Welcoming Vampire
4.0 This is very good. A 3-mana ⅔ Flyer is already like a 2.5, and this comes with an ability that will draw you a card every now and then, and even if you only net one card from it, you’re going to be doing well, anything beyond that, and you’re doing great! Without even trying your deck will have lots of creatures who trigger this.
Valorous Stance
3.0 This is a reprint, and it was pretty nice in Limited last time. We usually get an effect that costs 3 or 4 and kills big things, so having it at two mana is a huge upgrade, and if it doesn’t have a target, the other mode comes up sometimes. You can use it to save a creature, sometimes creating big blow outs. As a removal spell alone I don’t quite think its premium because it is conditional, but the additional mode does enough to give this the kind of grade a card in the lower ranger of “premium” would get.
Alluring Suitor
4.0 Transforming this really won’t be very hard, and that means that this is a 3-mana 3/3 that gives you RR when it attacks, and then has a pretty nice ability. If you play this on turn three and attack with two things on the next turn it will feel especially good, and it has the size and ability to stay relevant almost all game. It can even transform without attacking itself! This is just great.
Thirst for Discovery
3.0 3 mana to draw 3 at instant speed and discard a land is a pretty good deal, and in some decks in this format, discarding nonlands will also be beneficial. It doesn’t impact the board of course, and you don’t want to jam too many cards like that into your deck, but I think this looks pretty good overall, and would value the first copy fairly high.
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.
Drogskol Infantry
3.0 This looks like a nice Common to me! It is a bear on one side, and then can come back as a pretty nice Aura late. Look at it as a creature who can trade and leave an Aura behind, and that sounds pretty good.
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.
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.
Moldgraf Millipede
2.0 This is a decent payoff for the UG deck in the format, which likes milling. It is hard to overlook how bad this will feel if you only end up with one or two creatures, but I think if its at least a 4/4 you feel okay about it, and sometimes it will be much bigger. It is still just a big vanilla creature, though.
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.
Doomed Dissenter
3.0 This is a reprint, and a nice one to have in a set with Exploit. This is a great thing to sacrifice, and even apart from that, it can be a really obnoxious creature that just makes all X/1s really sad, since it just trades and gives you a 2/2. You get 3/3 of stats out of this for only two mana in the end, and that’s pretty nice.
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!
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
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.
Pack 1 Pick 2: Hiveheart Shaman
Hiveheart Shaman
4.0 4-mana for a ⅗ is actually a pretty decent rate, and everything else this card has going on is really nice. In a typical Limited deck, you may not be able to take advantage of the attack trigger, but if you’re splashing, there’s a good chance it will help you out. Most of the card’s value, though, comes from its ability to churn out insect tokens. They are going to be 3/3s or better most of the time, and while spending six on that isn’t incredible, the fact its repeatable does really matter, and a 3/3 is a very real body! If you are splashing, it will be making 4/4s, which is insane. It is too bad you can only use the ability at Sorcery speed, though, but still – a very nice card.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 3: Drogskol Infantry
Cartographer's Survey
1.5 This is an interesting version of Explosive Vegetation! Most of the time when you cast this you will be getting two lands. The thing that makes it worse than Vegetation and other cards like it, is that this won’t reliably help you fix your mana or anything like that. It definitely improves your chances of course, but because you usually run about one land that produces splash mana, your chances aren’t great. So mostly, I’m looking at this as a ramp spell -- and it is good at that, even if it is pretty clunky. Casting this on turn four in some games just won’t be something you can do if your opponent is aggressive. Right now, I don’t see myself playing this other than in the rampiest of decks.
Markov Waltzer
3.5 This adds three power to the board the turn it comes down, and it will always be really enhancing your attacks, which is exactly what you want to be doing in RW, a color pair all about aggro.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
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.
Drogskol Infantry
3.0 This looks like a nice Common to me! It is a bear on one side, and then can come back as a pretty nice Aura late. Look at it as a creature who can trade and leave an Aura behind, and that sounds pretty good.
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.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
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.
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.
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.
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.
Moldgraf Millipede
2.0 This is a decent payoff for the UG deck in the format, which likes milling. It is hard to overlook how bad this will feel if you only end up with one or two creatures, but I think if its at least a 4/4 you feel okay about it, and sometimes it will be much bigger. It is still just a big vanilla creature, though.
Pack 1 Pick 4: Sigarda's Imprisonment
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.
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.
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.
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.
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.
Sigarda's Imprisonment
3.0 This is White’s usual aura-based premium removal. Now, there’s a very real chance this is worse than normal, since Exploit is in the format, but I still think the efficiency of the card is worth it -- 3 mana completely removes the card from combat, allowing you to attack and take advantage right away, and its nice that in the late game you can get rid of the creature entirely and get a Blood token out of the deal.
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.
Reckless Impulse
2.5 I like that we’re seeing more of these so-called “impulsive draw” effects, seeing one at Common is neat! Anyway, this can sometimes feel like two mana to draw 2, which is quite good. Other times, you’ll hit two lands, and that won’t feel so good, but I think most of the time getting two cards of value out of this is going to happen, especially if you don’t play a land before you play it -- and you pretty much never should.
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.
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.
Pack 1 Pick 5: Parish-Blade Trainee
Inspired Idea
3.0 This is an interesting card. If it is the last card in your hand just casting it for three is probably best, because it is likely you will be able to play some of the cards you'll draw, and that mana will be useful. But obviously, if you are casting it at any other time, you'll need to Cleave it or be in some trouble. Still, three mana to draw three is big, and in the later part of the game you probably won't have more than four cards in your hand anyway. I think this has enough upside that I would play it in most Blue decks, and especially in aggressive ones that empty their hand quickly.
Radiant Grace
2.5 There are lots of Auras in this format that do an excellent job of getting around the 2-for-1 risk of Auras, and this is yet another! One mana for +1/+0 and Vigilance isn’t exactly an exciting boost, and probably wouldn’t be a card you’re super interested in playing, but the fact that it comes back as a Curse is nice. Now, again, just the Curse side of this isn’t great, but when you staple the two cards together, you end up with a very playable card, especially in UW, which loves Enchantments. The Curse side is going to be nice if you’re aggressive especially, and is less good the less aggressive you are. I think this comes out as a 2.5, overall.
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.
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.
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.
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.
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.
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.
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.
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 1 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.
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.
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.
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.
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.
Drogskol Infantry
3.0 This looks like a nice Common to me! It is a bear on one side, and then can come back as a pretty nice Aura late. Look at it as a creature who can trade and leave an Aura behind, and that sounds pretty good.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
Reckless Impulse
2.5 I like that we’re seeing more of these so-called “impulsive draw” effects, seeing one at Common is neat! Anyway, this can sometimes feel like two mana to draw 2, which is quite good. Other times, you’ll hit two lands, and that won’t feel so good, but I think most of the time getting two cards of value out of this is going to happen, especially if you don’t play a land before you play it -- and you pretty much never should.
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 1 Pick 7: Estwald Shieldbasher
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.
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.
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.
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.
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.
Mulch
1.0 // 2.5 This is a reprint, and one that stands a good chance at impacting constructed! In Limited, it is probably only worth it in a deck that is interesting in loading the graveyard, which mostly seems to be UG this time around. It does give you a good shot at hitting a land drop or two, which is fine. Still, I think most decks won’t play this apart from UG.
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.
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.
Pack 1 Pick 8: Spiked Ripsaw
Spiked Ripsaw
3.0 This reminds me a lot of Plate Armor, and that’s pretty good company to keep, because that was a very powerful piece of Equipment. It costs the same to play and equip and gives the same stats boost, though Plate Armor also granted Ward and could reduce its equip cost. In place of that, though, Spiked Ripjaw can make your creature have trample, which is pretty nice. But yeah, this big of a stats boost can make almost any creature into a threat, and that’s what makes this so nice.
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.
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.
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.
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.
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.
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.
Pack 1 Pick 9: Drogskol Infantry
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.
Drogskol Infantry
3.0 This looks like a nice Common to me! It is a bear on one side, and then can come back as a pretty nice Aura late. Look at it as a creature who can trade and leave an Aura behind, and that sounds pretty good.
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.
Moldgraf Millipede
2.0 This is a decent payoff for the UG deck in the format, which likes milling. It is hard to overlook how bad this will feel if you only end up with one or two creatures, but I think if its at least a 4/4 you feel okay about it, and sometimes it will be much bigger. It is still just a big vanilla creature, though.
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.
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.
Pack 1 Pick 10: Sporeback Wolf
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.
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.
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.
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.
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 11: Moldgraf Millipede
Cartographer's Survey
1.5 This is an interesting version of Explosive Vegetation! Most of the time when you cast this you will be getting two lands. The thing that makes it worse than Vegetation and other cards like it, is that this won’t reliably help you fix your mana or anything like that. It definitely improves your chances of course, but because you usually run about one land that produces splash mana, your chances aren’t great. So mostly, I’m looking at this as a ramp spell -- and it is good at that, even if it is pretty clunky. Casting this on turn four in some games just won’t be something you can do if your opponent is aggressive. Right now, I don’t see myself playing this other than in the rampiest of decks.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
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.
Moldgraf Millipede
2.0 This is a decent payoff for the UG deck in the format, which likes milling. It is hard to overlook how bad this will feel if you only end up with one or two creatures, but I think if its at least a 4/4 you feel okay about it, and sometimes it will be much bigger. It is still just a big vanilla creature, though.
Pack 1 Pick 12: Scattered Thoughts
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.
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 1 Pick 13: Radiant Grace
Radiant Grace
2.5 There are lots of Auras in this format that do an excellent job of getting around the 2-for-1 risk of Auras, and this is yet another! One mana for +1/+0 and Vigilance isn’t exactly an exciting boost, and probably wouldn’t be a card you’re super interested in playing, but the fact that it comes back as a Curse is nice. Now, again, just the Curse side of this isn’t great, but when you staple the two cards together, you end up with a very playable card, especially in UW, which loves Enchantments. The Curse side is going to be nice if you’re aggressive especially, and is less good the less aggressive you are. I think this comes out as a 2.5, overall.
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.
Pack 1 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.
Pack 2 Pick 1: Circle of Confinement
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.
Circle of Confinement
3.0 The vampire part of the card mostly won’t matter in Limited -- you have to be exiling something your opponent has multiple copies of, after all. Mostly, this is a two mana removal spell that gets rid of mana value 3 or less things for two mana. That’s probably just enough to be premium removal, especially in a set with Disturb creatures, most of which are small enough that this can exile.
Voltaic Visionary
3.0 This has a neat design. Ideally, it will be a two mana 4/3 that can’t block that draws you a card for 2 life, and that’s something you’d always play! The problem is sometimes it’ll exile a card you can’t play, but if your curve is low enough or its late, it shouldn’t be too hard for this to net you that card. The downside is that, since it can’t block, trading won’t be super easy. Sometimes you will be able to assign it as a blocker then use the ability to transform it. In those situations, you’ll be more likely to get the 2-for-1, but yeah. This can lead to some aggressive starts or draw you a card late while adding to the board, and I like that.
Rending Flame
4.0 This is premium removal and then some. 3 to do 5 at instant speed is excellent, and it will do 2 extra damage on occasion, which is pretty nice. This is one of the best Uncommons in the set.
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.
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.
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!
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.
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.
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.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
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.
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.
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.
Pack 2 Pick 2: Adamant Will
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.
Bride's Gown
1.5 Two to play and two to equip for +2/+0 is a sort of decent rate. It enables attacks you didn’t have before, although not raising toughness isn’t something I love, since it generally means your creature won’t have a better chance of surviving combat. We’ve seen Equipment with the same cost and boost before, and they are usually not that good. However, with Training a pretty big mechanic in White, I do think you end up playing this as your 23rd or 24th card a decent chunk of the time. And yeah, I know, it gets better if you pair it with Groom’s Finery, but they are both Uncommon so getting more than one copy of each isn’t ultra likely, and getting them both in play at the same time won’t happen a ton, though when it does it will be nice.
Radiant Grace
2.5 There are lots of Auras in this format that do an excellent job of getting around the 2-for-1 risk of Auras, and this is yet another! One mana for +1/+0 and Vigilance isn’t exactly an exciting boost, and probably wouldn’t be a card you’re super interested in playing, but the fact that it comes back as a Curse is nice. Now, again, just the Curse side of this isn’t great, but when you staple the two cards together, you end up with a very playable card, especially in UW, which loves Enchantments. The Curse side is going to be nice if you’re aggressive especially, and is less good the less aggressive you are. I think this comes out as a 2.5, overall.
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.
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.
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.
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.
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.
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.
Courier Bat
3.0 This is a very nice Common. Early, its a Wind Drake, which is passable -- and then from the mid-game on, you’re going to be able to get a creature back reasonably often. Obviously, you’re going to want some life gain stuff going on, and that’s really a thing in BW, but there’s enough life gain around that I think this will be pretty much an auto-include in most Black decks, especially because it has such a good floor.
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.
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.
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.
Pack 2 Pick 3: Dawnhart Disciple
Alchemist's Gambit
1.0 So, without Cleave, this is an unplayable card -- one we’ve basically seen before. Time Walks are great, but the fact that you lose the game after your extra turn is terrible, and makes the uses of this card incredibly narrow. Sure, if you will win the game by taking that extra turn, its worth it, but you won’t end up in that situation often enough to warrant running this. Now, if you do Cleave it, you get a real Time Walk -- but it is an expensive one that doesn’t add to the board in any way. I think you might play this in a very controlling UR deck, but even then, it doesn’t seem incredible.
Spiked Ripsaw
3.0 This reminds me a lot of Plate Armor, and that’s pretty good company to keep, because that was a very powerful piece of Equipment. It costs the same to play and equip and gives the same stats boost, though Plate Armor also granted Ward and could reduce its equip cost. In place of that, though, Spiked Ripjaw can make your creature have trample, which is pretty nice. But yeah, this big of a stats boost can make almost any creature into a threat, and that’s what makes this so nice.
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.
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.
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.
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.
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.
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.
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.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
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.
Doomed Dissenter
3.0 This is a reprint, and a nice one to have in a set with Exploit. This is a great thing to sacrifice, and even apart from that, it can be a really obnoxious creature that just makes all X/1s really sad, since it just trades and gives you a 2/2. You get 3/3 of stats out of this for only two mana in the end, and that’s pretty nice.
Pack 2 Pick 4: Weaver of Blossoms
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.
Retrieve
1.5 This doesn’t look great. It won’t be easy actually getting back two cards with this. Sure, having a creature in your graveyard is a foregone conclusion, but having a noncreature permanent is not. In Limited, that means we’re talking Lands, Artifacts, and Enchantments, and those things don’t routinely end up in the graveyard! Unless, of course, you’re in a self mill deck. In a deck like that, getting a land + creature will be pretty easy, and not a bad deal. Still, this is going to only be good in some pretty specific decks, and even then it won’t be that great.
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.
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!
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.
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.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
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.
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.
Spore Crawler
3.0 I like this. It doesn’t do anything fancy, but it has 2-for-1 written all over it, and I always like Commons that can produce those easily.
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.
Pack 2 Pick 5: Valorous Stance
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.
Valorous Stance
3.0 This is a reprint, and it was pretty nice in Limited last time. We usually get an effect that costs 3 or 4 and kills big things, so having it at two mana is a huge upgrade, and if it doesn’t have a target, the other mode comes up sometimes. You can use it to save a creature, sometimes creating big blow outs. As a removal spell alone I don’t quite think its premium because it is conditional, but the additional mode does enough to give this the kind of grade a card in the lower ranger of “premium” would get.
Soulcipher Board
1.0 // 3.0 This seems like it might be a little slow. It doesn’t add to the board in a meaningful way until it transforms, and it will usually take a few turns for you to get there. Sure, any creature being milled or dying will remove a counter, so if you have a deck that is good at self-milling you could get it going pretty fast, but you probably can’t really count on this being good enough all on its own. I mean, if you don’t see a creature with the ability, it won’t remove a counter, and do you really want to not draw a creature? I mean, sometimes you won’t want to, but you frequently would rather have the creature than mill it. Once it does transform, its pretty impressive as an aerial threat with a very good mana sink ability, but I think it will be too slow in most decks.
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.
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.
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.
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.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
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.
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 6: Crushing Canopy
Parasitic Grasp
4.0 This is really good. There are lots of Humans who you can kill with this, but in situations where you want to kill a non Human, paying an additional mana is perfectly fine.
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.
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.
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.
Moldgraf Millipede
2.0 This is a decent payoff for the UG deck in the format, which likes milling. It is hard to overlook how bad this will feel if you only end up with one or two creatures, but I think if its at least a 4/4 you feel okay about it, and sometimes it will be much bigger. It is still just a big vanilla creature, though.
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.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
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.
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 7: Estwald Shieldbasher
Groom's Finery
1.5 If you don’t also have Bride’s Gown, the boost from this card isn’t really going to be worth it. Two to play and two to equip for +2/+0 is basically never a worthwhile Equipment when we see it. Sure, it can enable an attack that wasn’t there before, but the lack of a toughness boost really matters.
Boarded Window
2.5 This kind of effect always plays much better than you’d think. Decreasing the power of attacking creatures really results in a big downgrade for your opponent, and does have a pretty real impact on the board. It is a bit of a bummer -- albeit a flavrful bummer -- that it goes away if your opponent does 4 or more damage to you -- but it will be surprisingly hard for your opponent to find a way to do that, since their creatures will be significantly less potent attackers, something that is even more of a problem if you have blockers. Now you don’t really want this if you’re in the beat down, but if you’re in a more grindy control deck, this is going to be something that does a nice job for you.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
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.
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.
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.
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.
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 8: Militia Rallier
Edgar's Awakening
3.0 We see 5 mana spells that reanimate a thing a lot, and in your typical format, they aren’t that great. In this format, I don’t see that being drastically different. The tricky thing is getting something into the yard that is worth spending the 5 mana on, and that just doesn’t happen all that often in a typical game of Limited. Now, the additional effect here definitely matters -- as if you discard this to Rummage with Blood, you get a creature back to your hand for a single Black, and that’s going to feel pretty good, so having the alternate reanimation mode is really just upside.
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.
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.
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.
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.
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 9: 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.
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.
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.
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.
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.
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.
Pack 2 Pick 10: Snarling Wolf
Radiant Grace
2.5 There are lots of Auras in this format that do an excellent job of getting around the 2-for-1 risk of Auras, and this is yet another! One mana for +1/+0 and Vigilance isn’t exactly an exciting boost, and probably wouldn’t be a card you’re super interested in playing, but the fact that it comes back as a Curse is nice. Now, again, just the Curse side of this isn’t great, but when you staple the two cards together, you end up with a very playable card, especially in UW, which loves Enchantments. The Curse side is going to be nice if you’re aggressive especially, and is less good the less aggressive you are. I think this comes out as a 2.5, overall.
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.
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.
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.
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.
Pack 2 Pick 11: Alchemist's Gambit
Alchemist's Gambit
1.0 So, without Cleave, this is an unplayable card -- one we’ve basically seen before. Time Walks are great, but the fact that you lose the game after your extra turn is terrible, and makes the uses of this card incredibly narrow. Sure, if you will win the game by taking that extra turn, its worth it, but you won’t end up in that situation often enough to warrant running this. Now, if you do Cleave it, you get a real Time Walk -- but it is an expensive one that doesn’t add to the board in any way. I think you might play this in a very controlling UR deck, but even then, it doesn’t seem incredible.
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.
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.
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 12: Retrieve
Retrieve
1.5 This doesn’t look great. It won’t be easy actually getting back two cards with this. Sure, having a creature in your graveyard is a foregone conclusion, but having a noncreature permanent is not. In Limited, that means we’re talking Lands, Artifacts, and Enchantments, and those things don’t routinely end up in the graveyard! Unless, of course, you’re in a self mill deck. In a deck like that, getting a land + creature will be pretty easy, and not a bad deal. Still, this is going to only be good in some pretty specific decks, and even then it won’t be that great.
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.
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 13: Unholy Officiant
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.
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.
Pack 2 Pick 14: Rot-Tide Gargantua
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 3 Pick 1: Sigardian Paladin
Splendid Reclamation
0.0 This is a reprint from Eldritch Moon, and it was a useless card last time -- and it will be again!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Courier Bat
3.0 This is a very nice Common. Early, its a Wind Drake, which is passable -- and then from the mid-game on, you’re going to be able to get a creature back reasonably often. Obviously, you’re going to want some life gain stuff going on, and that’s really a thing in BW, but there’s enough life gain around that I think this will be pretty much an auto-include in most Black decks, especially because it has such a good floor.
Pack 3 Pick 2: Faithbound Judge
Faithbound Judge
4.0 A 3-mana 4/4 with Flying and Defender is already a reasonably playable card, at least in slower decks. It has great stats for the cost and can block for a very long time. But the great thing is, it doesn’t stay that way! It will take a few turns, but eventually the Judge can actually attack! And then, if your opponent manages to kill it, you can Disturb it late to put your opponent on a fast clock. Of course, it costs 7 mana to disturb, so it will be hard to get there consistently. Now, all the stuff with these counters is super slow, and there are going to be times where this card just couldn’t get you there because it is slow, but its still really good.
Bramble Wurm
3.5 This is a pretty nice thing to ramp into, and a good finisher in general, as it will really allow you to stabilize between its size and the life it gains you. Its too bad it doesn’t draw you a card, like some other big Wurms we’ve seen, but even without that, this looks like a nice top curve for slower decks.
Spiked Ripsaw
3.0 This reminds me a lot of Plate Armor, and that’s pretty good company to keep, because that was a very powerful piece of Equipment. It costs the same to play and equip and gives the same stats boost, though Plate Armor also granted Ward and could reduce its equip cost. In place of that, though, Spiked Ripjaw can make your creature have trample, which is pretty nice. But yeah, this big of a stats boost can make almost any creature into a threat, and that’s what makes this so nice.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
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.
Fearful Villager
2.0 This has alright base stats and some decent upside, but its nothing special.
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.
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.
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.
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!
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.
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 3: Wolf Strike
Ollenbock Escort
2.5 A one mana 1/1 with Vigilance is kind of alright in this format, since there is an Aura deck and a +1/+1 counter deck, but it gets a lot better with its ability to make something gain lifelink and indestructibility. Those two keywords are huge, and this is going to have some serious impact on the board if you have a creature with a counter somewhere, as your opponent has to respect this ability or get completely wrecked.
Soulcipher Board
1.0 // 3.0 This seems like it might be a little slow. It doesn’t add to the board in a meaningful way until it transforms, and it will usually take a few turns for you to get there. Sure, any creature being milled or dying will remove a counter, so if you have a deck that is good at self-milling you could get it going pretty fast, but you probably can’t really count on this being good enough all on its own. I mean, if you don’t see a creature with the ability, it won’t remove a counter, and do you really want to not draw a creature? I mean, sometimes you won’t want to, but you frequently would rather have the creature than mill it. Once it does transform, its pretty impressive as an aerial threat with a very good mana sink ability, but I think it will be too slow in most decks.
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.
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.
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.
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.
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.
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.
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.
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 3 Pick 4: Gryff Rider
Retrieve
1.5 This doesn’t look great. It won’t be easy actually getting back two cards with this. Sure, having a creature in your graveyard is a foregone conclusion, but having a noncreature permanent is not. In Limited, that means we’re talking Lands, Artifacts, and Enchantments, and those things don’t routinely end up in the graveyard! Unless, of course, you’re in a self mill deck. In a deck like that, getting a land + creature will be pretty easy, and not a bad deal. Still, this is going to only be good in some pretty specific decks, and even then it won’t be that great.
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.
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.
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.
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.
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.
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.
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.
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.
Courier Bat
3.0 This is a very nice Common. Early, its a Wind Drake, which is passable -- and then from the mid-game on, you’re going to be able to get a creature back reasonably often. Obviously, you’re going to want some life gain stuff going on, and that’s really a thing in BW, but there’s enough life gain around that I think this will be pretty much an auto-include in most Black decks, especially because it has such a good floor.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
Pack 3 Pick 5: Traveling Minister
Foreboding Statue
3.5 This is basically a way better version of Mystic Skull from the last set. Both are cards that fix your mana and then turn into creatures, but the Statue is way, way better on the front! For one thing its a creature, and for another it doesn’t just filter your mana -- it actually ramps you too. Then, once it transforms, it becomes a pretty imposing creature that still fixes your mana. This looks like a nice card that all but the most aggressive of decks would play and take fairly highly.
Into the Night
1.0 This doesn’t look very good to me. Sure, your werewolves get more impressive, but we saw in the last format that doing that isn’t that great, and 4 mana for that effect definitely is not worth it. I know it is accompanied by a rummage effect, but having enough cards in your hand to make that really worth it doesn’t seem very likely to me. It does replace itself effectively, but a 4 mana sorcery is still pretty ugly.
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.
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!
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.
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.
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.
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.
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.
Pack 3 Pick 6: Kindly Ancestor
Groom's Finery
1.5 If you don’t also have Bride’s Gown, the boost from this card isn’t really going to be worth it. Two to play and two to equip for +2/+0 is basically never a worthwhile Equipment when we see it. Sure, it can enable an attack that wasn’t there before, but the lack of a toughness boost really matters.
Cartographer's Survey
1.5 This is an interesting version of Explosive Vegetation! Most of the time when you cast this you will be getting two lands. The thing that makes it worse than Vegetation and other cards like it, is that this won’t reliably help you fix your mana or anything like that. It definitely improves your chances of course, but because you usually run about one land that produces splash mana, your chances aren’t great. So mostly, I’m looking at this as a ramp spell -- and it is good at that, even if it is pretty clunky. Casting this on turn four in some games just won’t be something you can do if your opponent is aggressive. Right now, I don’t see myself playing this other than in the rampiest of decks.
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.
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.
Courier Bat
3.0 This is a very nice Common. Early, its a Wind Drake, which is passable -- and then from the mid-game on, you’re going to be able to get a creature back reasonably often. Obviously, you’re going to want some life gain stuff going on, and that’s really a thing in BW, but there’s enough life gain around that I think this will be pretty much an auto-include in most Black decks, especially because it has such a good floor.
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.
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.
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.
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.
Pack 3 Pick 7: Heron of Hope
Boarded Window
2.5 This kind of effect always plays much better than you’d think. Decreasing the power of attacking creatures really results in a big downgrade for your opponent, and does have a pretty real impact on the board. It is a bit of a bummer -- albeit a flavrful bummer -- that it goes away if your opponent does 4 or more damage to you -- but it will be surprisingly hard for your opponent to find a way to do that, since their creatures will be significantly less potent attackers, something that is even more of a problem if you have blockers. Now you don’t really want this if you’re in the beat down, but if you’re in a more grindy control deck, this is going to be something that does a nice job for you.
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.
Heron of Hope
2.5 This doesn’t have the best base stats, but it is a nice little life gain enhancer, and the fact it can gain life gain itself means it does stuff even if its your only life gain card -- and generally, it won’t be.
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.
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.
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.
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.
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.
Pack 3 Pick 8: Heron-Blessed Geist
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.
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.
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.
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.
Heron-Blessed Geist
2.5 A 5-mana 3/3 Flyer isn’t very good, but the fact it can make 1/1 flyers from the graveyard is big, and will often feel like you’re getting a 2-for-1. You do need to have an Enchantment in play to use that ability, which is a little annoying, but seems doable enough.
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.
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 9: Splendid Reclamation
Splendid Reclamation
0.0 This is a reprint from Eldritch Moon, and it was a useless card last time -- and it will be again!
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.
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.
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.
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 3 Pick 10: Rural Recruit
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.
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.
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.
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 3 Pick 11: Nurturing Presence
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.
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.
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.
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 3 Pick 12: Snarling Wolf
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.
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.
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 3 Pick 13: Adamant Will
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.
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.
Pack 3 Pick 14: Sanctify
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.