have two, you’re looking at a 2.5, if you have 3, it is 3.0, if you have 4 or more, it’s a 3.5.
Lightning Wolf
1.5 This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
Rural Recruit
3.0 This is a pretty good Common. 4/2 worth of stats spread across two bodies isn’t too bad for 4 mana, and it comes with the means to train itself right away. This turning into a 2/2 isn’t exactly amazing, but it will definitely make your attacks on the turn after you play it feel pretty good.
Pack 2 Pick 7: Flourishing Hunter
Flourishing Hunter
2.5 It is pretty likely that this gains you 3 or more life, and that will feel pretty good if you’re trying to stabilize against an aggressive deck. . Seems like a solid card to have in the Colossal Dreadmaw/Honey Mammoth.
Traveling Minister
1.5 This common gains life, which BW likes, and it can set up training a little better, which GW likes. But it doesn’t do either thing that well, and as a one mana 1/1 it isn’t exactly impactful. The Sorcery speed only thing is killer!
Lantern Bearer
3.5 This looks like a pretty good Common. A one mana 1/1 Flyer isn’t something that is worth it in a lot of formats all on its own, but it is a pretty decent play on turn one, as it can chip in for some real damage. Unlike most one mana 1/1 flyers though, once this become outclassed, you can just chump block with it and then Disturb it to get a pretty nice Aura! +1/+1 and Flying can turn almost any creature into a very real threat, and sure, 3 mana for that isn’t amazing, but remember that you also got a one mana 1/1 Flyer earlier in the game, and that sounds pretty good to me.
Fierce Retribution
3.0 This is a nice Common. Two mana to kill an attacking creature is often a card that makes the cut. You don’t love it if you’re aggressive because it doesn’t get blockers out of the way, but it is efficient enough to be fine. Adding the Cleave upside means that in the late game it can deal with anything, and that’s nice.
Nurturing Presence
1.5 This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
Adamant Will
1.5 We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
Chill of the Grave
2.5 This sort of effect is always pretty decent when paired with a draw. If you can pay two for this consistently, it will feel especially good. It looks reasonably well suited for both the UB and UR decks, which are Zombies and spells respectively. You generally want to use this type of effect aggressively to alter the race, but it isn’t the worst thing defensively.
Pack 2 Pick 8: Mischievous Catgeist
Sawblade Slinger
2.5 A 4-mana 4/3 is a 1.0 or 1.5- these days, and the Slinger has a couple of narrow abilities that will sometimes give you a 2-for-1. The Fight part is the most exciting, but he won’t always have a Zombie to fight. The same is true for Artifacts. There’s a few nice ones around, but not really enough that this will always have a thing to hit. That said, I don’t think this is a sideboard card. It has a reasonable baseline already and will be able to do a thing often enough with the ETB trigger that you’ll definitely play the first of these in most Green decks.
Mischievous Catgeist
2.5 Getting in with the 1/1 side of this won’t be super easy, but if you are on the play and play it on turn two, it has a chance. The idea is that you can put Auras on it to really start to get value, and obviously as we’ve seen, there are lots of Auras that would make this into a formidable attacker. Then, when it goes down, it of course becomes an Aura, and one that grants the same ability to another creature. That’s pretty nice, because any time you find a situation where you have an advantageous attack, you can Disturb this and stand a good chance of getting that card.
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Pack 2 Pick 9: Skulking Killer
Skulking Killer
2.5 The design here is pretty cool, and if you were able to trigger that ETB ability consistently, it would be an incredible card. Problem is, in games of Limited your opponent will frequently have more than a single creature. Even if you play this as early as possible, on turn 4, there’s a good chance you won’t be able to get value out of the ability, in which case you’re talking about a 4-mana 4/2, which is pretty horrendous. It basically gets better the more removal you have, since it will be easier for you to control the board, but that’s a lot of set up.
Bloody Betrayal
1.0 It takes a special format for Threaten effects to be good – and I don’t really foresee that in this format. You either need a legit sacrifice deck in Red or an incredibly aggressive format for it to work out, since it is the kind of effect that doesn’t give you anything permanently, the Blood token notwithstanding. You could maybe combine it with Exploit if you’re in Black or Blue, and that could be spicy, but you’ll need a significant amount of mana to make that happen most of the time.
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Pack 2 Pick 10: Winged Portent
Winged Portent
2.5 As long as you can draw two cards with this when you aren’t Cleaving it, you’re going to feel like you’re doing okay. If your deck has a decent number of flyers, that is reasonably obtainable. If you are Cleaving it, you probably need to be drawing at least three. The fact its an Instant is really nice, and makes it a whole lot less clunky than it would be otherwise. It can really help you end a game that is in a board stall. Still, setting up situations where it does the thing you want is going to be somewhat situational.
Oakshade Stalker
3.0 So, if its day time, this is either a 3-mana 3/3 or a 5-mana 3/3 with Flash. If its night time, things get more interesting, because you still can choose to spend the extra mana for Flash, but the creature will come down as a 6/3, so it becomes a 5-mana 6/3 with Flash. That’s a creature that will take down most things it blocks, which is nice.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Rot-Tide Gargantua
2.5 Sometimes, the Edict effect here won’t actually do a whole lot, and when that’s the case, its just a 5-mana 5/4, which isn’t really worth it. The upside is definitely real, don’t get me wrong, but I don’t see this being super impressive in most situations.
Pack 2 Pick 11: Stormchaser Drake
Stormchaser Drake
3.5 This starts out with a great Flying body, and the ability it has can be quite nice, especially in UW, a deck that will have a decent number of Auras, and Auras of course count for the ability. You’ll still play this in just about any Blue deck though, as the stats alone are worth it, and any Blue deck at all probably has a decent chance of having some other things that target it.
Markov Retribution
3.5 This is quite the Vampire payoff. Keep in mind the effect is not a fight effect, the creature just does damage equal to its power to a creature, and the card will also give +1/+0 to the vampire, so its chances of taking things down go up considerably! If you’re in Red, you’re likely to end up with some vampires without even trying, so I don’t really think this needs a straight up build around grade, though obviously, it is at its best in BR, where you can have a real critical mas of Vampires. Overall, I think this looks like it has a pretty incredible ceiling, as punching a blocker out of the way and attacking with a board that is buffed up is pretty nice. Like always with this kind of thing, you have to pick your spot carefully, since if they destroy your target, you won’t be getting enough out of this card. Still, I think you can spend a high pick on this.
Sporeback Wolf
2.5 We’ve seen two mana 2/2s with this box of text before, and its fine. Being a 2/4 is decent enough upside on a bear.
Weary Prisoner
1.5 This reminds me a whole lot of Tavern Brawler, a card that ended up being super underwhelming in Midnight Hunt. On one side it is a defensive creature, and on the other it is an aggressively costed big creature. Those two things are a bit awkward together, and if you played Midnight Hunt you know that completely controlling day and night how you want it isn’t always easy. This might end up being better than the Brawler -- Midnight Hunt did have an unusual amount of good common removal that made big vanilla creatures bad -- but for now I’m pretty skeptical.
Pack 2 Pick 12: Wretched Throng
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Wretched Throng
0.0 // 3.5 I always really like collect ‘em all cards in Limited, they make for interesting picks, and this is a fun take on that. The main idea here is that you can keep getting Exploit fodder if you have multiple copies, but just the fact that it can block and trade and get you another Throng is actually pretty good too. A card like this always needs a range of grades. If you have one of these, you’re never going to play it, but as soon as you have two, you’re looking at a 2.5, if you have 3, it is 3.0, if you have 4 or more, it’s a 3.5.
Cradle of Safety
2.0 This is functionally identical to Starlit Mantle, a card we saw fairly recently that overperformed. This Aura doesn’t give the most amazing boost for the cost, but hexproof can be used to counter spells and it will feel really swingy when you can do that. It will be especially nice in the UW deck, which pays you off for Auras. I think this will be a fine playable, just like the mantle was.
Pack 2 Pick 13: Selhoff Entomber
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Pack 2 Pick 14: Rural Recruit
Rural Recruit
3.0 This is a pretty good Common. 4/2 worth of stats spread across two bodies isn’t too bad for 4 mana, and it comes with the means to train itself right away. This turning into a 2/2 isn’t exactly amazing, but it will definitely make your attacks on the turn after you play it feel pretty good.
Pack 3 Pick 1: Wolf Strike
Consuming Tide
1.5 This is a strange card. It can have a big impact on the game, but it is mostly only going to be worth it if your opponent is ahead of you on board. The good news is, that if they are , you’re probably going to get to draw some cards too. The downside is that, unless you have some mana left over, you may end up losing some of your cards because you’ll have so many. If you’re ahead, it doesn’t make a whole lot of sense to use it. I also don’t love that, if your opponent has the best nonland permanent in play, they’re still going to be ahead of you. I am skeptical of this. Most cards we’ve seen that do mass bounce stuff have been underwhelming in Limited, and I’m going to err on that side of things.
Dawnhart Geist
2.5 This has passable stats and an ability that will gain you some life. There are a decent number of Enchantments in White, so I think you’ll pretty much always end up playing it. The life gain is welcome in the BW deck, and the Enchantment payoff is welcome in UW, but I don’t think you’re overjoyed for it in either.
Twinblade Geist
3.0 This works well within the UW archetype. Having double strike is good for Auras, and then it of course becomes an Aura at some point after it dies, and giving double strike in the right situation can be pretty big. A two mana 1/1 with Double Strike is kind of an alright deal too, and also pairs well with +1/+1 counters.
Runebound Wolf
3.0 This looks pretty nice as a bear with pretty relevant upside. Even on its own, its ability does 1 damage to your opponent, and while that isn’t remotely efficient, it is nice that it does a thing even if its all alone. As long as you are doing 2 or more with this, the damage will become a huge factor in the later part of the game. This looks to me like it has a very real upside and a pretty reasonable floor. You’ll almost always play this in Red decks, and in some of them it will be one of your best cards.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
Kindly Ancestor
3.0 This seems like a nice Common. A 3-mana ⅔ with Lifelink would be a 2.5, so adding the Disturb upside is pretty nice! Giving lifelink to evasive creatures is especially nasty, as life gain just utterly alters races. Its nice that it will also work pretty well in GW, as putting +1/+1 counters on a lifelinker tends to feel pretty good.
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Piercing Light
2.5 This kills X/2s pretty efficiently, but its situational in two different ways, and I don’t love that. The creature has to be small and attacking or blocking. Scry is some minor additional value, but yeah, this falls well short of being premium removal. Its just a solid playable. I’m giving it 2.5.
Daybreak Combatants
2.5 This adds a pretty significant amount of power to the board out of nowhere, thanks to Haste. The boost is going to be enough to enable some attacks you may just not have had before, and the fact it can get in there too seems pretty nice. In a pinch, you can also make this into a 4/2 the turn it comes down, a 4/2 with Haste for three isn’t too shabby.
Flourishing Hunter
2.5 It is pretty likely that this gains you 3 or more life, and that will feel pretty good if you’re trying to stabilize against an aggressive deck. . Seems like a solid card to have in the Colossal Dreadmaw/Honey Mammoth.
Nurturing Presence
1.5 This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
Wolf Strike
3.5 This is quite good. Even if it isn’t night time, this will be good in your Green decks, as the creature doesn’t fight, it just does damage equal to its power, so its one-sided! If it is night-time, it gets wayyy better, as it can make your creature take down a wider variety of creatures, and even offer you the opportunity to attack more effectively with the creature after it kills something else. You do have to be careful with this kind of card since you can get blown out if you don’t pick your spot carefully, but because its an Instant, you can pick your spot pretty effectively. Its definitely premium removal.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Pack 3 Pick 2: Wolf Strike
Twinblade Geist
3.0 This works well within the UW archetype. Having double strike is good for Auras, and then it of course becomes an Aura at some point after it dies, and giving double strike in the right situation can be pretty big. A two mana 1/1 with Double Strike is kind of an alright deal too, and also pairs well with +1/+1 counters.
Archghoul of Thraben
3.5 This looks nice enough. At worst, it is a 3-mana 3/2 that Surveils 1 when it dies. That’s not great, but is perfectly playable. And, obviously, if you have a bunch of other Zombies, it triggers even more. Black decks will basically always have a few zombies, and UB decks will have more than a few, and in those decks it can turn into a real card advantage engine.
Lunar Rejection
2.5 We’ve seen this card before without the werewolf hate side of things, and it was pretty solid. Bouncing a thing doesn’t usually give you a 1-or-1 trade, but because you draw a card, that’s what this amounts to, and you’re usually coming out ahead on tempo. Obviously, the Werewolf hosing upside will feel insane.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Unholy Officiant
2.0 A one mana ½ with Vigilance is not a very good card. Its the kind of card people often overrate, because they think “One mana is only enough to get a 1/1 most of the time!” and while that’s sort of true, the problem in Limited is that this kind of card will get outclassed pretty quickly. That said, it comes with an ability that actually does something in the late game, even if 5 is a lot for a single counter. Its also a decent place to put counters thanks to its keyword ability. So, yeah. This is an alright one drop that you’ll play in your most aggressive GW decks, but it doesn’t look that great anywhere else.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Falkenrath Celebrants
2.5 This is a decent 5-drop. A 5-mana 4/4 with Menace is A 2.0 at best, but the two blood tokens it gives you can fuel some stuff or improve your hand.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Wolf Strike
3.5 This is quite good. Even if it isn’t night time, this will be good in your Green decks, as the creature doesn’t fight, it just does damage equal to its power, so its one-sided! If it is night-time, it gets wayyy better, as it can make your creature take down a wider variety of creatures, and even offer you the opportunity to attack more effectively with the creature after it kills something else. You do have to be careful with this kind of card since you can get blown out if you don’t pick your spot carefully, but because its an Instant, you can pick your spot pretty effectively. Its definitely premium removal.
Sheltering Boughs
1.0 This Aura replaces itself, which definitely upgrades it, but the stats boost isn’t pretty. I think you’ll cut this more than you play it.
Hookhand Mariner
3.0 This is a nice Common werewolf, something they could have used in the last set! A 4-mana 4/4 is pretty close to a C, and when this transforms it is hard to block.
Repository Skaab
3.0 A Hill Giant that sometimes rebuys you an Instant or Sorcery is decent. Obviously, you don’t really want to give up a real creature for the effect all the time, otherwise it is a roundabout way of rummaging, but recurring removal spells is especially potent, and giving up a creature for that is often going to be worth it, especially if you sacrifice a card that brings you some value when it dies.
Grisly Ritual
2.5 A 6 mana sorcery that kills something is certainly not premium. You almost always spend more mana, and having to tap all of your mana on your own turn is pretty brutal. Still, it is unconditional and gives you a couple of Blood tokens, so it isn’t bad. It just isn’t good either.
Pack 3 Pick 3: Geralf, Visionary Stitcher
Geralf, Visionary Stitcher
4.0 This set has lots of Zombie of course, especially in UB, so he will often come down and give a Zombie or Zombies in play Flying right away. Then, his ability makes it so you can give up creatures to make more Zombies. Now, in a lot of ways, that ability just reads “U, Tap: Give target creature Flying,” but uh..that’s actually pretty good, and sometimes you’ll be sacrificing a creature who is no longer relevant at all, and that’s a huge upgrade.
Innocent Traveler
3.0 You start out with a creature that is terrible on the vanilla test, but it can transform into a creature that does quite well on the vanilla test. The only way it won’t transform is if your opponent is willing to give up creatures, and that’s a pretty real cost. Sure, the first couple of times they may have some expendable stuff, but it will ultimately become a pretty real problem. Now, the downside is that your opponent may be able to hold off it off long enough so that a 3/3 Flyer isn’t a big deal or something, but the fact is that it still whittled away the opponent’s board a bit, and that’s not bad value to have on your 4-mana 3/3 Flyer. It is definitely kind of rough the turn you play it, since it’s such a terrible blocker, but by your upkeep I think you’ll be reasonably happy with its performance.
Wandering Mind
3.5 This will almost always be drawing you a card -- six cards is a ton, and as long as you have like 5 noncreature nonlands in your deck, your chances are decent. And, normally, you’ll have many more than that! So this is a 2-for-1 with a relevant flying body, and I love that.
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Repository Skaab
3.0 A Hill Giant that sometimes rebuys you an Instant or Sorcery is decent. Obviously, you don’t really want to give up a real creature for the effect all the time, otherwise it is a roundabout way of rummaging, but recurring removal spells is especially potent, and giving up a creature for that is often going to be worth it, especially if you sacrifice a card that brings you some value when it dies.
Binding Geist
2.0 So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Flame-Blessed Bolt
3.5 This is premium removal. One mana for 2 at Instant speed always is, as you can very easily trade up. The exile clause definitely matters because of the disturb mechanic too.
Sporeback Wolf
2.5 We’ve seen two mana 2/2s with this box of text before, and its fine. Being a 2/4 is decent enough upside on a bear.
Grisly Ritual
2.5 A 6 mana sorcery that kills something is certainly not premium. You almost always spend more mana, and having to tap all of your mana on your own turn is pretty brutal. Still, it is unconditional and gives you a couple of Blood tokens, so it isn’t bad. It just isn’t good either.
Parish-Blade Trainee
2.5 This will get bigger relatively easy since it starts with one power. One kind of awkward thing about it, though, is the fact that if you play this as your two drop, it almost definitely won’t be growing on turn three. It is nice that it pays you off for counter stuff more generally too, but this seems pretty awkward to curve out with, and I think that hurts its grade a little.
Pack 3 Pick 4: Patchwork Crawler
Patchwork Crawler
3.0 This is a pretty neat card, and not a bad late game mana sink to have around. And, even early sometimes, copying a creature’s ability who died and getting a counter can be better than playing a thing from time to time. But still, it starts out small, and asks for set up, and has a pretty costly ability. Its great late, but kind of meh the rest of the game.
Bloodsworn Squire
2.5 So, the front side of this would be a kind of playable card already, as being able to threaten indestructibility is a pretty big deal, and makes it hard for your opponent to interact with it. Mana AND a card is pretty real cost, though. Transforming this won’t be the easiest thing in the world, especially because a lot of the time, holding on to a creature in your hand will be worth way more than using this thing’s ability and trying to transform it. However, by the late game, it is likely to transform and be a pretty decent size, while still having that indestructible ability.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Lightning Wolf
1.5 This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Witch's Web
1.5 We see this trick a lot, and its always passable in aggressive decks. It gives enough of a boost that the creature usually wins combat, and it can even be used to ambush an attacking flyer, though typically you’d rather use this aggressively than defensively.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Nurturing Presence
1.5 This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Persistent Specimen
1.0 // 2.5 Like many Skeletons who came before it, the idea here is to recur this so that you can keep sacrificing it to exploit triggers and other stuff. I think that really makes this a build around, as you don’t want to play it at all in a deck that doesn’t really take advantage of its recursion, as getting back a 1/1 over and over again just isn’t very good for most decks.
Pack 3 Pick 5: Skywarp Skaab
Frenzied Devils
2.0 This card’s a bit awkward. It costs 5, so most of the time you’re not going to be able to buff it the first turn you play it, so having Haste, while certainly better than not having it, won’t be that great. And it starts out so small that it dies to a ton of stuff, and that’s not something I love for 5 mana. Now, the upside here is that this thing is incredibly hard to block if you have cards in hand and mana available, and your opponent will find themselves just taking it when that’s the case -- or blocking because they might die lethal, and playing that “threat of activation” game can be pretty nice. But the baseline here is still pretty unexciting to me.
Adamant Will
1.5 We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
Skywarp Skaab
2.5 If this always drew you a card, I’d be pretty pumped about this! It probably only ends up drawing you a card around half the time though, which is substantially worse, as a 5-mana 2/5 Flyer isn’t anything special.
Voldaren Epicure
2.0 This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
Kessig Flamebreather
2.0 Every time we’ve seen a noncreature spell payoff that pings the opponent, it has ended up being better than it looks. It will tend to do enough incidental damage throughout the game that it ends up being a pretty nice payoff.
Abrade
4.0 Woo boy, this is a very powerful reprint, and its one that was UNCOMMON last time, so the downshift is pretty exciting. Two to do 3 to something is always premium, and having the other mode is nice too, even if this format isn’t exactly filled to the brim with Artifacts.
Witch's Web
1.5 We see this trick a lot, and its always passable in aggressive decks. It gives enough of a boost that the creature usually wins combat, and it can even be used to ambush an attacking flyer, though typically you’d rather use this aggressively than defensively.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Pack 3 Pick 6: Binding Geist
Arm the Cathars
3.0 +6/+6 worth of stats spread across three creatures and Vigilance is going to be enough to enable attacks on a whole lot of boards, between the stats and the fact that you can still have the creatures hang back to block, which really matters in a race. Sure, you need a board state for this to do its thing, and you have to be a little cautious about when you use it, but it seems like this can bust a game wide open early, and break through a stalled board late, and that seems like a pretty nice overall.
Dread Fugue
0.0 // 1.0 Neither side of this card is very good in Limited. If you just cast it normally, there’s a good chance you hit nothing, and the 3-mana effect is just Coercion, a card that generally isn’t playable in Limited. You’ve got to be adding to the board meaningfully in most Limited formats, and this doesn’t do that, and it will often do nothing. It gets a little better as a sideboard card, but its probably still just a 1 there.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
Sheltering Boughs
1.0 This Aura replaces itself, which definitely upgrades it, but the stats boost isn’t pretty. I think you’ll cut this more than you play it.
Blood Fountain
2.5 I always like to have one copy of the the Black card that gets you two creatures back from the graveyard, and that’s what we have here. For 5 mana you get those two creatures and a blood token, and that’s a pretty reasonable rate, especially because you’re paying it in two installments, and can pay the larger part at instant speed! You don’t normally want to overdo it with copies of this kind of card because they tend to not be great early, but this offsets that a bit since it does give you Blood before the other part of the card becomes useful. But yeah, getting two creatures back late can often give you what you need to win the game. I think the first copy of this is a 2.5, with diminishing returns after that.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Binding Geist
2.0 So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
Wretched Throng
0.0 // 3.5 I always really like collect ‘em all cards in Limited, they make for interesting picks, and this is a fun take on that. The main idea here is that you can keep getting Exploit fodder if you have multiple copies, but just the fact that it can block and trade and get you another Throng is actually pretty good too. A card like this always needs a range of grades. If you have one of these, you’re never going to play it, but as soon as you have two, you’re looking at a 2.5, if you have 3, it is 3.0, if you have 4 or more, it’s a 3.5.
Voldaren Epicure
2.0 This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
Pack 3 Pick 7: Chill of the Grave
Wedding Security
3.5 This is quite the Blood payoff! Even if you can only trigger it once, chances are you’ll feel pretty good, as this will be a 5/5 that gets you a 2-for-1 pretty easily, and if you have more blood and he can attack more, he’ll really be doing it. It is likely that most Black decks find 3-5 ways to make Blood, so I don’t really think he needs a build around -- I think you can just take him pretty early, especially because the ceiling on the card is really high.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Dreadlight Monstrosity
1.5 This doesn’t seem very good. A 6-mana 5/5 is an ugly rate, even with Ward 2, and yeah – it can become unblockable, but only for a huge chunk of mana, and only if you have a card in exile. Now, by the time you can use the ability it is reasonably likely you have something in exile because of Disturb, but there will be times where that just isn’t the case, and without that ability, this card is really not good. You’ll play it if you’re desperate for a finisher I guess, but you’re hoping for something better.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
End the Festivities
0.5 Yeah. No thanks. This is a sideboard card, there aren’t enough X/1s in this format that you want to be doing this.
Binding Geist
2.0 So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
Chill of the Grave
2.5 This sort of effect is always pretty decent when paired with a draw. If you can pay two for this consistently, it will feel especially good. It looks reasonably well suited for both the UB and UR decks, which are Zombies and spells respectively. You generally want to use this type of effect aggressively to alter the race, but it isn’t the worst thing defensively.
Ancestral Anger
1.0 I like collect ‘em all cards, but just pumping power at Sorcery speed just isn’t that great, even with Trample. Now, I do think it has a little bit of value in the UR deck, since it is a spell that cantrips, but I’m still not very impressed.
Pack 3 Pick 8: Dawnhart Disciple
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Fearful Villager
2.0 This has alright base stats and some decent upside, but its nothing special.
Adamant Will
1.5 We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Daybreak Combatants
2.5 This adds a pretty significant amount of power to the board out of nowhere, thanks to Haste. The boost is going to be enough to enable some attacks you may just not have had before, and the fact it can get in there too seems pretty nice. In a pinch, you can also make this into a 4/2 the turn it comes down, a 4/2 with Haste for three isn’t too shabby.
Pack 3 Pick 9: Dawnhart Geist
Dawnhart Geist
2.5 This has passable stats and an ability that will gain you some life. There are a decent number of Enchantments in White, so I think you’ll pretty much always end up playing it. The life gain is welcome in the BW deck, and the Enchantment payoff is welcome in UW, but I don’t think you’re overjoyed for it in either.
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Daybreak Combatants
2.5 This adds a pretty significant amount of power to the board out of nowhere, thanks to Haste. The boost is going to be enough to enable some attacks you may just not have had before, and the fact it can get in there too seems pretty nice. In a pinch, you can also make this into a 4/2 the turn it comes down, a 4/2 with Haste for three isn’t too shabby.
Nurturing Presence
1.5 This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Pack 3 Pick 10: Repository Skaab
Unholy Officiant
2.0 A one mana ½ with Vigilance is not a very good card. Its the kind of card people often overrate, because they think “One mana is only enough to get a 1/1 most of the time!” and while that’s sort of true, the problem in Limited is that this kind of card will get outclassed pretty quickly. That said, it comes with an ability that actually does something in the late game, even if 5 is a lot for a single counter. Its also a decent place to put counters thanks to its keyword ability. So, yeah. This is an alright one drop that you’ll play in your most aggressive GW decks, but it doesn’t look that great anywhere else.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Sheltering Boughs
1.0 This Aura replaces itself, which definitely upgrades it, but the stats boost isn’t pretty. I think you’ll cut this more than you play it.
Repository Skaab
3.0 A Hill Giant that sometimes rebuys you an Instant or Sorcery is decent. Obviously, you don’t really want to give up a real creature for the effect all the time, otherwise it is a roundabout way of rummaging, but recurring removal spells is especially potent, and giving up a creature for that is often going to be worth it, especially if you sacrifice a card that brings you some value when it dies.
Pack 3 Pick 11: Binding Geist
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Binding Geist
2.0 So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Sporeback Wolf
2.5 We’ve seen two mana 2/2s with this box of text before, and its fine. Being a 2/4 is decent enough upside on a bear.
Pack 3 Pick 12: Fear of Death
Lightning Wolf
1.5 This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Pack 3 Pick 13: Dawnhart Disciple
Witch's Web
1.5 We see this trick a lot, and its always passable in aggressive decks. It gives enough of a boost that the creature usually wins combat, and it can even be used to ambush an attacking flyer, though typically you’d rather use this aggressively than defensively.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Pack 3 Pick 14: Sheltering Boughs
Sheltering Boughs
1.0 This Aura replaces itself, which definitely upgrades it, but the stats boost isn’t pretty. I think you’ll cut this more than you play it.