Needleverge Pathway
3.0 Pathway lands offer good fixing and will be strict upgrades over basic lands in your deck, and that is worth something.
Kargan Warleader
3.5 Lords are always good if they have enough things to pump – and Kargan Warleader definitely does. RW is obviously the Warrior archetype, as this signpost uncommon is telling you, so much of your board will get a boost out of this creature which is also already a 3-mana 3/3.
Grotag Night-Runner
2.5 The damage trigger here is nice, but with the stats it has, it really isn’t that easy to get in with it.
Lullmage's Familiar
3.5 This has reasonable defensive stats, helps you ramp, and gives you a reasonable Kicker payoff. And, obviously, the ramp part of the card helps you kick things in the first place.
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Gnarlid Colony
3.0 This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Deadly Alliance
4.0 So, having to pay 5 for this is a little bit short of premium. You just usually will be trading down with it, and that’s always rough -- even if it is an instant that can kill just about anything. But the good news is, you can reduce the cost of this to 4 pretty easily, and in Magical Christmas Land, this might only cost one Black mana! Ok, that last part won’t happen very often, but it IS upside.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Pack 1 Pick 2: Scorch Rider
Skyclave Relic
2.5 This offers some good fixing, and some silly ramp if you can kick it. 3 mana mana-rocks that add any color aren’t usually amazing in Limited, but yeah, you play them often enough when you are interested in either ramping or fixing, and the upside if this giving you 3 extra mana for 6-mana in the later part of the game is nice.
Roost of Drakes
5.0 This is a huge bomb, not something we often see at Uncommon, but that’s what this is. There is a lot of Kicker int his set, and not ending up with like 5 cards with it is pretty unheard of, and even if that’s all you have, this is a very good card in your deck. It won’t feel like a bomb in those situations, but it will still be a great card! At worst, this is a 4-mana 2/2 with Flying that comes with that kicker pay off, and at best, it completely takes over the game and overwhelms your opponent – and that last part happens way more often than you might think.
Taunting Arbormage
2.5 A three mana ⅔ is usually not very good in Limited, but adding a good Kicker effect is a good way to make a card like that worthwhile. Now, make no mistake, kicking this wont’ always be worthwhile -- Lure effects are highly situational, and sometimes it will be useless. But sometimes it will also be gamebreaking, because it makes the rest of your board unblocked, or wipes out your opponent’s board by forcing them to block.
Zof Consumption
3.0 I think a lot of people will come into this format underestimating just how good it is to have a land that can actually do something impactful in the late game. It is not dissimilar from having a non-basic land with a sacrifice ability that comes up in the late game -- and that upside is always great. Sure, paying 6 to draw your opponent 4 life would not be a good card if that’s all this was, but the fact that this can also just be a regular old land for you early is a huge upgrade -- just as the fact that it can do something in the later game is a huge upgrade.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Pyroclastic Hellion
2.5 This seems solid enough. Returning a land is a may clause here, so you only need to do it when you really want those 2 damage, or if returning a land otherwise benefits you.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Tazeem Roilmage
3.0 A two mana 2/1 is a D+ at best these days, we just expect better stats for a two mana investment. However, the kicker upside here is quite strong in the late game.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Pack 1 Pick 3: Paired Tactician
Paired Tactician
3.0 His seems like a nice, if not incredible Warrior payoff. The Tactician will often still find itself to be vulnerable to an easy trade on its first attack even in situations where it attacks with a friend, as a 4/3 attacking on turn 4 isn’t exactly game-breaking -- but it can definitely snowball if you can support it.
Cinderclasm
2.0 Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good.
Sejiri Shelter
3.0 Like the other DFC Land spells, this makes mana screw AND flooding feel less terrible, because it can help you out with either situation. The spell part of the card is woefully inefficient here, but it does have situations where it can shine -- saving a creature from removal, making a creature unblockable in a key situation, etc., so at least this land DOES something if you’re flooded out.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Tazeem Raptor
3.0 This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Gnarlid Colony
3.0 This is a nice Common. Having a Grizzly Bear with a +1/+1 counter payoff as a base form isn’t bad when you have other late game option of paying 5-mana for a 4/4 with Trample. Neither side of this is especially efficient -- but that often doesn’t matter with creatures who have Kicker, as we’ve seen in the past. Just having an alternate option in the late game to make this a more imposing creature is nice, even if the rate isn’t great.
Glacial Grasp
2.0 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Pack 1 Pick 4: Akoum Hellhound
Ravager's Mace
3.0 This gives a nice bonus for the cost when you first play it. It will usually at least be giving +1/+0 and Menace, and giving more than that isn’t far-fetched. Three mana for that boost isn’t too shabby. Now, having to pay four to equip it after that is a bit steep, but the free equip to start things off helps make up for that, as does the fact that it will frequently give a larger boost.
Jwari Disruption
3.0 This seems pretty good. It isn’t that far from being Cancel -- a card with the same effect and cost of the Perturbation, but it has Cycling instead of a land on the other side, but what makes Cancel a nice card in Limited also makes this nice. Counterspells can be problematic in Limited because of the tempo hit you take by leaving mana up sometimes, and that gets even truer about a card like this -- which gets worse as the game goes on, since your opponent having that extra mana is likely. However, once you reach that point of the game, you can just play this as a land, and that is some nice upside.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Reclaim the Wastes
2.5 This is a nice card for fixing if you’re a base Green deck. Any time we see this type of card in Limited it is always something you go after if you need fixing, but you probably don’t go after it otherwise. But, having the ability to splash things is inherently powerful in Limited -- provided you’re splashing something that is WORTH splashing -- so I think this should be valued as at least an average card.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Tazeem Roilmage
3.0 A two mana 2/1 is a D+ at best these days, we just expect better stats for a two mana investment. However, the kicker upside here is quite strong in the late game.
Pack 1 Pick 5: Fireblade Charger
Fireblade Charger
3.5 Woo boy, talk about an Equipment payoff! So, a one mana 1/1 that does 1 damage to something when it dies is passable. It provides a nice little creature that can trade up for X/2s, and really make your opponent rethinking attacking or blocking when they have a couple of X/1s. But this will get absolutely insane with equipment – or combat tricks for that matter. It is going to be doing 3+ damage with regularity in this format – there’s enough good Equipment around for that to be the case, and that means it will have Haste reasonably often too. Basically, it is good on turn one – and if you get in the late game and can give it some Equipment, it is going to be great.
Cinderclasm
2.0 Being able to do one to everything at instant speed for one mana, or two to everything for three, seems like an okay deal to me. Obviously, if your deck is loaded up with little guys you’re going to want to be playing it, but if you are in a grinder Red deck, this will feel pretty good. Just killing one thing with it is kind of ok, and doing more than that will feel really good.
Vastwood Fortification
3.0 Another Modal card, we have seen cards similar to the Fortification in the past and they haven’t been super impressive. Sure, sometimes they help you win combat or your creature survive a removal spell, but a lot of the time what a card like this does just isn’t worth the card. It would probably be like a D+ at best. However, this format has a strong +1/+1 counter theme in BG, AND this is a modal DFC, which means it can be a land when putting a counter on something doesn’t seem meaningful enough.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Expedition Skulker
2.5 This is a decent little two drop. It has a relevant creature type for the format, and it will have deathtouch pretty often.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Sea Gate Banneret
2.0 This is a one drop with a Party creature type, and that has some nice value in this set. Additionally, in the late game it has an ability that can have a significant impact.
Pack 1 Pick 6: Pyroclastic Hellion
Allied Assault
1.5 My main problem with tricks like this is that they are so situational and risky, so I need some efficiency or big upside to ever get excited about this one. Allied Assault does one of the things that gets me pretty interested in tricks – it can get you a 2-for-1. A trick that pumps two separate creatures interest me, at least initially. It does require a bit of set up to really be potent though, which makes it even more situational, which makes the 2-for-1 potential a little less impressive.
Relic Amulet
3.5 This doesn’t have to sacrifice to use its ability, so in a UR deck it often becomes a repeatable source of removal that is difficult for your opponent to overcome. It can be a bit slow, but this is great in those decks.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Adventure Awaits
1.0 We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Pyroclastic Hellion
2.5 This seems solid enough. Returning a land is a may clause here, so you only need to do it when you really want those 2 damage, or if returning a land otherwise benefits you.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Pack 1 Pick 7: Synchronized Spellcraft
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Scorch Rider
2.0 So, a 4-man 4/3 is generally a C- these days. It is reasonable stats to be sure, but not anything special either. The Kicker here isn’t super exciting either, as a 6-mana 4/3 with Haste is not especially good -- BUT that’s not really the way to look at cards with Kicker. If it has a reasonable base line, as this does -- the fact it can have Haste later in the game is just upside.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Pack 1 Pick 8: Teeterpeak Ambusher
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Pack 1 Pick 9: Resolute Strike
Skyclave Squid
1.5 So, a two mana 3/2 – even if it could attack all the time – isn’t actually super incredible in Limited. Don’t get me wrong, that’s obviously better than a 2-mana 2/2 – but in this day and age a vanilla grizzly bear just isn’t good. Adding one power is better, but it isn’t so efficient that it doesn’t still die to pretty much all the two drops in combat.
Resolute Strike
1.5 One mana for +2/+2 is a pretty reasonable trick even if it has nothing else going on. It will usually make your creature win combat, and it will do it cheaply. The additional Warrior and Equipment upside here is nice, and any time you can Equip a creature for free with this you’re going to feel really great.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Pack 1 Pick 10: Makindi Ox
Taunting Arbormage
2.5 A three mana ⅔ is usually not very good in Limited, but adding a good Kicker effect is a good way to make a card like that worthwhile. Now, make no mistake, kicking this wont’ always be worthwhile -- Lure effects are highly situational, and sometimes it will be useless. But sometimes it will also be gamebreaking, because it makes the rest of your board unblocked, or wipes out your opponent’s board by forcing them to block.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Nissa's Zendikon
1.0 These types of Auras always underperform. It seems like it would be really efficient to put this on a land, but it doesn’t generally pan out that way. The land does come back, which in a roundabout way can help you trigger landfall, but this just asks for too much effort.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Pack 1 Pick 11: Sizzling Barrage
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Pack 1 Pick 12: Oblivion's Hunger
Cascade Seer
1.5 I think this is fine. A 4-mana 3/3 that scries 1 would probably be a C-. We recently had Octoprophet, which was a 4-mana 3/3 that always Scried 2, and that was definitely a solid C -- and that’s what this will be a decent chunk of the time. Obviously with a full party it gets better, but you shouldn’t really look at this as doing that very often, because it won’t.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Zulaport Duelist
2.0 This isn’t Faerie Duelist, but its kind of a similar creature. You can sometimes use it to really mess up combat for your opponent, and even when you can’t you do at least get a creature that can prevent some damage while also milling a bit.
Pack 1 Pick 13: Scavenged Blade
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Pack 1 Pick 14: Utility Knife
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Pack 2 Pick 1: Journey to Oblivion
Ancient Greenwarden
4.0 So, a 6-mana 5/7 with Reach is solid, so we’re looking with a pretty nice baseline here – but it of course has a bunch of upside too. Playing lands for your graveyard will be nice sometimes, but won’t come up a ton. Keep in mind the DFC modal cards won’t count as lands when they are in the graveyard – if they did, the Greenwarden would be even better. As is, playing the lands from the graveyard will happen a bit, but is not the main draw here. Instead, what you really like here is the second ability, which makes all landfall trigger twice. This set has lots of landfall, so that is going to come up and definitely feel pretty great!
Allied Assault
1.5 My main problem with tricks like this is that they are so situational and risky, so I need some efficiency or big upside to ever get excited about this one. Allied Assault does one of the things that gets me pretty interested in tricks – it can get you a 2-for-1. A trick that pumps two separate creatures interest me, at least initially. It does require a bit of set up to really be potent though, which makes it even more situational, which makes the 2-for-1 potential a little less impressive.
Journey to Oblivion
4.0 If it were always 5 mana, it would probably be decent -- even though it can hit anything, it would be a little bit too clunky to consider premium. But, at 4 mana it gets into premium territory, and at 3 it is even better than that.
Kazuul's Fury
3.0 So the spell side of this is an overcosted Fling. It is highly situational, but it can feel especially nice to sacrifice something your opponent is trying to kill, and it feels even nicer when it just happens to give you the lethal you need. But you just don’t always have something relevant to sacrifice. But this can be a land where the other side doesn’t help you, and that’s nice.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Bubble Snare
3.5 Getting away with just paying one for this on a creature that is already tapped is going to feel great, and when you are the more defensive player, that is probably often how you’ll use it, since it will enable you to do some other things on your turn. Sometimes, you need to just be able to lock down an opposing creature, and you can pay the Kicker when that’s necessary to get a blocker out of the way, or a creature your opponent just won’t attack with that is cause you all kinds of problems.
Kor Celebrant
3.0 This has nice defensive stats, and it is one of the key Commons for the BW Cleric deck. It provides you with a repeatable source of life gain, which triggers all sorts of powerful cards. Even outside of that deck, this is serviceable as a defensive creature.
Subtle Strike
2.5 Because you can both weaken a creature and make yours bigger, it has two-for-one potential, and that can’t be overlooked. That situation won’t always be how it works out -- but sometimes, you’ll be able to kill an X/1 and pump your creature to win combat against something else, and it is great that the boost is permanent. Even if that doesn’t line up, the flexibility of this card does usually mean it will help your creatures win combat one way or another.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Expedition Diviner
3.0 This is a nice common. A 4-mana 3/2 Flyer with the Wizard creature type would probably already be at least a C- in this format, and maybe even a C. Those stats are reasonable enough. But, by adding the “draw a card” Wizard payoff, you end up with a card that will be a 2-for-1 a decent chunk of the time, and I definitely like that.
Field Research
2.5 So, on a base level, this is Divination, a card that is a decent playable in most Limited formats -- somewhere between a C- and a C. But, this becomes more powerful in the late game, drawing you three cards if you have the spare mana around to do it. Now, 6-mana at Sorcery speed to draw 3 cards is pretty clunky, but it is attached to what is already a reasonable card, which means being able to cast it with Kicker is all upside.
Pack 2 Pick 2: Paired Tactician
Paired Tactician
3.0 His seems like a nice, if not incredible Warrior payoff. The Tactician will often still find itself to be vulnerable to an easy trade on its first attack even in situations where it attacks with a friend, as a 4/3 attacking on turn 4 isn’t exactly game-breaking -- but it can definitely snowball if you can support it.
Skyclave Geopede
3.0 This creature is going to be pretty scary on the board in the early game. It will typically be a 5/3 with Trample, and if you can back it up with removal and/or tricks it is going to wreck face. Still, only 3 toughness on an attacking creature on turn 4 isn’t exactly incredible, so you will frequently need those other cards to really back it up.
Malakir Rebirth
3.0 So, like most of these, it has one side that is pretty situational -- you have to have a creature die on your turn for it to even do anything, but when things line up that way, getting your creature back can feel pretty nice, especially if that creature has an ETB ability, because this will trigger it again, which is some sweet value. But things won’t always line up that way, and sometimes you’ll use this to save a creature, but you’re going down a card to do it since your creature can’t win combat anyway. But, you can just play it as a land if that’s true!
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Seafloor Stalker
2.5 A 3-mana ⅔ isn’t good, and paying 4 to make it unblockable and give it a power boost does mean it stays relevant in the late game. And obviously you can end up paying even less -- paying 3 or 2 for the boost is much better, and obviously turning this into Blue firebreathing with a full party is kind of funny. This isn’t a bad way to close out games in this format.
Bubble Snare
3.5 Getting away with just paying one for this on a creature that is already tapped is going to feel great, and when you are the more defensive player, that is probably often how you’ll use it, since it will enable you to do some other things on your turn. Sometimes, you need to just be able to lock down an opposing creature, and you can pay the Kicker when that’s necessary to get a blocker out of the way, or a creature your opponent just won’t attack with that is cause you all kinds of problems.
Territorial Scythecat
3.0 This will get large without a whole lot of effort, and that is really nice because it also happens to have Trample! It does die to just about everything initially, and sometimes it will be better to play it and then a land in the same turn to make it so fewer spells can take it down.
Ghastly Gloomhunter
2.0 This isn’t very efficient cast normally OR with Kicker, but the flexibility to choose either is enough to make that inefficiency matter less, as is the fact that it can gain you some life, which the BW deck really cares about.
Farsight Adept
2.5 This kind of card is usually better than it looks. You and your opponent are both drawing cards, which means you are breaking even -- but you are adding to the board as well with this 3-mana 3/3, so you really are the one coming out ahead for the most part. Your opponent will often have the first crack at using that new card, but that’s a fair trade overall.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Vanquish the Weak
2.5 This can kill stuff at Instant speed, but it is a bit situational. It falls short of premium removal.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Pack 2 Pick 3: Expedition Champion
Lithoform Blight
1.0 If you’re desperate for fixing, this does the job. If you’re not, don’t play it.
Akoum Warrior
3.5 If you get this early and you need a land, it does the job. Sure, it comes into play tapped, but having that option is inherently powerful. If this big guy had Cycling you would definitely Cycle him away early to help you find a land or something else. Well, in this case, he can just BE the land! And, if you get him late, you’d much rather play the creature than have a land. He isn’t efficient by any stretch, but he’s no slouch either.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Tazeem Raptor
3.0 This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
Dauntless Survivor
2.5 We have seen this card a lot, and it is always solid. At worst, it is a two mana 2/2 -- and it has the upside of being able to make some other more relevant creature get a +1/+1 counter in the later part of the game. The BG deck in this format also has +1/+1 counter synergies, AND it has a creature type relevant for partying, so it will be a nice two drop in multiple decks in this format.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Tazeem Roilmage
3.0 A two mana 2/1 is a D+ at best these days, we just expect better stats for a two mana investment. However, the kicker upside here is quite strong in the late game.
Drana's Silencer
1.0 This doesn’t line up well very often, and just tends to be expensive and not have much of an impact.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Expedition Champion
2.5 A 4/3 for three mana is a decent creature for sure, though it isn’t really going to be taking over the game or anything like that, and it will still be a ⅔ some of the time. Seems like a solid card for Red Warrior decks, but not much more than that.
Pack 2 Pick 4: Expedition Champion
Springmantle Cleric
2.0 // 3.0 In a typical two color deck this is fine, and if you get there on a 3+ color deck, it improves to be a very efficient creature.
Relic Vial
3.0 This is a great Cleric payoff, as it makes it very difficult for your opponent to race you. If you attack with a board full of clerics, this creates a nightmare situation. There are plenty of payoffs in this set for gaining life, and that’s what really puts the Vial over the edge.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Expedition Champion
2.5 A 4/3 for three mana is a decent creature for sure, though it isn’t really going to be taking over the game or anything like that, and it will still be a ⅔ some of the time. Seems like a solid card for Red Warrior decks, but not much more than that.
Seafloor Stalker
2.5 A 3-mana ⅔ isn’t good, and paying 4 to make it unblockable and give it a power boost does mean it stays relevant in the late game. And obviously you can end up paying even less -- paying 3 or 2 for the boost is much better, and obviously turning this into Blue firebreathing with a full party is kind of funny. This isn’t a bad way to close out games in this format.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Pack 2 Pick 5: Synchronized Spellcraft
Concerted Defense
0.0 This doesn’t counter enough things and it is too situational.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Nimana Skitter-Sneak
2.0 So, a 4-mana ¾ is kind of okayish, especially with a decent creature type. Then, if you are milling your opponent a bit, this can become a 4-mana 4/4 with Menace, which can make it into a real threat.
Cunning Geysermage
2.5 This isn’t quite Roaming Ghostlight, but it seems alright. Early it can be a not completely horrible 3-mana 3/2, and in the later part of the game you can pay 6 for a 3/2 that bounces something That rate is admittedly not great, but any time you can add to the board while subtracting from your opponents’ feels pretty great.
Reclaim the Wastes
2.5 This is a nice card for fixing if you’re a base Green deck. Any time we see this type of card in Limited it is always something you go after if you need fixing, but you probably don’t go after it otherwise. But, having the ability to splash things is inherently powerful in Limited -- provided you’re splashing something that is WORTH splashing -- so I think this should be valued as at least an average card.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Synchronized Spellcraft
2.0 Removal this is, but premium it is not. 5 mana to do 4 at instant speed just isn’t going to get you there most of the time -- you will frequently be trading down. And sure, it has party upside, and yeah if you are doing 2+ to your opponent at the same time you are ending up with a more reasonable spell, but even with a full party, this isn’t incredible -- and good luck setting that up.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Pack 2 Pick 6: Fissure Wizard
Roiling Regrowth
2.0 This is a strictly worse Harrow -- but Harrow is a pretty nice card, so that’s an ok place to be. Roiling Regrowth gives you fixing, even potentially enabling you to splash a card with double-colored mana, and that is pretty nice. In addition to that, as you might have heard, this set has a bunch of landfall, and triggering landfall twice at instant speed is pretty powerful.
Dreadwurm
2.0 This will be indestructible sometimes, and that’s nice – but it will often also just be a 5-mana 5/4, and that’s not so nice.
Seafloor Stalker
2.5 A 3-mana ⅔ isn’t good, and paying 4 to make it unblockable and give it a power boost does mean it stays relevant in the late game. And obviously you can end up paying even less -- paying 3 or 2 for the boost is much better, and obviously turning this into Blue firebreathing with a full party is kind of funny. This isn’t a bad way to close out games in this format.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Pack 2 Pick 7: Ardent Electromancer
Canyon Jerboa
3.5 Well, this seems like a strong uncommon. Sure, he’s a little guy who dies to a lot, but the potential of pumping your entire team multiple times should not be overlooked. You can even get around the danger of it dying before you get to trigger it, at least in the late game, by playing it, and playing a land to get the trigger right away. You do need some board state for this to really shine, but even just pumping 2-3 creatures +1/+1 on multiple turns is pretty awesome for the mana investment.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Makindi Ox
1.5 This is too expensive for the aggro decks that might normally be interested in tapping something down, and not impactful enough for control deck, so you don’t play it very often.
Kor Celebrant
3.0 This has nice defensive stats, and it is one of the key Commons for the BW Cleric deck. It provides you with a repeatable source of life gain, which triggers all sorts of powerful cards. Even outside of that deck, this is serviceable as a defensive creature.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Living Tempest
2.5 This is a functional reprint of cards like Stormrider Spirit and Wind Strider -- and those cards were probably slightly better, because both of them had creature types that had a tribal archetype in those formats, and Living Tempest does not. That said, it is still pretty decent. Flash has serious upside for any deck looking to cast expensive instants or hold up activated abilities, and even if you don’t have that stuff going on, this is large enough that it can flash in and gobble up a 2/2 or something like that, and then threaten the opponent in the air. It isn’t a special card or anything -- it is a solid playable.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Ghastly Gloomhunter
2.0 This isn’t very efficient cast normally OR with Kicker, but the flexibility to choose either is enough to make that inefficiency matter less, as is the fact that it can gain you some life, which the BW deck really cares about.
Pack 2 Pick 8: Ardent Electromancer
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Sea Gate Colossus
1.5 You have to be a party deck to really take advantage, because if you are paying any more than 5 for this it isn’t going to feel very good, and even then it is just a big guy with no evasion.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Blood Price
1.5 Black always gets a draw spell like this one, and this one is a little overcosted. Two cards for two life and four mana just doesn’t seem worth it to me for the most part.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Pack 2 Pick 9: Dauntless Unity
Allied Assault
1.5 My main problem with tricks like this is that they are so situational and risky, so I need some efficiency or big upside to ever get excited about this one. Allied Assault does one of the things that gets me pretty interested in tricks – it can get you a 2-for-1. A trick that pumps two separate creatures interest me, at least initially. It does require a bit of set up to really be potent though, which makes it even more situational, which makes the 2-for-1 potential a little less impressive.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Dauntless Unity
2.0 This is basically a better Inspired Charged – when you kick it, it is identical to the Charge, and it has the upside of also being usable for a slightly weaker effect for two mana.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Pack 2 Pick 10: Cleansing Wildfire
Mesa Lynx
1.5 This is a 2-mana 2/1 as an attacker, and a two-mana ⅔ as a blocker. In this day and age, even a vanilla two-mana ⅔ would probably not be much more than a C, so a card that is only one half of the time is considerably worse. I would actually prefer it was a ⅔ during your turn than the other way around, since White is more often than not a color that wants to be attacking well early.
Akoum Hellhound
1.5 This is going to be decent in really aggressive decks in this format, since it will usually attack on turn two as a ⅔ with no problem. But it isn’t going to be easy to trigger landfall multiple times a turn in this format, and that means that the Hellhound is going to become irrelevant somewhere around turn three in most cases. That means that less aggressive decks won’t want it at all, and even in the aggro decks it isn’t going to be incredible.
Seafloor Stalker
2.5 A 3-mana ⅔ isn’t good, and paying 4 to make it unblockable and give it a power boost does mean it stays relevant in the late game. And obviously you can end up paying even less -- paying 3 or 2 for the boost is much better, and obviously turning this into Blue firebreathing with a full party is kind of funny. This isn’t a bad way to close out games in this format.
Cleansing Wildfire
1.0 Two mana land destruction, with a cantrip! That would be super crazy if it didn’t also let your opponent replace the land that they lose. Now, that mostly means that, in terms of destroying opposing lands, it will mostly only be worth it if your opponent has powerful non-basics, and while there are some of those in this format, there aren’t enough for this to be used that way very often. In those situations, it is mostly just a cantrip. However, it is kind of a modal card. You can use it to destroy one of your own land to search up a basic land you might need -- like if you’re splashing. That isn’t amazing, but it does give Red decks a way to fix, and tacking a cantrip on to it makes it a little less painful. It can also trigger landfall, but the whole thing is just too situational.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Pack 2 Pick 11: Cliffhaven Kitesail
Lithoform Blight
1.0 If you’re desperate for fixing, this does the job. If you’re not, don’t play it.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Pack 2 Pick 12: Inordinate Rage
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Might of Murasa
1.5 So, this is an overcosted Giant Growth without kicker, and with it -- well, it still isn’t all that efficient. 5-mana for +5/+5 doesn’t really do it for me. Sure, sometimes it will turn damage lethal and all that, and it will certainly win combat for you, but to go that route you usually have to give up on developing the board for a turn, which just won’t be worth it a lot.
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Pack 2 Pick 13: Pressure Point
Strength of Solidarity
1.0 This can potentially give you a whole lot for only one mana! But…it can also potentially be blank card. The likelihood of it being blank is about as likely as it is that you have a full party. On average, it will probably give somewhere between 1 and 2 tokens, and that hardly seems worth it to me.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Pack 2 Pick 14: Pressure Point
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Pack 3 Pick 1: Felidar Retreat
Felidar Retreat
5.0 This is really good. Sure, it is an Enchantment that, at least initially, doesn’t actually do anything, but the landfall triggers it offers are both very, very powerful. If you wait until a turn where you can play it AND play a land, it will be adding to the board immediately. If you have a nice board already, great – make it bigger and give it Vigilance until end of turn! If you’re lacking in board presence, that’s fine too – make a Cat token. This just gives you too much value for you to lose.
Taunting Arbormage
2.5 A three mana ⅔ is usually not very good in Limited, but adding a good Kicker effect is a good way to make a card like that worthwhile. Now, make no mistake, kicking this wont’ always be worthwhile -- Lure effects are highly situational, and sometimes it will be useless. But sometimes it will also be gamebreaking, because it makes the rest of your board unblocked, or wipes out your opponent’s board by forcing them to block.
Merfolk Falconer
3.5 So, Air Elemental is usually good all on its own. 5 for a 4/4 flyer are stats that still line up really good these days, representing a real threat even if nothing else is going on. Then, this lets you Scry when you kick spells, and that’s some pretty real upside.
Pelakka Predation
2.5 The effect here, if it were its own card, would not be particularly good -- but flexibility is an amazing thing! If casting it doesn’t do you any good, you can still play it as a land, and when you feel like you have a good chance of hitting a card with it, you can cast it.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Mind Drain
1.5 So, here is a strictly better Mind Rot! It adds draining life and milling a card to the mix, in addition to making your opponent discard the two cards. Playing it early is sometimes a liability because it means you aren’t adding to the board on turn three, and getting it late can be bad too, because your opponent is in top deck mode. Mid-game or so is usually where it is at its best. Mind Drain adds enough extra stuff to the mix to overcome Mind Rot’s usual problem though -- it will do something no matter what. And sure, draining your opponent for 1 and milling their top card for three isn’t a good deal, but it is a heck of a lot better than a dead card, which Mind Rot often is.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Expedition Skulker
2.5 This is a decent little two drop. It has a relevant creature type for the format, and it will have deathtouch pretty often.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Grotag Bug-Catcher
3.0 This is a key common for aggressive Party decks. It often attacks as a 3/2 on turn two, and in the later game can big enough to just keep swinging.
Territorial Scythecat
3.0 This will get large without a whole lot of effort, and that is really nice because it also happens to have Trample! It does die to just about everything initially, and sometimes it will be better to play it and then a land in the same turn to make it so fewer spells can take it down.
Deadly Alliance
4.0 So, having to pay 5 for this is a little bit short of premium. You just usually will be trading down with it, and that’s always rough -- even if it is an instant that can kill just about anything. But the good news is, you can reduce the cost of this to 4 pretty easily, and in Magical Christmas Land, this might only cost one Black mana! Ok, that last part won’t happen very often, but it IS upside.
Pack 3 Pick 2: Kabira Takedown
Windrider Wizard
3.5 This has decent stats and a pretty good Wizard payoff, looting is always a good way to improve your draws.
Spoils of Adventure
3.0 So, 6-mana to draw 3 and gain 3 at instant speed would actually already be a playable card in control decks. Now, it wouldn’t be more than something kind of mediocre, but still, that’s our base level here. I like expensive draw spells that gain you life, because they tend to mitigate against the big downside of using a whole turn to cast it, something that usually costs you life since your opponent will probably be attacking you. I really think once you have this down to 5 mana you’re in business, and anything less than that and it will get pretty silly.
Kabira Takedown
3.5 I like the idea behind the uncommon Cycle of DFCs too, as they do the same sort of thing the Mythic ones do -- obviously, they are generally less powerful, and the land side comes into play tapped down, but having a card that is nice whether you are flooding or mana screwed is just good. And the spell side of this one is actually a removal spell. Sure, it is somewhat conditional, and wants you to have creatures in play to work, but as long as you are doing 2+ with it, you’re actually going to feel alright about it. Especially because if it isn’t any good with how your board is shaping up, you can just play it as a land.
Stonework Packbeast
3.5 This is a huge overachiever. It helps tie together Tribal or Party decks, and even the fixing it offers can be quite helpful.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Tajuru Blightblade
2.5 We see this card in lots of sets, and it is always fine. It can trade for anything, giving it relevance all game long, but it is never particularly impactful.
Rabid Bite
3.5 We have seen this several times, and it has always been premium removal for Green and one of the color’s best Commons, if not THE best. Green has creatures that are large enough that paying two for this is often a great deal, since you’ll be taking down something that cost way more mana than that. Now, you have to be careful when you use it -- because you get 2-for-1’d by a removal spell, and even though it is just a 1-for-1, you don’t really want your opponent to save their creature with a trick either. But if you pick your spots, Rabid Bite is going to be great removal.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Pack 3 Pick 3: Kor Blademaster
Kor Blademaster
3.0 So, a two mana 1/1 with double strike is actually a reasonable rate -- it is effectively a 2/1 with upside, in that it can just outright kill X/1s in combat and is a great place to stick Equipment and Auras, and use combat tricks. This is already good with equipment, but the Equipped Warriors get double strike thing makes it even better. Now, you can’t really count on that always coming up, but obviously the RW deck will be the best at using it. It also means that playing it will sometimes immediately impact the board, since it may make your attacking creatures way scarier!
Song-Mad Treachery
2.5 So, Threaten effects are super situational, and this one is wayyy overcosted. Stealing one of your opponent’s guys for a turn just doesn’t matter in scenarios where you aren’t either killing your opponent, setting them up to be killed on the next turn, or sacrificing the creature you steal. If this was just straight up the spell half of the card, I think this would be an F. But luckily for Song-Mad Treachery -- it has another side, that is a land. This is roughly equivalent to having an overcosted Threaten effect in your deck with Cycling, and that always makes something like this more bearable.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Malakir Blood-Priest
3.0 This is a key common for party decks, as draining 2+ life with it is pretty easy to do in those decks, even just play it on curve.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Nimana Skitter-Sneak
2.0 So, a 4-mana ¾ is kind of okayish, especially with a decent creature type. Then, if you are milling your opponent a bit, this can become a 4-mana 4/4 with Menace, which can make it into a real threat.
Tazeem Raptor
3.0 This has decent stats and it lets you return lands to your hand, which is useful for trigger landfall, and useful for returning MDFC lands.
Reclaim the Wastes
2.5 This is a nice card for fixing if you’re a base Green deck. Any time we see this type of card in Limited it is always something you go after if you need fixing, but you probably don’t go after it otherwise. But, having the ability to splash things is inherently powerful in Limited -- provided you’re splashing something that is WORTH splashing -- so I think this should be valued as at least an average card.
Expedition Healer
3.0 This just turns out to have lifelink a significant chunk of the time, and with the powerful lifegain payoffs around, that feels pretty good.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Risen Riptide
2.5 This is a surprisingly serviceable payoff for the Kicker deck, as getting whatever value out of what you kicked AND making this a 5/5 feels great, as it is often a very difficult creature to block effectively.
Pack 3 Pick 4: Kitesail Cleric
Kitesail Cleric
3.0 I like one mana 1/1 flyers who have some late game utility. They can do damage early if that’s what you need, and then in the late game have an effect that will have a larger impact. For the Cleric, that involves Kicking it, at which point it becomes a 4-mana 1/1 Flyer that taps down two opposing creatures.
Concerted Defense
0.0 This doesn’t counter enough things and it is too situational.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Ardent Electromancer
3.0 This is a key common for party decks, and it can really help you set up a double-spell turn three, which often is what you need to quickly win a game.
Guul Draz Mucklord
2.0 This has reasonable stats, and it is nice it leaves a counter behind when it dies. Obviously, that isn’t quite worth a whole card, but trading with this and getting that counter of the deal won’t feel too bad.
Scavenged Blade
2.0 Two mana to give something +2/+0 isn’t an awesome rate, but you can kind of think of it as an Aura that sticks around to be used elsewhere in the later part of the game. Then, you factor in the fact that Equipment is a pretty big theme in this set in Red – and especially in Red/White, and this definitely is a card that will make the cut in your deck a decent chunk of the time.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Prowling Felidar
2.5 This starts as a rather inefficient creature, but it will get larger throughout the game. Vigilance is always nice on a creature that is both a good attacker and a blocker, and this will certainly become that. I think in an ideal scenario, you play this and then a land in the same turn, that way you put it out of range of a bunch of removal. It does start fragile and inefficient, but it’s a nice Common.
Inordinate Rage
1.5 This is an alright trick. You’ll run it in super aggressive decks but not anywhere else.
Pack 3 Pick 5: Teeterpeak Ambusher
Scion of the Swarm
3.0 This is a decent payoff for the Cleric decks. It is expensive for what it starts as, and you will often find your opponent kills it for way less mana, but if it is left unchecked it can really take over the skies.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Feed the Swarm
3.5 Look, a Black card that can hit Enchantments! That’s pretty weird. Anyway, this is a good removal spell. It is cheap and kills two permanent types, no questions asked. Now, the damage it does to you certainly matters -- but if you are paying two mana to blow up their 5 drop, paying 5 life for that is a reasonable cost most of the time. Now, playing more than one of these can be a little risky – you only have so much life after all, but value the first copy pretty highly.
Rabid Bite
3.5 We have seen this several times, and it has always been premium removal for Green and one of the color’s best Commons, if not THE best. Green has creatures that are large enough that paying two for this is often a great deal, since you’ll be taking down something that cost way more mana than that. Now, you have to be careful when you use it -- because you get 2-for-1’d by a removal spell, and even though it is just a 1-for-1, you don’t really want your opponent to save their creature with a trick either. But if you pick your spots, Rabid Bite is going to be great removal.
Blood Beckoning
2.0 Black gets a card like this in every set -- one that returns two creatures from the graveyard -- and it is always a decent card to have one of, since in the late game it often does enough to pull you ahead -- it is of course balanced out by being pretty useless early though. 4 mana for that effect is a bit steep, but the fact that it can cost one in situations where that is worthwhile does enough to keep this as a solid playable.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Pack 3 Pick 6: Practiced Tactics
Springmantle Cleric
2.0 // 3.0 In a typical two color deck this is fine, and if you get there on a 3+ color deck, it improves to be a very efficient creature.
Practiced Tactics
3.0 It bothers me a ton that sometimes it will literally be a blank card, but that won’t happen a TON, and it also has some serious upside - though it is too bad they didn’t decide to make this one of the DFC lands. It is situational, but if it is typically doing 4 damage for one mana to a blocking or attacking creature, well, you’re getting a great deal.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Fissure Wizard
2.5 This is pretty unexciting. It does a bunch of meh stuff. It has bad stats for the cost, it lets you rummage, and it has a creature type that matters in this format. While none of that is exciting, it coming all together does make it a decent enough playable.
Angelheart Protector
2.0 Decent stats and a decent ETB trigger here. It won’t always do something -- but I think more often than not, it will give you an attack you didn’t have before you played the Protector. That, plus okayish stats make this a fine inclusion in White decks.
Kazandu Nectarpot
1.5 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Pack 3 Pick 7: Canyon Jerboa
Canyon Jerboa
3.5 Well, this seems like a strong uncommon. Sure, he’s a little guy who dies to a lot, but the potential of pumping your entire team multiple times should not be overlooked. You can even get around the danger of it dying before you get to trigger it, at least in the late game, by playing it, and playing a land to get the trigger right away. You do need some board state for this to really shine, but even just pumping 2-3 creatures +1/+1 on multiple turns is pretty awesome for the mana investment.
Reclaim the Wastes
2.5 This is a nice card for fixing if you’re a base Green deck. Any time we see this type of card in Limited it is always something you go after if you need fixing, but you probably don’t go after it otherwise. But, having the ability to splash things is inherently powerful in Limited -- provided you’re splashing something that is WORTH splashing -- so I think this should be valued as at least an average card.
Cliffhaven Kitesail
1.5 This seems fine. 1 mana to give something Flying is a reasonable rate, especially because it sticks around to give your other guys flying if they need it. It will, of course, be especially attractive in the RW deck that’s all about Equipment, but I think it is a reasonable inclusion anywhere.
Cleric of Chill Depths
1.5 Look it is a creature that is a really good chump blocker! Unfortunately, that’s not really the kind of card you’ll want most of the time. If you need a two drop, and you’re trying to get there on party, you’ll play it.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Tuktuk Rubblefort
0.5 I’m not the biggest fan of creatures with defender who want you to be aggressive – as those two things seem odd together, so I’m not interested.
Adventure Awaits
1.0 We see a Green card like this in most sets, and they are always kind of meh. They give you some nice card selection, and it is also kind of nice that if you wiff on a creature, you still get a card out of it. Whiffing on a creature is unlikely in most limited decks, but it DOES happen sometimes, so having protection from this doing absolutely nothing is nice. That said, this type of card, especially at two mana, generally feels like it is easy to cut in most decks.
Kor Celebrant
3.0 This has nice defensive stats, and it is one of the key Commons for the BW Cleric deck. It provides you with a repeatable source of life gain, which triggers all sorts of powerful cards. Even outside of that deck, this is serviceable as a defensive creature.
Pack 3 Pick 8: Paired Tactician
Paired Tactician
3.0 His seems like a nice, if not incredible Warrior payoff. The Tactician will often still find itself to be vulnerable to an easy trade on its first attack even in situations where it attacks with a friend, as a 4/3 attacking on turn 4 isn’t exactly game-breaking -- but it can definitely snowball if you can support it.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Turntimber Ascetic
2.5 Decent stats +3 life, this will sometimes pull you out of a fire thanks to slowing down an aggressive assault and the life it gives you.
Disenchant
0.5 Look everyone, Disenchant is back! This format has a reasonable number of Enchantments and Artifacts, but probably not enough that you feel ok about mainboarding this. This is a sideboard card, and if you are playing it in your deck, you are probably pretty desperate.
Hagra Constrictor
2.5 On its own, the Constrictor is a 3-mana 2/2 with Menace. However, this set has enough +1/+1 stuff going on, with BG as the +1/+1 counter deck this time going around, that the Constrictor will often immediately impact the board, making one of your other creatures much more difficult to block effectively.
Broken Wings
1.5 This seems like it can target enough things that it is a reasonable main deck inclusion, though if you are playing Best of 3, you would probably much rather bring it in out of the sideboard.
Utility Knife
1.0 Even with an Equipment deck in this format, Utility Knife isn’t really worth it. It gives an okay boost to start with, but the equip cost after that is just exorbitant.
Pack 3 Pick 9: Teeterpeak Ambusher
Taunting Arbormage
2.5 A three mana ⅔ is usually not very good in Limited, but adding a good Kicker effect is a good way to make a card like that worthwhile. Now, make no mistake, kicking this wont’ always be worthwhile -- Lure effects are highly situational, and sometimes it will be useless. But sometimes it will also be gamebreaking, because it makes the rest of your board unblocked, or wipes out your opponent’s board by forcing them to block.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Scale the Heights
2.0 This does several little things, and they are generally enough for this to make the cut in your deck a significant chunk of the time, but they are also little enough that you won’t always play this.
Kazandu Stomper
2.0 This is a surprisingly decent card for stalling if you’re in a controlling deck, as the statline and the life help make you harder to kill.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Negate
0.5 This doesn’t counter enough things to be something you want in your main deck.
Pack 3 Pick 10: Teeterpeak Ambusher
Murasa Brute
1.5 This has decent stats and a party creature type, so it will make the cut sometimes.
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.
Pressure Point
0.5 We have seen this before, and it was not very impressive. Tapping a creature is sometimes a useful effect, but it is very rarely worth a whole card, and it is quite situational. Adding a cantrip does keep this from being completely dismal, but I think you don’t play this very often.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Teeterpeak Ambusher
2.0 This has decent starting stats, a party creature type, and an ability that can keep it relevant. Seems fine.
Pack 3 Pick 11: Kabira Outrider
Sizzling Barrage
1.0 This removal is way too conditional, you should only be running if it you have no other removal.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Tajuru Snarecaster
1.5 We see this card in lots of sets -- it is just usually a Spider. Like all those times, this is something you’ll play in your Green decks because you tend to not have great ways of dealing with flyers, but it won’t even always make the cut.
Kabira Outrider
2.0 Those Hill Giant stats aren’t pretty, and that ETB isn’t super impressive either, though it can often enable an attack you just didn’t have before. But the Party upside here is nice, if you can get +2/+2 out of the trigger you end up with a much nicer card, and obviously, there’s a chance you can go even bigger. I think this is decent enough for White decks to play the first copy most of the time.
Pack 3 Pick 12: Spitfire Lagac
Concerted Defense
0.0 This doesn’t counter enough things and it is too situational.
Spitfire Lagac
1.5 This has underwhelming stats and unimpressive landfall trigger. You’ll play it less than you’ll cut it.
Spare Supplies
1.0 Two mana to draw a card, and 4 to draw two over the course of a couple of turns is..a thing? But in a set without artifact or sacrifice payoffs, I don’t see this making the cut most of the time.
Pack 3 Pick 13: Oblivion's Hunger
Oblivion's Hunger
1.0 This doesn’t even seem to be worth it in +1/+1 counter decks, as it is still too situational.
Chilling Trap
0.0 // 2.0 If you can’t consistently turn this into a cantrip it is unplayable. But, if you’re a UR deck that is interested in both spells and Wizards, this is a solid playable.
Pack 3 Pick 14: Shell Shield
Shell Shield
2.5 Because of all the kicker payoffs in this format, Shell Shield really overperforms. It allows you to save your creatures fairly cheaply, and it can sometimes also work more as a combat trick.