Patchwork Crawler
3.0 This is a pretty neat card, and not a bad late game mana sink to have around. And, even early sometimes, copying a creature’s ability who died and getting a counter can be better than playing a thing from time to time. But still, it starts out small, and asks for set up, and has a pretty costly ability. Its great late, but kind of meh the rest of the game.
Distracting Geist
3.5 This kind of creature always overperforms. Tapping down a defending creature is a huge deal, and really alters how your opponent plays the game. Being a 2/1 is a bit of a bummer, but the fact that you can disturb this later in the game to give a more formidable creature that ability is pretty appealing. I think you can take this pretty early.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Rot-Tide Gargantua
2.5 Sometimes, the Edict effect here won’t actually do a whole lot, and when that’s the case, its just a 5-mana 5/4, which isn’t really worth it. The upside is definitely real, don’t get me wrong, but I don’t see this being super impressive in most situations.
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.
Pack 1 Pick 2: Sigardian Paladin
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.
Spiked Ripsaw
3.0 This reminds me a lot of Plate Armor, and that’s pretty good company to keep, because that was a very powerful piece of Equipment. It costs the same to play and equip and gives the same stats boost, though Plate Armor also granted Ward and could reduce its equip cost. In place of that, though, Spiked Ripjaw can make your creature have trample, which is pretty nice. But yeah, this big of a stats boost can make almost any creature into a threat, and that’s what makes this so nice.
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.
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.
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!
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.
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.
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.
Abrade
4.0 Woo boy, this is a very powerful reprint, and its one that was UNCOMMON last time, so the downshift is pretty exciting. Two to do 3 to something is always premium, and having the other mode is nice too, even if this format isn’t exactly filled to the brim with Artifacts.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
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.
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.
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.
Pack 1 Pick 3: Hookhand Mariner
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.
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.
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.
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.
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.
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
Sanctify
0.5 This is good at destroying Artifacts and Enchantments, and I think there are enough of them that this might make your main deck sometimes. While there are lots of Auras, keep in mind, blowing up the disturbed side of a card isn’t really going to be a one-for-one and won’t feel that great, and I think that limits how good this is in your main deck. You mostly want this out of your sideboard.
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.
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.
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.
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.
Ancestral Anger
1.0 I like collect ‘em all cards, but just pumping power at Sorcery speed just isn’t that great, even with Trample. Now, I do think it has a little bit of value in the UR deck, since it is a spell that cantrips, but I’m still not very impressed.
Pack 1 Pick 4: Distracting Geist
Whispering Wizard
4.0 The trigger here is quite strong, even if you only get it going once a turn, as those Spirits can really cause a lot of problems to your opponent. Stapling them to every non-creature spell is really nice. I can see this being good in UR spells or UW Auras, as both of those decks will be casting a significant number of non-creature spells.
Distracting Geist
3.5 This kind of creature always overperforms. Tapping down a defending creature is a huge deal, and really alters how your opponent plays the game. Being a 2/1 is a bit of a bummer, but the fact that you can disturb this later in the game to give a more formidable creature that ability is pretty appealing. I think you can take this pretty early.
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.
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.
Wanderlight Spirit
2.5 This is a reasonably aggressive flyer. Not being able to block ground creatures isn’t a huge deal.
Fearful Villager
2.0 This has alright base stats and some decent upside, but its nothing special.
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.
Falkenrath Celebrants
2.5 This is a decent 5-drop. A 5-mana 4/4 with Menace is A 2.0 at best, but the two blood tokens it gives you can fuel some stuff or improve your hand.
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.
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.
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!
Pack 1 Pick 5: Adamant Will
Skulking Killer
2.5 The design here is pretty cool, and if you were able to trigger that ETB ability consistently, it would be an incredible card. Problem is, in games of Limited your opponent will frequently have more than a single creature. Even if you play this as early as possible, on turn 4, there’s a good chance you won’t be able to get value out of the ability, in which case you’re talking about a 4-mana 4/2, which is pretty horrendous. It basically gets better the more removal you have, since it will be easier for you to control the board, but that’s a lot of set up.
Sanguine Statuette
2.0 On its own, you’ll be able to activate this once -- and while that’s not amazing, it is nice that it can do a thing without any other help, unlike some payoffs. Plus, you can play this and sac the token for an additional mana, and rumble right away with it which will certainly come up. You do probably need a critical mass of Blood to really get it going, but I think most Red decks will have like 5 ways to make blood without trying super hard.
Honeymoon Hearse
2.5 This Vehicle doesn’t need to be crewed exactly -- though tapping down two creatures isn’t that far off from crewing. For three mana, it brings some pretty nice stats and an evasive keyword ability, and it will definitely be nice to tap a couple of small creatures who couldn’t attack anyway to put this thing into action. You won’t always have those creatures, though, and sometimes you’ll just have some larger creatures where attacking with them just makes more sense.
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.
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.
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.
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.
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.
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.
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 1 Pick 6: Edgar's Awakening
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.
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.
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.
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.
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.
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.
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.
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.
Wedding Invitation
1.5 This replaces itself, and that’s good, because the effect it has wouldn’t be worth anywhere close to worth an entire card. But yeah, since it replaces itself, the effect is pretty decent, especially on a vampire, as lifelink can really alter races. Still isn’t a great card, though. It will be pretty easy to cut since it is so low impact.
Pack 1 Pick 7: Lantern Bearer
Lantern Bearer
3.5 This looks like a pretty good Common. A one mana 1/1 Flyer isn’t something that is worth it in a lot of formats all on its own, but it is a pretty decent play on turn one, as it can chip in for some real damage. Unlike most one mana 1/1 flyers though, once this become outclassed, you can just chump block with it and then Disturb it to get a pretty nice Aura! +1/+1 and Flying can turn almost any creature into a very real threat, and sure, 3 mana for that isn’t amazing, but remember that you also got a one mana 1/1 Flyer earlier in the game, and that sounds pretty good to me.
Courier Bat
3.0 This is a very nice Common. Early, its a Wind Drake, which is passable -- and then from the mid-game on, you’re going to be able to get a creature back reasonably often. Obviously, you’re going to want some life gain stuff going on, and that’s really a thing in BW, but there’s enough life gain around that I think this will be pretty much an auto-include in most Black decks, especially because it has such a good floor.
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.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
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.
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.
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.
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 1 Pick 8: Fleeting Spirit
Sanguine Statuette
2.0 On its own, you’ll be able to activate this once -- and while that’s not amazing, it is nice that it can do a thing without any other help, unlike some payoffs. Plus, you can play this and sac the token for an additional mana, and rumble right away with it which will certainly come up. You do probably need a critical mass of Blood to really get it going, but I think most Red decks will have like 5 ways to make blood without trying super hard.
Fleeting Spirit
3.0 This is a nice aggressive creature. You can attack with it for free a lot of the time, since if things go sideways on you can just flicker it. That also means it pairs well with Training. And, in the late game, gaining first strike is no joke!
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.
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.
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.
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.
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 9: Edgar's Awakening
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.
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.
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.
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.
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.
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.
Pack 1 Pick 10: Evolving Wilds
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.
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.
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.
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.
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.
Pack 1 Pick 11: Unholy Officiant
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.
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
Sanctify
0.5 This is good at destroying Artifacts and Enchantments, and I think there are enough of them that this might make your main deck sometimes. While there are lots of Auras, keep in mind, blowing up the disturbed side of a card isn’t really going to be a one-for-one and won’t feel that great, and I think that limits how good this is in your main deck. You mostly want this out of your sideboard.
Unholy Officiant
2.0 A one mana ½ with Vigilance is not a very good card. Its the kind of card people often overrate, because they think “One mana is only enough to get a 1/1 most of the time!” and while that’s sort of true, the problem in Limited is that this kind of card will get outclassed pretty quickly. That said, it comes with an ability that actually does something in the late game, even if 5 is a lot for a single counter. Its also a decent place to put counters thanks to its keyword ability. So, yeah. This is an alright one drop that you’ll play in your most aggressive GW decks, but it doesn’t look that great anywhere else.
Pack 1 Pick 12: Blood Servitor
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.
Fearful Villager
2.0 This has alright base stats and some decent upside, but its nothing special.
Blood Servitor
1.0 If you’re really interested in Blood, you might play this, but there are plenty of other cards in the set that make blood that are more efficient.
Pack 1 Pick 13: Skulking Killer
Skulking Killer
2.5 The design here is pretty cool, and if you were able to trigger that ETB ability consistently, it would be an incredible card. Problem is, in games of Limited your opponent will frequently have more than a single creature. Even if you play this as early as possible, on turn 4, there’s a good chance you won’t be able to get value out of the ability, in which case you’re talking about a 4-mana 4/2, which is pretty horrendous. It basically gets better the more removal you have, since it will be easier for you to control the board, but that’s a lot of set up.
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: Nebelgast Beguiler
Nebelgast Beguiler
2.0 Master Decoy-type effects tend to play pretty well in Limited, sort of becoming like removal in the late part of the game. The creature here is very clunky and unimpressive, though. Having a defensive creature who has to tap to use its ability is a bit annoying, and I think you’ll cut this a decent chunk of the time.
Pack 2 Pick 1: Thalia, Guardian of Thraben
Thalia, Guardian of Thraben
3.0 This is a neat reprint. A two mana 2/1 with First Strike is a very nice card for Limited, and this one comes with a nice tax effect. Now, it isn’t exactly like you’ll be playing her in a deck with 0 cards that are affected by the tax, but generally speaking, you’re going to be coming out ahead when you play this, since you’re the one who has such an efficient creature, and your opponent meanwhile suffers from the tax without any upside. Obviously, she dies to a whole lot, but because she makes the stuff she dies from cost more mana most of the time, that’s not a big deal, especially since she only costs two!
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
Lambholt Raconteur
3.0 This is a pretty nice payoff for the spell deck, especially when it transforms! You’ll always play this in UR, and it will probably make the cut in pretty much any deck with 5 or so spells.
Honeymoon Hearse
2.5 This Vehicle doesn’t need to be crewed exactly -- though tapping down two creatures isn’t that far off from crewing. For three mana, it brings some pretty nice stats and an evasive keyword ability, and it will definitely be nice to tap a couple of small creatures who couldn’t attack anyway to put this thing into action. You won’t always have those creatures, though, and sometimes you’ll just have some larger creatures where attacking with them just makes more sense.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pack 2 Pick 2: Innocent Traveler
Innocent Traveler
3.0 You start out with a creature that is terrible on the vanilla test, but it can transform into a creature that does quite well on the vanilla test. The only way it won’t transform is if your opponent is willing to give up creatures, and that’s a pretty real cost. Sure, the first couple of times they may have some expendable stuff, but it will ultimately become a pretty real problem. Now, the downside is that your opponent may be able to hold off it off long enough so that a 3/3 Flyer isn’t a big deal or something, but the fact is that it still whittled away the opponent’s board a bit, and that’s not bad value to have on your 4-mana 3/3 Flyer. It is definitely kind of rough the turn you play it, since it’s such a terrible blocker, but by your upkeep I think you’ll be reasonably happy with its performance.
Resistance Squad
3.5 GW has the most humans, but every White deck in this format will have enough Humans for you to play this, and when you get to draw that card, you’re getting quite the 2-for-1, as this 3/2 can really effectively trade for stuff or attack.
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.
Wretched Throng
0.0 // 3.5 I always really like collect ‘em all cards in Limited, they make for interesting picks, and this is a fun take on that. The main idea here is that you can keep getting Exploit fodder if you have multiple copies, but just the fact that it can block and trade and get you another Throng is actually pretty good too. A card like this always needs a range of grades. If you have one of these, you’re never going to play it, but as soon as you have two, you’re looking at a 2.5, if you have 3, it is 3.0, if you have 4 or more, it’s a 3.5.
Voldaren Epicure
2.0 This does a bunch of little things, and I think they add up enough to make this a decent card. I don’t think you’ll always play it, but chances are good you’ll be interested in the Blood if yo’ure in Red, and especially Black/Red, and getting it on turn one seems like it will fuel some stuff.
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.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
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.
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.
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.
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.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
Pack 2 Pick 3: Supernatural Rescue
Child of the Pack
3.5 A 4-mana 2/5 that can crank out 2/2s is a nice mana sink, and it actually combos pretty well with itself, since you can just choose to use that ability rather than cast spells, and that allows you to still add to the board while getting to transform the Child into its werewolf form, which will be making that same token into a 3/2 -- and pumping your whole board in generally is pretty nice!
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.
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
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.
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.
Falkenrath Celebrants
2.5 This is a decent 5-drop. A 5-mana 4/4 with Menace is A 2.0 at best, but the two blood tokens it gives you can fuel some stuff or improve your hand.
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.
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.
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.
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.
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.
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Pack 2 Pick 4: Fleeting Spirit
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.
Fleeting Spirit
3.0 This is a nice aggressive creature. You can attack with it for free a lot of the time, since if things go sideways on you can just flicker it. That also means it pairs well with Training. And, in the late game, gaining first strike is no joke!
Fearful Villager
2.0 This has alright base stats and some decent upside, but its nothing special.
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.
Snarling Wolf
1.5 This is another reprint from Midnight Hunt. It was solid there, as it could come down early and help set up Pack Tactics. It will probably be about the same here, except it will help set up Training. Still nothing special though, and not something you even always run. There are a lot of two drops that are just way better.
Alchemist's Retrieval
2.0 We see this card a lot, and its always kind of alright. This one is nice because if you want to bounce your own thing you can pay less, and paying two to bounce a nonland permanent either player controls is kind of what we expect. Its never anything special, but the first copy often makes the cut in Blue decks.
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.
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.
Wolf Strike
3.5 This is quite good. Even if it isn’t night time, this will be good in your Green decks, as the creature doesn’t fight, it just does damage equal to its power, so its one-sided! If it is night-time, it gets wayyy better, as it can make your creature take down a wider variety of creatures, and even offer you the opportunity to attack more effectively with the creature after it kills something else. You do have to be careful with this kind of card since you can get blown out if you don’t pick your spot carefully, but because its an Instant, you can pick your spot pretty effectively. Its definitely premium removal.
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.
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 2 Pick 5: Sigardian Paladin
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.
Dormant Grove
3.5 This kind of Enchantment always feels pretty good, as it gives you value on the turn you play it and then can start to snowball. When we’ve seen this kind of Aura be really great it usually costs around 3 mana, so this is a bit more expensive than I’d like, but the upside that it can become a pretty nice creature when you really need one is nice. The GW deck also really likes +1/+1 counters, and can get some extra value out of it.
Rot-Tide Gargantua
2.5 Sometimes, the Edict effect here won’t actually do a whole lot, and when that’s the case, its just a 5-mana 5/4, which isn’t really worth it. The upside is definitely real, don’t get me wrong, but I don’t see this being super impressive in most situations.
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.
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.
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.
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.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
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.
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.
Pack 2 Pick 6: Spore Crawler
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.
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.
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.
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.
Wanderlight Spirit
2.5 This is a reasonably aggressive flyer. Not being able to block ground creatures isn’t a huge deal.
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.
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.
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.
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.
Pack 2 Pick 7: Hookhand Mariner
Dawnhart Geist
2.5 This has passable stats and an ability that will gain you some life. There are a decent number of Enchantments in White, so I think you’ll pretty much always end up playing it. The life gain is welcome in the BW deck, and the Enchantment payoff is welcome in UW, but I don’t think you’re overjoyed for it in either.
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.
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.
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.
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.
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.
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.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
Pack 2 Pick 8: Snarling Wolf
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.
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.
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.
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.
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.
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
Ragged Recluse
2.5 This format has enough ways to discard – Blood tokens in particular – that transforming this thing into a witch is very doable, and once you do you have a pretty nice creature., although it isn’t exactly a world breaker.
Pack 2 Pick 9: Flourishing Hunter
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.
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.
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.
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.
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.
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 2 Pick 10: Fierce Retribution
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
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.
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.
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.
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.
Pack 2 Pick 11: Apprentice Sharpshooter
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
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.
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.
Apprentice Sharpshooter
2.0 This seems decent. 3-mana 1/4s with Reach are always kind of alright, and this one’s Training upside is pretty real! If you end up playing this on turn three, you’ll often find that it isn’t that important you have a blocker, but attacking with a ¼ just isn’t worth it either, but now if you attack with almost anything else, it will become a ⅖, which is definitely more formidable.
Pack 2 Pick 12: Bramble Armor
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.
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.
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 2 Pick 13: Vampire Slayer
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.
Supernatural Rescue
1.0 This has a neat design, and is obviously really geared toward the UW deck, which is about Auras and Spirits. This having Flash will be particularly attractive, as you can use it to prevent one round of attacks and blocks when you do, and you can also get the stats boost at Instant speed, which isn’t too shabby. When it doesn’t have Flash, it is pretty clunky, though tapping down a couple of things can often make some more attacks possible. Still, the mana cost is pretty high here, and you won’t have much reason to run Auras like this when you can just run creatures with Disturb who are far more useful up front. Even with the Spirit upside, I don’t see myself playing this very often.
Pack 2 Pick 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: Twinblade Geist
Dreamroot Cascade
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
Bramble Wurm
3.5 This is a pretty nice thing to ramp into, and a good finisher in general, as it will really allow you to stabilize between its size and the life it gains you. Its too bad it doesn’t draw you a card, like some other big Wurms we’ve seen, but even without that, this looks like a nice top curve for slower decks.
Spiked Ripsaw
3.0 This reminds me a lot of Plate Armor, and that’s pretty good company to keep, because that was a very powerful piece of Equipment. It costs the same to play and equip and gives the same stats boost, though Plate Armor also granted Ward and could reduce its equip cost. In place of that, though, Spiked Ripjaw can make your creature have trample, which is pretty nice. But yeah, this big of a stats boost can make almost any creature into a threat, and that’s what makes this so nice.
Twinblade Geist
3.0 This works well within the UW archetype. Having double strike is good for Auras, and then it of course becomes an Aura at some point after it dies, and giving double strike in the right situation can be pretty big. A two mana 1/1 with Double Strike is kind of an alright deal too, and also pairs well with +1/+1 counters.
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!
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.
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.
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.
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.
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.
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.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
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.
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 3 Pick 2: Packsong Pup
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.
Oakshade Stalker
3.0 So, if its day time, this is either a 3-mana 3/3 or a 5-mana 3/3 with Flash. If its night time, things get more interesting, because you still can choose to spend the extra mana for Flash, but the creature will come down as a 6/3, so it becomes a 5-mana 6/3 with Flash. That’s a creature that will take down most things it blocks, which is nice.
Packsong Pup
3.0 This is the kind of Werewolf payoff that Midnight Hunt really needed! In a deck with Wolves and Werewolves, this will become quite large, and then give you pretty nice value if it dies. Now, it does take some set up, and it starts super fragile, so I’m not sure I want to be first picking it, but it is certainly a quality card for RG decks in the format.
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.
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.
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.
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.
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.
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.
Rot-Tide Gargantua
2.5 Sometimes, the Edict effect here won’t actually do a whole lot, and when that’s the case, its just a 5-mana 5/4, which isn’t really worth it. The upside is definitely real, don’t get me wrong, but I don’t see this being super impressive in most situations.
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.
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.
Belligerent Guest
2.5 This has alright stats and is going to make you blood sometimes, both are welcome.
Pack 3 Pick 3: Sigarda's Imprisonment
Diver Skaab
3.5 This has a nice Exploit trigger, as it lets you trade whatever you Sacrifice for a full card, while still adding a 5-mana ⅗ body to the board, and that’s going to do a whole lot to stabilize you or pull you ahead.
Dormant Grove
3.5 This kind of Enchantment always feels pretty good, as it gives you value on the turn you play it and then can start to snowball. When we’ve seen this kind of Aura be really great it usually costs around 3 mana, so this is a bit more expensive than I’d like, but the upside that it can become a pretty nice creature when you really need one is nice. The GW deck also really likes +1/+1 counters, and can get some extra value out of it.
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.
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.
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.
Fearful Villager
2.0 This has alright base stats and some decent upside, but its nothing special.
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.
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.
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.
Abrade
4.0 Woo boy, this is a very powerful reprint, and its one that was UNCOMMON last time, so the downshift is pretty exciting. Two to do 3 to something is always premium, and having the other mode is nice too, even if this format isn’t exactly filled to the brim with Artifacts.
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.
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.
Pack 3 Pick 4: Weaver of Blossoms
Spiked Ripsaw
3.0 This reminds me a lot of Plate Armor, and that’s pretty good company to keep, because that was a very powerful piece of Equipment. It costs the same to play and equip and gives the same stats boost, though Plate Armor also granted Ward and could reduce its equip cost. In place of that, though, Spiked Ripjaw can make your creature have trample, which is pretty nice. But yeah, this big of a stats boost can make almost any creature into a threat, and that’s what makes this so nice.
Skulking Killer
2.5 The design here is pretty cool, and if you were able to trigger that ETB ability consistently, it would be an incredible card. Problem is, in games of Limited your opponent will frequently have more than a single creature. Even if you play this as early as possible, on turn 4, there’s a good chance you won’t be able to get value out of the ability, in which case you’re talking about a 4-mana 4/2, which is pretty horrendous. It basically gets better the more removal you have, since it will be easier for you to control the board, but that’s a lot of set up.
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!
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.
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.
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.
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.
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.
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.
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.
Gryff Rider
3.0 This looks like a nice Common. Because it has Flying, it will often be able to attack with other creatures that are bigger than it, so it can grow throughout the game, and even just getting one counter on it will feel pretty good. This seems like the kind of Common that will be the bread and butter of aggressive decks in this format.
Pack 3 Pick 5: Gryffwing Cavalry
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.
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.
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.
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.
Rot-Tide Gargantua
2.5 Sometimes, the Edict effect here won’t actually do a whole lot, and when that’s the case, its just a 5-mana 5/4, which isn’t really worth it. The upside is definitely real, don’t get me wrong, but I don’t see this being super impressive in most situations.
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.
Syncopate
2.5 This is a reprint, and actually a pretty reasonable counterspell. XU counterspells are nicely customizable, and you’ll find yourself able to counter a spell much more frequently without going out of your way to leave some amount of mana up as a result. Exiling the thing you counters certainly matters in this format too. Now, it is still a counterspell, and having to have the mana up at the exact right time just for this to trade 1-for-1 still isn’t awesome, but unlike a lot of counterspells, this one is worth it in Limited.
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.
Daybreak Combatants
2.5 This adds a pretty significant amount of power to the board out of nowhere, thanks to Haste. The boost is going to be enough to enable some attacks you may just not have had before, and the fact it can get in there too seems pretty nice. In a pinch, you can also make this into a 4/2 the turn it comes down, a 4/2 with Haste for three isn’t too shabby.
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 6: Flourishing Hunter
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.
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.
Chill of the Grave
2.5 This sort of effect is always pretty decent when paired with a draw. If you can pay two for this consistently, it will feel especially good. It looks reasonably well suited for both the UB and UR decks, which are Zombies and spells respectively. You generally want to use this type of effect aggressively to alter the race, but it isn’t the worst thing defensively.
Skywarp Skaab
2.5 If this always drew you a card, I’d be pretty pumped about this! It probably only ends up drawing you a card around half the time though, which is substantially worse, as a 5-mana 2/5 Flyer isn’t anything special.
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.
Sanctify
0.5 This is good at destroying Artifacts and Enchantments, and I think there are enough of them that this might make your main deck sometimes. While there are lots of Auras, keep in mind, blowing up the disturbed side of a card isn’t really going to be a one-for-one and won’t feel that great, and I think that limits how good this is in your main deck. You mostly want this out of your sideboard.
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.
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.
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.
Pack 3 Pick 7: Traveling Minister
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
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.
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.
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.
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.
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.
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.
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!
Pack 3 Pick 8: Fleeting Spirit
Magma Pummeler
3.0 This is a pretty neat design. It will never really be an efficient creature due to how its costed, but even if you just put this on the table as a 4-mana 2/2, your opponent will find themself in a situation where attacking is very difficult because of the 2-for-1 potential. It just scales up from there, and in the late game will be a huge problem, since it can also damage players. Now, it can still just straight up die to lots of removal, but damage-based removal will pretty much be off the table, so that helps. I can really see situations where this will be incredible, but it would be silly not to also think about the time’s where it just doesn’t matter, because its not big enough, or your opponent has too much life.
Fleeting Spirit
3.0 This is a nice aggressive creature. You can attack with it for free a lot of the time, since if things go sideways on you can just flicker it. That also means it pairs well with Training. And, in the late game, gaining first strike is no joke!
Daybreak Combatants
2.5 This adds a pretty significant amount of power to the board out of nowhere, thanks to Haste. The boost is going to be enough to enable some attacks you may just not have had before, and the fact it can get in there too seems pretty nice. In a pinch, you can also make this into a 4/2 the turn it comes down, a 4/2 with Haste for three isn’t too shabby.
Unholy Officiant
2.0 A one mana ½ with Vigilance is not a very good card. Its the kind of card people often overrate, because they think “One mana is only enough to get a 1/1 most of the time!” and while that’s sort of true, the problem in Limited is that this kind of card will get outclassed pretty quickly. That said, it comes with an ability that actually does something in the late game, even if 5 is a lot for a single counter. Its also a decent place to put counters thanks to its keyword ability. So, yeah. This is an alright one drop that you’ll play in your most aggressive GW decks, but it doesn’t look that great anywhere else.
Fear of Death
2.5 This kind of removal is nowhere close to being premium. Only reducing a creature’s power just doesn’t do enough. The thing can still block with its full toughness and use abilities, so you don’t even get rid of a whole card with it on some creatures. That, combined with the necessary set up, makes this a fairly unimpressive card. It does mill you, which is important, but it isn’t anything more than a decent playable.
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.
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.
Pack 3 Pick 9: Unholy Officiant
Spiked Ripsaw
3.0 This reminds me a lot of Plate Armor, and that’s pretty good company to keep, because that was a very powerful piece of Equipment. It costs the same to play and equip and gives the same stats boost, though Plate Armor also granted Ward and could reduce its equip cost. In place of that, though, Spiked Ripjaw can make your creature have trample, which is pretty nice. But yeah, this big of a stats boost can make almost any creature into a threat, and that’s what makes this so nice.
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.
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.
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.
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.
Dawnhart Disciple
2.5 This is a nice two drop, one that will often be a 3/3 when you’re just curving out.
Pack 3 Pick 10: Parish-Blade Trainee
Selhoff Entomber
1.5 Forcing you to discard a specific card type really devalues the effectiveness of a rummage or loot effect. The idea here is to discard something you want in the graveyard, like if it has disturb, but a lot of the time you’d rather just cast both halves of the card.
Vampire'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.
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.
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.
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 11: Skywarp Skaab
Scattered Thoughts
2.0 It is pretty funny to compare this card to Organ Hoarder from the last set, which was the same mana cost, but put a 3/2 body into play and only let you grab one card from the top three, but yeah, way better either way. Anyway, this might not be the best Common in the whole set like the Hoarder was, but it seems like a solid playable. Looking at 4 cards is pretty nice for the cost, and loading up the graveyard is worth doing too.
Bloody Betrayal
1.0 It takes a special format for Threaten effects to be good – and I don’t really foresee that in this format. You either need a legit sacrifice deck in Red or an incredibly aggressive format for it to work out, since it is the kind of effect that doesn’t give you anything permanently, the Blood token notwithstanding. You could maybe combine it with Exploit if you’re in Black or Blue, and that could be spicy, but you’ll need a significant amount of mana to make that happen most of the time.
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.
Pack 3 Pick 12: Nature's Embrace
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.
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.
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 3 Pick 13: Witch's Web
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.
Nurturing Presence
1.5 This gives you a 1/1 Flyer no matter what, and that helps mitigate the risk of playing it. It’s too bad the rest of the card isn’t very good. The stats boost is situational and unimpressive. The turn you play it will giving +1/+1 to the thing, but still – you’re not really doing a great job with that.
Pack 3 Pick 14: Dreadlight Monstrosity
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.