Winged Portent
2.5 As long as you can draw two cards with this when you aren’t Cleaving it, you’re going to feel like you’re doing okay. If your deck has a decent number of flyers, that is reasonably obtainable. If you are Cleaving it, you probably need to be drawing at least three. The fact its an Instant is really nice, and makes it a whole lot less clunky than it would be otherwise. It can really help you end a game that is in a board stall. Still, setting up situations where it does the thing you want is going to be somewhat situational.
Radiant Grace
2.5 There are lots of Auras in this format that do an excellent job of getting around the 2-for-1 risk of Auras, and this is yet another! One mana for +1/+0 and Vigilance isn’t exactly an exciting boost, and probably wouldn’t be a card you’re super interested in playing, but the fact that it comes back as a Curse is nice. Now, again, just the Curse side of this isn’t great, but when you staple the two cards together, you end up with a very playable card, especially in UW, which loves Enchantments. The Curse side is going to be nice if you’re aggressive especially, and is less good the less aggressive you are. I think this comes out as a 2.5, overall.
Stormchaser Drake
3.5 This starts out with a great Flying body, and the ability it has can be quite nice, especially in UW, a deck that will have a decent number of Auras, and Auras of course count for the ability. You’ll still play this in just about any Blue deck though, as the stats alone are worth it, and any Blue deck at all probably has a decent chance of having some other things that target it.
Vampires' Vengeance
2.5 Doing 2 to the whole board can be pretty nice, and obviously if you’re a deck with lots of vampires, you can make this fairly one-sided. Of course, the downside is that your opponent might have vampires too, in which case this won’t feel too good, but I still think you’ll basically always play the first copy of this in a BR deck in the format. It will be able to kill enough creatures, and the fail case of making Blood isn’t too bad. I don’t think its anything special, though.
Cruel Witness
3.5 A 4-mana 3/3 Flyer always feels pretty good, and this lets you surveil every time you play a noncreature spell. That’s not the most exciting payoff ever, but it does improve your draws over time while also loading the graveyard, and the fact it starts out with such a good baseline is pretty nice.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Kessig Flamebreather
2.0 Every time we’ve seen a noncreature spell payoff that pings the opponent, it has ended up being better than it looks. It will tend to do enough incidental damage throughout the game that it ends up being a pretty nice payoff.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
Bramble Armor
1.0 We just saw this in the last set. It wasn’t very good last time around, even with the free Equip, and really kind of underperformed. While this format has Training, which this can help with, the last format had Coven, which this could have helped with, and it still wasn’t a card you ran very often.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Estwald Shieldbasher
2.5 This doesn’t have great stats for the cost, but the ability to become indestructible when it attacks makes up for that. It’s a nice place to put +1/+1 counters and Auras, and those are very real things in this format.
Sporeback Wolf
2.5 We’ve seen two mana 2/2s with this box of text before, and its fine. Being a 2/4 is decent enough upside on a bear.
Lantern Bearer
3.5 This looks like a pretty good Common. A one mana 1/1 Flyer isn’t something that is worth it in a lot of formats all on its own, but it is a pretty decent play on turn one, as it can chip in for some real damage. Unlike most one mana 1/1 flyers though, once this become outclassed, you can just chump block with it and then Disturb it to get a pretty nice Aura! +1/+1 and Flying can turn almost any creature into a very real threat, and sure, 3 mana for that isn’t amazing, but remember that you also got a one mana 1/1 Flyer earlier in the game, and that sounds pretty good to me.
Pack 1 Pick 2: Alluring Suitor
Sigardian Paladin
3.5 This is another great signpost Uncommon. It has a baseline of being a 4-mana 4/4, and brings all kinds of amazing additional value. The one bummer about the card is it doesn’t also bring a +1/+1 counter along with it, but there are so many of them in this format that it will really do some serious work.
Laid to Rest
1.0 // 4.0 This is mostly here for the GW deck, which is all about Humans and +1/+1 counters, and in that deck, this is going to be a pretty serious value engine. Drawing cards and gaining life is really going to enable you to grind out wins. Sure, costing 4 and not adding to the board is kind of a big deal, but the good news is that while it may not actually add something to the board, it does alter the board, in the sense that your opponent now has to deal with the fact that if they attack you, you can threaten to gain life and draw cards. This is definitely a build around, but I think its one that has a high enough ceiling that you may want to consider taking it early.
Alluring Suitor
4.0 Transforming this really won’t be very hard, and that means that this is a 3-mana 3/3 that gives you RR when it attacks, and then has a pretty nice ability. If you play this on turn three and attack with two things on the next turn it will feel especially good, and it has the size and ability to stay relevant almost all game. It can even transform without attacking itself! This is just great.
Traveling Minister
1.5 This common gains life, which BW likes, and it can set up training a little better, which GW likes. But it doesn’t do either thing that well, and as a one mana 1/1 it isn’t exactly impactful. The Sorcery speed only thing is killer!
Gluttonous Guest
2.5 This is a decent Common that slots in well into multiple Black decks. It has high toughness, which BG likes, it gains you life, which BW likes, and it makes Blood tokens, which BR likes! Now, it doesn’t exactly blow you away with what it does in any of those decks, but it is a solid card in all of them.
Vampire Slayer
1.5 This set has a lot of vampires, but not so many that a two mana 2/2 that kills Vampires in combat is that great. This is especially true because many vampires are already kind of small and this can trade with them.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
End the Festivities
0.5 Yeah. No thanks. This is a sideboard card, there aren’t enough X/1s in this format that you want to be doing this.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
Skywarp Skaab
2.5 If this always drew you a card, I’d be pretty pumped about this! It probably only ends up drawing you a card around half the time though, which is substantially worse, as a 5-mana 2/5 Flyer isn’t anything special.
Heron of Hope
2.5 This doesn’t have the best base stats, but it is a nice little life gain enhancer, and the fact it can gain life gain itself means it does stuff even if its your only life gain card -- and generally, it won’t be.
Hookhand Mariner
3.0 This is a nice Common werewolf, something they could have used in the last set! A 4-mana 4/4 is pretty close to a C, and when this transforms it is hard to block.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Pack 1 Pick 3: Heron-Blessed Geist
Runebound Wolf
3.0 This looks pretty nice as a bear with pretty relevant upside. Even on its own, its ability does 1 damage to your opponent, and while that isn’t remotely efficient, it is nice that it does a thing even if its all alone. As long as you are doing 2 or more with this, the damage will become a huge factor in the later part of the game. This looks to me like it has a very real upside and a pretty reasonable floor. You’ll almost always play this in Red decks, and in some of them it will be one of your best cards.
Groom's Finery
1.5 If you don’t also have Bride’s Gown, the boost from this card isn’t really going to be worth it. Two to play and two to equip for +2/+0 is basically never a worthwhile Equipment when we see it. Sure, it can enable an attack that wasn’t there before, but the lack of a toughness boost really matters.
Moldgraf Millipede
2.0 This is a decent payoff for the UG deck in the format, which likes milling. It is hard to overlook how bad this will feel if you only end up with one or two creatures, but I think if its at least a 4/4 you feel okay about it, and sometimes it will be much bigger. It is still just a big vanilla creature, though.
Snarling Wolf
1.5 This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
Heron-Blessed Geist
2.5 A 5-mana 3/3 Flyer isn’t very good, but the fact it can make 1/1 flyers from the graveyard is big, and will often feel like you’re getting a 2-for-1. You do need to have an Enchantment in play to use that ability, which is a little annoying, but seems doable enough.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
Doomed Dissenter
3.0 This is a reprint, and a nice one to have in a set with Exploit. This is a great thing to sacrifice, and even apart from that, it can be a really obnoxious creature that just makes all X/1s really sad, since it just trades and gives you a 2/2. You get 3/3 of stats out of this for only two mana in the end, and that’s pretty nice.
Skywarp Skaab
2.5 If this always drew you a card, I’d be pretty pumped about this! It probably only ends up drawing you a card around half the time though, which is substantially worse, as a 5-mana 2/5 Flyer isn’t anything special.
Hookhand Mariner
3.0 This is a nice Common werewolf, something they could have used in the last set! A 4-mana 4/4 is pretty close to a C, and when this transforms it is hard to block.
Lightning Wolf
1.5 This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Pack 1 Pick 4: Bramble Wurm
Bramble Wurm
3.5 This is a pretty nice thing to ramp into, and a good finisher in general, as it will really allow you to stabilize between its size and the life it gains you. Its too bad it doesn’t draw you a card, like some other big Wurms we’ve seen, but even without that, this looks like a nice top curve for slower decks.
Desperate Farmer
2.5 This starts out with a pretty ugly stat-line – a Gray Ogre with life link just isn’t worth three mana, but it has the ability to turn into a 4/3 with Lifelink, which is obviously pretty good for three mana! And transforming it isn’t’ super hard, something just has to die, so you can just play this and offer a trade for example. You can also exploit something to transform it.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Skywarp Skaab
2.5 If this always drew you a card, I’d be pretty pumped about this! It probably only ends up drawing you a card around half the time though, which is substantially worse, as a 5-mana 2/5 Flyer isn’t anything special.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Unhallowed Phalanx
1.0 // 2.5 The idea here is that you play this in the toughness matters deck, and I think you’ll play this reasonably often there, but you won’t really be playing it anywhere else. Sure, it can block well, but a 1/13 just isn’t that exciting -- it won’t be able to kill anything in combat, and the fact it can’t block right away is pretty brutal. There are some sweet combos to pull off with this in BG, like sacrificing this to the flipped Catapult creature.
Sheltering Boughs
1.0 This Aura replaces itself, which definitely upgrades it, but the stats boost isn’t pretty. I think you’ll cut this more than you play it.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Snarling Wolf
1.5 This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
Heron-Blessed Geist
2.5 A 5-mana 3/3 Flyer isn’t very good, but the fact it can make 1/1 flyers from the graveyard is big, and will often feel like you’re getting a 2-for-1. You do need to have an Enchantment in play to use that ability, which is a little annoying, but seems doable enough.
Witch's Web
1.5 We see this trick a lot, and its always passable in aggressive decks. It gives enough of a boost that the creature usually wins combat, and it can even be used to ambush an attacking flyer, though typically you’d rather use this aggressively than defensively.
Pack 1 Pick 5: Stitched Assistant
Vampires' Vengeance
2.5 Doing 2 to the whole board can be pretty nice, and obviously if you’re a deck with lots of vampires, you can make this fairly one-sided. Of course, the downside is that your opponent might have vampires too, in which case this won’t feel too good, but I still think you’ll basically always play the first copy of this in a BR deck in the format. It will be able to kill enough creatures, and the fail case of making Blood isn’t too bad. I don’t think its anything special, though.
Geistlight Snare
1.5 I’m always a bit skeptical of counter magic in Limited. This is a bad mana leak a big chunk of the time, and sometimes it will cost two or one, which will obviously feel much better, but you still have to hold it up at the right time for it to do its thing, and it has waning value as the game goes on and players have more mana.
Reckless Impulse
2.5 I like that we’re seeing more of these so-called “impulsive draw” effects, seeing one at Common is neat! Anyway, this can sometimes feel like two mana to draw 2, which is quite good. Other times, you’ll hit two lands, and that won’t feel so good, but I think most of the time getting two cards of value out of this is going to happen, especially if you don’t play a land before you play it -- and you pretty much never should.
Bloodcrazed Socialite
3.5 A 4-mana 3/3 with Menace isn’t amazing -- it is probably a 2.0 at best -- however -- this brings a blood token along with it, and I think I’d already be playing that card a reasonable chunk of the time, but it also has the impressive upside of making itself into a 5/5 when it attacks, provided you have blood. Because the Socialite brings a Blood token with it, you’ll get to do it at least once, and if you have other blood lying around, this will be a beating.
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Stitched Assistant
3.0 The exploit trigger lets you see two cards, and makes sure that the creature you sacrifice is instantly replaced. You won’t always want to sacrifice a thing, but the fact that you can is pretty nice, and there are enough decent sacrifice fodder type cards that this seems like a 3.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Serpentine Ambush
0.0 This kind of card is always awful in Limited. It is easy to imagine scenarios where it does what you want – like when you use it as a combat trick to ambush something, but situations where you actually get to trade this for a card are few and far between, and this is something we’ve seen repeatedly.
Pack 1 Pick 6: Stitched Assistant
Syphon Essence
1.5 This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
Rural Recruit
3.0 This is a pretty good Common. 4/2 worth of stats spread across two bodies isn’t too bad for 4 mana, and it comes with the means to train itself right away. This turning into a 2/2 isn’t exactly amazing, but it will definitely make your attacks on the turn after you play it feel pretty good.
Pointed Discussion
1.5 Black always gets a draw spell like this, and the vast majority of them are pretty mediocre. Two cards for three mana and two life will be something worth paying in grindier decks, and the blood is nice upside. You won’t ever play it in more aggressive decks, though
Kessig Flamebreather
2.0 Every time we’ve seen a noncreature spell payoff that pings the opponent, it has ended up being better than it looks. It will tend to do enough incidental damage throughout the game that it ends up being a pretty nice payoff.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Stitched Assistant
3.0 The exploit trigger lets you see two cards, and makes sure that the creature you sacrifice is instantly replaced. You won’t always want to sacrifice a thing, but the fact that you can is pretty nice, and there are enough decent sacrifice fodder type cards that this seems like a 3.
Adamant Will
1.5 We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
Courier Bat
3.0 This is a very nice Common. Early, its a Wind Drake, which is passable -- and then from the mid-game on, you’re going to be able to get a creature back reasonably often. Obviously, you’re going to want some life gain stuff going on, and that’s really a thing in BW, but there’s enough life gain around that I think this will be pretty much an auto-include in most Black decks, especially because it has such a good floor.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Pack 1 Pick 7: Nature's Embrace
Retrieve
1.5 This doesn’t look great. It won’t be easy actually getting back two cards with this. Sure, having a creature in your graveyard is a foregone conclusion, but having a noncreature permanent is not. In Limited, that means we’re talking Lands, Artifacts, and Enchantments, and those things don’t routinely end up in the graveyard! Unless, of course, you’re in a self mill deck. In a deck like that, getting a land + creature will be pretty easy, and not a bad deal. Still, this is going to only be good in some pretty specific decks, and even then it won’t be that great.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Estwald Shieldbasher
2.5 This doesn’t have great stats for the cost, but the ability to become indestructible when it attacks makes up for that. It’s a nice place to put +1/+1 counters and Auras, and those are very real things in this format.
Nurturing Presence
1.5 This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Nature's Embrace
1.5 This has a pretty interesting design. Its either a mediocre aura or a mediocre way to fix and ramp. Each card individually is probably a 1.0 at best – and you probably won’t play this at all if you don’t need fixing, so I think it’s a 1.5.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Pack 1 Pick 8: Foreboding Statue
Crawling Infestation
1.0 // 3.5 This is very similar to a card from our last trip to Innistrad called Creeping Sensation. So similar that I thought it was a reprint at first! They are pretty similar, the main difference is that this checks for creatures that go to the graveyard and not lands, and it only triggers once each turn, but this is a pretty similar card. It really helps you out if you’re interested in milling, and it cranks out Insect tokens fairly often. Basically, you get to add to the board while also loading up your graveyard. And, your own creatures dying also will give you those tokens. There’s a bit of a risk of milling yourself out, but based on how it worked out last time, you usually end up winning with all the graveyard value before that happens. You don’t wanna play this if you’re an aggro deck of course, but if you’re any sort of grindy graveyard deck, this is a very impressive engine
Foreboding Statue
3.5 This is basically a way better version of Mystic Skull from the last set. Both are cards that fix your mana and then turn into creatures, but the Statue is way, way better on the front! For one thing its a creature, and for another it doesn’t just filter your mana -- it actually ramps you too. Then, once it transforms, it becomes a pretty imposing creature that still fixes your mana. This looks like a nice card that all but the most aggressive of decks would play and take fairly highly.
Witch's Web
1.5 We see this trick a lot, and its always passable in aggressive decks. It gives enough of a boost that the creature usually wins combat, and it can even be used to ambush an attacking flyer, though typically you’d rather use this aggressively than defensively.
Supernatural Rescue
1.0 This has a neat design, and is obviously really geared toward the UW deck, which is about Auras and Spirits. This having Flash will be particularly attractive, as you can use it to prevent one round of attacks and blocks when you do, and you can also get the stats boost at Instant speed, which isn’t too shabby. When it doesn’t have Flash, it is pretty clunky, though tapping down a couple of things can often make some more attacks possible. Still, the mana cost is pretty high here, and you won’t have much reason to run Auras like this when you can just run creatures with Disturb who are far more useful up front. Even with the Spirit upside, I don’t see myself playing this very often.
Kessig Flamebreather
2.0 Every time we’ve seen a noncreature spell payoff that pings the opponent, it has ended up being better than it looks. It will tend to do enough incidental damage throughout the game that it ends up being a pretty nice payoff.
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Militia Rallier
2.5 This has efficient stats, even if it can’t attack alone. The good news is it can block alone, and it does a good job of that! And as long as he has some friends, he can rumble too, while untapping a creature, so it has pseudo-vigilance. On top of that, its a nice size for training other creatures.
Pack 1 Pick 9: Lantern Bearer
Radiant Grace
2.5 There are lots of Auras in this format that do an excellent job of getting around the 2-for-1 risk of Auras, and this is yet another! One mana for +1/+0 and Vigilance isn’t exactly an exciting boost, and probably wouldn’t be a card you’re super interested in playing, but the fact that it comes back as a Curse is nice. Now, again, just the Curse side of this isn’t great, but when you staple the two cards together, you end up with a very playable card, especially in UW, which loves Enchantments. The Curse side is going to be nice if you’re aggressive especially, and is less good the less aggressive you are. I think this comes out as a 2.5, overall.
Cruel Witness
3.5 A 4-mana 3/3 Flyer always feels pretty good, and this lets you surveil every time you play a noncreature spell. That’s not the most exciting payoff ever, but it does improve your draws over time while also loading the graveyard, and the fact it starts out with such a good baseline is pretty nice.
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Kessig Flamebreather
2.0 Every time we’ve seen a noncreature spell payoff that pings the opponent, it has ended up being better than it looks. It will tend to do enough incidental damage throughout the game that it ends up being a pretty nice payoff.
Bramble Armor
1.0 We just saw this in the last set. It wasn’t very good last time around, even with the free Equip, and really kind of underperformed. While this format has Training, which this can help with, the last format had Coven, which this could have helped with, and it still wasn’t a card you ran very often.
Lantern Bearer
3.5 This looks like a pretty good Common. A one mana 1/1 Flyer isn’t something that is worth it in a lot of formats all on its own, but it is a pretty decent play on turn one, as it can chip in for some real damage. Unlike most one mana 1/1 flyers though, once this become outclassed, you can just chump block with it and then Disturb it to get a pretty nice Aura! +1/+1 and Flying can turn almost any creature into a very real threat, and sure, 3 mana for that isn’t amazing, but remember that you also got a one mana 1/1 Flyer earlier in the game, and that sounds pretty good to me.
Pack 1 Pick 10: Evolving Wilds
Laid to Rest
1.0 // 4.0 This is mostly here for the GW deck, which is all about Humans and +1/+1 counters, and in that deck, this is going to be a pretty serious value engine. Drawing cards and gaining life is really going to enable you to grind out wins. Sure, costing 4 and not adding to the board is kind of a big deal, but the good news is that while it may not actually add something to the board, it does alter the board, in the sense that your opponent now has to deal with the fact that if they attack you, you can threaten to gain life and draw cards. This is definitely a build around, but I think its one that has a high enough ceiling that you may want to consider taking it early.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
End the Festivities
0.5 Yeah. No thanks. This is a sideboard card, there aren’t enough X/1s in this format that you want to be doing this.
Skywarp Skaab
2.5 If this always drew you a card, I’d be pretty pumped about this! It probably only ends up drawing you a card around half the time though, which is substantially worse, as a 5-mana 2/5 Flyer isn’t anything special.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Pack 1 Pick 11: Belligerent Guest
Groom's Finery
1.5 If you don’t also have Bride’s Gown, the boost from this card isn’t really going to be worth it. Two to play and two to equip for +2/+0 is basically never a worthwhile Equipment when we see it. Sure, it can enable an attack that wasn’t there before, but the lack of a toughness boost really matters.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
Lightning Wolf
1.5 This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Pack 1 Pick 12: Sheltering Boughs
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Sheltering Boughs
1.0 This Aura replaces itself, which definitely upgrades it, but the stats boost isn’t pretty. I think you’ll cut this more than you play it.
Witch's Web
1.5 We see this trick a lot, and its always passable in aggressive decks. It gives enough of a boost that the creature usually wins combat, and it can even be used to ambush an attacking flyer, though typically you’d rather use this aggressively than defensively.
Pack 1 Pick 13: Crushing Canopy
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Serpentine Ambush
0.0 This kind of card is always awful in Limited. It is easy to imagine scenarios where it does what you want – like when you use it as a combat trick to ambush something, but situations where you actually get to trade this for a card are few and far between, and this is something we’ve seen repeatedly.
Pack 1 Pick 14: Steelclad Spirit
Steelclad Spirit
2.0 Two mana 3/3s with Defender are surprisingly not completely terrible. This is because they block pretty impressively early, and have enough size that your opponent is usually just going to have to trade. This has the nice upside of being an attacker sometimes.
Pack 2 Pick 1: Chill of the Grave
Investigator's Journal
2.5 Worst-case, this is 4 total mana to draw a card, and while that’s not remotely good, it does mean that the baseline isn’t an utterly useless card at least. Then, if there’s enough going on on the board, it can turn into a pretty great card advantage engine. This can win you a lot of long games, as you will get the most suspect counters out of it and also have the time to actually draw with it. Playing it early isn’t going to be ideal, obviously enough, and that definitely limits its usefulness. Still, that late-game utility is pretty nice.
Undead Butler
3.0 This is pretty nice at setting stuff up in your graveyard, and also a great creature to sacrifice to Exploit. Its pretty interesting, because it is pretty close to being a better Gravedigger for half the mana -- and Gravedigger is usually a pretty nice limited card. But there are a few things that I actually don’t think make it better than the digger. First, only having one power is a big deal, because creating a 2-for-1 this becomes much harder. Second, it exiles itself, so you can’t loop them together. I still think this is pretty good, especially in a set with Exploit, but I don’t quite think it is first pickable.
Parasitic Grasp
4.0 This is really good. There are lots of Humans who you can kill with this, but in situations where you want to kill a non Human, paying an additional mana is perfectly fine.
Radiant Grace
2.5 There are lots of Auras in this format that do an excellent job of getting around the 2-for-1 risk of Auras, and this is yet another! One mana for +1/+0 and Vigilance isn’t exactly an exciting boost, and probably wouldn’t be a card you’re super interested in playing, but the fact that it comes back as a Curse is nice. Now, again, just the Curse side of this isn’t great, but when you staple the two cards together, you end up with a very playable card, especially in UW, which loves Enchantments. The Curse side is going to be nice if you’re aggressive especially, and is less good the less aggressive you are. I think this comes out as a 2.5, overall.
Bloody Betrayal
1.0 It takes a special format for Threaten effects to be good – and I don’t really foresee that in this format. You either need a legit sacrifice deck in Red or an incredibly aggressive format for it to work out, since it is the kind of effect that doesn’t give you anything permanently, the Blood token notwithstanding. You could maybe combine it with Exploit if you’re in Black or Blue, and that could be spicy, but you’ll need a significant amount of mana to make that happen most of the time.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Flame-Blessed Bolt
3.5 This is premium removal. One mana for 2 at Instant speed always is, as you can very easily trade up. The exile clause definitely matters because of the disturb mechanic too.
Fierce Retribution
3.0 This is a nice Common. Two mana to kill an attacking creature is often a card that makes the cut. You don’t love it if you’re aggressive because it doesn’t get blockers out of the way, but it is efficient enough to be fine. Adding the Cleave upside means that in the late game it can deal with anything, and that’s nice.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Desperate Farmer
2.5 This starts out with a pretty ugly stat-line – a Gray Ogre with life link just isn’t worth three mana, but it has the ability to turn into a 4/3 with Lifelink, which is obviously pretty good for three mana! And transforming it isn’t’ super hard, something just has to die, so you can just play this and offer a trade for example. You can also exploit something to transform it.
Serpentine Ambush
0.0 This kind of card is always awful in Limited. It is easy to imagine scenarios where it does what you want – like when you use it as a combat trick to ambush something, but situations where you actually get to trade this for a card are few and far between, and this is something we’ve seen repeatedly.
Chill of the Grave
2.5 This sort of effect is always pretty decent when paired with a draw. If you can pay two for this consistently, it will feel especially good. It looks reasonably well suited for both the UB and UR decks, which are Zombies and spells respectively. You generally want to use this type of effect aggressively to alter the race, but it isn’t the worst thing defensively.
Wanderlight Spirit
2.5 This is a reasonably aggressive flyer. Not being able to block ground creatures isn’t a huge deal.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Pack 2 Pick 2: Brine Comber
Hero's Downfall
4.0 This was a Rare last time we saw it, and that goes a long way towards explaining how removal has gone back to being really good at lower rarities lately! And yeah, this is. It is strictly better Murder coming with the occasionally useful upside of dealing with planeswalkers. The double black in the cost is something that matters, because it isn’t as splashable as some other premium removal, but its still incredibly good.
Valorous Stance
3.0 This is a reprint, and it was pretty nice in Limited last time. We usually get an effect that costs 3 or 4 and kills big things, so having it at two mana is a huge upgrade, and if it doesn’t have a target, the other mode comes up sometimes. You can use it to save a creature, sometimes creating big blow outs. As a removal spell alone I don’t quite think its premium because it is conditional, but the additional mode does enough to give this the kind of grade a card in the lower ranger of “premium” would get.
Brine Comber
3.5 This looks amazing, and kind of resembles Lingering Souls. Three mana a 1/1 and a 1/1 flyer isn’t bad, and you get at least one 1/1 flyer back from your graveyard, all from a single card! And that’s without taking into account the Aura upside. This is a great signpost Uncommon.
Sigarda's Imprisonment
3.0 This is White’s usual aura-based premium removal. Now, there’s a very real chance this is worse than normal, since Exploit is in the format, but I still think the efficiency of the card is worth it -- 3 mana completely removes the card from combat, allowing you to attack and take advantage right away, and its nice that in the late game you can get rid of the creature entirely and get a Blood token out of the deal.
Voldaren Epicure
2.0 This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Militia Rallier
2.5 This has efficient stats, even if it can’t attack alone. The good news is it can block alone, and it does a good job of that! And as long as he has some friends, he can rumble too, while untapping a creature, so it has pseudo-vigilance. On top of that, its a nice size for training other creatures.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Lantern Bearer
3.5 This looks like a pretty good Common. A one mana 1/1 Flyer isn’t something that is worth it in a lot of formats all on its own, but it is a pretty decent play on turn one, as it can chip in for some real damage. Unlike most one mana 1/1 flyers though, once this become outclassed, you can just chump block with it and then Disturb it to get a pretty nice Aura! +1/+1 and Flying can turn almost any creature into a very real threat, and sure, 3 mana for that isn’t amazing, but remember that you also got a one mana 1/1 Flyer earlier in the game, and that sounds pretty good to me.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Pack 2 Pick 3: Sigarda's Imprisonment
Dread Fugue
0.0 // 1.0 Neither side of this card is very good in Limited. If you just cast it normally, there’s a good chance you hit nothing, and the 3-mana effect is just Coercion, a card that generally isn’t playable in Limited. You’ve got to be adding to the board meaningfully in most Limited formats, and this doesn’t do that, and it will often do nothing. It gets a little better as a sideboard card, but its probably still just a 1 there.
Panicked Bystander
3.5 You would always play a two mana 2/2 that gains you life every time a creature you control dies, especially in a deck with a life gain archetype! I always loved Limited cards that help you do the thing and then pay off for the thing, because that means they can fuel themselves, and that’s certainly what we have here. Gaining 3 life and transforming this is a very doable thing once you add a little more life gain to the mix, and this thing is a pretty tough customer once its a ⅗ that can gain death touch.
Blood Petal Celebrant
3.0 This is a nice Common. We’ve seen two mana 2/1s who have first strike when they attack before, and they are always good two-drop aggro creatures, and this one gives you some Blood when it goes down. I don’t imagine you’ll cut this in Red decks.
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Sigarda's Imprisonment
3.0 This is White’s usual aura-based premium removal. Now, there’s a very real chance this is worse than normal, since Exploit is in the format, but I still think the efficiency of the card is worth it -- 3 mana completely removes the card from combat, allowing you to attack and take advantage right away, and its nice that in the late game you can get rid of the creature entirely and get a Blood token out of the deal.
Traveling Minister
1.5 This common gains life, which BW likes, and it can set up training a little better, which GW likes. But it doesn’t do either thing that well, and as a one mana 1/1 it isn’t exactly impactful. The Sorcery speed only thing is killer!
Bloodcrazed Socialite
3.5 A 4-mana 3/3 with Menace isn’t amazing -- it is probably a 2.0 at best -- however -- this brings a blood token along with it, and I think I’d already be playing that card a reasonable chunk of the time, but it also has the impressive upside of making itself into a 5/5 when it attacks, provided you have blood. Because the Socialite brings a Blood token with it, you’ll get to do it at least once, and if you have other blood lying around, this will be a beating.
Mulch
1.0 // 2.5 This is a reprint, and one that stands a good chance at impacting constructed! In Limited, it is probably only worth it in a deck that is interesting in loading the graveyard, which mostly seems to be UG this time around. It does give you a good shot at hitting a land drop or two, which is fine. Still, I think most decks won’t play this apart from UG.
Chill of the Grave
2.5 This sort of effect is always pretty decent when paired with a draw. If you can pay two for this consistently, it will feel especially good. It looks reasonably well suited for both the UB and UR decks, which are Zombies and spells respectively. You generally want to use this type of effect aggressively to alter the race, but it isn’t the worst thing defensively.
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Adamant Will
1.5 We’ve seen this card a few times now, it’s a pretty reasonable trick. The boost it gives is enough to win just about any combat, and the indestructibility means you can even use it to save a creature from removal. It is still a trick and comes with all the inherent downsides those come with – like being situational and sometimes risky.
Pack 2 Pick 4: Radiant Grace
Radiant Grace
2.5 There are lots of Auras in this format that do an excellent job of getting around the 2-for-1 risk of Auras, and this is yet another! One mana for +1/+0 and Vigilance isn’t exactly an exciting boost, and probably wouldn’t be a card you’re super interested in playing, but the fact that it comes back as a Curse is nice. Now, again, just the Curse side of this isn’t great, but when you staple the two cards together, you end up with a very playable card, especially in UW, which loves Enchantments. The Curse side is going to be nice if you’re aggressive especially, and is less good the less aggressive you are. I think this comes out as a 2.5, overall.
Sporeback Wolf
2.5 We’ve seen two mana 2/2s with this box of text before, and its fine. Being a 2/4 is decent enough upside on a bear.
Supernatural Rescue
1.0 This has a neat design, and is obviously really geared toward the UW deck, which is about Auras and Spirits. This having Flash will be particularly attractive, as you can use it to prevent one round of attacks and blocks when you do, and you can also get the stats boost at Instant speed, which isn’t too shabby. When it doesn’t have Flash, it is pretty clunky, though tapping down a couple of things can often make some more attacks possible. Still, the mana cost is pretty high here, and you won’t have much reason to run Auras like this when you can just run creatures with Disturb who are far more useful up front. Even with the Spirit upside, I don’t see myself playing this very often.
Hookhand Mariner
3.0 This is a nice Common werewolf, something they could have used in the last set! A 4-mana 4/4 is pretty close to a C, and when this transforms it is hard to block.
Persistent Specimen
1.0 // 2.5 Like many Skeletons who came before it, the idea here is to recur this so that you can keep sacrificing it to exploit triggers and other stuff. I think that really makes this a build around, as you don’t want to play it at all in a deck that doesn’t really take advantage of its recursion, as getting back a 1/1 over and over again just isn’t very good for most decks.
Ancestral Anger
1.0 I like collect ‘em all cards, but just pumping power at Sorcery speed just isn’t that great, even with Trample. Now, I do think it has a little bit of value in the UR deck, since it is a spell that cantrips, but I’m still not very impressed.
Repository Skaab
3.0 A Hill Giant that sometimes rebuys you an Instant or Sorcery is decent. Obviously, you don’t really want to give up a real creature for the effect all the time, otherwise it is a roundabout way of rummaging, but recurring removal spells is especially potent, and giving up a creature for that is often going to be worth it, especially if you sacrifice a card that brings you some value when it dies.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
End the Festivities
0.5 Yeah. No thanks. This is a sideboard card, there aren’t enough X/1s in this format that you want to be doing this.
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Pointed Discussion
1.5 Black always gets a draw spell like this, and the vast majority of them are pretty mediocre. Two cards for three mana and two life will be something worth paying in grindier decks, and the blood is nice upside. You won’t ever play it in more aggressive decks, though
Pack 2 Pick 5: Brine Comber
Brine Comber
3.5 This looks amazing, and kind of resembles Lingering Souls. Three mana a 1/1 and a 1/1 flyer isn’t bad, and you get at least one 1/1 flyer back from your graveyard, all from a single card! And that’s without taking into account the Aura upside. This is a great signpost Uncommon.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Militia Rallier
2.5 This has efficient stats, even if it can’t attack alone. The good news is it can block alone, and it does a good job of that! And as long as he has some friends, he can rumble too, while untapping a creature, so it has pseudo-vigilance. On top of that, its a nice size for training other creatures.
Flourishing Hunter
2.5 It is pretty likely that this gains you 3 or more life, and that will feel pretty good if you’re trying to stabilize against an aggressive deck. . Seems like a solid card to have in the Colossal Dreadmaw/Honey Mammoth.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Fearful Villager
2.0 This has alright base stats and some decent upside, but its nothing special.
Snarling Wolf
1.5 This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
Piercing Light
2.5 This kills X/2s pretty efficiently, but its situational in two different ways, and I don’t love that. The creature has to be small and attacking or blocking. Scry is some minor additional value, but yeah, this falls well short of being premium removal. Its just a solid playable. I’m giving it 2.5.
Syphon Essence
1.5 This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
Lightning Wolf
1.5 This is pretty underwhelming. A 4-mana 4/3 isn’t a great place to start these days, and while its ability will make it harder to block, its also really frustrating its only Sorcery speed.
Pack 2 Pick 6: Heron of Hope
Undead Butler
3.0 This is pretty nice at setting stuff up in your graveyard, and also a great creature to sacrifice to Exploit. Its pretty interesting, because it is pretty close to being a better Gravedigger for half the mana -- and Gravedigger is usually a pretty nice limited card. But there are a few things that I actually don’t think make it better than the digger. First, only having one power is a big deal, because creating a 2-for-1 this becomes much harder. Second, it exiles itself, so you can’t loop them together. I still think this is pretty good, especially in a set with Exploit, but I don’t quite think it is first pickable.
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Mindleech Ghoul
2.0 This is a bear with some pretty nice upside, as sometimes taking away a card from your opponent’s hand will be worth losing the creature. Its nice that the card is exiled too, because you know, graveyard stuff.
Alchemist's Retrieval
2.0 We see this card a lot, and its always kind of alright. This one is nice because if you want to bounce your own thing you can pay less, and paying two to bounce a nonland permanent either player controls is kind of what we expect. Its never anything special, but the first copy often makes the cut in Blue decks.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Heron of Hope
2.5 This doesn’t have the best base stats, but it is a nice little life gain enhancer, and the fact it can gain life gain itself means it does stuff even if its your only life gain card -- and generally, it won’t be.
Cradle of Safety
2.0 This is functionally identical to Starlit Mantle, a card we saw fairly recently that overperformed. This Aura doesn’t give the most amazing boost for the cost, but hexproof can be used to counter spells and it will feel really swingy when you can do that. It will be especially nice in the UW deck, which pays you off for Auras. I think this will be a fine playable, just like the mantle was.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Pack 2 Pick 7: Scattered Thoughts
Dreadlight Monstrosity
1.5 This doesn’t seem very good. A 6-mana 5/5 is an ugly rate, even with Ward 2, and yeah – it can become unblockable, but only for a huge chunk of mana, and only if you have a card in exile. Now, by the time you can use the ability it is reasonably likely you have something in exile because of Disturb, but there will be times where that just isn’t the case, and without that ability, this card is really not good. You’ll play it if you’re desperate for a finisher I guess, but you’re hoping for something better.
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Weary Prisoner
1.5 This reminds me a whole lot of Tavern Brawler, a card that ended up being super underwhelming in Midnight Hunt. On one side it is a defensive creature, and on the other it is an aggressively costed big creature. Those two things are a bit awkward together, and if you played Midnight Hunt you know that completely controlling day and night how you want it isn’t always easy. This might end up being better than the Brawler -- Midnight Hunt did have an unusual amount of good common removal that made big vanilla creatures bad -- but for now I’m pretty skeptical.
Grisly Ritual
2.5 A 6 mana sorcery that kills something is certainly not premium. You almost always spend more mana, and having to tap all of your mana on your own turn is pretty brutal. Still, it is unconditional and gives you a couple of Blood tokens, so it isn’t bad. It just isn’t good either.
Mulch
1.0 // 2.5 This is a reprint, and one that stands a good chance at impacting constructed! In Limited, it is probably only worth it in a deck that is interesting in loading the graveyard, which mostly seems to be UG this time around. It does give you a good shot at hitting a land drop or two, which is fine. Still, I think most decks won’t play this apart from UG.
Sheltering Boughs
1.0 This Aura replaces itself, which definitely upgrades it, but the stats boost isn’t pretty. I think you’ll cut this more than you play it.
Kessig Flamebreather
2.0 Every time we’ve seen a noncreature spell payoff that pings the opponent, it has ended up being better than it looks. It will tend to do enough incidental damage throughout the game that it ends up being a pretty nice payoff.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Pack 2 Pick 8: Unholy Officiant
Crawling Infestation
1.0 // 3.5 This is very similar to a card from our last trip to Innistrad called Creeping Sensation. So similar that I thought it was a reprint at first! They are pretty similar, the main difference is that this checks for creatures that go to the graveyard and not lands, and it only triggers once each turn, but this is a pretty similar card. It really helps you out if you’re interested in milling, and it cranks out Insect tokens fairly often. Basically, you get to add to the board while also loading up your graveyard. And, your own creatures dying also will give you those tokens. There’s a bit of a risk of milling yourself out, but based on how it worked out last time, you usually end up winning with all the graveyard value before that happens. You don’t wanna play this if you’re an aggro deck of course, but if you’re any sort of grindy graveyard deck, this is a very impressive engine
Wretched Throng
0.0 // 3.5 I always really like collect ‘em all cards in Limited, they make for interesting picks, and this is a fun take on that. The main idea here is that you can keep getting Exploit fodder if you have multiple copies, but just the fact that it can block and trade and get you another Throng is actually pretty good too. A card like this always needs a range of grades. If you have one of these, you’re never going to play it, but as soon as you have two, you’re looking at a 2.5, if you have 3, it is 3.0, if you have 4 or more, it’s a 3.5.
Skywarp Skaab
2.5 If this always drew you a card, I’d be pretty pumped about this! It probably only ends up drawing you a card around half the time though, which is substantially worse, as a 5-mana 2/5 Flyer isn’t anything special.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Mulch
1.0 // 2.5 This is a reprint, and one that stands a good chance at impacting constructed! In Limited, it is probably only worth it in a deck that is interesting in loading the graveyard, which mostly seems to be UG this time around. It does give you a good shot at hitting a land drop or two, which is fine. Still, I think most decks won’t play this apart from UG.
Unholy Officiant
2.0 A one mana ½ with Vigilance is not a very good card. Its the kind of card people often overrate, because they think “One mana is only enough to get a 1/1 most of the time!” and while that’s sort of true, the problem in Limited is that this kind of card will get outclassed pretty quickly. That said, it comes with an ability that actually does something in the late game, even if 5 is a lot for a single counter. Its also a decent place to put counters thanks to its keyword ability. So, yeah. This is an alright one drop that you’ll play in your most aggressive GW decks, but it doesn’t look that great anywhere else.
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Pack 2 Pick 9: Radiant Grace
Radiant Grace
2.5 There are lots of Auras in this format that do an excellent job of getting around the 2-for-1 risk of Auras, and this is yet another! One mana for +1/+0 and Vigilance isn’t exactly an exciting boost, and probably wouldn’t be a card you’re super interested in playing, but the fact that it comes back as a Curse is nice. Now, again, just the Curse side of this isn’t great, but when you staple the two cards together, you end up with a very playable card, especially in UW, which loves Enchantments. The Curse side is going to be nice if you’re aggressive especially, and is less good the less aggressive you are. I think this comes out as a 2.5, overall.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Desperate Farmer
2.5 This starts out with a pretty ugly stat-line – a Gray Ogre with life link just isn’t worth three mana, but it has the ability to turn into a 4/3 with Lifelink, which is obviously pretty good for three mana! And transforming it isn’t’ super hard, something just has to die, so you can just play this and offer a trade for example. You can also exploit something to transform it.
Serpentine Ambush
0.0 This kind of card is always awful in Limited. It is easy to imagine scenarios where it does what you want – like when you use it as a combat trick to ambush something, but situations where you actually get to trade this for a card are few and far between, and this is something we’ve seen repeatedly.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Pack 2 Pick 10: Nebelgast Beguiler
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
Pack 2 Pick 11: Chill of the Grave
Dread Fugue
0.0 // 1.0 Neither side of this card is very good in Limited. If you just cast it normally, there’s a good chance you hit nothing, and the 3-mana effect is just Coercion, a card that generally isn’t playable in Limited. You’ve got to be adding to the board meaningfully in most Limited formats, and this doesn’t do that, and it will often do nothing. It gets a little better as a sideboard card, but its probably still just a 1 there.
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Mulch
1.0 // 2.5 This is a reprint, and one that stands a good chance at impacting constructed! In Limited, it is probably only worth it in a deck that is interesting in loading the graveyard, which mostly seems to be UG this time around. It does give you a good shot at hitting a land drop or two, which is fine. Still, I think most decks won’t play this apart from UG.
Chill of the Grave
2.5 This sort of effect is always pretty decent when paired with a draw. If you can pay two for this consistently, it will feel especially good. It looks reasonably well suited for both the UB and UR decks, which are Zombies and spells respectively. You generally want to use this type of effect aggressively to alter the race, but it isn’t the worst thing defensively.
Pack 2 Pick 12: Supernatural Rescue
Supernatural Rescue
1.0 This has a neat design, and is obviously really geared toward the UW deck, which is about Auras and Spirits. This having Flash will be particularly attractive, as you can use it to prevent one round of attacks and blocks when you do, and you can also get the stats boost at Instant speed, which isn’t too shabby. When it doesn’t have Flash, it is pretty clunky, though tapping down a couple of things can often make some more attacks possible. Still, the mana cost is pretty high here, and you won’t have much reason to run Auras like this when you can just run creatures with Disturb who are far more useful up front. Even with the Spirit upside, I don’t see myself playing this very often.
Ancestral Anger
1.0 I like collect ‘em all cards, but just pumping power at Sorcery speed just isn’t that great, even with Trample. Now, I do think it has a little bit of value in the UR deck, since it is a spell that cantrips, but I’m still not very impressed.
End the Festivities
0.5 Yeah. No thanks. This is a sideboard card, there aren’t enough X/1s in this format that you want to be doing this.
Pack 2 Pick 13: Snarling Wolf
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Snarling Wolf
1.5 This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
Pack 2 Pick 14: Crushing Canopy
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Pack 3 Pick 1: Gryffwing Cavalry
Stormcarved Coast
3.0 As usual, two color duals tend to be pretty nice fixing. You don’t really want to go after them hard, but you’ll always play them if you’re in their colors or you’re splashing something
Alluring Suitor
4.0 Transforming this really won’t be very hard, and that means that this is a 3-mana 3/3 that gives you RR when it attacks, and then has a pretty nice ability. If you play this on turn three and attack with two things on the next turn it will feel especially good, and it has the size and ability to stay relevant almost all game. It can even transform without attacking itself! This is just great.
Gryffwing Cavalry
3.5 A 4-mana 2/2 Flyer isn’t that impressive, but the fact it can bring a creature to the sky with it increases your chances of being able to trigger Training, and this thing will just keep getting bigger, while bringing other creatures into the sky, which sounds pretty good.
Wedding Security
3.5 This is quite the Blood payoff! Even if you can only trigger it once, chances are you’ll feel pretty good, as this will be a 5/5 that gets you a 2-for-1 pretty easily, and if you have more blood and he can attack more, he’ll really be doing it. It is likely that most Black decks find 3-5 ways to make Blood, so I don’t really think he needs a build around -- I think you can just take him pretty early, especially because the ceiling on the card is really high.
Syphon Essence
1.5 This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Flame-Blessed Bolt
3.5 This is premium removal. One mana for 2 at Instant speed always is, as you can very easily trade up. The exile clause definitely matters because of the disturb mechanic too.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Chill of the Grave
2.5 This sort of effect is always pretty decent when paired with a draw. If you can pay two for this consistently, it will feel especially good. It looks reasonably well suited for both the UB and UR decks, which are Zombies and spells respectively. You generally want to use this type of effect aggressively to alter the race, but it isn’t the worst thing defensively.
Parish-Blade Trainee
2.5 This will get bigger relatively easy since it starts with one power. One kind of awkward thing about it, though, is the fact that if you play this as your two drop, it almost definitely won’t be growing on turn three. It is nice that it pays you off for counter stuff more generally too, but this seems pretty awkward to curve out with, and I think that hurts its grade a little.
Lacerate Flesh
1.5 This is some pretty mediocre removal. 5 for 4 damage just isn’t much, and you’ll often be trading drown with it. Getting some Blood doesn’t really save it from mediocrity. It is still removal and brings some Blood and Spell synergy, so it’s something you’ll play sometimes.
Bloodcrazed Socialite
3.5 A 4-mana 3/3 with Menace isn’t amazing -- it is probably a 2.0 at best -- however -- this brings a blood token along with it, and I think I’d already be playing that card a reasonable chunk of the time, but it also has the impressive upside of making itself into a 5/5 when it attacks, provided you have blood. Because the Socialite brings a Blood token with it, you’ll get to do it at least once, and if you have other blood lying around, this will be a beating.
Blood Fountain
2.5 I always like to have one copy of the the Black card that gets you two creatures back from the graveyard, and that’s what we have here. For 5 mana you get those two creatures and a blood token, and that’s a pretty reasonable rate, especially because you’re paying it in two installments, and can pay the larger part at instant speed! You don’t normally want to overdo it with copies of this kind of card because they tend to not be great early, but this offsets that a bit since it does give you Blood before the other part of the card becomes useful. But yeah, getting two creatures back late can often give you what you need to win the game. I think the first copy of this is a 2.5, with diminishing returns after that.
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Pack 3 Pick 2: Weaver of Blossoms
Crawling Infestation
1.0 // 3.5 This is very similar to a card from our last trip to Innistrad called Creeping Sensation. So similar that I thought it was a reprint at first! They are pretty similar, the main difference is that this checks for creatures that go to the graveyard and not lands, and it only triggers once each turn, but this is a pretty similar card. It really helps you out if you’re interested in milling, and it cranks out Insect tokens fairly often. Basically, you get to add to the board while also loading up your graveyard. And, your own creatures dying also will give you those tokens. There’s a bit of a risk of milling yourself out, but based on how it worked out last time, you usually end up winning with all the graveyard value before that happens. You don’t wanna play this if you’re an aggro deck of course, but if you’re any sort of grindy graveyard deck, this is a very impressive engine
Into the Night
1.0 This doesn’t look very good to me. Sure, your werewolves get more impressive, but we saw in the last format that doing that isn’t that great, and 4 mana for that effect definitely is not worth it. I know it is accompanied by a rummage effect, but having enough cards in your hand to make that really worth it doesn’t seem very likely to me. It does replace itself effectively, but a 4 mana sorcery is still pretty ugly.
Panicked Bystander
3.5 You would always play a two mana 2/2 that gains you life every time a creature you control dies, especially in a deck with a life gain archetype! I always loved Limited cards that help you do the thing and then pay off for the thing, because that means they can fuel themselves, and that’s certainly what we have here. Gaining 3 life and transforming this is a very doable thing once you add a little more life gain to the mix, and this thing is a pretty tough customer once its a ⅗ that can gain death touch.
Flourishing Hunter
2.5 It is pretty likely that this gains you 3 or more life, and that will feel pretty good if you’re trying to stabilize against an aggressive deck. . Seems like a solid card to have in the Colossal Dreadmaw/Honey Mammoth.
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Bleed Dry
4.0 This is pretty much unconditional, and exiling the thing you kill is a nice bonus. This is premium removal for sure, and maybe Black’s best Common.
Chill of the Grave
2.5 This sort of effect is always pretty decent when paired with a draw. If you can pay two for this consistently, it will feel especially good. It looks reasonably well suited for both the UB and UR decks, which are Zombies and spells respectively. You generally want to use this type of effect aggressively to alter the race, but it isn’t the worst thing defensively.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Flame-Blessed Bolt
3.5 This is premium removal. One mana for 2 at Instant speed always is, as you can very easily trade up. The exile clause definitely matters because of the disturb mechanic too.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Diregraf Scavenger
2.5 This looks decent. Death touchers do tend to get a little less impressive the more mana you spend on them, because the fact they can trade with anything is less attractive when they are trading down, but the ETB ability here definitely does enough to make up for that. Draining your opponent 2 life with this will be fairly commonplace, and that means you get to hate on the opposing graveyard while also triggering your life gain stuff, and you are adding a pretty obnoxious creature to the board at the same time.
Weaver of Blossoms
2.5 This is a nice source of fixing and ramp with decent stats, and sometimes those stats are more than decent and it ramps even more!
Heron-Blessed Geist
2.5 A 5-mana 3/3 Flyer isn’t very good, but the fact it can make 1/1 flyers from the graveyard is big, and will often feel like you’re getting a 2-for-1. You do need to have an Enchantment in play to use that ability, which is a little annoying, but seems doable enough.
Pack 3 Pick 3: Fierce Retribution
Markov Retribution
3.5 This is quite the Vampire payoff. Keep in mind the effect is not a fight effect, the creature just does damage equal to its power to a creature, and the card will also give +1/+0 to the vampire, so its chances of taking things down go up considerably! If you’re in Red, you’re likely to end up with some vampires without even trying, so I don’t really think this needs a straight up build around grade, though obviously, it is at its best in BR, where you can have a real critical mas of Vampires. Overall, I think this looks like it has a pretty incredible ceiling, as punching a blocker out of the way and attacking with a board that is buffed up is pretty nice. Like always with this kind of thing, you have to pick your spot carefully, since if they destroy your target, you won’t be getting enough out of this card. Still, I think you can spend a high pick on this.
Dread Fugue
0.0 // 1.0 Neither side of this card is very good in Limited. If you just cast it normally, there’s a good chance you hit nothing, and the 3-mana effect is just Coercion, a card that generally isn’t playable in Limited. You’ve got to be adding to the board meaningfully in most Limited formats, and this doesn’t do that, and it will often do nothing. It gets a little better as a sideboard card, but its probably still just a 1 there.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Skywarp Skaab
2.5 If this always drew you a card, I’d be pretty pumped about this! It probably only ends up drawing you a card around half the time though, which is substantially worse, as a 5-mana 2/5 Flyer isn’t anything special.
Doomed Dissenter
3.0 This is a reprint, and a nice one to have in a set with Exploit. This is a great thing to sacrifice, and even apart from that, it can be a really obnoxious creature that just makes all X/1s really sad, since it just trades and gives you a 2/2. You get 3/3 of stats out of this for only two mana in the end, and that’s pretty nice.
Pyre Spawn
2.0 This doesn’t have good stats, but the fact it bolts a thing when it dies does usually mean you can get a 2-for-1, and if your opponent’s life is low they are going to be sweating this a ton. I think this is a decent top curve card.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Spore Crawler
3.0 I like this. It doesn’t do anything fancy, but it has 2-for-1 written all over it, and I always like Commons that can produce those easily.
Wanderlight Spirit
2.5 This is a reasonably aggressive flyer. Not being able to block ground creatures isn’t a huge deal.
Fierce Retribution
3.0 This is a nice Common. Two mana to kill an attacking creature is often a card that makes the cut. You don’t love it if you’re aggressive because it doesn’t get blockers out of the way, but it is efficient enough to be fine. Adding the Cleave upside means that in the late game it can deal with anything, and that’s nice.
Witch's Web
1.5 We see this trick a lot, and its always passable in aggressive decks. It gives enough of a boost that the creature usually wins combat, and it can even be used to ambush an attacking flyer, though typically you’d rather use this aggressively than defensively.
Pack 3 Pick 4: Cruel Witness
Bloodtithe Harvester
3.5 This is a very nice signpost Uncommon, that tells you BR is all about Blood tokens. This is a super efficient creature that brings one of those Blood tokens along with it -- and if that’s where this card ended -- a two mana 3/2 that gives you a Blood -- you would be pretty happy to play that! But it also comes with the ability to become a removal spell once you amass enough Blood. So yeah, gives you Blood, good Blood payoff, good stats. This is a signpost that you should be willing to go after pretty aggressively
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Sure Strike
1.5 This is a trick we see a lot. It can make almost any creature win combat which is nice, but because it doesn’t raise toughness it doesn’t have the additional value of helping you save a creature from removal – but the main purpose of tricks is using them in combat anyway. You’ll play this in aggro decks for sure, but probably not anywhere else.
Mulch
1.0 // 2.5 This is a reprint, and one that stands a good chance at impacting constructed! In Limited, it is probably only worth it in a deck that is interesting in loading the graveyard, which mostly seems to be UG this time around. It does give you a good shot at hitting a land drop or two, which is fine. Still, I think most decks won’t play this apart from UG.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Estwald Shieldbasher
2.5 This doesn’t have great stats for the cost, but the ability to become indestructible when it attacks makes up for that. It’s a nice place to put +1/+1 counters and Auras, and those are very real things in this format.
Bramble Armor
1.0 We just saw this in the last set. It wasn’t very good last time around, even with the free Equip, and really kind of underperformed. While this format has Training, which this can help with, the last format had Coven, which this could have helped with, and it still wasn’t a card you ran very often.
Cruel Witness
3.5 A 4-mana 3/3 Flyer always feels pretty good, and this lets you surveil every time you play a noncreature spell. That’s not the most exciting payoff ever, but it does improve your draws over time while also loading the graveyard, and the fact it starts out with such a good baseline is pretty nice.
Desperate Farmer
2.5 This starts out with a pretty ugly stat-line – a Gray Ogre with life link just isn’t worth three mana, but it has the ability to turn into a 4/3 with Lifelink, which is obviously pretty good for three mana! And transforming it isn’t’ super hard, something just has to die, so you can just play this and offer a trade for example. You can also exploit something to transform it.
Toxic Scorpion
3.0 This looks nice. A two mana 1/1 with Deathtouch is probably already a 2.0 or 2.5, since it can trade for anything and really represent a problem all game long. So, being able to give death touch to another creature on the ETB is nice, and gives it even more utility in the later game.
Pack 3 Pick 5: Binding Geist
Markov Waltzer
3.5 This adds three power to the board the turn it comes down, and it will always be really enhancing your attacks, which is exactly what you want to be doing in RW, a color pair all about aggro.
Estwald Shieldbasher
2.5 This doesn’t have great stats for the cost, but the ability to become indestructible when it attacks makes up for that. It’s a nice place to put +1/+1 counters and Auras, and those are very real things in this format.
Gift of Fangs
3.0 So, this is basically Dead Weight that has both Vampire upside, and downside, depending on what you’re trying to do. If you really need to kill an opposing vampire, it will be pretty frustrating that this can’t do it – but +2/+2 on one of your vampires for only one mana is pretty nice upside on Dead Weight. Dead Weight is normally a 3.0, and I think this will still end up there. It kills a whole lot of things efficiently, after all.
Binding Geist
2.0 So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
Wanderlight Spirit
2.5 This is a reasonably aggressive flyer. Not being able to block ground creatures isn’t a huge deal.
Vampire's Kiss
1.0 I don’t like cards like this. Sure, it alters the race a little bit and gives you those blood tokens, which the BR deck is certainly interested in, but it just won’t feel like this is giving you a full card of value very often. It doesn’t impact the board meaningfully, and I can’t see myself wanting to jam something like it into my deck.
Lacerate Flesh
1.5 This is some pretty mediocre removal. 5 for 4 damage just isn’t much, and you’ll often be trading drown with it. Getting some Blood doesn’t really save it from mediocrity. It is still removal and brings some Blood and Spell synergy, so it’s something you’ll play sometimes.
Kessig Flamebreather
2.0 Every time we’ve seen a noncreature spell payoff that pings the opponent, it has ended up being better than it looks. It will tend to do enough incidental damage throughout the game that it ends up being a pretty nice payoff.
Pointed Discussion
1.5 Black always gets a draw spell like this, and the vast majority of them are pretty mediocre. Two cards for three mana and two life will be something worth paying in grindier decks, and the blood is nice upside. You won’t ever play it in more aggressive decks, though
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Pack 3 Pick 6: Bloodsworn Squire
Bloodsworn Squire
2.5 So, the front side of this would be a kind of playable card already, as being able to threaten indestructibility is a pretty big deal, and makes it hard for your opponent to interact with it. Mana AND a card is pretty real cost, though. Transforming this won’t be the easiest thing in the world, especially because a lot of the time, holding on to a creature in your hand will be worth way more than using this thing’s ability and trying to transform it. However, by the late game, it is likely to transform and be a pretty decent size, while still having that indestructible ability.
Vampires' Vengeance
2.5 Doing 2 to the whole board can be pretty nice, and obviously if you’re a deck with lots of vampires, you can make this fairly one-sided. Of course, the downside is that your opponent might have vampires too, in which case this won’t feel too good, but I still think you’ll basically always play the first copy of this in a BR deck in the format. It will be able to kill enough creatures, and the fail case of making Blood isn’t too bad. I don’t think its anything special, though.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Hungry Ridgewolf
2.5 This isn’t the most exciting payoff ever, but it has decent base stats and will sometimes be a 3/2 with Trample, which is especially nice.
Pointed Discussion
1.5 Black always gets a draw spell like this, and the vast majority of them are pretty mediocre. Two cards for three mana and two life will be something worth paying in grindier decks, and the blood is nice upside. You won’t ever play it in more aggressive decks, though
Snarling Wolf
1.5 This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
Persistent Specimen
1.0 // 2.5 Like many Skeletons who came before it, the idea here is to recur this so that you can keep sacrificing it to exploit triggers and other stuff. I think that really makes this a build around, as you don’t want to play it at all in a deck that doesn’t really take advantage of its recursion, as getting back a 1/1 over and over again just isn’t very good for most decks.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Weary Prisoner
1.5 This reminds me a whole lot of Tavern Brawler, a card that ended up being super underwhelming in Midnight Hunt. On one side it is a defensive creature, and on the other it is an aggressively costed big creature. Those two things are a bit awkward together, and if you played Midnight Hunt you know that completely controlling day and night how you want it isn’t always easy. This might end up being better than the Brawler -- Midnight Hunt did have an unusual amount of good common removal that made big vanilla creatures bad -- but for now I’m pretty skeptical.
Pack 3 Pick 7: Wanderlight Spirit
Archghoul of Thraben
3.5 This looks nice enough. At worst, it is a 3-mana 3/2 that Surveils 1 when it dies. That’s not great, but is perfectly playable. And, obviously, if you have a bunch of other Zombies, it triggers even more. Black decks will basically always have a few zombies, and UB decks will have more than a few, and in those decks it can turn into a real card advantage engine.
Cartographer's Survey
1.5 This is an interesting version of Explosive Vegetation! Most of the time when you cast this you will be getting two lands. The thing that makes it worse than Vegetation and other cards like it, is that this won’t reliably help you fix your mana or anything like that. It definitely improves your chances of course, but because you usually run about one land that produces splash mana, your chances aren’t great. So mostly, I’m looking at this as a ramp spell -- and it is good at that, even if it is pretty clunky. Casting this on turn four in some games just won’t be something you can do if your opponent is aggressive. Right now, I don’t see myself playing this other than in the rampiest of decks.
Evolving Wilds
3.0 We see this all the time, and its always a pretty nice land. It does an excellent job of fixing for you. If you’re splashing something, just a single Wilds and a basic land in that splash color is enough, and that’s pretty great! Its at pretty much the same level as the Rare dual lands we just saw.
Grisly Ritual
2.5 A 6 mana sorcery that kills something is certainly not premium. You almost always spend more mana, and having to tap all of your mana on your own turn is pretty brutal. Still, it is unconditional and gives you a couple of Blood tokens, so it isn’t bad. It just isn’t good either.
Supernatural Rescue
1.0 This has a neat design, and is obviously really geared toward the UW deck, which is about Auras and Spirits. This having Flash will be particularly attractive, as you can use it to prevent one round of attacks and blocks when you do, and you can also get the stats boost at Instant speed, which isn’t too shabby. When it doesn’t have Flash, it is pretty clunky, though tapping down a couple of things can often make some more attacks possible. Still, the mana cost is pretty high here, and you won’t have much reason to run Auras like this when you can just run creatures with Disturb who are far more useful up front. Even with the Spirit upside, I don’t see myself playing this very often.
Wanderlight Spirit
2.5 This is a reasonably aggressive flyer. Not being able to block ground creatures isn’t a huge deal.
Binding Geist
2.0 So, the attack trigger here won’t usually make it so the Geist won’t die in combat, but it does let you force your opponent into situations where the best they can do is trade, and that’s not too bad… though it isn’t great either. 1 toughness is a just a big hurdle on a 3-mana creature. Having that ability in Aura form isn’t exactly exciting either when you disturb it.
Moldgraf Millipede
2.0 This is a decent payoff for the UG deck in the format, which likes milling. It is hard to overlook how bad this will feel if you only end up with one or two creatures, but I think if its at least a 4/4 you feel okay about it, and sometimes it will be much bigger. It is still just a big vanilla creature, though.
Pack 3 Pick 8: Wanderlight Spirit
Vilespawn Spider
4.0 This is an excellent signpost Uncommon, it has great vanilla stats, loads up the graveyard, and has a powerful graveyard-payoff effect. It does everything you want in UG.
Edgar's Awakening
3.0 We see 5 mana spells that reanimate a thing a lot, and in your typical format, they aren’t that great. In this format, I don’t see that being drastically different. The tricky thing is getting something into the yard that is worth spending the 5 mana on, and that just doesn’t happen all that often in a typical game of Limited. Now, the additional effect here definitely matters -- as if you discard this to Rummage with Blood, you get a creature back to your hand for a single Black, and that’s going to feel pretty good, so having the alternate reanimation mode is really just upside.
Pointed Discussion
1.5 Black always gets a draw spell like this, and the vast majority of them are pretty mediocre. Two cards for three mana and two life will be something worth paying in grindier decks, and the blood is nice upside. You won’t ever play it in more aggressive decks, though
Wanderlight Spirit
2.5 This is a reasonably aggressive flyer. Not being able to block ground creatures isn’t a huge deal.
Undying Malice
1.5 It seems like they give Black an Instant like this in every set these days, and they are always a little too situational and mediocre, especially if they don’t provide a stats boost up front to help the creature win combat. Supernatural Stamina, this is not. However, it does have some interesting applications in this set, especially alongside Exploit. You can use it to rebuy a creature you were sacrificing to Exploit, or to rebuy an Exploit trigger in the first place, and that seems like it might be worth doing. If you just have this in your deck as a way to save a creature from dying in combat or as way to counter removal, it probably won’t be worth it, but yeah – if ETBs and Exploit abound in your deck, it seems serviceable.
Serpentine Ambush
0.0 This kind of card is always awful in Limited. It is easy to imagine scenarios where it does what you want – like when you use it as a combat trick to ambush something, but situations where you actually get to trade this for a card are few and far between, and this is something we’ve seen repeatedly.
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Pack 3 Pick 9: Apprentice Sharpshooter
Syphon Essence
1.5 This not being able to counter noncreature nonplaneswalkers definitely matters, but it does counter the card type people tend to have the most of, and getting that Blood is nice upside. Still, it’s a narrow enough counterspell that you’ll cut it a lot.
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Aim for the Head
1.5 It seems like we get a new take on Mind Rot every set, and this one is a bit interesting. 3 mana to get rid of two of your opponent’s cards is of course a 2-for-1 – but not impacting the board can be a pretty real cost, and an effect like this definitely has diminishing returns as the game goes on. It is a big deal that this exiles the cards though, because of the graveyard stuff in the format, and the alternate mode where it is a Zombie removal spell is nice too. That’s not to say this card is GOOD or anything, but it IS good as far as Mind Rots go.
Lacerate Flesh
1.5 This is some pretty mediocre removal. 5 for 4 damage just isn’t much, and you’ll often be trading drown with it. Getting some Blood doesn’t really save it from mediocrity. It is still removal and brings some Blood and Spell synergy, so it’s something you’ll play sometimes.
Bloodcrazed Socialite
3.5 A 4-mana 3/3 with Menace isn’t amazing -- it is probably a 2.0 at best -- however -- this brings a blood token along with it, and I think I’d already be playing that card a reasonable chunk of the time, but it also has the impressive upside of making itself into a 5/5 when it attacks, provided you have blood. Because the Socialite brings a Blood token with it, you’ll get to do it at least once, and if you have other blood lying around, this will be a beating.
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Pack 3 Pick 10: Honored Heirloom
Into the Night
1.0 This doesn’t look very good to me. Sure, your werewolves get more impressive, but we saw in the last format that doing that isn’t that great, and 4 mana for that effect definitely is not worth it. I know it is accompanied by a rummage effect, but having enough cards in your hand to make that really worth it doesn’t seem very likely to me. It does replace itself effectively, but a 4 mana sorcery is still pretty ugly.
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Massive Might
2.0 It feels like the last few sets have had some pretty legit tricks, and this is definitely another one. One mana tricks tend to be pretty nice in aggressive decks, as you get some serious tempo when you use them to win combat, and this one definitely gives you enough of a boost to be worth running in those decks. Now, it IS still a track, and those always come with significant risks, but I think this is one you’ll play the first copy of reasonably often, provided you’re aggro.
Diregraf Scavenger
2.5 This looks decent. Death touchers do tend to get a little less impressive the more mana you spend on them, because the fact they can trade with anything is less attractive when they are trading down, but the ETB ability here definitely does enough to make up for that. Draining your opponent 2 life with this will be fairly commonplace, and that means you get to hate on the opposing graveyard while also triggering your life gain stuff, and you are adding a pretty obnoxious creature to the board at the same time.
Pack 3 Pick 11: Honored Heirloom
Dread Fugue
0.0 // 1.0 Neither side of this card is very good in Limited. If you just cast it normally, there’s a good chance you hit nothing, and the 3-mana effect is just Coercion, a card that generally isn’t playable in Limited. You’ve got to be adding to the board meaningfully in most Limited formats, and this doesn’t do that, and it will often do nothing. It gets a little better as a sideboard card, but its probably still just a 1 there.
Doomed Dissenter
3.0 This is a reprint, and a nice one to have in a set with Exploit. This is a great thing to sacrifice, and even apart from that, it can be a really obnoxious creature that just makes all X/1s really sad, since it just trades and gives you a 2/2. You get 3/3 of stats out of this for only two mana in the end, and that’s pretty nice.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Ceremonial Knife
1.5 This gives a very small boost, especially for an Equip cost of 2, and the fact you get Blood out of it isn’t really enough to make me excited about this.
Pack 3 Pick 12: Selhoff Entomber
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Honored Heirloom
1.5 3 mana mana rocks are very rarely good in Limited, even if they add mana of any color. This one luckily comes with some additional value, as exiling stuff from graveyards does legitimately matter in this format. Still, you probably don’t play this unless you’re splashing a third color, as it is still very low impact.
Bramble Armor
1.0 We just saw this in the last set. It wasn’t very good last time around, even with the free Equip, and really kind of underperformed. While this format has Training, which this can help with, the last format had Coven, which this could have helped with, and it still wasn’t a card you ran very often.
Pack 3 Pick 13: Crushing Canopy
Lacerate Flesh
1.5 This is some pretty mediocre removal. 5 for 4 damage just isn’t much, and you’ll often be trading drown with it. Getting some Blood doesn’t really save it from mediocrity. It is still removal and brings some Blood and Spell synergy, so it’s something you’ll play sometimes.
Crushing Canopy
0.5 There are flyers and Enchantments in this set of course, but not really enough of either to main deck this in most cases. Even blowing up a disturb Aura isn’t great, as most of the time you’re trading a whole card for half of one.
Pack 3 Pick 14: Weary Prisoner
Weary Prisoner
1.5 This reminds me a whole lot of Tavern Brawler, a card that ended up being super underwhelming in Midnight Hunt. On one side it is a defensive creature, and on the other it is an aggressively costed big creature. Those two things are a bit awkward together, and if you played Midnight Hunt you know that completely controlling day and night how you want it isn’t always easy. This might end up being better than the Brawler -- Midnight Hunt did have an unusual amount of good common removal that made big vanilla creatures bad -- but for now I’m pretty skeptical.