Esika's Chariot
4.0 4-mana to make 2/2 tokens on its own is usually a solid card in Limited, so everything else this does is upside -- and that upside is considerable. Sure, crew 4 on a 4/4 Vehicle is kind of rough, but the fact that this copies a token you control every time it attacks helps to make up for that. And also, keep in mind, this comes with the necessary creatures to crew it in the first place. It is still going to be a bit clunky in terms of crewing it, and sometimes you just won’t be able to do it -- sometimes the two 2/2 tokens is all you’ll get -- but like I said, that is a decent card in most Limited formats, and this has the potential to take over games on the right board state.
Rootless Yew
3.0 This card has been worse than it looks, largely because there aren’t that many common or uncommon creatures it can grab for you. However, it does have reasonable stats, and being able to grab a Lindwurm with this is pretty sweet.
Bretagard Stronghold
3.5 Making two creatures bigger and giving them vigilance and lifelink is pretty awesome, especially because one of your lands id doing the job. Those two keywords combined can really help you win a race, since you gain life and allow your creatures to hang back as blockers.
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Stalwart Valkyrie
3.0 So, a 4-mana 3/2 with Flying is already a kind of ok card in Limited. So, if you’re paying two for this consistently, that’s going to be pretty nice. Especially because as we’ve seen, BW is interested in casting multiple spells in a turn, and this also helps on that front. Now, using the alternate cost won’t come up a ton in the early game, but it is worth noting that if you trade your 2/2 for theirs, you’re probably going to get more value out of that trade than they will thanks to your Valkyrie. But yeah, from the mid-game on, the alternate casting cost here will become increasingly easy to accomplish, and on a lot of boards a 3/2 with Flying is always relevant.
Hagi Mob
1.5 This seems alright. A 5-mana 5/4 isn’t great, but it isn’t abysmal either -- and its Boast ability is fine. Doing 1 damage to a creature is the ideal scenario, but if you can use it to make blocking harder for your opponent, or to ping your opponent because they are close to dead, that works too. It isn’t super efficient at any of the stuff it does, and it isn’t very exciting, but it seems like an alright top curve card for Red decks.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Weigh Down
3.0 -3/-3 for one Black mana is super efficient. Having to have a creature in the graveyard does mean this will often be dead in the early game, and sometimes even later than that -- but, all you have to do to make it work is trade with something, and if you’re doing that and getting the additional value out of that creature by exiling it to pay for this, it will feel pretty good. I think the first copy of this tends to really feel like premium removal, but you generally don’t want to run too many of them, as there is only so much fuel in your graveyard.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Behold the Multiverse
3.5 4-mana for instant speed Scry 2 and draw 2 cards is usually pretty close to being a first pickable card when we’ve seen it in the past. It just does a great job of letting you see tons of cards, and is the kind of thing you’ll want one of in basically every Blue deck. Adding Foretell to the mix makes it even better, especially because, in this case, you’re not paying extra mana -- you pay the same amount, just in two installments, and that’s just great. Fortell is a lot like Morph or Suspend, in that it adds nice flexibility to a card, and lets you do something with any excess mana you might have -- like if you don’t have a two drop in the early game, you can just Fortell this, and that feels really good.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 1 Pick 2: Skemfar Avenger
Skemfar Avenger
3.5 This seems quite good to me. A two mana 3/1 is usually borderline playable, and the Avenger brings a very powerful ability along for the ride. Sure, you need Elves and Berserkers to get it going, but that’s not going to be too hard in Black. This trading 1-for-1 is kind of your worst-case scenario, and that’s not too bad for a two-drop. If you just draw one card off of this, you’re going to be in business, and you’ll often be able to do more. Making opponents decide whether it is worth attacking you or blocking your creatures when you have this in play is a good thing.
Rune of Flight
3.0 The Runes are all nice, and I think this one may be the best of the bunch. The cycle overcomes the downside of Auras by having cantrips attached to the effect, so getting 2-for-1’d is much less likely. We’ve seen two mana Auras that grant flying and cantrip in other sets, and they have been at around a C – and this is strictly better than that. For one thing, it can also go on Equipment, which will sometimes be the right thing to do, since being able to move Flying around is a big deal. For another thing, in a really dire situation, you can actually attach this to a land to draw the card – like if you’re stuck on two mana and in trouble. Like I said, I think this is the best Rune of the cycle – Flying is just so much better than the other key words.
Axgard Armory
2.5 If you have the right deck composition, this is a nice utility land that can draw you 2 pretty meaningful cards in the late game.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Dwarven Reinforcements
2.0 Normally when you pay 4 mana for a couple of tokens, you expect a couple of 2/2s -- and that isn’t what you get here. However, Foretell does mean you can pay for this in two separate installments, which does help overcome that downside.
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Infernal Pet
2.0 You probably need to trigger this at least once to make it worth it, and since it starts out as an inefficient 3-mana 2/2, you may even want to trigger it twice before you feel okay about stuff. While that is certainly doable, I don’t really think this is going to be one of the key double spell payoffs that you need for the deck.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Breakneck Berserker
2.0 Three mana 3/2s with Haste are just fine in aggressive decks. It also has a couple of useful creature types, so that’s nice.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Volatile Fjord
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 1 Pick 3: Elderleaf Mentor
Replicating Ring
3.0 This provides great fixing, and it actually ends up making a bunch of copies more often than you might think! And all of that extra mana is also pretty good, because there are several creatures at lower rarities with snow mana activated abilities, and if you can sink that much snow mana into them, they become quite formidable.
Arni Slays the Troll
3.5 This Saga seems pretty nice to me. It starts out with a Fight effect, which is effectively a removal spell -- even if it is a somewhat restrictive one. You won’t always have a good Fight to make happen, but you will often enough in a Red Green deck. Chapter II gives you some counters and some mana too, and chapter III gains you some life. None of these chapters individually are that impressive, but if you think about the amount of mana you’re paying, you’re going to be pretty happy.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Skull Raid
2.0 Mind Rot effects are often not great in Limited. In the early game, you can get a 2-for-1 with them -- but it comes at the great sacrifice of not adding to the board at all on turn 3. Then, in the late game, it tends to get worse as the game goes on, and will be a terrible draw way too often. This card gets around those problems by becoming a draw spell if your opponent odeon’t have two cards to discard, so that means that this Mind Rot has all the upside of most of them -- it can get you a 2-for-1 -- but it can still do it if your opponent has one or no cards in the hand. Now, it isn’t exactly an efficient draw spell, but that’s ok with me overall. Foretell, of course, also makes it easier to cast because you get to pay in installments.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Ice Tunnel
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 1 Pick 4: Skemfar Elderhall
Bloodsky Berserker
3.5 Just triggering the ability once will be enough to feel like your investment was worth it, and if you do it more than that, this Berserker will get silly in a hurry. You won’t always be able to double spell, but you’ll be able to often enough that this is a very real threat, despite only being a two drop. I mean, if on turn four you play this and another two drop, that’s a pretty darn good turn four, even if you won’t get to take advantage of the menace side of things. This card, like a lot of BW cards in this set, incentivizes having a low curve and/or a lot of Foretell. Now, he does start out very vulnerable, and there will be times where you can’t get him going, or he dies to a one-mana removal spell -- but that’s fine.
Skemfar Elderhall
3.5 This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Rune of Flight
3.0 The Runes are all nice, and I think this one may be the best of the bunch. The cycle overcomes the downside of Auras by having cantrips attached to the effect, so getting 2-for-1’d is much less likely. We’ve seen two mana Auras that grant flying and cantrip in other sets, and they have been at around a C – and this is strictly better than that. For one thing, it can also go on Equipment, which will sometimes be the right thing to do, since being able to move Flying around is a big deal. For another thing, in a really dire situation, you can actually attach this to a land to draw the card – like if you’re stuck on two mana and in trouble. Like I said, I think this is the best Rune of the cycle – Flying is just so much better than the other key words.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 1 Pick 5: Feed the Serpent
Kardur's Vicious Return
2.0 This is harder to make work than it looks. Oftentimes you don’t want to sacrifice something with chapter I, and you don’t have anything worthwhile to do with Chapter III, and Chapter II might hur you just as much as your opponent. In the right deck it can still be alright, but it is hard to make this work in this format for the most part.
Feed the Serpent
3.5 This has been surprisingly disappointing in this set. Black is a weak color overall and it isn’t easy to splash, and it is too slow to combat aggro decks. That doesn’t mean it isn’t still quite good, mind you, just that it would normally be even better. It is still easily Black’s best commons and can deal with a whole lot of stuff!
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Shimmerdrift Vale
3.5 It isn’t often that one of the best Commons in a set is a Land, but that’s the case in Kaldheim. This land provides excellent fixing and snow mana, and those are really important things for many decks in this format.
Doomskar Oracle
2.5 BW and UW are both color pairs interested in Foretell, and Doomskar Oracle fits well into both of those decks. It has Foretell itself, AND it is a Foretell payoff. And, the payoff it gives you isn’t the most powerful thing ever, but incidental life gain can go a long way towards helping you survive in Limited, and since it is attached to a 3-mana 3/2 with foretell, I think you’ll find yourself playing this pretty regularly in White, even if you aren’t in one of the foretell decks. The Foretell here adds up to the same amount of mana you would normally pay, you just get to do it in two installments, which could allow for more flexible turns in the future. Like with a lot of these, I think you should only be foretelling it if you have extra mana lying around, -- or if you have a bunch of foretell payoffs - since just casting it is going to be reasonable a lot of the time too.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 1 Pick 6: Weigh Down
Surtland Frostpyre
3.0 Doing 2 damage to everything and letting you Scry 2 is not a bad deal, especially when it comes attached to a land. You won’t always be able to get the value you want out of the ability, since maybe it hurts you more than your opponent -- but adding Scry 2 to the mix does help a little bit on that front.
Axgard Braggart
2.0 So, this card will never really be efficient. I mean, it starts as a 4-mana 3/3, and even if you boast with it, you’ll have spent 6 mana on a 4/4. However, efficiency isn’t everything. The fact is that this creature can grow throughout the game, and just the threat of using the ability will be enough for people not to block it when it attacks. Boast creatures a lot of the time will just end up feeling like situational mana sinks, and that’s not necessarily bad. The pseudo-vigilance it gains when it Boasts isn’t bad either.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Weigh Down
3.0 -3/-3 for one Black mana is super efficient. Having to have a creature in the graveyard does mean this will often be dead in the early game, and sometimes even later than that -- but, all you have to do to make it work is trade with something, and if you’re doing that and getting the additional value out of that creature by exiling it to pay for this, it will feel pretty good. I think the first copy of this tends to really feel like premium removal, but you generally don’t want to run too many of them, as there is only so much fuel in your graveyard.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Icehide Troll
3.0 This is a key common for Snow decks, as if you are able to pump this it becomes a pretty powerful threat. Because it asks for two snow that won’t work in every deck, but in the decks where the troll DOES work, it will be one of your best Commons.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Pack 1 Pick 7: Mammoth Growth
Axgard Cavalry
2.5 This is a nice two drop. Having a bear that can give haste to stuff is really nice. If the board is such that it can’t attack itself, there’s a good chance you can play a creature that has a nice attack on the board if you can make it attack right away, and that’s what the Cavalry does. These creatures who can give haste to other creatures always seem to overperform, and I think this looks like a nice Common for Red.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Littjara Kinseekers
1.5 A 4-mana 2/4 isn’t very good. But, if you can trigger its ETB ability, you’re going to be pretty happy -- as a 4-mana ⅗ that scries one is a pretty good deal. Now, because it has Changeling, you will just need two other creatures with matching creature types to trigger it, and while that isn’t always going to be what your board looks like, I imagine that in the late game it won’t be that hard to trigger. The ideal thing to do would be to curve out with creatures with the same types, but that won’t always be doable. Still, this being a reasonable 4-mana 2/4 changeling in the early game, and a much more impressive card in the later part of the game makes me think this is a pretty solid common for Blue.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 1 Pick 8: Deathknell Berserker
Runed Crown
3.0 You do need at least one Rune around to play this, but once you’re there, it is pretty nice because it searches up the Rune and draws you a card with that Runes ETB ability, and it also becomes a much better equipment once you do that, and usually paying 2 to Equip it feels fine once it has a Rune.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Run Amok
2.5 This is a key card for aggro decks in this format. If you’re going hard in that direction, this becomes a pretty high pick. It often lets you run over an opposing creature and do opposing damage, and can result in lethal out of nowhere. It isn’t especially good in other decks, though.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Codespell Cleric
1.0 // 2.5 So, since this is one mana, casting it as your second spell in a turn won’t be super challenging, especially in a format with Foretell. I mean, in the late game it will be a little harder, like if you’re in top deck mode, but in the early and mid-game it will just happen. For this to be worth it, it does need to be making that +1/+1 counter a significant chunk of the time, and it can do that in aggro decks. Like Battlefield Raptor, it is much better in aggressive decks than it is elsewhere.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 1 Pick 9: Jaspera Sentinel
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 1 Pick 10: Goldvein Pick
Rune of Flight
3.0 The Runes are all nice, and I think this one may be the best of the bunch. The cycle overcomes the downside of Auras by having cantrips attached to the effect, so getting 2-for-1’d is much less likely. We’ve seen two mana Auras that grant flying and cantrip in other sets, and they have been at around a C – and this is strictly better than that. For one thing, it can also go on Equipment, which will sometimes be the right thing to do, since being able to move Flying around is a big deal. For another thing, in a really dire situation, you can actually attach this to a land to draw the card – like if you’re stuck on two mana and in trouble. Like I said, I think this is the best Rune of the cycle – Flying is just so much better than the other key words.
Axgard Armory
2.5 If you have the right deck composition, this is a nice utility land that can draw you 2 pretty meaningful cards in the late game.
Invoke the Divine
1.5 This set has enough good artifacts and Enchantments that this ends up having a reasonable number of targets, making it an okay thing to run in your main deck.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Undersea Invader
1.0 One of the great things about flash is being able to ambush block, and you won't be doing that here because it enters tapped. It might be a giant, but it is mostly just an inefficient creature. If it wasn't a Giant you probably wouldn't play it all.
Pack 1 Pick 11: Skull Raid
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Skull Raid
2.0 Mind Rot effects are often not great in Limited. In the early game, you can get a 2-for-1 with them -- but it comes at the great sacrifice of not adding to the board at all on turn 3. Then, in the late game, it tends to get worse as the game goes on, and will be a terrible draw way too often. This card gets around those problems by becoming a draw spell if your opponent odeon’t have two cards to discard, so that means that this Mind Rot has all the upside of most of them -- it can get you a 2-for-1 -- but it can still do it if your opponent has one or no cards in the hand. Now, it isn’t exactly an efficient draw spell, but that’s ok with me overall. Foretell, of course, also makes it easier to cast because you get to pay in installments.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Pack 1 Pick 12: Arachnoform
Rune of Flight
3.0 The Runes are all nice, and I think this one may be the best of the bunch. The cycle overcomes the downside of Auras by having cantrips attached to the effect, so getting 2-for-1’d is much less likely. We’ve seen two mana Auras that grant flying and cantrip in other sets, and they have been at around a C – and this is strictly better than that. For one thing, it can also go on Equipment, which will sometimes be the right thing to do, since being able to move Flying around is a big deal. For another thing, in a really dire situation, you can actually attach this to a land to draw the card – like if you’re stuck on two mana and in trouble. Like I said, I think this is the best Rune of the cycle – Flying is just so much better than the other key words.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Shackles of Treachery
0.5 Even in the most aggressive of decks, this card tends to be too situational to be worthwhile, and there isn’t enough of a sacrifice theme in this set to really abuse it.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Pack 1 Pick 13: Wings of the Cosmos
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Master Skald
2.0 5-mana for a 4/4 that returns an artifact or enchantment is not a bad deal. And sure, you also need a creature in your graveyard to make it happen, but by turn 5 that won’t normally be an issue. There are lots of good Artifacts and Enchantments in this set, but the Skald is at his best with Sagas, since they are designed to eventually go to your graveyard in the first place. If you have at least one Saga, playing a Master Skald is usually a pretty good idea.
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Pack 1 Pick 14: Warhorn Blast
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Pack 1 Pick 15: Revitalize
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Pack 2 Pick 1: Battle of Frost and Fire
Battle of Frost and Fire
4.5 Chances are good that if you’re in UR, you’ve got a decent number of giants, so Chapter 1 will almost always hurt your opponent more than it hurts you. Chapter II doesn’t have quite the impact on the board, but Scry 3 can really help you set up optimal draws -- and that’s especially useful because chapter 3 lets you draw two cards and discard one if you play something that has a CMC of 5 or greater -- which is pretty likely after you Scry 3. I like that this Saga has its big game-changing chapter as chapter one, instead of chapter three like most of them. And yeah, sometimes, your opponent will be a giant deck too and it won’t be so good, but most of the time? This is going to be really great for the player who casts it.
Giant's Amulet
3.0 This is something of a split card. You can play it early as just the Equipment, like if you desperately need to give Hexproof to something -- but most of the time you’ll want to wait until later, when it amounts to being a 5-mana ⅘ with Hexproof about half the time, and then it leaves Equipment behind. That said, this creature doesn’t come with evasion at all, and the actual Equipment boost is a little underwhelming.
Kaya's Onslaught
3.0 Three mana for +1/+1 and double strike is something that you’ll play sometimes, and that’s what this is at a base level. That type of boost makes it very likely that your creature will be able to win combat, and it can also manufacture lethal damage out of nowhere. The problem that all tricks have, though, is that you can really get blown out if your opponent can interact in response, and if you have to pay all three mana for this in a single turn, it also makes it harder for you to play another spell on the same turn. But, by splitting this into two payments, you will more easily find windows where it is worth the risk, since paying a single White mana is way easier than paying three in the same turn. Now, as I often say -- it is still a trick, and even this one has the problems all tricks have: they are highly situational, and you are risking a blowout. That said, this is a nice enough trick that you’ll almost always run it in a White deck with a reasonable number of creatures. It can win the game out of nowhere sometimes!
Kardur, Doomscourge
4.0 Kardur is strong, so it is kind of unfortunate that BR collectively isn’t really. You’ll mostly play him off a splash in other decks. Forcing all of your opponent’s creatures to attack you can make a big impact, not only because you can set up blocks to kill their creatures -- which, with Kardur in play, also means you’ll drain them 1 life -- but also because it opens your opponent up for a crack back that might just be lethal. In other words, Your opponent will have to attack in what is likely a less-than-optimal situation, while you’ll be able to attack in a pretty good one. Now, if your opponent’s board is significantly better than yours, things might not go so well, but if that’s true, well -- they were probably going to attack you with everything anyway! Note, by the way, that it doesn’t matter who controls an attacking creature for the drain life trigger, so it matters when you attack and when your opponent attacks.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Beskir Shieldmate
3.0 This is a solid two-drop. A two mana 2/1 is far from ideal, but if you can trade with this and then get a token, you’re going to feel pretty good. Overall, this is a nice two drop that will pretty much always make the cut
Sculptor of Winter
3.0 A two-mana 2/2 is passable. Additionally, the fact it can untap snow lands is pretty nice too, since it will allow you to ramp, and produce two snow mana off of one snow land, which matters for many cards in this set.
Snow-Covered Swamp
2.5 Black has some nice snow payoffs, so you should value this over most average cards.
Pack 2 Pick 2: Horizon Seeker
Surtland Frostpyre
3.0 Doing 2 damage to everything and letting you Scry 2 is not a bad deal, especially when it comes attached to a land. You won’t always be able to get the value you want out of the ability, since maybe it hurts you more than your opponent -- but adding Scry 2 to the mix does help a little bit on that front.
Clarion Spirit
4.0 This is a really strong engine. Since it starts out as a 2-mana 2/2, you don’t have to get that much out of it for it to feel like you’re doing a good job -- even one 1/1 flying token will get you there, and this will sometimes produce far more than that. Double-spelling in this set is easier than it usually is, largely because of the Foretell mechanic, which typically allows you to pay less mana in a single turn for spells. But, even in a normal set, I would really be inclined to think of this as a really good card, so with foretell it is likely even better. If you can get 2+ tokens out of this, you’re going to be in great shape. It fits incredibly well into aggro decks especially.
The Three Seasons
1.0 This has not been very good. It seems like it might be an okay snow payoff, but it turns out that getting the most out of Chapter II is difficult, and that’s not great news when Chapter I has no immediate impact on the board. Then, Chapter III is kind of a bummer, because you have to give your opponent back some cards. Now, you can choose their worst ones and all that, but I’ve seen that side of the card backfire a lot.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Immersturm Raider
1.5 We see this card a lot -- I mean, Fissure Wizard in Zendikar Rising is basically the same. It is a solid card, gives you some card selection -- which can even make it matter in the late game, and all of that makes it so that it can overcome the downside of its mediocre stats.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Berg Strider
3.5 I always like this kind of creature that taps something down when it comes into play, but they are usually only at their best if they can lock the creature down for a turn too. Berg Strider won’t always do that, but it will do it often enough, and hey, at least it does something even if you don’t have the snow mana. It is also another snow payoff that doesn’t demand 10+ snow lands, you can run it with just a few. Tapping something down even without snow mana can often enable an attack you didn’t have otherwise, and tapping something down for a turn can really swing a race in your favor, since that creature won’t be blocking or attacking. This is certainly beefier than most of these tap-down creatures are too -- it has good enough stats to be imposing on some board states.
Horizon Seeker
3.0 This card enables splashes, makes it easier to find your snow mana, and has pretty reasonable stats. He fits into any Green deck really, and that’s nice.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 3: Blood on the Snow
Blood on the Snow
4.5 If you have some snow mana around when you cast this, it is going to feel great! Even without snow mana, this is a board sweeper -- which is a pretty irreplaceable effect. Sure, some decks might not love to run it if they are the beat down, but having a card in your deck that just completely reshapes the board is worthwhile everywhere. There aren’t very many cards that can change a game so drastically. Now, one of the downsides of board sweepers -- especially a 6 mana one -- is that your opponent likely gets to add to the board first. But the Snow upside here helps make that less of an issue, since you get to reanimate something. Even with just two snow mana here, you’re going to be in good shape, and that isn’t a crazy thing to have by the time you have 6 mana. I think that makes this a bomb.
Ascent of the Worthy
0.5 This card is way too difficult to set up effectively, and you should mostly not play it.
Great Hall of Starnheim
3.5 Because you have to give up a creature for this effect, you will often just be upgrading a creature -- or sacrificing one that has been negated by an Aura or something -- but if you have some tokens around, or creatures with death triggers, it will feel pretty good, and I think it will be often enough that ONE of those things is going on on your board in the later part of the game, which means this is just another really nice utility land that does something very real late.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Frost Bite
3.5 So, at the base level, this is a shock that can’t hit players. 2 damage for one mana is pretty nice, as it is very likely to allow you to trade up, and because it is an instant, you can occasionally get some pretty amazing blowouts for a very low cost. Then, it is a Snow spell that is a Snow payoff, and if you have enough Snow going on and this does 3 damage, you’re really in business.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Gnottvold Recluse
2.0 Most spiders we see come with low power and high toughness. This makes them good at repeatedly blocking smaller flyers, but not so good at actually killing them. Gnottvold Recluse is different, in that it has higher power and lower toughness. This means it is going to be better at blocking and killing larger flyers, but a lot worse at repeatedly blocking flyers. 3-mana for a 4/2 line is often a borderline playable card even without Reach, and I think adding Reach to the mix here means you will feel fine about playing the first copy of this. Though, it would be nice if it were a snow permanent or something.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 2 Pick 4: Struggle for Skemfar
Replicating Ring
3.0 This provides great fixing, and it actually ends up making a bunch of copies more often than you might think! And all of that extra mana is also pretty good, because there are several creatures at lower rarities with snow mana activated abilities, and if you can sink that much snow mana into them, they become quite formidable.
Avalanche Caller
4.0 This is a really powerful Snow payoff, and one that doesn’t demand you to have a ton of snow lands for it to be worthwhile. Now, the more you have, the better he gets, but it is nice that you don’t need 10+ snow lands to play this – more like just 3. Animating lands and swinging with them is great, and the hexproof really matters too! This is a two drop that can take over games, and that’s a pretty unique thing.
Struggle for Skemfar
3.5 So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Draugr Recruiter
1.5 So, this is definitely a Boast ability that is all about the late game. The boast is expensive, and also asks for cards in the graveyard, but if you do get to use this late, and attack with this Recruiter in a situation where the best your opponent can do is trade with it or chump block it, it is going to be pretty nice. That said, by the late game, a 4-mana 3/3 won’t always be capable of making that situation happen. Sometimes, if you have something good enough in your graveyard, it will be worth the bad attack, but it is still kind of a rough deal. I think I will probably cut this a little more than I play it.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Elderleaf Mentor
2.5 This is fine. . Creatures who make two bodies are always nice -- and in the end here you get a solid deal -- 4 -mana for 4/3 worth of stats spread across two bodies. Unfortunately, the Elf deck in this format is hard to make work, and that holds it back a little bit.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 5: Struggle for Skemfar
Rootless Yew
3.0 This card has been worse than it looks, largely because there aren’t that many common or uncommon creatures it can grab for you. However, it does have reasonable stats, and being able to grab a Lindwurm with this is pretty sweet.
Svella, Ice Shaper
4.5 Svella comes with reasonable stats for the cost, and the ability to make snow artifacts that provide fixing and snow mana. The late game ability to choose a card from the top four cards of your library to cast is nice additional upside, and Svella can get there surprisingly quickly thanks to the Icy Manaliths. It is definitely an amazing late-game mana sink. Svella is a bomb that, if she isn’t killed, will simply win you the game.
Skull Raid
2.0 Mind Rot effects are often not great in Limited. In the early game, you can get a 2-for-1 with them -- but it comes at the great sacrifice of not adding to the board at all on turn 3. Then, in the late game, it tends to get worse as the game goes on, and will be a terrible draw way too often. This card gets around those problems by becoming a draw spell if your opponent odeon’t have two cards to discard, so that means that this Mind Rot has all the upside of most of them -- it can get you a 2-for-1 -- but it can still do it if your opponent has one or no cards in the hand. Now, it isn’t exactly an efficient draw spell, but that’s ok with me overall. Foretell, of course, also makes it easier to cast because you get to pay in installments.
Struggle for Skemfar
3.5 So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 6: Jaspera Sentinel
Goldmaw Champion
3.0 This really helps aggro decks in the format run over the slow, plodding control decks. They often don't have very many creatures in play, and that drastically increases how powerful the Champions ability is. It just enables all kinds of attack you wouldn't have without it.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
King Harald's Revenge
1.0 I don’t like this type of card. Sure, lure-type effects are nice, but they only really get powerful if they force EVERYTHING to block something, allowing the rest of your board to get through. This will just require one block. And yeah, sometimes this will make your creature absolutely massive, and adding Trample to that is nice -- but it still seems so clunky to me. You have to wait for the absolute right window for this to work out for you -- one where you have enough creatures for it to matter -- one where forcing the block makes a difference -- and one where your opponent doesn’t have cards in hand and mana up, since if they do, you have a good chance at getting completely blown out.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Roots of Wisdom
1.0 So, this card helps you mill yourself, and then gets an elf or land back from the graveyard most of the time – but not always, especially early. I do like that you get to draw a card if you can’t get a land or elf, which means that you don’t have to have a huge number of elves for it to be super okay. I do kind of wish that it would let you make the choice -- like, if you have an elf and/or land in your graveyard, you could still choose to draw, but it doesn’t work that way -- you only draw if there is nothing to get back. But yeah, like Anticipate, and Tormenting Voice and other cards like this, I imagine you’ll cut this more than you’ll play it. Frankly, it just doesn’t do a whole lot. It doesn’t help that the Elf deck isn’t very impressive.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 2 Pick 7: Dogged Pursuit
Rune of Speed
2.5 The Runes are all nice because they come with a cantrip, taking away the biggest downside of Auras -- the possibility of getting blown out by a 2-for-1. This is cheap enough that putting it on a new creature that can take advantage of Haste is a real possibility, though sometimes you may have to settle for only getting an advantage out of the +1/+0 part. Like all runes, if you put it on equipment it can really shine.
Gnottvold Slumbermound
3.5 Blowing up lands in this format is bigger than normal because of snow lands and this cycle, and being able to make a 4/4 at instant speed is pretty nice too.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Frostpeak Yeti
1.5 So, this is a Hill Giant that can become unblockable if you have some Snow mana. That certainly isn’t a good card, but if you are in a controlling Snow deck and you need a win condition well...you probably hope this isn’t it, but it can do the job if you need it to.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Dogged Pursuit
1.0 Draining one life gives you inevitability, and because it is also gaining you life, it helps you to survive longer -- which in turn helps you drain more life. If you are a control deck, this seems like a decent win condition to me. Now, tapping out to play this on turn four will not always be smart, because you need to be building your board in the early game to not die, and that is a pretty significant downside. You’ll be cutting this a lot, it really takes the right deck for it to be worth it.
Struggle for Skemfar
3.5 So, this is a strictly better Hunt the Weak. And, while I think Hunt the Weak seems a bit weaker these days thani t used to, it was always a solid card. The +1/+1 counter makes it so more of your creatures are capable of killing opposing creatures, and yeah -- you do have to be super cautious with this, since if your opponent interacts in response it will be a blow out -- but it still does a pretty good job at getting creatures out of the way for Green decks. Adding Foretell to this is great -- because in this case, you actually end up paying less total mana. Additionally, by only costing Green the turn you cast it, it means you can play a new creature and have it fight right away, and in general, it will mean that it is easier for you to find a safe window to cast it, since you don’t need a whole bunch of mana to make it do its thing. This is premium removal for Green.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 2 Pick 8: Harald, King of Skemfar
Rune of Sustenance
2.5 I think the whole Rune cycle is pretty solid. The problem is often that Auras are risky because they 2-for-1 you -- but by adding a cantrip to all the cards in the Rune cycle, they made sure you won’t normally get 2-for-1’d. Now, you do have to be concerned about an opponent killing what you target in response, but as long as it resolves, you’ll be in the clear. It is also interesting you can put this on any permanent, so in a pinch -- like stuck on two lands in the early game, you can effectively cycle these by putting them on a land or something. Now, that isn’t ideal -- but having that in a moment of desperation is definitely upside. It only does something more than draw you a card if it is on a creature or an Equipment though, and lifelink is pretty nice on either of those things. It isn’t quite an evasive ability, but it is one that can really wreak havoc on races. It is also worth noting there are lots of Aura and Enchantment payoffs in this set, which is going to make it a bit better. I think this is a card you’ll play the first copy of in most White decks.
Harald, King of Skemfar
3.0 In many BG decks Harald is a 3-mana 3/2 with Menace that draws you a card, and that’s pretty nice. Unfortunately, BG is one of the weaker color pairs in the format, and that holds him back significantly. The other Elf payoffs are pretty disappointing.
Karfell Kennel-Master
2.5 This has been solid top-curve in Black decks. It often comes down and enables 1-2 attacks that you just couldn’t have done before, and a 4/4 body is pretty good in this format.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Pack 2 Pick 9: Guardian Gladewalker
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Guardian Gladewalker
2.5 So, we see versions of this card all the time -- and they are always pretty nice commons for Green. The +1/+1 counter ETB trigger makes it so that it is relevant all game long -- often times a single counter is enough to enable attacks you just didn’t have before. And, you know, sometimes, this is just a two-mana 2/2, like in the early game. Adding changeling to the mix is significant upside on an already pretty good Green common.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Warhorn Blast
1.0 // 3.0 So, mass pump spells always have some decks they will be good in -- obviously, the ones that are going wide -- but they are pretty bad in less aggressive decks. This one does add Foretell to the mix -- this is one of the foretell cards where the total investment is the same whether you Foretell it or not, so if you have the extra mana it will definitely be worth doing, since only paying three for this the turn you play it is no small thing. Still, this kind of card is always kind of a build around. If you’re an aggro deck that is good at going wide, you’re going to want one copy of this pretty often. Even in those decks it is situational, but the situation is much more likely to arise in those decks.
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Beskir Shieldmate
3.0 This is a solid two-drop. A two mana 2/1 is far from ideal, but if you can trade with this and then get a token, you’re going to feel pretty good. Overall, this is a nice two drop that will pretty much always make the cut
Pack 2 Pick 10: Surtland Frostpyre
Surtland Frostpyre
3.0 Doing 2 damage to everything and letting you Scry 2 is not a bad deal, especially when it comes attached to a land. You won’t always be able to get the value you want out of the ability, since maybe it hurts you more than your opponent -- but adding Scry 2 to the mix does help a little bit on that front.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Pilfering Hawk
2.0 This is a snow creature that can loot for a single snow mana, and that seems pretty alright to me! Looting is always a solid effect in Limited, as it lets you drastically improve your card quality over the course of the game. On top of that, It is evasive, which means it can chip in some damage early, and it of course will be well-positioned in any deck that cares about Snow. I think this is a solid card.
Giant Ox
1.0 This is kind of a cool design. A two mana 0/6 is a card that you’ll play sometimes in really controlling decks, but this guy is also capable of crewing basically everything despite being only two mana. That said, this set isn’t exactly brimming with quality Vehicles – something I am pretty disappointed about, so I still don’t think most decks will be playing him – though, pairing him with the Plow is pretty funny.
Pack 2 Pick 11: Arachnoform
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Battlefield Raptor
1.5 // 3.5 This is a key card for aggressive decks. It wears the cheap Equipment and Auras it he format well, and suiting it up early can often win games. If you’re an aggro deck, you’re never cutting this, and it will be one of the best things you can do on turn one. Obviously, it isn’t very good anywhere else, so keep that in mind.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 2 Pick 12: Duskwielder
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Pack 2 Pick 13: Snakeskin Veil
Open the Omenpaths
0.0 This is a card a lot of people will play when they are desperate for fixing – but don’t do it. Ritual effects like this aren’t good in Limited, you two for one yourself for some fixing and a small mana boost, and that card disadvantage is likely to cause you to lose the game. The alternate mode this has doesn’t help make any more playable either.
Ravenform
2.0 Cards that remove a creature but then give your opponent a token tend to be really unimpressive in Limited. The efficiency is nice, and it can deal with artifacts AND creatures, but don’t underestimate the downside of giving them a 1/1 flyer. That makes it so you aren’t exactly getting a straight up 1-for-1 with the card, and aggressive decks will be especially annoyed that their removal spell still leaves a blocker around. I’m not saying this card is bad. It isn’t. It is cheap and can deal with lots of things. It also comes with Foretell upside which is nice, but this isn’t close to being premium removal.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Pack 2 Pick 14: Wings of the Cosmos
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Run Ashore
1.5 Blue often gets an expensive spell that lets you bounce a couple of things, and it is always a decent card, and I think that’s what we’re looking at here. One nice thing here is that one of the permanents will go back to the top of an opponent’s library, which means that you are actually trading one-for-one with Run Ashore, instead of just getting some tempo. Speaking of tempo, you can often find situations where paying 6 mana results in bouncing more than 6 mana worth of stuff for your opponent, and that’s nice too. You can, of course, also use it on your own stuff if you can get benefits out of it, and that sometimes is the case. This can really help a Blue deck stabilize, or potentially end the game. Take note also that it is an instant -- lots of previous similar cards have been sorceries -- and that does open up the chance for some more significant blowouts. That said, it is super expensive and fairly situational, and not really something you can ever afford to play more than one of.
Pack 2 Pick 15: Karfell Harbinger
Karfell Harbinger
1.5 So, we see two mana 1/3s who can tap for spells relatively often, and this is a more flexible version of those, since it can also use it to foretell a card. It won’t always make a difference, but it will often enough that you’ll probably play the first copy of this in decks that are interested in spells and/or foretell, which will be lots of Blue decks.
Pack 3 Pick 1: Toralf, God of Fury
Toralf, God of Fury
4.5 Toralf is 4-mana 5/4 with trample that will make all of your burn spells way more potent, as you can spread around the damage from your spells -- while it doesn’t quite make all your spells feel like Arc Lightning or Pyrotechnics, it gets pretty close. And, if yo’ure in Red, it is a safe bet to think that you will have at least 2 or 3 ways of doing noncombat damage to stuff. Then, let’s look at his Hammer -- that is also quite good, as it gives you a repeatable source to do 3 damage to things. You do have to pay a total of six mana for it every time, which is a little bit clunky -- but not that clunky for repeatable damage that can even go to the dome. And sure, it won’t give any other benefit to most creatures, but I don’t think it matters -- basically it is a really nice card that has the kind of relevant upside of also pumping the power of legendary creatures it gets equipped too. And, obviously enough -- the ability to return to your hand not only enables you to keep on playing it and re-equipping it -- which in the late game might be a lot of fun -- imagine having 8 mana around! Throwing the hammer at people over and over, or running them over with a super efficient God that can spread burn damage around sounds pretty good to me.
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Invasion of the Giants
2.5 This Saga is really cheap, and I generally think it will give you more than two mana’s worth of value. Scry 2 helps you set up both Chapter II and III, since both of them pay you off for having a Giant in your hand. Sometimes this will just amount to Scry 2 and draw a card, but even that isn’t too bad for the investment.
Skemfar Elderhall
3.5 This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Squash
3.5 This is a very powerful removal spell if you’re in a Giant deck. 1R for 6 damage at instant speed is pretty incredibly efficient.. What’s nice is, 5 mana for 6 damage at instant speed isn’t completely horrendous either -- it isn’t great, mind you -- but it is the kind of removal that you’ll end up running one of a decent amount of the time. The goods news is, most Red decks will have at least a few Giants without even trying to take them, but the better news is, Giants is a very well-supported tribe in this set, and in those decks, this costing 1R won’t be that hard to achieve.
Weigh Down
3.0 -3/-3 for one Black mana is super efficient. Having to have a creature in the graveyard does mean this will often be dead in the early game, and sometimes even later than that -- but, all you have to do to make it work is trade with something, and if you’re doing that and getting the additional value out of that creature by exiling it to pay for this, it will feel pretty good. I think the first copy of this tends to really feel like premium removal, but you generally don’t want to run too many of them, as there is only so much fuel in your graveyard.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Sculptor of Winter
3.0 A two-mana 2/2 is passable. Additionally, the fact it can untap snow lands is pretty nice too, since it will allow you to ramp, and produce two snow mana off of one snow land, which matters for many cards in this set.
Littjara Kinseekers
1.5 A 4-mana 2/4 isn’t very good. But, if you can trigger its ETB ability, you’re going to be pretty happy -- as a 4-mana ⅗ that scries one is a pretty good deal. Now, because it has Changeling, you will just need two other creatures with matching creature types to trigger it, and while that isn’t always going to be what your board looks like, I imagine that in the late game it won’t be that hard to trigger. The ideal thing to do would be to curve out with creatures with the same types, but that won’t always be doable. Still, this being a reasonable 4-mana 2/4 changeling in the early game, and a much more impressive card in the later part of the game makes me think this is a pretty solid common for Blue.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Elderfang Disciple
1.5 A two mana 1/1 that makes an opponent discard a card is nice, and because it does that, you’re at least starting out with a 1-for-1 in most cases. Then, if it can trade for an X/1, you’re getting some serious 2-for-1 value out of this card. Now, it won’t always line up that way, and in the late game the discard thing might not matter too much, and those are serious limitations, but this seems decent enough.
Highland Forest
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 3 Pick 2: Tergrid's Shadow
Gates of Istfell
3.5 It is great having a land that can draw you some cards and gain you some life in the late game – most lands become useless at that point! But not this one.
Tergrid's Shadow
1.5 I tend not to be a huge fan of symmetrical edict effects in Limited. They have some really wide variance in terms of what they can do. There will certainly be board states where it devastates your opponent and doesn’t hurt you as much -- and those will be situations where you cast it. But there will also be times where it hurts you more than your opponent, and you just won’t be able to cast this card. It does have Foretell, which means that maybe if the board isn’t ideal, but you have the mana around, you can Foretell it to pay less mana for it on a single turn further down the road. And yeah, there will be times where you just foretell this on turn two, let your opponent play two creatures, and then cast the Shadow on turn four, which will be pretty nice, but you can’t count on that panning out regularly.
Doomskar Titan
3.5 He might cost 6 mana, but he’s going to add a whole lot of damage to the board often enough that he is well worth it! And, if you foretell him on an earlier turn where you have mana around to do it, he’ll come down a turn earlier! Now, the downside here, is that on his own, he can’t do a ton, but keep in mind, his ability affects him too -- he becomes a 5/4 with Haste, and that isn’t the worst fail case ever -- and how often will your board be empty anyway? He does need you to be really going at least somewhat wide to do his best work, but he will have an impact even if you just have a couple of creatures.
Dread Rider
1.0 This has some nice defensive stats and an activated ability that can close out games, but it tends to be too expensive and not powerful enough for even control decks to be interested in it.
Tormentor's Helm
2.5 Like Run Amok, this is a great card for aggressive decks, as it gives an efficient stats boost and can even help you close out a game because of the inevitable damage every time you attack, but it isn’t really very good anywhere else.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Disdainful Stroke
1.0 This is a card we’ve seen a lot of, and generally I don’t like running it. It is super weird in this format too, because you’ll go up against aggro decks who have 0-2 targets for this, and against snow decks who will have like 7+. I think that really means you have to start it in your sideboard, since it will be so bad against a big part of the metagame.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Masked Vandal
2.5 This format has lots of things the Vandal can blow up, and that makes it a pretty nice card for your main deck. Having all creature types is nice too.
Jarl of the Forsaken
2.0 This type of removal effect is often underwhelming. Sure, when you do manage to trigger the effect it feels pretty good, but most of the time you had to give up a card to make that effect work in the first place, so it isn’t quite as good of a deal as it might seem at first. Now, adding Foretell here does matter -- because it means it will be easier to find a window where you can actually cast and use this, as spending 2 mana on the turn you actually cast the card is significantly better.
Bound in Gold
4.0 So, here’s White’s usual Common Aura that is a premium removal spell. For three mana this shuts down pretty much everything -- apart from static abilities -- and that’s a really good deal. Keeping the creatures from even being able to crew vehicles is a really big deal too. This is white’s best common -- it just answers pretty much everything, and does it efficiently. It has the downsides of aura-based removal of course -- like there are ways to get rid of it -- but it is worth the risk. You can also splash it easily, which really matters in this format.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 3 Pick 3: Toski, Bearer of Secrets
Toski, Bearer of Secrets
4.0 This is kind of like a Green Bident of Thassa with a body. That type of “draw a card” effect for each creature that does combat damage to a player is super strong, and can really snowball things for you in a hurry -- the more cards you draw, the more creatures you can play who will draw you more cards when they hit your opponent. Toski isn’t easy to kill either, meaning the effect will normally stick around. Now, you do need SOME board state for Toski to be great, but at least Toski can block whatever it wants on the first turn, before attacking every turn after that. Toski will take over games thanks to the cards you get, though.
Maja, Bretagard Protector
4.0 Anthem effects are a powerful thing, especially when they come attached to a creature. And sure, the creature itself doesn’t have the most impressive of stats, but it will typically be adding a ton of power and toughness to the board -- especially because it comes with landfall that makes a 1/1 token! The ideal thing to do with it will often be to play it and then play a land so you get at least some value if Maja dies, but given that Maja will usually reshape the board anyway, it will be pretty challenging not to get some value out of the card.
Skemfar Elderhall
3.5 This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Firja, Judge of Valor
3.5 A 5-mana 2/4 with flying and lifelink is sort of passable, and then if you can trigger her ability even once, you’re going to be in business. Keep in mind too, it is better than “Draw a card” because you get some card selection at the same time. She also helps you load your graveyard, and that’s not irrelevant! The ability itself can help you trigger it again next turn, too, since the extra card you get will likely be a spell.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Mistwalker
3.5 This card will overperform for you. 3-mana 1/4s are usually already playable, but the Changeling status and the ability to pump power makes it so that Mistwalker can do a whole lot of stuff for a three drop. It counts for your Giant payoffs, blocks effectively, and can even attack pretty hard.
Craven Hulk
2.0 This coward may not be good at blocking, but a 4-mana 4/4 is a good enough deal in Limited that I’m okay with that. Its also a Giant, and that is probably the creature type that matters the most in this set, as it is the most tribal of the color pairs.
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Ravenous Lindwurm
2.5 This is this format’s premier Common finisher. The efficient stats and life gain it grants you can turn around a lot of games, and if you’re in a mid-range or slow Green deck, you’ll be pretty happy with the Lindwurm.
Pack 3 Pick 4: Grizzled Outrider
Giant's Amulet
3.0 This is something of a split card. You can play it early as just the Equipment, like if you desperately need to give Hexproof to something -- but most of the time you’ll want to wait until later, when it amounts to being a 5-mana ⅘ with Hexproof about half the time, and then it leaves Equipment behind. That said, this creature doesn’t come with evasion at all, and the actual Equipment boost is a little underwhelming.
Crush the Weak
2.5 These types of cards always feel sort of awkward to me. That’s because you will far too frequently have a board state where it doesn’t help at all -- either because your opponents board is too big, or because your board is too small. It is nice that it adds some extra graveyard hate to the mix, and has Foretell, making paying for it a little more manageable. It fits really nicely into Giant decks, which are mostly larger creatures.
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Berg Strider
3.5 I always like this kind of creature that taps something down when it comes into play, but they are usually only at their best if they can lock the creature down for a turn too. Berg Strider won’t always do that, but it will do it often enough, and hey, at least it does something even if you don’t have the snow mana. It is also another snow payoff that doesn’t demand 10+ snow lands, you can run it with just a few. Tapping something down even without snow mana can often enable an attack you didn’t have otherwise, and tapping something down for a turn can really swing a race in your favor, since that creature won’t be blocking or attacking. This is certainly beefier than most of these tap-down creatures are too -- it has good enough stats to be imposing on some board states.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Snow-Covered Forest
2.5 Green has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 3 Pick 5: Fynn, the Fangbearer
Rune of Speed
2.5 The Runes are all nice because they come with a cantrip, taking away the biggest downside of Auras -- the possibility of getting blown out by a 2-for-1. This is cheap enough that putting it on a new creature that can take advantage of Haste is a real possibility, though sometimes you may have to settle for only getting an advantage out of the +1/+0 part. Like all runes, if you put it on equipment it can really shine.
Fynn, the Fangbearer
3.0 A two-mana ⅓ with death touch is actually a very good statline. This is because it can actually block one and two drops and survive, while still killing them. Then, Fynn adds some crazy deathtouch upside to the mix -- death touch combat damage to a player turning into poison counters is no small thing, though Fynn being the only creature in the set that has a poison counter ability does make it a little bit less appealing. There are other ways to get deahtoutch in this set, especially in Green-Black, so he will help you win with poison on occasion. If you get two of these, things might get really silly – and at Uncommon, it could happen! Still, I think most of the time he’ll just be a two mana 1/3 with deathtouch, and that’s good enough for me.
Iron Verdict
2.5 This is another “Trap card” with foretell. So, in the past, 3-mana cards that do 5-damage to attacking creatures have been solid -- and this can actually work on any tapped creature, not just attacking ones. This is better than most of the other cards like that we’ve seen because of Foretell too. Being able to put this aside and use it for a single white mana later on in the game is great -- and this type of effect is situational, so putting it aside for awhile until you need it is going to work out pretty well. Now, I still don’t think this is quite “premium” removal -- you still are paying a total of 3 mana for the effect, and it is still pretty situational. But it is a nice White common.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Duskwielder
1.0 You’ll play this in really aggressive Black decks, but even then you’re kind of hoping you’ll get a better one drop than this! Overall, this is quickly outclassed on the board, and the Boast effect doesn’t do enough to help that.
Jaspera Sentinel
2.0 The fixing this offers is a big deal for the decks trying to play 3+ colors. It doesn’t have the greatest stats, and Reach isn’t very exciting, but the mana production here is nice.
Bind the Monster
2.5 Blue does not often get super efficient Auras that are capable of getting a blocker out of the way with no problem, and in general it doesn’t usually get removal that can just straight up shut down most creatures – but that’s what this is. For one mana, this can deal entirely with most creatures, and sure – you’re going to take some damage, but I think it is worth it for the efficiency. Playing more than one of these can get a bit risky, since you only have so much life you can pay for an effect like this, but I think you pretty much always play the first copy, especially if you’re light on other removal.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Woodland Chasm
3.5 This is a Snow land to value fairly highly. It gives you snow mana and fixing, and it is in colors that have some nice snow payoffs at lower rarities.
Pack 3 Pick 6: Mammoth Growth
Vega, the Watcher
3.5 Even if you only draw one card with Vega you are going to feel pretty good about your investment, since it has such reasonable stats to begin with. Drawing that one card isn’t too challenging, either!
Skemfar Elderhall
3.5 This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Fearless Pup
2.0 A one mana 1/1 with first strike is not that impressive, those are just stats that quickly become irrelevant, and in some games it will feel like you should have just played a four drop that is more impactful. Adding Boast to the mix obviously matters, though, and often just the threat of activation will mean that your opponent just takes hits from this thing. This is also another great creature to enhance with equipment, counters, and Auras.
Seize the Spoils
1.0 This is not an efficient way to dig deeper into your library, and while it also gives you a Treasure, you mostly should avoid playing this.
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Priest of the Haunted Edge
1.0 // 3.0 This is a snow payoff that DEMANDS you have a bunch of snow lands, and you won’t always have enough to make the Priest work. You probably need 7+ snow lands to do it. However, once you do, this becomes a reasonable early blocker than is a removal spell later on, and it is something you can get back from your graveyard fairly easily. It is not very good in other decks in the format, though.
Mammoth Growth
1.5 This is a decent trick. Paying the three mana up front isn’t the greatest deal, but the stats boost it gives is enough that it can help almost any creature win combat. The downside is the massive tempo hit you can take if your opponent can do something in response, so like with all tricks, be as careful as you can with this. Adding foretell to the mix does help reduce the downside a little bit -- since you only pay one Green mana the turn you actually use it, and you probably decided to Foretell it on a turn when you couldn’t do anything with your mana anyway, so if you do get blown out the tempo won’t be so bad.
Depart the Realm
2.0 Two mana to bounce nonland permanents at Instant speed is usually fine. Bounce spells won’t always straight up trade for a card, but the tempo they give you can be worth it – and, sometimes you can get one of your opponent’s cards with this, if you bounce something that they are using a trick on or putting an Aura on. This has Foretell too, but I still don’t think it is much more than “fine”.
Snow-Covered Mountain
2.0 Red isn’t overflowing with snow payoffs, but this is still a snow land and those are quite useful in this format.
Pack 3 Pick 7: Snakeskin Veil
Ascent of the Worthy
0.5 This card is way too difficult to set up effectively, and you should mostly not play it.
Battershield Warrior
3.0 That is a very nice boast effect. Obviously, a 3-mana 2/2 isn’t so good, but being able to give your whole board +1/+1 -- including itself -- is pretty nice. A lot of these Boast creatures have some serious threat of activation, and that is certainly an issue here if you are trying to block when someone attacks with this and some other creatures. There’s a good chance it will die after that first swing, but it and all of its friends will be much harder to block, so you’re probably coming out ahead in that exchange.
Snakeskin Veil
1.5 This is a decent combat trick. It doesn’t give the biggest boost ever, even for one mana. Basically with tricks, you’re looking for the ones that can do the best job of helping your creature win combat, and you want to do it as efficiently as possible. One usually expects at least a +2/+2 boost from a one mana trick, and this doesn’t deliver there. However, it does grant a creature hexproof, and that means that it also has utility outside of combat -- plus, the boost it gives is permanent, so it isn’t SUPER far away from +2/+2.
Scorn Effigy
1.0 This is efficient, but it doesn’t have impressive stats in the end. It can help decks with lots of double-spell payoffs, but that’s really the only place its worth it.
Dwarven Reinforcements
2.0 Normally when you pay 4 mana for a couple of tokens, you expect a couple of 2/2s -- and that isn’t what you get here. However, Foretell does mean you can pay for this in two separate installments, which does help overcome that downside.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Raven Wings
1.5 This is fine. 2 to play and 2 to equip is a bit steep, but giving evasion and +1/+0 to something will often make a pretty big difference -- sending your big guys into the air is particularly appealing.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Snow-Covered Island
2.5 Blue has some nice snow payoffs, and that means you should be valuing this Snow land over most average cards.
Pack 3 Pick 8: Path to the World Tree
Path to the World Tree
1.0 // 3.5 This is a big payoff for going five colors. On its own, it provides you with some fixing, something you often want in Limited to splash powerful cards. Worth noting this can get you snow lands if that’s what you need. Where it really gets interesting, though, is if you can utilize its activated ability -- and obviously, it can help you do that because of the fixing it gives you. That ability is no joke -- you get 2 cards, 2 life, and a 2/2 bear -- while your opponent loses 2 life and an X/2 creature. That’s the kind of late game effect that will win you games. Now, how realistic is it to be able to use that ability? I mean, you probably shouldn’t count on it, but it is doable in some decks. In decks that have a lot of fixing, this turns out to be pretty great – in decks that don’t, it is pretty bad.
Kaya's Onslaught
3.0 Three mana for +1/+1 and double strike is something that you’ll play sometimes, and that’s what this is at a base level. That type of boost makes it very likely that your creature will be able to win combat, and it can also manufacture lethal damage out of nowhere. The problem that all tricks have, though, is that you can really get blown out if your opponent can interact in response, and if you have to pay all three mana for this in a single turn, it also makes it harder for you to play another spell on the same turn. But, by splitting this into two payments, you will more easily find windows where it is worth the risk, since paying a single White mana is way easier than paying three in the same turn. Now, as I often say -- it is still a trick, and even this one has the problems all tricks have: they are highly situational, and you are risking a blowout. That said, this is a nice enough trick that you’ll almost always run it in a White deck with a reasonable number of creatures. It can win the game out of nowhere sometimes!
Port of Karfell
3.5 Reanimating something in the late game is a huge deal, and if you have a powerful creature in play and you have Karfell Port around too, your opponent is going to be in a lot of trouble. Now, sure, 6 mana to reanimate something isn’t the most efficient thing ever -- but that’s fine, since it is really just here as a late-game effect on one of your lands.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.
Littjara Kinseekers
1.5 A 4-mana 2/4 isn’t very good. But, if you can trigger its ETB ability, you’re going to be pretty happy -- as a 4-mana ⅗ that scries one is a pretty good deal. Now, because it has Changeling, you will just need two other creatures with matching creature types to trigger it, and while that isn’t always going to be what your board looks like, I imagine that in the late game it won’t be that hard to trigger. The ideal thing to do would be to curve out with creatures with the same types, but that won’t always be doable. Still, this being a reasonable 4-mana 2/4 changeling in the early game, and a much more impressive card in the later part of the game makes me think this is a pretty solid common for Blue.
Tuskeri Firewalker
3.0 A 3-mana 3/2 isn’t great, but its Boast effect is pretty nice. You really need to only be able to play somethin off of it once to feel good about the situation, since at that point, you’re getting a 2-for-1 in most cases. It even lets you pay lands if you exile one of them. The downside with this type of effect is often that you are unable to cast the spell you exile, and that’ll happen, but I think it’ll work out often enough that this seems pretty nice to me. Even if you just attack with it and it dies in combat, if you get a card out of the Boast, you’re doing just fine. I think this is a pretty good Red common.
Gods' Hall Guardian
2.0 This is a Foretell card that doesn’t end up costing you extra mana in the end.. You still pay a total of six mana, but having the flexibility to pay that mana in installments -- two on one turn, 4 on another -- is nice. Plus, like most foretell cards, it lets you play something ahead of curve -- getting this down on turn 4 is pretty legit. Now, 6-mana for a 3/6 with Vigilance is far from impressive – but it is already borderline playable. It is a good defensive body that can also pressure the opponent a little bit.
Pack 3 Pick 9: Grizzled Outrider
Colossal Plow
1.0 I know people like Ox and Plow shenanigans, but mostly you shouldn’t do that if you want to win. Crew 6 is a TON, and gaining some mana and life back when it attacks just isn’t going to be enough for me to overcome it. It will die on its first attack most of the time too.
Invasion of the Giants
2.5 This Saga is really cheap, and I generally think it will give you more than two mana’s worth of value. Scry 2 helps you set up both Chapter II and III, since both of them pay you off for having a Giant in your hand. Sometimes this will just amount to Scry 2 and draw a card, but even that isn’t too bad for the investment.
Goldvein Pick
3.0 This card is super good in this format. There are lots of good creatures to equip and the fixing it gives is great. While it is definitely better in more aggressive decks, it can work in any deck with a reasonable number of creatures, and that means you can value it pretty highly.
Story Seeker
2.0 Two mana 2/2s with Lifelink are always solid. Just being able to trade for another two drop and gaining you 2 life is a decent fail case, and if they are allowed to stick around they will end up gaining you significant life. Auras and Equipment are also your friend with a creature like this.
Littjara Kinseekers
1.5 A 4-mana 2/4 isn’t very good. But, if you can trigger its ETB ability, you’re going to be pretty happy -- as a 4-mana ⅗ that scries one is a pretty good deal. Now, because it has Changeling, you will just need two other creatures with matching creature types to trigger it, and while that isn’t always going to be what your board looks like, I imagine that in the late game it won’t be that hard to trigger. The ideal thing to do would be to curve out with creatures with the same types, but that won’t always be doable. Still, this being a reasonable 4-mana 2/4 changeling in the early game, and a much more impressive card in the later part of the game makes me think this is a pretty solid common for Blue.
Grizzled Outrider
1.5 5-mana for a 5/5 is kind of alright. And that’s all there is to say about that.
Raiders' Karve
1.5 Crew 3 is kind of a lot for a 4/4 vehicle, but the fact that it will effectively ramp and draw you a card like 40% of the time does help make that look a little less ugly. If you can get the land off the top with this even once, you’re going to feel alright. That said, it isn’t exactly efficient, and I think you probably cut this a little more than you play it.
Pack 3 Pick 10: Demonic Gifts
Gates of Istfell
3.5 It is great having a land that can draw you some cards and gain you some life in the late game – most lands become useless at that point! But not this one.
Broken Wings
1.5 This card is very mainboardable in this format because it has lots of good targets. It still isn’t great or anything, though.
Vault Robber
1.0 This is something you mostly won’t play. You could do worse if you are desperate for fixing, but the fact he is reliant on stuff in the graveyard to make Treasure can be rough, and his stats aren’t very good.
Annul
0.0 This is a reprint, and it isn’t really one that is here to be played in Limited -- it is for constructed sideboards. It will be a rare thing in this format for people to have enough targets for this for it to be worth running, you might bring it out of your sideboard on occasion, but even then it doesn’t seem that likely to me. It is way better to have cards that destroy this type of permanent rather than counter them, because you can draw the removal after the fact and be okay. You have to have this in your hand at the exact right time for it to do something.
Demonic Gifts
1.5 This type of trick is usually alright. The stats boost is enough to make your creature take down larger creatures in combat, and it doesn’t really have to “win” the combat, since the Gifts will bring your creature right back if it dies. This can get especially nasty if your creature has an ETB ability. It also doesn’t hurt that it does something against most removal too. It is still a trick, and the situational nature of them keeps most of them from ever being especially good.
Snow-Covered Plains
2.0 This is the least valuable snow land because White doesn’t care much about Snow.
Pack 3 Pick 11: Skemfar Elderhall
Skemfar Elderhall
3.5 This is a land that can turn into a removal spell and a couple of tokens in the late game, and I’m all about that.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Starnheim Courser
2.5 This has the always-okay Wind Drake stats and reasonable upside. Good Equipment and Auras are plentiful in the set, so that upside does come up!
Brinebarrow Intruder
1.0 This doesn’t seem especially good. It is easy to imagine situations where you flash it in and killed a 3/1 or something, but it is mostly too situational to be worth playing. That decrease to power just doesn’t do enough often enough. You mostly won’t play this.
Deathknell Berserker
2.0 There are a decent number of ways in this format to get the Berserker to 3 power, so he makes that 2/2 Zombie way more often than you might think! And when he does that, he feels quite good. That’s nice upside to have on an already okay creature stats-wise.
Pack 3 Pick 12: Cinderheart Giant
Cinderheart Giant
1.5 So, this is a big ol’ giant with Trample, something that normally wouldn’t be so good -- but its death trigger is pretty interesting. It basically means it will kill something at random when it dies -- not much can stand up to 7 damage -- and that’s pretty nice. It is random unfortunately, so you may kill an Elf token instead of a real card, but by having a death trigger, it does help mitigate against some of the danger of running a 7-drop in your deck, because now if it gets removed, at least it will impact the board one way or another. Now, I still don’t really think you’ll play thi sin most decks, even Giant decks, but it seems like a reasonable top curve if you’re in need of that.
Smashing Success
0.0 Land destruction spells are almost never worth it in Limited. This is because it often has a negligible effect on the game -- if you get it late it basically does nothing, if you get it early it might do something, but even then there is about a 50% chance that your opponent still won’t be bothered by it. And yeah, this one is an instant, can hit artifacts, and makes a treasure when it destroys artifacts, but you still shouldn’t play it.
Mists of Littjara
1.5 This type of Blue removal spell is always pretty alright. The fact you can’t use it to keep a creature from still being a good blocker can be annoying sometimes, but the fact it can also shut down vehicles and has Flash do make up for that a little bit. The Flash side of it will sometimes allow you to double block and kill something, while keeping both of your creatures, and when you can make this trade 1-for-1 it is going to feel good. That won’t be the regular occurrence, I don’t think – but it will happen often enough that you’ll play this if you need removal.
Berg Strider
3.5 I always like this kind of creature that taps something down when it comes into play, but they are usually only at their best if they can lock the creature down for a turn too. Berg Strider won’t always do that, but it will do it often enough, and hey, at least it does something even if you don’t have the snow mana. It is also another snow payoff that doesn’t demand 10+ snow lands, you can run it with just a few. Tapping something down even without snow mana can often enable an attack you didn’t have otherwise, and tapping something down for a turn can really swing a race in your favor, since that creature won’t be blocking or attacking. This is certainly beefier than most of these tap-down creatures are too -- it has good enough stats to be imposing on some board states.
Pack 3 Pick 13: Arachnoform
Wings of the Cosmos
1.0 This trick is mostly not worth playing. You can use it both offensively and defensively pretty effectively, and the fact it grants flying might mean sometimes it will also let you sneak in for lethal in the air. But -- a trick is a trick. It is situational, and its risky, and it doesn’t do a whole lot to make any of that less of a problem.
Arachnoform
1.0 This set has a lot of nice Auras, but Arachnoform isn’t one of them. It doesn’t mitigate agains the 2-for-1, and the bonus it grants is not significant enough for me to be interested in taking a risk. +2/+2, reach, and changeling status just doesn’t do it for me.
Draugr Thought-Thief
1.5 If you’re going to be a 3-mana 3/2, you probably need to have something going on that makes those inefficient stats worth it -- and I don’t really see that here. You get some very minor card selection, and an effect that might help you put something in your graveyard. Or, alternatively, something that lets you control your opponent’s next draw a little bit, but neither of those things is that great. It is kind of equivalent to Scry 1, but in most ways, it isn’t as good as Scry 1. You will certainly play this sometimes, but you’ll also cut it a fair bit.
Pack 3 Pick 14: Funeral Longboat
Revitalize
0.5 This is an underwhelming reprint. A cantrip that gains you life isn’t bad, it is just one of those cards that will be the last card cut from your deck most of the time. Especially because this set doesn’t seem to have a strong life gain theme.
Funeral Longboat
1.5 This is a decent vehicle. Crew 1 is just so easy to do, that this is going to just feel like a two mana 3/3 with Vigilance some of the time. And, the fact it is so easy to crew AND has vigilance, means your opponent also has to take into account while attacking you.
Pack 3 Pick 15: Strategic Planning
Strategic Planning
1.0 For two mana you get some card selection and some help loading your graveyard. These type of spells that just let you go 1-for-1 are always easy to cut, as their effects are so minimal. They aren’t bad, but you’d probably rather have a two-drop creature most of the time.